60 feats, from Grave Mummification to Grim Insight.
Grave Mummification · Grave Sense · Grave Sight · Grave Strength · Grave's Voice · Gravesight · Gravity Weapon · Great Bear · Great Cleave · Great Cleave · Great Tateth · Great Tengu Form · Greater Animal Senses · Greater Augmentation · Greater Awakened Power · Greater Bloodline · Greater Bloodline · Greater Crossblooded Evolution · Greater Crossblooded Evolution · Greater Cruelty · Greater Cruelty · Greater Deathly Secrets · Greater Debilitating Bomb · Greater Debilitating Bomb · Greater Despair · Greater Distracting Shot · Greater Distracting Shot · Greater Enhance Venom · Greater Interpose · Greater Lesson · Greater Lesson · Greater Magical Edification · Greater Magical Scholastics · Greater Magical Scholastics · Greater Mental Evolution · Greater Mental Evolution · Greater Mental Evolution · Greater Merciful Elixir · Greater Mercy · Greater Mercy · Greater Physical Evolution · Greater Physical Evolution · Greater Physical Evolution · Greater Revelation · Greater Revelation · Greater Security · Greater Snow Step · Greater Spell Runes · Greater Spiritual Evolution · Greater Spiritual Evolution · Greater Sun Blessing · Greater Vital Evolution · Greater Vital Evolution · Green Empathy · Green Empathy · Green Tongue · Greenwatcher · Grievous Blow · Grievous Blow · Grim Insight
Grave Mummification
FEAT 6
Prerequisites Mummy Dedication
Exposure to the elements, magic, alchemy, and other phenomena intensified the changes from your mummification. You gain the advanced undead benefits (page 44). In addition, you gain resistance equal to half your level against any damage you'd take from your bound terrain, including its dangerous temperatures, weather, hazardous terrain, and environmental hazards.
Book of the Dead, page 52.
Grave Sense
FEAT 6
Prerequisites Sitreiku Sentry Dedication
Your time spent hunting the undead allows you to sense them.
You sense undead as a vague sense (Core Rulebook 465) similar to a human's sense of smell, an uncomfortable sensation akin to smelling something cloying and rotting. When in proximity to the undead, you eventually sense their presence, though you might not do so instantly, and you can't pinpoint their location. An undead using a disguise or otherwise trying to hide its presence must attempt a Deception check against your Perception DC to hide its presence from you. If the creature succeeds at its Deception check, it is then temporarily immune to your Grave Sense for 1 day.
LOWG, page 47.
Grave Sight
FEAT 10
Prerequisites Sitreiku Sentry Dedication, Grave Sense
Your ability to sense undead has improved. You sense undead as an imprecise sense (Core Rulebook 464) with a range of 60 feet: an uncomfortable sensation brushes against your spirit and stinks of rot. When in proximity to an undead, you can sense its presence, but it has the hidden condition instead of the observed condition. An undead using a disguise or otherwise trying to hide its presence must attempt a Deception or Stealth check against your Perception DC to hide its presence from you. If the creature succeeds, it's undetected, and you have to use the Seek basic action to detect the creature. As with hearing and other imprecise senses, you still need to Seek to locate an undetected creature.
LOKL, page 79.
Grave Strength
FEAT 6
Prerequisites Ghoul Dedication
The flesh you've consumed over the course of your existence as a ghoul has made you stronger, gifting you with strange insights from the minds of the sapient creatures you've devoured and bringing you closer to a state of undead perfection. You gain the advanced undead benefits (page 44). In addition, you gain a +5-foot status bonus to your Speed while you're satiated.
Book of the Dead, page 49.
Grave's Voice
FEAT 4
Prerequisites Ghost Hunter Dedication
You can use your choice of Spirit Lore or Haunt Lore to Make an Impression or Request things of incorporeal creatures. At the GM's discretion, an incorporeal spirit might be willing to hear you out.
AV1, page 81.
Gravesight
FEAT 1
Prerequisites low-light vision
You can see in the darkness as easily as a psychopomp. You gain darkvision.
