60 feats, from Gadget Specialist to Glean Contents.
Gadget Specialist · Gang Up · Gang Up · Ganzi Gaze · Gaping Flesh · Garden Path · Gardener's Resolve · Garuda Magic · Garuda's Squall · Gaze Of Veracity · Gear Gnash · Gear Up · Gecko's Grip · Gecko's Grip · General Training · Genie Weapon Expertise · Genie Weapon Familiarity · Genie Weapon Flourish · Genius Mutagen · Geologic Attunement · Geomancer Dedication · Get Used To Disappointment · Ghoran Lore · Ghoran Weapon Expertise · Ghoran Weapon Familiarity · Ghoran Weapon Practice · Ghoran's Wrath · Ghost Blade · Ghost Dedication · Ghost Eater Dedication · Ghost Flight · Ghost Hunter · Ghost Hunter Dedication · Ghost Strike · Ghost Wrangler · Ghostly Grasp · Ghostly Grasp · Ghostly Resistance · Ghosts in the Storm · Ghoul Dedication · Giant Snare · Giant Snare · Giant's Lunge · Giant's Lunge · Giant's Stature · Giant’s Stature · Gift of the Hoard · Gift Of The Moon · Gifted Power · Gigaton Strike · Gigavolt · Gildedsoul · Glacial Prison · Glad-hand · Glad-Hand · Gladiator Dedication · Gladiator Dedication · Glamour · Glass Skin · Glean Contents
Gadget Specialist
FEAT 4
Prerequisites expert in Crafting
Rather than just using your gadgets for various boosts and tweaks, you also craft a few specific temporary consumable gadgets each day. You gain the formulas for three common or uncommon gadgets (page 66). Each day during your daily preparations, you can create two temporary gadgets from your formula book. Gadgets prepared in this way don't cost you any resources to Craft and don't have any sale value. They are temporary items and fall apart the next time you make your daily preparations if you haven't already used them.
If you're a master in Crafting, you can create three gadgets per day, and you gain three additional common or uncommon gadget formulas. If you're legendary in Crafting, you can create four gadgets per day, and you gain another additional three common or uncommon gadget formulas, for a total of nine.
This feat leads to: Contingency Gadgets and Ubiquitous Gadgets.
Guns & Gears, page 26.
Gang Up
FEAT 6
You and your allies harry an opponent in concert. Any enemy is flat-footed against your melee attacks due to flanking as long as the enemy is within both your reach and your ally's. Your allies must still flank an enemy for it to be flat-footed to them.
Core Rulebook, page 186.
Gang Up
FEAT 6
You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other.
The other requirements for flanking must still be met.
Player Core 1, page 172.
Ganzi Gaze
FEAT 1
You have unusual sensory abilities passed down from your chaotic forebears. You gain low-light vision. If you already have low-light vision, you gain darkvision instead.
Special You can select this feat a second time to gain darkvision in addition to low-light vision.
LOAG, page 97.
FEAT 5
Frequency once per day
Trigger A creature you are aware of damages you with a melee Strike.
Your wound yawns open, appalling your attacker. The attacker must succeed at a Fortitude saving throw against your class DC or spell DC, whichever is higher, or become sickened 1 (sickened 2 on a critical failure). It can't recover from the sickened condition while it's adjacent to you.
LOAG, page 93.
Garden Path
FEAT 8
Prerequisites Bellflower Dedication
You can guide your crop to move without notice. When you and any of your crop are Avoiding Notice, you can choose one member of your crop to temporarily gain the benefits of the Quiet Allies skill feat until the group is no longer Avoiding Notice. The group rolls two checks instead of one, using the higher die roll. This is a fortune effect.
Age of Ashes #3: Tomorrow Must Burn, page 75.
FEAT 8
Prerequisites Vigilante Dedication, member of the Gray Gardeners
Frequency once per day
Trigger You roll a failure (but not a critical failure) on a Will save against a fear effect.
The Gray Gardeners are known for having nerves of steel and an unbreakable resolve. When you would be overwhelmed by terror, you can draw upon this resolve to keep your composure and remain undaunted. You take mental damage equal to twice your level, and the saving throw is a success.
Night of the Gray Death, page 65.
