60 feats, from Incredible Initiative to Instant Return.
Incredible Initiative · Incredible Investiture · Incredible Investiture · Incredible Luck · Incredible Luck · Incredible Luck · Incredible Mount · Incredible Mount · Incredible Reanimated Companion · Incredible Recollection · Incredible Ricochet · Incredible Ricochet · Incredible Scout · Incredible Scout · Inertial Barrier · Inescapable Grasp · Inescapable Grasp · Inexhaustible Countermoves · Inexhaustible Countermoves · Infectious Emotions · Infiltrate Dream · Infinite Expanse of Bluest Heaven · Infinite Possibilities · Infinite Possibilities · Influence Nature · Influence Nature · Initial Eidolon Ability · Initiate Warden · Innate Magic Intuition · Inner Breath · Inner Fire · Inner Fire · Inner Strength · Inner Strength · Innocent Butterfly · Innocuous · Inoculation · Inoculation · Inoculation Subroutine · Insect Shape · Insect Shape · Insistent Command · Inspirational Focus · Inspirational Focus · Inspirational Performance · Inspire Competence · Inspire Defense · Inspire Heroics · Inspire Imitation · Inspired Stratagem · Inspired Stratagem · Inspiring Marshal Stance · Inspiring Marshal Stance · Inspiring Resilience · Inspirit Hazard · Instant Armor · Instant Backup · Instant Opening · Instant Opening · Instant Return
Incredible Initiative
FEAT 1
You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.
Incredible Investiture
FEAT 11
Prerequisites Charisma 16
You have an incredible ability to invest more magic items. Increase your limit on invested items from 10 to 12.
Core Rulebook, page 262.
Incredible Investiture
FEAT 11
Prerequisites Charisma +3
You have an incredible ability to Invest more magic uncommon weapons. Increase your limit on invested uncommon weapons from 10 to 12. Investing worn magic uncommon weapons is explained on page 219 of GM Core.
Incredible Luck
FEAT 18
Prerequisites Charmed Life
You always seem to bounce back from the worst. When you use Charmed Life, roll the save twice (including the +2 circumstance bonus from Charmed Life) and use the better result.
Advanced Player’s Guide, page 93.
Incredible Luck
FEAT 13
Prerequisites Halfling Luck
Even other halflings consider you to be particularly lucky. You can use Halfling Luck once per hour, rather than once per day. If you have Guiding Luck, you can still use Halfling Luck when you fail a Perception check or attack roll only once per day (though you can use it within the same hour that you used Halfling Luck), and if you have Shared Luck, you can still use Halfling Luck on an ally instead of yourself only once per day.
LOCG, page 45.
Incredible Luck
FEAT 18
Prerequisites Charmed Life
You always seem to bounce back from the worst. When you use Charmed Life, roll the save twice (including the +2 circumstance bonus from Charmed Life) and use the better result.
Player Core 2, page 169.
Incredible Mount
FEAT 8
Prerequisites Impressive Mount
Under your care and training, your mount has realized its innate potential. The mount you gained through the Cavalier Dedication feat becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion.
This feat leads to: Specialized Mount.
Advanced Player’s Guide, page 165.
Incredible Mount
FEAT 8
Prerequisites Impressive Mount
Under your care and training, your mount has realized its innate potential. The mount you gained through the Cavalier Dedication feat becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion.
Player Core 2, page 193.
Incredible Reanimated Companion
FEAT 8
Prerequisites Advanced Reanimated Companion
You imbue the necrotized flesh of your reanimated construct companion with strange chemicals and fine-tune the clockwork within, enhancing all its capabilities. It becomes an incredible construct companion.
This feat leads to: Paragon Reanimated Companion.
OoA3, page 79.
FEAT 14
Prerequisites Eldritch Researcher Dedication
You can sift through knowledge locked within your mind at an incredible pace. You instantly use up to 5 Recall Knowledge actions. If you have any special abilities or free actions that would normally be triggered when you Recall Knowledge, you can't use them for these actions.