Special You can select this feat only at 1st level, and you can't retrain into or out of this feat.
Advanced Player’s Guide, page 38.
Gravity Weapon
FEAT 1
Your expertise with your weapons and commitment to taking out your targets lends you magical power. You gain the gravity weapon warden spell and a focus pool of 1 Focus Point.
Advanced Player’s Guide, page 132.
Great Bear
FEAT 12
Prerequisites Ursine Avenger Form
Frequency once per hour
When you transform, you can take on a bear's bulk and size. You can spend an additional action when using Ursine Avenger Form to gain the effects of a 1st-level enlarge spell, which lasts for the spell's normal duration or until you leave your Ursine Avenger Form, whichever comes first.
Treasure Vault, page 184.
Great Cleave
FEAT 10
Prerequisites Cleave
Your fury carries your weapon through multiple foes. When you Cleave, if your Strike also kills or knocks the target unconscious, you can continue to make melee Strikes until you make a Strike that doesn't kill or knock a creature unconscious, or until there are no creatures adjacent to the most recent creature you attacked while Cleaving, whichever comes first.
Core Rulebook, page 91.
Great Cleave
FEAT 10
Prerequisites Cleave
Your fury carries your Weapon through multiple foes. When can continue to make melee Strikes until you make a Strike creatures adjacent to the most recent creature you attacked while Cleaving, whichever comes first.
Player Core 2, page 82.
Great Tateth
FEAT 8
Prerequisites Charisma 16, Shikhaegaix Braggart Dedication
Your bragging is particularly effective. If you succeed at a boast, you can attempt a great boast about that same skill by using your Shikhaegaix Braggart Dedication action about the same action during the duration of your original boast's circumstance bonus; this is an exception to the rule that you can't make another boast about the same action until your next daily preparations. A great boast uses the Shikhaegaix Braggart Dedication action (page 74), except that if you succeed, your circumstance bonus increases to +2 and remains for 1 hour. If you fail the great boast, you take a –2 circumstance penalty to attempt the same action for 4 hours. Once you declare a great boast about a particular action, you can't declare a great boast about the same action until the next time you make daily preparations, regardless of whether you succeed or fail at the check. The minimum challenging task for a great boast is one with at least a hard DC for your level.
LOCG, page 75.
Great Tengu Form
FEAT 17
Prerequisites Long-Nosed Form
You take on the imposing form of a large, winged oni. Once per day, as part of using Long-Nosed Form, you also gain the benefits of 4th-level enlarge and fly. This lasts for 5 minutes or until you shift out of your Long-Nosed Form, whichever happens first.
Advanced Player’s Guide, page 27.
Greater Animal Senses
FEAT 5
Your senses advance to match those of your animal aspect. You gain one of the following senses available to your inherent animal: echolocation (imprecise) 30 feet or tremorsense (imprecise) 30 feet. If your inherent animal doesn't typically have a specific type of sense, you can't gain the sense with this feat.
Special You can select this feat multiple times, either choosing a different sense or improving an imprecise sense granted by this feat to a precise sense.
LOAG, page 81.
Greater Augmentation
FEAT 17
You've greatly improved your abilities and your core can support further augmentations. You gain the enhancement benefits of one of your 1st-, 5th-, 9th-, or 13th-level automaton ancestry feats.
You are also capable of reconfiguring your augmentations to meet your needs. You can spend one week of downtime to change the enhancement you gain with this feat.
Guns & Gears, page 43.
Greater Awakened Power
FEAT 10
Your power undergoes yet another awakening. You gain one awakening benefit for a deviant feat of 10th level or lower.
Special You can take this feat multiple times. Each time you do, choose a different deviant feat of 10th level or lower, and gain one of its awakening benefits.
Dark Archive, page 78.
Greater Bloodline
FEAT 10
Prerequisites bloodline spell
Further communion with the legacy of your bloodline has uncovered greater secrets. You gain the greater bloodline spell associated with your bloodline. Increase the number of Focus Points in your focus pool by 1.
Core Rulebook, page 200.