Garuda Magic
FEAT 9
Prerequisites Rouvoux
You are descended from the wondrous garudas, and their keen senses manifest in your magical prowess. You can cast blur and see invisibility each once per day as 2nd-level divine innate spells.
LOAG, page 11.
Garuda's Squall
FEAT 5
Prerequisites Rouvoux
Garudas' marksmanship and magic are second nature to you. Whenever you critically hit using a bow, you apply the weapon's critical specialization effect.
LOAG, page 11.
Gaze Of Veracity
FEAT 10
Prerequisites Maefalei Signifer Dedication, ability to cast focus spells
You can channel your mask's power to pierce through lies and see the truth in any situation. Increase the number of Focus Points in your focus pool by 1. While wearing your mask, you can cast the glimpse the truth cleric domain spell as a divine focus spell.
LOCG, page 85.
Gear Gnash
FEAT 4
Prerequisites Trapsmith Dedication, expert in Crafting
Snares you create have complicated inner workings that are quite difficult to disable. Creatures attempting to Disable your snares that use gears must succeed at an additional Thievery check in order to disable the snare. On a failed check, while the snare doesn't fully trigger, the grinding mechanisms deal bludgeoning damage to the creature equal to half your level. The snare still triggers on a critical failure, as normal.
Guns & Gears, page 54.
Gear Up
FEAT 6
Prerequisites Undead Slayer Dedication
Whether it's wooden stakes, holy water, or more unusual tools, you always have just the right thing to handle an undead's unusual weaknesses and vulnerabilities. You gain the Prescient Planner and Prescient Consumable feats. When using Prescient Planner specifically to pull out an item you need to deal with an undead's weakness or vulnerability, you can pull out the item as a 2-action activity to remove your backpack (or similar container) and draw the item, rather than taking 1 minute. If you have the Hunter's Sanctum feat, you keep your sanctum well stocked with the basics and can spend 1 hour in your sanctum refreshing your supplies in order to meet the requirements for Prescient Planner, even if you haven't been able to purchase goods.
Book of the Dead, page 29.
Gecko's Grip
FEAT 5
Prerequisites cliffscale lizardfolk
You stick to walls with a preternatural grip. You gain a climb Speed of 15 feet.
LOCG, page 59.
Gecko's Grip
FEAT 5
You cling to walls with a preternatural grip. You gain the Combat Climber feat as a bonus feat, and if you roll a success on an Athletics check to Climbing, you get a critical success instead.
Special If you have the cliffscale lizardfolk heritage, you instead gain a Climbing Speed of 15 feet.
General Training
FEAT 1
Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat's prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.
Special You can select this feat multiple times, choosing a different feat each time.
Core Rulebook, page 57.
Genie Weapon Expertise
FEAT 13
Prerequisites Genie Weapon Familiarity
Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in falchions, ranseurs, scimitars, tridents, and all geniekin weapons in which you are trained.
LOAG, page 100.
Genie Weapon Familiarity
FEAT 1
You've trained with weapons used by your genie ancestors. You are trained with falchions, ranseurs, scimitars, and tridents. In addition, you gain access to all uncommon geniekin weapons. For the purpose of determining your proficiency, martial geniekin weapons are simple weapons and advanced geniekin weapons are martial weapons.
This feat leads to: Genie Weapon Expertise and Genie Weapon Flourish.
LOAG, page 100.
Genie Weapon Flourish
FEAT 5
Prerequisites Genie Weapon Familiarity
Whenever you critically hit using a falchion, ranseur, scimitar, trident, or a geniekin weapon, you apply the weapon's critical specialization effect.
LOAG, page 100.
Genius Mutagen
FEAT 16
Specialized tweaks to your formula that supplements your genius considerably broaden the benefits you gain from cognitive mutagens. When you're affected by a cognitive mutagen, you also gain the mutagen's item bonus to Deception, Diplomacy, Intimidation, Medicine, Nature, Performance, Religion, and Survival checks. In addition, you can communicate telepathically with creatures within 60 feet with whom you share a language. The communication is two-way once you establish it, so a creature you contact can also communicate with you.
Core Rulebook, page 81.