FEAT 12
Prerequisites Incredible Aim
After your first shot singles out your opponent's position, you direct another that ricochets around obstacles and strikes unerringly. Make a ranged weapon Strike against a creature you previously attacked this turn. You ignore the target's concealed condition and all cover.
Core Rulebook, page 151.
FEAT 12
Prerequisites Incredible Aim
After your first shot singles out your opponent’s position, you direct another that ricochets around obstacles and Strikes unerringly. Make a ranged Weapon Strike against a creature you previously attacked this turn. You ignore the target’s concealed condition and all cover.
Player Core 1, page 149.
Incredible Scout
FEAT 11
Prerequisites master in Perception
When you scout, you are particularly alert for danger, granting your allies precious moments to prepare to fight. When using the Scout exploration activity, you grant your allies a +2 circumstance bonus to their initiative rolls instead of a +1 circumstance bonus.
Advanced Player’s Guide, page 206.
Incredible Scout
FEAT 11
Prerequisites master in Perception
When you Scout, you are particularly alert for danger, granting your allies precious moments to prepare to fight. When using the Scout exploration activity, you grant your allies a +2 circumstance bonus to their initiative rolls instead of a +single gate circumstance bonus.
Inertial Barrier
FEAT 6
Your spell leaves behind barriers that reduce shock and motion.
Use this amp in place of a psi cantrip's normal amp entry. Amp You or one target of the spell gains resistance to physical damage equal to 2 + the spell's level until the start of your next turn.
Dark Archive, page 25.
Inescapable Grasp
FEAT 12
Prerequisites Wrestler Dedication
Your grasp has a supernatural quality to it, preventing your foes from easily escaping—with or without magical assistance.
If a creature you have grabbed attempts to use a teleportation spell or effect, it must succeed at a DC 15 flat check or the spell fails. If a creature you have grabbed attempts to Escape while under the effect of freedom of movement, it must succeed at a DC 15 flat check or be forced to roll the Escape attempt normally, rather than automatically succeeding.
LOTGB, page 127.
Inescapable Grasp
FEAT 12
Prerequisites Wrestler Dedication
Your grasp has a supernatural quality to it, preventing your foes from easily escaping—with or without magical assistance.
If a creature you have grabbed attempts to use a teleportation spell fails. If a creature you have grabbed attempts to Escape while under the effect of unfettered movement or a similar roll the Escape attempt normally, rather than automatically succeeding.
Player Core 2, page 223.
Inexhaustible Countermoves
FEAT 20
You can react whenever a foe leaves a gap in their defenses. At the start of each enemy's turn, you gain an extra reaction you can use only during that turn to perform an Opportune Riposte, or an Attack of Opportunity if you have that reaction.
Advanced Player’s Guide, page 93.
Inexhaustible Countermoves
FEAT 20
At the start of each enemy’s turn, you gain an extra reaction you can use only during that turn to Perform an Opportune Riposte, or a Reactive Strike if you have that reaction.
Player Core 2, page 169.
Infectious Emotions
FEAT 12
Prerequisites Cathartic Mage Dedication
When you use Catharsis, one ally within 30 feet gains the catharsis activation benefits in addition to you. If these benefits require an emotional focus, they use your emotional focus as they're experiencing an empathic imprint of your emotions. Depending on the activation benefit, it might be impossible to grant it to an ally; for instance, pride could only have an effect for an ally if both you and the ally critically failed the same saving throw against the same effect.
Secrets of Magic, page 195.
Infiltrate Dream
FEAT 6
Prerequisites Sleepwalker Dedication
Entering a dream is as natural to you as stepping through a doorway. If you're adjacent to a sleeping creature, you can enter a lucid dreamlike state, a process taking 10 minutes, to mentally walk into their dreamscape. While in the target's dream, you witness its contents, plots, and emotional experiences as an observer, though nothing within the dream can perceive or interact with you. Your target becomes temporarily immune to Infiltrate Dream for 1 week. You can't enter the dreams of a creature that doesn't have a conscious mind or doesn't dream.