Greater Bloodline
FEAT 10
Prerequisites bloodline spell
You uncover the Greater secrets of your bloodline. You gain the Greater Bloodline spell associated with your bloodline.
Player Core 2, page 154.
Greater Crossblooded Evolution
FEAT 18
Prerequisites Crossblooded Evolution
Your bloodline is extraordinarily complex. You can have up to three spells from other traditions in your spell repertoire, rather than just one. These spells must each be of a different spell level, but they don't need to be from the same tradition.
Core Rulebook, page 201.
Greater Crossblooded Evolution
FEAT 18
Prerequisites Crossblooded Evolution
Your bloodline is extraordinarily complex. Choose up to three of the sorcerous gift single spell granted by your secondary bloodline.
You add these single spell to your Spell Repertoire, heightened to the highest rank of single spell you can Cast or to the highest rank they can be heightened to that is lower than the highest rank of single spell you can Cast. You Cast these single spell as the tradition from your primary bloodline.
Player Core 2, page 157.
Greater Cruelty
FEAT 8
Prerequisites Cruelty
The extent of the corruption within you does more than simply sap your foes' strength, it devastates their minds and reflexes. When you use Cruelty, choose whether you want to make the creature enfeebled as normal, to make it clumsy 1 on a failed save (clumsy 2 on a critical failure), or to make it stupefied 1 on a failed save (stupefied 2 on a critical failure).
Advanced Player’s Guide, page 120.
Greater Cruelty
FEAT 8
Prerequisites Cruelty
The extent of your corruption devastates your foes’ minds and reflexes. When you use Cruelty, you can choose to make the target clumsy or stupefied instead, with the same condition value. Make the choice when you Cast the Spell (before you know the result of the target’s save).
Player Core 2, page 96.
Greater Deathly Secrets
FEAT 10
Prerequisites Deathly Secrets
Your undead secrets grow stronger still. You learn either the malignant sustenance or grasping grave focus spell. Your focus pool increases by 1 point.
Special You can select this feat more than once. Each time, you learn a different spell and your focus pool increases by 1 Focus Point.
Book of the Dead, page 35.
Greater Debilitating Bomb
FEAT 10
Prerequisites Debilitating Bomb
You have learned enhanced techniques and alchemical secrets that allow you to expand the range of effects you can impose with your bombs. When you use Debilitating Bomb, add the following to the list you can choose from: clumsy 1, enfeebled 1, stupefied 1, or –10-foot status penalty to Speeds.
This feat leads to: True Debilitating Bomb.
Core Rulebook, page 79.
Greater Debilitating Bomb
FEAT 10
Prerequisites Debilitating Bomb
You have learned enhanced techniques and alchemical secrets that allow you to expand the range of effects you can impose with your bombs. When you use Debilitating Bomb, add the following to the list you can choose from: clumsy 1, enfeebled 1, stupefied 1, or –10-foot status penalty to Speeds.
Player Core 2, page 67.
Greater Despair
FEAT 12
Prerequisites Mummy's Despair
You increase the frequency of Mummy's Despair to once per 10 minutes instead of once per hour. A creature that critically fails its Will saving throw is paralyzed for 1 round instead of frightened 2. Mummy's Despair gains the incapacitation trait.
Book of the Dead, page 52.
Greater Distracting Shot
FEAT 16
Prerequisites Distracting Shot
Even a single missile can throw off your enemy's balance, and more powerful attacks leave it flustered for longer. If you hit your hunted prey with a ranged weapon, it's flat-footed until the start of your next turn. If you critically hit your prey or hit it twice on the same turn with a ranged weapon, it's flat-footed until the end of your next turn instead.
Core Rulebook, page 176.
Greater Distracting Shot
FEAT 16
Prerequisites Distracting Shot
Even a single gate missile can throw off your enemy’s Balance, and more powerful attacks leave it flustered for longer. If you hit your hunted prey with a ranged Weapon, it’s off-guard until the start of your next turn. If you critically hit your prey or hit it twice on the same turn with a ranged weapon, it’s off-guard until the end of your next turn instead.