FEAT 1
You tune to the earth and stone around you, extending your senses through it in rippling waves. You gain tremorsense (imprecise) in your kinetic aura. Once per round, you can Point Out a creature you can sense with tremorsense as a free action.
Level (13th) The tremorsense becomes precise.
Rage of Elements, page 26.
Geomancer Dedication
FEAT 2
Prerequisites trained in Nature; ability to cast spells from spell slots; at least one spell with the air, cold, earth, fire, plant, or water trait
You feel a deep connection to the world no matter where you are, a phenomenon known as "terrain attunement." When you expend a spell slot to cast a spell with a trait that corresponds to the type of terrain you are currently in (as listed below), you gain the terrain attunement effect for that type of terrain. The GM might determine an attunement applies as long as it's prevalent enough around you. For instance, you might be in aquatic terrain on a riverbank or on a boat. Similarly, one place might count as multiple types of terrain, such as a mountain in the far north being both arctic and mountain. In this case, you choose only one terrain attunement effect, even if the spell has traits that would apply to each terrain type.
Certain terrain attunements affect your enemies instead of you. If they do, when you cast the spell you apply the listed effect to all enemies who are either adjacent to you, in the area of the spell, or targeted by the spell. These enemies receive the listed saving throw against your spell DC to attempt to avoid the effect.
Special You can't select another dedication feat until you've gained two other feats from the geomancer archetype.
This feat leads to: Attuned Stride, Attunement Shift, Draw From The Land, Quickened Attunement, Read The Land, Rough Terrain Stance, Shifting Terrain, Shared Attunement, and Terrain Shield.
Secrets of Magic, page 212.
FEAT 12
Prerequisites expert in Intimidation
Requirements Your turn begins, and one target within 30 feet
failed an attack roll or skill check against you on its last turn.
You capitalize on an opponent’s Failure with smug attitude and swagger, reminding them of the gap in skill between you and your opponent. You attempt to Demoralize the opponent.
Regardless of the result, the target becomes temporarily immune for single gate minute.
Player Core 2, page 168.
Ghoran Lore
FEAT 1
The very first memories ghorans have are those of their creation, and even after thousands of years, those memories have never faded for you. You become trained in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Ghoran Lore.
LOIL, page 37.
Ghoran Weapon Expertise
FEAT 13
Prerequisites Ghoran Weapon Familiarity
It's as if you've been training for a thousand years. 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 glaive, greatclub, hatchet, scythe, sickle, and ghoran weapons in which you're trained.
LOIL, page 39.
Ghoran Weapon Familiarity
FEAT 1
Over the course of your long, long existence, you've had a chance to practice with traditional ghoran weapons. You're trained with the glaive, greatclub, hatchet, scythe, and sickle. In addition, you gain access to all uncommon ghoran weapons. For the purpose of determining your proficiency, martial ghoran weapons are simple weapons and advanced ghoran weapons are martial weapons.
LOIL, page 37.
Ghoran Weapon Practice
FEAT 5
Prerequisites Ghoran Weapon Familiarity
With plenty of practice, the memories of previous fights from previous lives come flooding back. Whenever you critically hit using a glaive, greatclub, hatchet, scythe, sickle, or ghoran weapon, you apply the weapon's critical specialization effect.
LOIL, page 38.
Ghoran's Wrath
FEAT 17
You have such a strong connection to the natural world that you can inspire it to attack at those who threaten you. You can cast nature's reprisal (Secrets of Magic 117) once per hour as a primal innate spell.
LOIL, page 39.
FEAT 4
Prerequisites Mind Smith Dedication
Frequency once per hour
You alter your weapon's phase so it can more easily strike incorporeal creatures. Your mind weapon gains the effects of a ghost touch property rune for 1 minute.
Dark Archive, page 205.
Ghost Dedication
FEAT 2
Prerequisites You died and returned as a ghost.
You have risen as a shell of your former self, a spirit of mist and anguish. You gain the ghost, spirit, and undead traits, and the basic undead benefits (page 44). Your undead craving is to settle your unfinished business. You also gain the incorporeal trait, as described on page 218, except you can't pass through solid objects unless you select the Pass Through feat. Being a ghost has the following major effects.
