34 feats, from Holy Light to Hypnotic Lure.
Holy Light · Homeward Bound · Homeward Bound · Homing Beacon · Homing Shot · Hopping Stride · Horizon Walker Dedication · Hot Foot · House Of Imaginary Walls · House of Imaginary Walls · Hulking Size · Hungry Goblin · Hunted Shot · Hunted Shot · Hunter's Aim · Hunter's Defense · Hunter's Fangs · Hunter's Luck · Hunter's Sanctum · Hunter's Vision · Hunter’s Aim · Hurling Charge · Hurling Charge · Hurricane Swing · Hybrid Form · Hybrid Shape · Hybrid Study Spell · Hydraulic Deflection · Hydraulic Maneuvers · Hyena Familiar · Hyena Familiar · Hymn Of Healing · Hymn of Healing · Hypnotic Lure
FEAT 10
Access Kaetiarn have access to this feat.
Prerequisites you follow a good-aligned deity
You raise your arms to the sky and pray fervently, surrounding yourself in a beacon of holy light. The beacon sheds bright light in a 30-foot-radius, 100-foot-high cylinder centered on you until the beginning of your next turn. Evil creatures in the area must succeed at a Will save equal to your class DC or spell DC (whichever is higher) or become dazzled for 1 round.
LOKL, page 85.
Homeward Bound
FEAT 17
Frequency twice per week
The connection between you and the Kaineizex resonates within your body stronger than it does for most gnomes, allowing you to cross the threshold between the Material Plane and the Kaineizex. You gain plane shift as a primal innate spell. You can cast it twice per week. This can be used only to travel back and forth between the Kaineizex and the Material Plane. Due to your body's natural resonance, you can act as the spell focus, and you don't require a tuning fork.
Advanced Player’s Guide, page 44.
Homeward Bound
FEAT 17
The connection between you and the Kaineizex resonates within your body stronger than it does for most gnomes, allowing you to cross the threshold between the Universe and the Kaineizex. You gain interplanar teleport as a primal innate spell. You can Cast it twice per week. This can be used only to travel back and forth between the Kaineizex and the Universe. Due to your body's natural resonance, you can act as a locus for the spell, and you don't require a specially attuned planar key.
Homing Beacon
FEAT 4
As your spell strikes a target, you plant a beacon in the target's mind that announces its presence to those nearby. Use this amp in place of a psi cantrip's normal amp entry. The amped cantrip must be one that has one or more targets and must either require a spell attack roll or have a saving throw.
Amp Choose one creature hit by the spell (if the spell has a spell attack roll) or that fails its save against the spell (if the spell requires a save). A psychic beacon emits from the creature's location, making it easier to notice the creature as the mind and attention of onlookers is subtly drawn to it. For 1 minute, if the target would be invisible, it's instead merely concealed, and if it would be concealed, it's no longer concealed.
Dark Archive, page 24.
FEAT 14
Prerequisites Eldritch Archer Dedication
Your shots zip around corners and fly at impossible angles to reach your target. Make a bow or crossbow Strike against a foe you can see; the ammunition travels to your target, even going around corners. You ignore the target’s concealed condition and all cover.
Player Core 2, page 199.
FEAT 5
Prerequisites Ru-Shi
You've internalized the hopping gait of your vampiric forebear. Stride up to a distance equal to your Speed – 10 feet. During this Stride, instead of moving through each space normally, you hop over every other square between your starting space and your ending space. These hops aren't high enough to jump over a creature or other significant obstacle in your way, but they avoid difficult terrain, hazardous terrain, pressure plates, or hazards on the ground or up to a foot above it in the spaces you hopped over.
LOAG, page 27.
Horizon Walker Dedication
FEAT 2
Prerequisites trained in Survival
You've mastered travel within a specific type of terrain. You gain the Favored Terrain feat (Core Rulebook 171). When in your favored terrain, you gain a +10-foot circumstance bonus to your travel Speed. When other creatures Follow the Expert with you as a guide in your favored terrain, they gain both the ability to ignore non-magical difficult terrain for the purpose of their travel Speed and the bonus to travel Speed.
Special You can't select another dedication feat until you have gained two other feats from the horizon walker archetype.
This feat leads to: Acclimatization, Magical Adaptation, Perpetual Scout, Sure Foot, and Wild Strider.