Player Core 1, page 162.
Greater Enhance Venom
FEAT 17
Prerequisites Moderate Enhance Venom
You upgrade the tegoux venom you can apply with Envenom to greater tegoux venom. Envenom's frequency becomes once per minute.
Greater Tegoux Venom Level 17 Saving Throw Fortitude; Maximum Duration 6 rounds; Stage 1 7d6 poison damage (1 round); Stage 2 9d6 poison damage (1 round); Stage 3 11d6 poison damage (1 round)
LOIL, page 63.
Greater Interpose
FEAT 14
Prerequisites Sacrifice Armor
Your divine grace empowers you to avoid hits when you otherwise could not. You can use Sacrifice Armor to reduce any type of damage from an attack or effect requiring a Reflex save.
When you use Sacrifice Armor against a critical hit or a critical failure on a Reflex save that would otherwise cause you to take double damage, you take the normal amount of damage instead.
Advanced Player’s Guide, page 121.
Greater Lesson
FEAT 6
Your patron grants you greater knowledge. Choose a greater or basic lesson. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1.
Advanced Player’s Guide, page 102.
Greater Lesson
FEAT 6
Your patron grants you Greater Knowledge. Choose a Greater or basic lesson from the list on page 185. You gain its associated hex, and your familiar learns the associated spell.
Player Core 1, page 188.
Greater Magical Edification
FEAT 10
Prerequisites Magical Edification
You've continued to expand your compendium of tools to compile knowledge. You can cast comprehend language, mindlink, and secret page as innate occult spells, each once per day. When you cast secret page, it is automatically heightened to the same spell level as your cantrips from Magical Edification.
Advanced Player’s Guide, page 179.
Greater Magical Scholastics
FEAT 10
Prerequisites Archaeologist Dedication, Magical Scholastics
You broaden your magical studies, allowing you to find the right path, detect objects, and conceal those objects from unscrupulous rivals. You can cast augury, locate, and nondetection as occult innate spells, each once per day. You can cast this nondetection spell only on an object, and it is automatically heightened to the same spell level as your cantrips from Magical Scholastics.
Advanced Player’s Guide, page 156.
Greater Magical Scholastics
FEAT 10
Prerequisites Magical Scholastics
You broaden the scope of your magical understanding, allowing you to find the right path, detect hidden objects, and conceal those objects from unscrupulous rivals. You can cast augury, locate, and veil of privacy as occult innate spells, each once per day. You can cast this veil of privacy spell only on an object, and it’s automatically heightened to half your level rounded up.
Player Core 2, page 184.
Greater Mental Evolution
FEAT 16
Prerequisites Arcane Evolution or Occult Evolution
Your bloodline's deep connection to mental essence greatly enhances your spell repertoire. Add one spell to your spell repertoire for each spell level you can cast.
Core Rulebook, page 201.
Greater Mental Evolution
FEAT 14
Prerequisites mental Evolution
Your mental abilities have evolved even further. Increase your Intelligence, Wisdom, or Charisma score by 2. This increase can't raise your ability score above 18.
Player Core 1, page 134.
Greater Mental Evolution
FEAT 16
Prerequisites Arcane Evolution or Occult Evolution
Your bloodline’s deep connection to mental essence greatly enhances your Spell Repertoire. Add one spell to your Spell Repertoire for each spell rank you can Cast.
Player Core 2, page 157.
Greater Merciful Elixir
FEAT 14
Prerequisites Merciful Elixir
Your additives contain panaceas that can remedy a plethora of maladies. When you use Merciful Elixir, your elixir can instead attempt to counteract the blinded, deafened, sickened, or slowed condition.
Core Rulebook, page 80.
Greater Mercy
FEAT 8
Prerequisites Mercy
Your faith enhances your ability to remove conditions. When you use Mercy, you can instead attempt to counteract the blinded, deafened, sickened, or slowed conditions.
Core Rulebook, page 112.