This feat leads to: Frightful Moan, Ghostly Resistance, Ghostly Grasp, Ghost Flight, Unlimited Ghost Flight, Pass Through, and Rejuvenation.
Book of the Dead, page 46.
Ghost Eater Dedication
FEAT 2
Prerequisites trained in Occultism or Religion
You have trained as a ghost eater, a hunter specialized in the destruction of spirits. You know how to channel your own spiritual energy to harm spirits. Your weapon and unarmed attack Strikes become magical. Against incorporeal creatures, they also gain the effects of a ghost touch property rune.
Special You cannot select another dedication feat until you have gained two other feats from this archetype.
This feat leads to: Cross The Threshold, Disrupting Strikes, and Reach Beyond.
Fists of the Ruby Phoenix #1: Despair on Danger Island, page 79.
FEAT 8
Prerequisites Ghost Dedication
Frequency once per day
You can suppress your tether to the ground, overcoming your resistance to fly free. For 10 minutes, your fly Speed doesn't restrict you to only a few inches off the ground, allowing you to travel to any height you choose.
This feat leads to: Unlimited Ghost Flight.
Book of the Dead, page 47.
Ghost Hunter
FEAT 1
Your connection to the Vreitaistian ensures that your blows strike true against spectral beings. Your weapon and unarmed attack Strikes against incorporeal creatures become magical. If they are already magical, they instead gain the effects of a ghost touch property rune.
Advanced Player’s Guide, page 38.
Ghost Hunter Dedication
FEAT 2
Prerequisites Trained in Occultism or Religion
You have focused your training on hunting and defeating ghosts, spirits, and all manner of haunts. Pick Spirit Lore or Haunt Lore; you become trained in this skill. If you were already trained in both skills, you become trained in a new Lore skill of your choice.
Choose two cantrips from the occult spell list. Each cantrip must have the divination, enchantment, or necromancy trait. You can cast these spells as innate occult spells. You gain access to the Cast a Spell activity if you didn't have it already.
You're trained in occult spell attack rolls and spell DCs. You can usually replace material components with somatic components, so you don't need a spell component pouch. Your key spellcasting ability for these spells is Charisma.
Special You can't select another dedication feat until you have gained two other feats from the ghost hunter archetype.
This feat leads to: Ghost Strike, Grave's Voice, Investigate Haunting, Peer Beyond, and Spirit Spells.
AV1, page 81.
FEAT 6
Prerequisites Ghost Hunter Dedication
Once per day, you can infuse a weapon you are carrying with magical energies that allow it to strike true against incorporeal undead. The weapon gains the effects of the ghost touch property rune for 10 minutes.
At 10th level, you can apply this effect to two weapons instead of one.
AV1, page 81.
FEAT 4
Access Kaetiarn have access to this feat.
Prerequisites spirit instinct
Spirits around you coalesce upon your fists, enabling you to seize and harm other ghosts and spirits. Until the beginning of your next turn, your fists gain the effects of the ghost touch property rune, and you can make Strength-based skill checks against incorporeal creatures.
LOKL, page 83.
Ghostly Grasp
FEAT 6
Prerequisites Ghost Dedication
Your control over your ghostly form grows. You gain the advanced undead benefits (page 44) and can interact with physical objects, with limits. You can attempt Strength-based skill checks against physical creatures and objects. You can Interact with physical objects, but the action has no effect unless you succeed at a DC 20 Athletics or DC 20 Thievery check.
Book of the Dead, page 47.
FEAT 2
An invisible arm extends from you to grab and manipulate objects. The arm reaches up to 15 feet, grabs an unattended object of 1 Bulk or less, and immediately deposits it in one of your free hands or at your feet. Alternatively, it reaches up to 15 feet and performs a simple Interact action like pushing o p e n a window, though it can't perform actions that require significant mechanical dexterity. For every 5 levels you have, the amount the hand can lift increases by 1 Bulk, and the arm's range increases by 15 feet. Being ghostly, the arm can affect ghosts, spirits, and other incorporeal entities, though in most cases, you need an awakening for this to be useful.
