40 feats, from Grimspawn to Guzeizaer.
Grimspawn · Gripping Limbs · Grippli Glide · Grippli Lore · Grippli Weapon Expertise · Grippli Weapon Familiarity · Grippli Weapon Innovator · Grit And Tenacity · Group Aid · Group Aid · Group Coercion · Group Coercion · Group Impression · Group Impression · Grove-Harbored · Grovel · Grovel · Growth Spell · Gruesome Strike · Gruesome Strike · Guarded Advance · Guarded Movement · Guarded Movement · Guarded Thoughts · Guardian Ghosts · Guardian's Deflection · Guardian's Deflection · Guardian’s Deflection · Guardian’s Deflection · Guide the Timeline · Guided By The Stars · Guiding Finish · Guiding Finish · Guiding Luck · Guiding Luck · Guiding Riposte · Guiding Riposte · Gunpowder Gauntlet · Gunslinger Dedication · Guzeizaer
Grimspawn
FEAT 1
Your lineage traces back to a daemon, one of the manifestations of horrific forms of death that devour souls within their foul home of Kreifalaid. As a result, you cling tenaciously to the last shreds of your own life force. You gain the Diehard feat.
This feat leads to: Daemon Magic.
Advanced Player’s Guide, page 40.
Gripping Limbs
FEAT 9
Nodules, hooks, or claws on your limbs allow you to cling to surfaces with ease. You gain a climb Speed of 15 feet.
LOAG, page 94.
FEAT 5
Prerequisites windweb grippli
Requirements You must have at least one hand free.
You can use your webbed feet to guide your fall. You glide slowly toward the ground, 5 feet down (10 feet if you don't have both hands free) and up to 25 feet forward through the air. As long as you spend at least 1 action gliding each round and have not yet reached the ground, you remain in the air at the end of your turn.
LOME, page 121.
Grippli Lore
FEAT 1
You are well versed in grippli culture and tactics. You gain the trained proficiency in Nature and Stealth. If you would automatically become trained in one of those skills, you instead become trained in a skill of your choice. You also become trained in Grippli Lore.
LOME, page 120.
Grippli Weapon Expertise
FEAT 13
Prerequisites Grippli Weapon Familiarity
You fight with effortless expertise with grippli weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the blowgun, hatchet, scythe, shortbow, composite shortbow, or grippli weapons in which you are trained.
LOME, page 122.
Grippli Weapon Familiarity
FEAT 1
You've trained with weapons ideally suited to marshes and dense forests. You are trained with blowguns, hatchets, scythes, shortbows, and composite shortbows.
You also gain access to all uncommon grippli weapons. For the purpose of determining your proficiency, martial grippli weapons are simple weapons, and advanced grippli weapons are martial weapons.
This feat leads to: Grippli Weapon Expertise and Grippli Weapon Innovator.
LOME, page 120.
Grippli Weapon Innovator
FEAT 5
Prerequisites Grippli Weapon Familiarity
You've learned devious ways to make the most of your grippli weapons. Whenever you critically hit using a blowgun, hatchet, scythe, shortbow, composite shortbow, or grippli weapon, you apply the weapon's critical specialization effect.
LOME, page 121.
FEAT 8
Frequency once per hour
Trigger You fail a Fortitude or Will save.
You call upon deep reserves of toughness and mental fortitude to power through an otherwise debilitating effect. Reroll the triggering save with a +2 circumstance bonus; you must use the second result.
This feat leads to: Unshakable Grit.
Guns & Gears, page 115.
Group Aid
FEAT 9
Your upbringing emphasized teamwork and helping your allies comes naturally to you. After you Aid an ally at a skill check that doesn't have the attack trait, you can also Aid any other ally who attempts the same skill check for the same purpose that round.
You do so as a free action rather than a reaction.