Advanced Player’s Guide, page 177.
FEAT 8
Prerequisites Pistol Phenom Dedication
Requirements You're wielding a loaded firearm.
Using a carefully aimed shot, you make a creature "dance." You shoot at the ground near a target's feet, causing them to react involuntarily; even mindless creatures have unconscious responses to dodge an attack, and you can capitalize off those uncontrollable reflexes to achieve your aim. As they dance to the sweet tune of your pistol's retort, you ensure your foe can't use whatever nasty surprise they had planned in store for you and your allies. Make an attack roll against the Reflex DC of a target creature within your firearm's first range increment.
Critical Success The creature can't use reactions, is flat-footed, and takes a –2 circumstance penalty to Reflex saves. These effects last until the start of its next turn.Success The creature can't use reactions until the start of its next turn.Guns & Gears, page 137.
House Of Imaginary Walls
FEAT 10
You erect an imaginary barrier others believe to be real. You learn the house of imaginary walls composition cantrip.
Core Rulebook, page 102.
House of Imaginary Walls
FEAT 10
You erect an imaginary barrier others believe to be real. You learn the house of imaginary walls composition cantrip (page 370).
Player Core 1, page 104.
Hulking Size
FEAT 8
Your eidolon grows substantially. Your eidolon becomes Large, instead of its previous size, and its reach increases to 10 feet. This doesn't change any of its other statistics.
This feat leads to: Towering Size.
Secrets of Magic, page 71.
Hungry Goblin
FEAT 9
Prerequisites Fang Sharpener
You'll eat anything and anyone. Whenever you inflict persistent bleed damage with your jaws unarmed attack, you gain temporary Hit Points equal to half your level for 1 minute.
LOCG, page 39.
FEAT 1
Frequency once per round
Requirements You are wielding a ranged weapon with reload 0.
You take two quick shots against the one you hunt. Make two Strikes against your prey with the required weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.
Core Rulebook, page 171.
FEAT 1
Requirements You are wielding a ranged Weapon with reload 0.
You take two quick shots against the one you hunt. Make two Strikes against your prey with the required Weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.
Player Core 1, page 157.
FEAT 2
When you focus on aiming, your attack becomes particularly accurate. Make a ranged weapon Strike against your hunted prey. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore your prey's concealed condition.
This feat leads to: Targeting Shot.
Core Rulebook, page 172.
FEAT 1
Prerequisites trained in Nature
Frequency once per hour
Trigger A creature with the animal, beast, elemental, fey, fungus, or plant trait attacks you, and you can see the attacker.
Your canny understanding of natural and primal creatures helps you predict and dodge their attacks. The triggering attack roll targets your Nature DC instead of your AC. Though this allows you to avoid taking penalties to your AC, it doesn't remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to you for being flat-footed, even though you wouldn't take the –2 circumstance penalty against the attack.
LOME, page 121.
Hunter's Fangs
FEAT 5
Your fangs are exceptionally painful. Whenever you score a critical hit with your fangs unarmed attack, you apply the unarmed attack's critical specialization effect.
LOME, page 106.
Hunter's Luck
FEAT 4
Prerequisites warden spells
Your recollection of monsters is magically enhanced by luck. You gain the hunter's luck warden spell. Increase the number of Focus Points in your focus pool by 1.
Advanced Player’s Guide, page 132.
Hunter's Sanctum
FEAT 4
Prerequisites Undead Slayer Dedication
You establish a safe house where you can prepare for your hunt. The sanctum is roughly the size of a 20-foot cube. This sanctum is in a location you have access to and can be part of a larger structure, such as the basement of a temple or hidden room of a library. Setting up or moving your sanctum takes a week of downtime. Your sanctum protects objects and people inside it from magical detection and the prying eyes of undead. This has the effects of nondetection, using your Religion modifier for the counteract DC and half your level rounded up for the counteract level. Additionally, undead attempting to locate the entrance to your sanctum via mundane Perception must succeed against either your Religion DC or the normal DC to find the sanctum, whichever is higher.
Book of the Dead, page 28.
Hunter's Vision
FEAT 10
Prerequisites warden spells
You are so focused on your hunted prey that you can see it clearly even beyond the limits of your senses. You gain the hunter's vision warden spell. Increase the number of Focus Points in your focus pool by 1.