Awakening Your invisible arm can grab on to an unsuspecting target. You can modify the power's target to be 1 creature within range. You make an attack roll against the creature's Fortitude DC and add the attack trait to the action. On a success, the target is grabbed by the arm (or restrained on a critical success). This lasts for 1 round or until the creature Escapes.
Awakening You summon additional ghostly arms that entwine together to push targets. You can modify the power's target to be 1 creature within range. You make an attack roll against the creature's Fortitude DC and add the attack trait to the action. On a success, you can move the target 5 feet in any direction (10 feet on a critical success).
Dark Archive, page 78.
Ghostly Resistance
FEAT 4
Prerequisites Ghost Dedication
Your ghostly form becomes innately weaker but also gains resistance to many forms of damage. Your maximum HP is reduced by your level. You gain resistance 1 to all damage except for force, positive, and any damage done by a weapon with the ghost touch rune (or any other source that acts like a ghost touch rune). This resistance increases to 2 if the source is non-magical.
At 10th level, the resistance increases to 2, or 4 if the source is non-magical. At 16th level, the resistance increases to 3, or 5 if the source is non-magical.
Book of the Dead, page 47.
FEAT 12
Clouds, like eager pets, are drawn to you and to those in your good graces. Fast-moving gray clouds surround you, as well as your allies while they're in your kinetic aura. Anyone surrounded by these clouds gains a +2 status bonus to Reflex saves and Acrobatics checks. When an affected creature uses a move action, clouds dance around it. Until the start of its next turn, it's concealed, and its Strikes gain the shock rune.
Rage of Elements, page 25.
Ghoul Dedication
FEAT 2
Prerequisites You were killed by ghoul fever.
You have succumbed to ghoul fever, dying and returning as a ghoul, an undead cursed with a never-ending hunger for dead flesh that slowly overrides your reason and willpower until you would do anything for the meal you crave. In addition to the personality changes, your body changes as well. Your ears become pointed, and your skin grows blueish and pale.
Your fingernails sharpen into claws; your teeth become razor sharp, ready to tear flesh off the bone; and your tongue grows long and pointed.
You gain the ghoul and undead traits and the basic undead benefits (page 44). Your undead craving is for the flesh of dead creatures; freshly dead corpses from sapient creatures fulfill your cravings much more than non-sapient or rotted corpses, but any dead creature can stave off the hunger for at least a little while. You gain two unarmed attacks in the brawling weapon group. The first unarmed attack is a claw that deals 1d4 slashing damage with the agile and finesse traits, and the second unarmed attack is a set of jaws that deal 1d6 piercing damage and have the finesse trait.
You gain the Consume Flesh action (see below). Satisfying your craving is difficult. Consuming Flesh temporarily satiates you. Many ghoul feats have extra abilities or functions that can be used when you are satiated, though using those abilities also causes you to lose your satiated status. You can always Consume Flesh, but eating more than a normal amount has no further effect; a ghoul's hunger is satiated, or it is not.
Special You can't select another dedication feat until you have gained two other feats from the ghoul archetype.
This feat leads to: Replenishing Consumption, Swift Leap, Feverish Enzymes, Paralyzing Slash, Grave Strength, Sickening Bite, Glutton for Flesh, and Corpse Stench.
Book of the Dead, page 48.
Giant Snare
FEAT 10
Prerequisites Snarecrafter Dedication
You can create bigger snares for quick deployment, making it more likely for a creature to walk into your snares.
When you prepare snares for quick deployment, you can prepare some of them as giant snares. A giant snare takes up a 10-foot-by-10-foot area but costs two of your quick deployment snares. A giant snare can trigger from a creature entering any portion of its area, and all its effects apply over the full area.
Advanced Player’s Guide, page 194.
Giant Snare
FEAT 10
Prerequisites Snarecrafter Dedication
You can create bigger snares for quick deployment, making it more likely for a creature to walk into your snares. When you prepare snares for quick deployment, you can prepare some of them as giant snares. A giant snare takes up a 10-foot-by- 10-foot area but costs two of your quick deployment snares. A giant snare can trigger from a creature entering any portion of its area, and all its effects apply over the full area.
Player Core 2, page 216.