The preparation you did to help must still apply to the other allies, and you can Aid each ally only once. For example, if you helped lift up an ally to Aid them on an Athletics check to scale a wall, you could keep the same posture to give a boost to other allies attempting to scale the wall in the same round.
Advanced Player’s Guide, page 47.
Group Aid
FEAT 9
Your upbringing emphasized teamwork, and helping your allies comes naturally to you. After you Aid an ally at a skill check that doesn't have the attack trait, you can also Aid any other ally who attempts the same skill check for the same purpose that round. You do so as a free action rather than a reaction.
The preparation you did to help must still apply to the other allies, and you can Aid each ally only once. For example, if you helped lift up an ally to Aid them on an Athletics check to scale a wall, you could keep the same posture to give a boost to other allies attempting to scale the wall in the same round.
Group Coercion
FEAT 1
Prerequisites trained in Intimidation
When you Coerce, you can compare your Intimidation check result to the Will DCs of two targets instead of one. It's possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to four if you're an expert, 10 if you're a master, and 25 if you're legendary.
Core Rulebook, page 262.
Group Coercion
FEAT 1
Prerequisites trained in Intimidation
You can strong-arm people effectively, even when you don't have them isolated. When you Coerce, you can compare your Intimidation check result to the Will DCs of up to five targets instead of one.
It's possible to get a different degree of success for each target. The number of targets you can Coerce in a single gate action increases to 10 if you're an expert, 25 if you're a master, and 50 if you're legendary.
Group Impression
FEAT 1
Prerequisites trained in Diplomacy
When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of two targets instead of one. It's possible to get a different degree of success for each target. The number of targets increases to four if you're an expert, 10 if you're a master, and 25 if you're legendary.
Core Rulebook, page 262.
Group Impression
FEAT 1
Prerequisites trained in Diplomacy
When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of up to 10 targets you conversed with, with no penalty. The number of targets increases to 20 if you're an expert, 50 if you're a master, and 100 if you're legendary.
Grove-Harbored
FEAT 1
You are accustomed to exploring thick woodlands and defending yourself against the attacks of magical plants. You gain a +1 circumstance bonus to saves against plant, poison, and wood effects, and if you roll a success on a save against a poison effect, you get a critical success instead.
Rage of Elements, page 48.
FEAT 5
Prerequisites trained in Deception
With obsequious words and begging gestures, you convince your foe you're less of a threat. You attempt to Feint against a creature. Unlike a normal Feint, the creature can be within 30 feet instead of in your melee reach, and you make your check against its Will DC instead of its Perception DC.
Advanced Player’s Guide, page 14.
FEAT 5
Prerequisites trained in Deception
You convince your foe you're less of a threat. You attempt to Feint against a creature. Unlike a normal Feint, the creature can be within 30 feet instead of in your melee reach, and you make your check against its Will DC instead of its Perception DC.
FEAT 10
Prerequisites Elementalist Dedication, wood is in your elemental philosophy
You enhance your spell with elemental wood, causing your magic to expand and grow beyond its original limitations. If the next action you use this turn is to Cast a non-cantrip Spell that affects an area, expand the area of the spell. For bursts, expand the radius by 5 feet; for cones, expand the cone by 10 feet; and for lines, expand the length by 15 feet.
The spell gains the wood trait.
Rage of Elements, page 60.
FEAT 12
Prerequisites tenets of evil, champion's reaction that grants extra damage with your Strikes
Requirements Your Strikes currently deal extra damage from your champion's reaction.
Make a Strike against the creature that triggered your champion's reaction. If you hit, the target takes double the extra damage from your reaction and must succeed at a Fortitude save against your class DC or be drained 1.
Regardless of the result, the creature is temporarily immune to your Gruesome Strike for 24 hours.
Advanced Player’s Guide, page 120.
FEAT 12
Prerequisites divine smite’s reaction that grants extra damage
Requirements Your Strikes currently deal extra damage from with your Strikes (including the desecration, iniquity, and obedience causes) your divine smite’s reaction.