Greater Mercy
FEAT 8
Prerequisites Mercy
Your faith enhances your ability to remove conditions. Add the following options to the list of conditions you can counteract for any type of Mercy you can grant. Mercy of the Body drained, slowed; if you’re 16th level, add stunned; Mercy of Grace immobilized, restrained, slowed; if you’re 12th level, add petrified; if you’re 16th level, add stunned; Mercy of the Mind confused, controlled, slowed; if you’re 16th level, add doomed and stunned.
Player Core 2, page 97.
Greater Physical Evolution
FEAT 12
Prerequisites Arcane Evolution or Primal Evolution
You hold a deep understanding of the innate fundamental structures of the physical world, and you can enforce your will upon that structure as far as your own blood is concerned. Once per day, you can use a sorcerer spell slot to cast any common polymorph battle form spell of the spell slot's level as if it were a signature spell in your repertoire.
If you have Arcane Evolution, you can also choose from any battle form spell in your spellbook. If you have Primal Evolution, you can Cast a Spell listed in that feat using the extra spell slot the feat grants (instead of a sorcerer spell slot).
Advanced Player’s Guide, page 141.
Greater Physical Evolution
FEAT 14
Prerequisites Physical Evolution
Your physical form has evolved even further. Increase your Strength, Dexterity, or Constitution score by 2. This increase can't raise your ability score above 18.
Player Core 1, page 134.
Greater Physical Evolution
FEAT 12
Prerequisites Arcane Evolution or Primal Evolution
You change form readily. Once per day, you can use a sorcerer spell slot to Cast any common polymorph battle form spell of the spell slot’s rank as if it were a signature spell in your repertoire.
You can use the extra spell slot from either Arcane Evolution or Primal Evolution instead of a sorcerer spell slot.
Player Core 2, page 155.
Greater Revelation
FEAT 12
Prerequisites initial revelation spell
You learn a greater revelation spell associated with your mystery. Increase the number of Focus Points in your focus pool by 1.
This feat leads to: Paradoxical Mystery.
Advanced Player’s Guide, page 80.
Greater Revelation
FEAT 12
Prerequisites Initial revelation spell
You unlock deeper revelations hidden within your mystery. You gain your mystery’s Greater revelation spell.
Player Core 2, page 142.
Greater Security
FEAT 8
Prerequisites Security
shield in hand, you offer your ally its full protection you do yourself. While the companion shield is in effect, if your shield is raised, the ally with the companion shield gets the same bonus ally would meet the trigger. This uses your shield’s statistics and applies damage to your shield.
Player Core 2, page 97.
Greater Snow Step
FEAT 16
You can't be impeded by environmental effects that rely on cold or its byproducts. You ignore greater difficult terrain caused by snow and ice.
Treasure Vault, page 185.
Greater Spell Runes
FEAT 10
Prerequisites Spell Runes
You gain more powerful spell runes. You gain a spell rune corresponding to a 4th-level arcane spell. At 12th level, you gain a spell rune corresponding to a 5th-level arcane spell, and at 14th level, you gain a spell rune corresponding to a 6th-level arcane spell.
LOWG, page 119.
Greater Spiritual Evolution
FEAT 12
Prerequisites Divine Evolution or Occult Evolution
Your magical blood is rich with spiritual essence, and this infusion within you allows your spells to be fully effective against incorporeal creatures, spirits, and creatures on the Ethereal Plane. Your spells have the effects of a ghost touch property rune. They can target or affect a creature projecting its consciousness (such as via project image) or possessing another creature, even if its body is elsewhere, though you must know about the possession or projection and choose to do so. Your spells can affect creatures on the Ethereal Plane, though this doesn't grant you any particular ability to locate them.
Advanced Player’s Guide, page 141.
Greater Spiritual Evolution
FEAT 12
Prerequisites Divine Evolution or Occult Evolution
Your magical blood allows your single spell to be fully effective against incorporeal creatures. Your single spell have the effects of a ghost touch property rune. They can target or affect a creature projecting its consciousness (such as via project image) or possessing another creature, even if its body is elsewhere, though you must know about the possession or projection and choose to do so. Your spells can affect creatures on the Ethereal Plane, though this doesn’t grant you the ability to locate them.