FEAT 14
Prerequisites Giant instinct
You extend your body and prepare to attack foes outside your normal reach. Until your rage ends, all your melee weapons and unarmed attacks gain reach 10. This doesn't increase the reach of any weapon or unarmed attack that already has the reach trait, but it does combine with abilities that increase your reach due to increased size, such as Giant's Stature.
Core Rulebook, page 93.
FEAT 14
Prerequisites Giant instinct
You extend your body and prepare to attack foes outside your normal reach. Until your rage ends, all your melee weapons and unarmed attacks gain a reach of 10 feet. This doesn’t increase the reach of any Weapon or unarmed attack that already has the reach trait, but it does combine with abilities that increase your reach due to increased size, such as Giant instinct’s Stature.
Player Core 2, page 83.
FEAT 6
Prerequisites Giant instinct
Requirements You are Medium or smaller.
You grow to incredible size. You become Large, increasing your reach by 5 feet and gaining the clumsy 1 condition until you stop raging. Your equipment grows with you.
This feat leads to: Titan's Stature.
Core Rulebook, page 91.
FEAT 6
Prerequisites Giant instinct
Requirements You are Medium or smaller.
You grow to incredible size. You become Large, increasing your reach by 5 feet and gaining the clumsy 1 condition until you stop raging. Your equipment grows with you.
Player Core 2, page 79.
Gift of the Hoard
FEAT 10
Prerequisites You have succeeded at an important task given by a dragon, such as procuring a special treasure for their hoard.
In pleasing the cravings of a mighty dragon, they have deigned to impart some of their magical essence into your body. Your eyes begin to glow and change color while your limbs and neck grow a veneer of scales, all the same color as the associated dragon, accompanied by a near-insatiable desire to amass a hoard of your own. You gain the dragon breath sorcerer bloodline spell, emulating the breath of the associated dragon, and a focus pool of 1 Focus Point. If you already have a focus pool, increase your number of Focus Points by 1. You Refocus by counting and arranging your treasure.
Dark Archive, page 56.
Gift Of The Moon
FEAT 13
You can share your power with others, but they can't escape the werecreature's curse as easily as you can. You can cast a 5th-level moon frenzy as a primal innate spell once per day. At 15th level, you cast a 6th-level moon frenzy instead. At 17th level, your 6th-level moon frenzy grants its standard effects, except the temporary Hit Points increase to 15 and the silver weakness increases to 15. At 20th level, you cast a 10th-level moon frenzy instead.
The spell uses your class DC or spell DC, whichever is higher.
LOAG, page 82.
Gifted Power
FEAT 6
Your mystery grants you additional magic. You have an extra spell slot of your highest rank, which you can use only to Cast one of your mystery’s granted single spell, heightened to this rank.
Special If you have the divine access class feature or Mysterious Repertoire feat, you can cast single spell that you learned from those abilities using the additional spell slot from Gifted Power.
Player Core 2, page 140.
Gigaton Strike
FEAT 8
Prerequisites Megaton Strike
When you use a full-power Megaton Strike, you can knock your foe back. When you succeed at your Strike while using an unstable Megaton Strike, your target must attempt a Fortitude save against your class DC.
Critical Success The creature is unaffected.Success The creature is pushed back 5 feet.Failure The creature is pushed back 10 feet.Critical Failure The creature is pushed back 20 feet.Special If your innovation is a minion, this benefit applies on its unstable Megaton Strikes.
Guns & Gears, page 27.
Gigavolt
FEAT 12
Prerequisites Megavolt
When you unleash electricity from your innovation, you can bounce it off obstacles, creating a field of electric death. When you use Megavolt, each time your line of electricity hits a solid barrier, such as a wall, it bounces off at an angle of your choice and continues until you have reached the full length of the line. Even if a creature is in the area from multiple bounces, it takes the damage only once.
Guns & Gears, page 30.
Gildedsoul
FEAT 1
Your elemental lineage manifests in the polished gleam of precious metals, such as silver and gold, or even rare and valuable skymetals like adamantine or orichalcum. This natural luster enhances your charm; you become trained in your choice of Diplomacy or Society. If you would automatically become trained in both these skills (from your background or class, for example), you instead become trained in a skill of your choice. If you're trained in Society, you also gain the Courtly Graces skill feat.