Make a Strike against the creature that triggered your divine smite’s reaction. If you hit, double the extra damage the target takes from your reaction, and the target must succeed at a Fortitude result, the creature is temporarily immune to your Gruesome Strike for 24 hours.
Player Core 2, page 98.
FEAT 12
Prerequisites Knight Vigilant Dedication
You slowly advance on the battlefield, taking utmost caution. You either Step and Raise a Shield or Raise a Shield and Step.
LOKL, page 75.
Guarded Movement
FEAT 4
Your guard is up, even while moving. You gain a +4 circumstance bonus to AC against reactions triggered by your movement.
Core Rulebook, page 160.
Guarded Movement
FEAT 4
Your guard is up, even while moving. You gain a +4 circumstance
Player Core 2, page 121.
Guarded Thoughts
FEAT 9
Your mind, like a dark naga's, foils attempts to read your thoughts. Any effect that specifically attempts to read your mind to glean information must succeed at a counteract check against the higher of your class DC or your spell DC to do so successfully; otherwise, it gains no information. The counteract level is equal to half your level rounded up.
LOIL, page 50.
FEAT 8
Prerequisites Undead Master Dedication
Frequency once per 10 minutes
Trigger You would take damage from a Strike while one of your undead companions is adjacent to you.
You magically divert some of the harm from an incoming attack away from yourself, forcing your undead companion to take it in your stead. Reduce the damage you take from the triggering Strike by 2 + your level. Your adjacent undead companion loses a number of Hit Points equal to the amount of damage reduced. If you have more than one adjacent undead companion, you choose which one loses Hit Points. You can't divert the damage to a temporary fragment from Their Master's Call.
Book of the Dead, page 41.
FEAT 4
Trigger An ally within your melee reach is hit by an attack, you can see the attacker, and a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss.
Requirements You are wielding a single one-handed melee weapon and have your other hand or hands free.
You use your weapon to deflect the attack against your ally, granting a +2 circumstance bonus to their AC against the triggering attack. This turns the triggering critical hit into a hit, or the triggering hit into a miss.
Advanced Player’s Guide, page 89.
FEAT 6
Trigger An ally within your melee reach is hit by an attack, you can see the attacker, and the ally gaining a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss.
Requirements You are wielding a single one-handed melee weapon and have your other hand or hands free.
You use your weapon to deflect the attack against your ally, granting a +2 circumstance bonus to their Armor Class against the triggering attack. This turns the triggering critical hit into a hit, or the triggering hit into a miss.
Core Rulebook, page 148.
FEAT 6
Trigger An ally within your melee reach is hit by an attack, you can see the attacker, and the ally gaining a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss.
Requirements You are wielding a single gate one-handed melee, can see the attacker, and the ally gaining a +2 circumstance into a miss.
You use your Weapon to deflect the attack against your ally, granting a +2 circumstance bonus to their Armor Class against the triggering attack. This turns the triggering critical hit into a hit, or the triggering hit into a miss.
Player Core 1, page 145.
FEAT 4
Trigger An ally within your melee reach is hit by an attack, you would turn the critical hit into a hit or the hit into a miss.
Requirements You are wielding a single gate one-handed melee Weapon and have your other hand or hands free.
You use your Weapon to deflect the attack against your ally, triggering attack. This turns the triggering critical hit into a hit, or the triggering hit into a miss. You gain panache until the end of your next turn.
Player Core 2, page 165.
FEAT 6
Prerequisites Chronoskimmer Dedication
Frequency once per day
You know the result you want and subtly nudge the timeline to your intended destination. Choose an ally or a foe. If you choose an ally, the next time within the next round that ally makes an attack roll or skill check, they roll it twice and take the higher result; this is a fortune effect. If you choose a foe, the next time within the next round that foe makes an attack roll or skill check, they must roll twice and take the lower result unless they succeed at a Will save against your chronoskimmer DC; this is a misfortune effect. Regardless of your choice, the target becomes temporarily immune for 24 hours.