Advanced Player’s Guide, page 132.
FEAT 2
When you focus on aiming, your attack becomes particularly accurate. Make a ranged Weapon Strike against your hunted prey. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore your prey’s concealed condition and any lesser cover.
Player Core 1, page 158.
FEAT 4
Prerequisites Viking Dedication
You make a ranged Strike with a thrown weapon you already have in your hand, Stride, and then Interact to draw another weapon. If you are raging, you can add the additional damage with melee weapons you receive from raging to your damage with the thrown weapon.
Advanced Player’s Guide, page 198.
FEAT 4
Prerequisites Viking Dedication
Requirements You’re wielding a thrown weapon.
You make a ranged Strike with your thrown weapon, Stride, and then Interact to draw another weapon. This Interact action doesn’t trigger reactions.
to an enemy, that enemy is off-guard against the next Strike you make against it with the weapon you drew before the end of your next turn.
Special If you are raging (page 72) and end the Stride adjacent
Player Core 2, page 220.
FEAT 17
Prerequisites Storm's Lash
Frequency once per day
Trigger You critically hit a foe with a Strike with a slashing weapon.
Choose either lightning bolt or gust of wind. You Cast the chosen Spell as a 6th-level primal innate spell in the direction of the target of the triggering action.
LOAG, page 60.
Hybrid Form
FEAT 5
When you Change Shape, you retain elements of your kitsune form, allowing you to speak in a fox form, use kitsune unarmed attacks in a tailless form, or gain a tail in your tailless form to use abilities that require one. You can Change Shape to alter the details of your hybrid form without fully changing into your true form or your alternate form. While in hybrid form, your foxlike features make it obvious that you aren't a normal humanoid.
LOAG, page 125.
Hybrid Shape
FEAT 5
Mastery of your shapeshifting lets you combine the best features of your humanoid and spider forms. When using your Change Shape ability, you can assume a bipedal hybrid shape. This form gains all the benefits of your spider shape as well as the ability to use items and take manipulate actions just as easily as your human shape.
LOME, page 106.
Hybrid Study Spell
FEAT 4
Prerequisites Magus Dedication
Gain the conflux spell from a hybrid study of your choice. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by studying your spellbook and performing a physical regimen. You don't gain any of the hybrid study's other benefits.
Secrets of Magic, page 75.
FEAT 1
Drawing moisture from the atmosphere, you create a disc of hovering water that deflects attacks. You gain a +1 circumstance bonus to AC until the start of your next turn.
LOAG, page 15.
FEAT 13
You batter your foes with a torrent of water siphoned from your surroundings. If the next action you take is an Athletics check to Disarm, Shove, or Trip, that action has a range of 15 feet. You don't receive any item bonuses to that check or any circumstance bonuses related to your physical body, but if you roll a critical failure on that Athletics check, you get a failure instead.
LOAG, page 16.
Hyena Familiar
FEAT 1
Hyenas serve gnolls as pets, trackers, and in your case, vessels for spirits. You gain a Tiny hyena as a familiar.
LOME, page 113.
Hyena Familiar
FEAT 1
Hyenas serve kholo as pets and trackers. Some kholos, such as yourself, draw the attention of smaller hyenas that are vessels for magical spirits. You gain a Tiny hyena as a familiar.
Hymn Of Healing
FEAT 1
You learn the hymn of healing composition spell, which imbues your music with rich melodies that help your allies recover from harm.
Advanced Player’s Guide, page 112.
Hymn of Healing
FEAT 1
You learn the hymn of healing composition spell (page 370), which imbues your music with rich melodies that help your allies recover from harm.
Player Core 1, page 101.
FEAT 5
Frequency once per hour
Your unblinking gaze is so intense it can befuddle the mind of others, drawing your victims toward you even against their better judgment. You stare at a creature within 30 feet. The target must attempt a Will save against the higher of your class DC or spell DC.
Success The target is unaffected.Failure On its turn, the target must spend its first action to approach you. It can't Delay or take reactions until it has done so.Critical Failure The target must use all its actions on its next turn to approach you. It can't Delay or take any reactions until it has reached a space that's adjacent to you (or as close to you as possible if it reaches an impassable barrier).LOIL, page 49.