Rage of Elements, page 52.
FEAT 12
Intense cold swirls around your foe, covering it in frost that slows it down and turns its body to ice. Target a creature you can observe within 120 feet. It must attempt a Fortitude save against your class DC. The creature is then temporarily immune for 24 hours.
Critical Success The target is unaffected.Success The target is slowed 1 until the end of its next turn.Failure The target is frozen solid. It can't act, its AC is 9, it has Hardness 5, and it's immune to other cold effects, critical hits, and precision damage. This lasts until the end of your next turn, but if the target is affected by a hostile action, this effect ends immediately after that action.Critical Failure As failure, but after becoming unfrozen, the creature is slowed 1 until the end of its next turn.Rage of Elements, page 33.
Glad-hand
FEAT 2
Prerequisites expert in Diplomacy
First impressions are your strong suit. When you meet someone in a casual or social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail or critically fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.
Core Rulebook, page 261.
Glad-Hand
FEAT 2
Prerequisites expert in Diplomacy
First impressions are your strong suit. When you meet someone in a casual or social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for single gate minute. If you fail, you can engage in single gate minute of conversation and attempt a new check at the end of that time rather than accepting the Failure or critical Failure result.
Gladiator Dedication
FEAT 2
Prerequisites Impressive Performance
You know how to turn combat into a form of entertainment. You become trained in Gladiatorial Lore; if already trained in Gladiatorial Lore, you instead become trained in another Lore skill of your choice.
At the start of a combat encounter, if you have spectators, you gain a number of temporary HP equal to your character level for 1 minute and you can roll Performance for your initiative.
Special You can't select another dedication feat until you have gained two other feats from the gladiator archetype.
This feat leads to: Fancy Moves, Performative Weapons Training, Play To The Crowd, Call Your Shot, and Stage Fighting.
Advanced Player’s Guide, page 175.
Gladiator Dedication
FEAT 2
Prerequisites Impressive Performance
You know how to turn combat into a form of entertainment.
You gain the Additional Lore general feat for Gladiatorial Lore. If you were already trained in Gladiatorial Lore, you also become trained in a Lore skill of your choice.
At the start of a combat encounter, if you have spectators, level for 1 minute and you can roll Performance for your initiative. If there are sapient creatures observing a combat encounter, and these onlookers are neither engaged in the combat themselves nor directly assisting any participants, the combatants have spectators. The spectators.
Player Core 2, page 201.
Glamour
FEAT 13
Prerequisites Fey Influence
You unlock a new level of fey power and can manipulate the perceptions of others using a font of Kaineizex magic. You gain the fey glamour focus spell as a primal spell that doesn't have the sorcerer trait. If you don't already have a focus pool, you gain a focus pool of 1 Focus Point.
Special This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.).
LOIL, page 128.
Glass Skin
FEAT 10
Prerequisites You were present at the death of the medusa Alethsia, whose vitrumantic powers were passed on to you in the wake of her destruction.
Even if vitrumancy is a mystery to you, your blood and flesh know the secrets of the art of arcane glass. Patches of your skin to flicker into glass without warning. By focusing the effect, you can concentrate the glass into a powerful protective layer of magical obsidian. Once per day, you can cast stoneskin on yourself as an innate primal spell, though the spell covers you in a layer of glass instead of stone.
During this innate stoneskin, you gain the Shatter Glass reaction. At 18th level, the stoneskin is heightened to 6th level instead of 4th.
OoA3, page 77.
Glean Contents
FEAT 1
Prerequisites trained in Society
You are adept at quickly scanning loose papers and carefully discerning the contents of sealed letters without damaging the seal. You can attempt Society checks to Decipher Writing on a message that is only partially glimpsed, upside down or reversed from your perspective, or even sealed. However, on a critical failure, the recipient is made aware of your efforts (for instance, you damage the seal or disturb the papers in some way). When using this feat to decipher sealed letters, your attempt to Decipher Writing gains the manipulate trait.
This feat doesn't prevent witnesses from noticing your efforts, particularly with sealed letters which you must manipulate directly in order to read; you might need to attempt Deception or Stealth checks to avoid being noticed.
Advanced Player’s Guide, page 206.