Dark Archive, page 186.
FEAT 5
Frequency once per day
Trigger You are about to attempt a skill check or saving throw.
The stars grant you insights that guide your actions. You roll twice and take the better result. If it's night and you can see the stars, you gain a +1 circumstance bonus to the triggering roll.
LOAG, page 47.
FEAT 14
Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free.
Using your weapon as a lever, you force your opponent to end up right where you want them. Make a Strike with the required weapon. If the Strike hits, you can move the target up to 10 feet into a space in your reach. You can move the target through your space during this movement. This follows the forced movement rules found on page 475. Your Strike gains the following failure effect.
Failure You can force the creature to move as you would on a success, but you can move the target only 5 feet.Core Rulebook, page 152.
FEAT 14
Requirements You are wielding a single gate one-handed melee Weapon and hold nothing else in your hands.
Using your Weapon as a lever, you force your opponent to end up right where you want them. Make a Strike with a onehanded melee Weapon. If the Strike hits, you can Reposition the target up to 10 feet. You can move the target through your space during this movement. Your Strike gains the following Failure effect.
Failure You can force the creature to move as you would on a success, but you can move the target only 5 feet.
Player Core 1, page 149.
Guiding Luck
FEAT 9
Prerequisites Halfling Luck
Your luck guides you to look the right way and aim your blows unerringly. You can use Halfling Luck twice per day: once in response to its normal trigger, and once when you fail a Perception check or attack roll instead of the normal trigger.
Core Rulebook, page 53.
Guiding Luck
FEAT 9
Prerequisites Halfling Luck
Your luck guides you to look the right way and aim your blows unerringly. You can use Halfling Luck twice per day: once in response to its normal trigger, and once when you fail a Perception check or attack roll instead of the normal trigger.
Guiding Riposte
FEAT 14
Prerequisites Dueling Riposte
By shifting your weight and angling your weapon, you guide your opponent to a more favorable position. When you use Dueling Riposte to Strike and you hit, you can move the target up to 10 feet into a space in your reach. This follows the forced movement rules found on page 475.
Core Rulebook, page 153.
Guiding Riposte
FEAT 14
Prerequisites Dueling Riposte
By shifting your weight and angling your Weapon, you guide your opponent to a more favorable position. When you use Dueling Riposte to Strike and you hit, you can Reposition up to 10 feet.
Player Core 1, page 150.
FEAT 4
Prerequisites Pistol Phenom Dedication
Requirements You're wielding a loaded one-handed firearm.
Your flair keeps foes' attention, as your motions with your gun draw your foes into a deadly game. As you toy with them and performatively brandish your weapon, you build their tunnel vision, leaving them trapped in a perceptual gauntlet of your own making. Attempt a Performance check against the Will DC of a single target within your one-handed firearm's first range increment.
Critical Success The target takes a –2 status penalty to attack rolls against creatures other than you until the beginning of your next turn.Success The target takes a –1 status penalty to attack rolls against creatures other than you until the beginning of your next turn.Guns & Gears, page 136.
Gunslinger Dedication
FEAT 2
Prerequisites Dexterity 14
You become trained in simple and martial crossbows and simple and martial firearms. You become trained in gunslinger class DC.
Choose a gunslinger way. You become trained in your way's associated skill; if you were already trained in this skill, you become trained in a skill of your choice. You don't gain any other abilities from your choice of way.
Special You can't select another dedication feat until you've gained two other feats from the gunslinger archetype.
This feat leads to: Basic Shooting, Advanced Shooting, Eagle Eye, Firearm Expert, Practiced Reloads, and Slinger's Readiness.
Guns & Gears, page 127.
Guzeizaer
FEAT 1
You have a connection to vaporous forms of water, such as fog and mist. You gain the Mist Blending reaction.
LOAG, page 119.