Player Core 2, page 155.
Greater Sun Blessing
FEAT 12
Prerequisites Blessing of the Sun Gods
Your connection to the Old Sun Gods grows stronger. You gain an advanced domain spell from a domain you chose with Blessing of the Sun Gods. Increase the number of Focus Points in your focus pool by 1.
Special You can select this feat multiple times. Each time you do so, you must select a different domain for which you have an initial domain spell from Blessing of the Sun Gods.
Strength of Thousands #4: Secrets of the Temple-City, page 79.
Greater Vital Evolution
FEAT 16
Prerequisites Divine Evolution or Primal Evolution
Vital power surges through you like a font of energy. Twice per day, you can cast a spell after you've run out of spell slots of the appropriate spell level; the two spells you cast with this feat must be of different spell levels.
Core Rulebook, page 201.
Greater Vital Evolution
FEAT 16
Prerequisites Divine Evolution or Primal Evolution
Vital power surges through you like a font of energy. Twice per day, you can Cast a Spell after you’ve run out of spell slots of the appropriate spell rank; the two single spell you Cast with this feat must be of different spell ranks.
Player Core 2, page 157.
Green Empathy
FEAT 6
Prerequisites Leaf order
You can communicate with plants and fungus on a basic level and use Diplomacy to Make an Impression on them and to make very simple Requests of them. Non-creature plants or fungus typically can't fulfill most requests you might ask of them unless you have access to other magic such as speak with plants. Because of your affiliation with the leaf order, plants have a sense that you support them, so you gain a +2 circumstance bonus on your check to Make a Request of a plant using Green Empathy.
This feat leads to: Green Tongue.
Core Rulebook, page 136.
Green Empathy
FEAT 10
Prerequisites leaf order
You have a magical connection with all things that grow. You (and your Leshy Familiar, if you have one) gain a +2 status bonus to Nature checks, and you can cast speak with plants as a primal innate spell once per day. If you have a Leshy Familiar, it can serve as the origin point for this spell.
Player Core 1, page 132.
Green Tongue
FEAT 12
Prerequisites Green Empathy
You share a special kinship with all things green and living. You (and your leshy familiar, if you have one) are constantly under the effects of speak with plants. Most non-creature plants recognize you as a druid of the leaf order and are friendly to you.
Core Rulebook, page 138.
Greenwatcher
FEAT 10
Prerequisites Defy Fey
Your experience fighting against and alongside fey creatures is nearly unrivaled. Any weapon you wield or unarmed attack you make against a fey creature is treated as cold iron. Whenever you critically fail a save against a spell cast by a fey creature, it's instead treated as a normal failure. Whenever you critically succeed on a Strike against a fey creature, the target is immediately subject to the effects of a faerie fire spell. For the purposes of counteracting this effect, it's an innate 2nd-level primal spell.
LOIL, page 129.
FEAT 8
Prerequisites Martial Artist Dedication
You know how to deliver focused, powerful blows that bypass your enemies' resistances. Make an unarmed melee Strike.
This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal two extra weapon damage dice. If you are at least 18th level, increase this to three extra weapon damage dice.
This attack also ignores an amount of resistance to physical damage, or to a specific physical damage type, equal to your level.
Advanced Player’s Guide, page 182.
FEAT 8
Prerequisites Martial Artist Dedication
You know how to deliver focused, powerful blows that bypass your enemies’ resistances. Make an unarmed melee Strike. If this Strike hits, it deals two additional weapon damage dice and ignores an amount of resistance to physical damage (or to a specific physical damage type) equal to your level. This Strike counts as two attacks when calculating your multiple attack penalty.
If you are at least 18th level, increase the additional damage to three weapon damage dice.
Player Core 2, page 206.
Grim Insight
FEAT 1
Prerequisites umbral gnome heritage
Others' attempts to scare you often grant you insights about your would-be bullies that you can then exploit. If you roll a success on a saving throw against a fear effect, you get a critical success instead, and the source of the fear effect is flatfooted to you until the end of your next turn.
LOCG, page 32.