While within the dream, you can attempt an Occultism check against the target's Will DC to interpret symbolism and learn information about a single topic. If the target has no knowledge of the topic, you learn they don't know about the topic unless your result is a critical failure.
Critical Success You learn a piece of information directly relevant to the topic unless the target would want to hide it. If so, you learn something related to the topic but not a direct answer.Success You receive a hint or clue about the topic. This clue will not be inaccurate, but it's cryptic, vague, or may be understandable only with additional information.Critical Failure The dreams mislead you, and you learn an erroneous piece of information.This feat leads to: Oneiric Influence.
Dark Archive, page 206.
FEAT 18
An illusion of a limitless expanse with an impossibly blue sky makes all within feel the sensation of falling... forever. The vision appears in a 20-foot burst within 100 feet. The illusion lasts until the end of your next turn, but you can Sustain it up to 1 minute. Using this impulse again ends any previous one.
Each creature in the area or that later enters it must attempt a Will save against your class DC. Creatures with the air trait are immune. Any effect of the illusion ends for a creature as soon as it leaves the illusion's area or the impulse ends, and the creature then becomes temporarily immune for 1 hour.
Critical Success The creature is unaffected.Success The creature is off-guard.Failure The creature is off-guard. It is fleeing from the illusory sky but is also disoriented; any time it uses an action to attempt to flee, it must succeed at a DC 11 flat check or flee to a space that's still within the illusion. The GM determines where the creatures ends up, but the creature can't stay stationary if it's able to move.Rage of Elements, page 25.
Infinite Possibilities
FEAT 18
You've found a way to prepare a spell slot that exists in your mind as many different possibilities at once. Once during your daily preparations, you can use a spell slot to hold that infinite potential, rather than using it to prepare a spell. You can use this spell slot to cast any spell from your spellbook that's at least 2 levels lower than the slot you designate; the spell acts in all ways as a spell of 2 levels lower. You don't have any particular spell prepared in that slot until you cast it.
Core Rulebook, page 213.
Infinite Possibilities
FEAT 18
You can prepare a spell slot that exists in your mind as many different possibilities at once. Once during your daily preparations, you can use a spell slot to hold that infinite potential, rather than using it to prepare a spell. You can use this spell slot to Cast any spell from your spellbook that’s at least 2 ranks lower than the slot you designate; the spell acts in all ways as a spell of 2 ranks lower. You don’t have any particular spell prepared in that slot until you Cast it.
Player Core 1, page 205.
Influence Nature
FEAT 7
Prerequisites master in Nature
With patience and time, you can make bird calls, leave game trails, and ultimately influence the behavior of a certain type of animals in the region to favor and even aid you in the days to come. The GM determines the DC of any check required and the amount of time your work requires (usually at least a day or two of downtime). While you can't directly control how you've influenced nature, you can hope for certain effects, such as easier hunts or birds falling silent whenever danger is approaching. If you're legendary in Nature, you can elicit these same adjustments to animal behavior in the area by spending only 10 minutes.
Advanced Player’s Guide, page 207.
Influence Nature
FEAT 7
Prerequisites master in Nature
With patience and time, you can make bird calls, leave game trails, and ultimately influence the behavior of a certain type of animals in the region to favor and even Aid you in the days to come. The GM determines the DC of any check required and the amount of time your work requires (usually at least a day or two of downtime). While you can't directly control how you've influenced Nature, you can hope for certain effects, such as easier hunts or birds falling silent whenever danger is approaching. If you're legendary in Nature, you can elicit these same adjustments to Animal order behavior in the area by spending only 10 minutes.
Initial Eidolon Ability
FEAT 4
Prerequisites Summoner Dedication
Your link to your eidolon becomes stronger, granting it a new ability. Your eidolon gains the initial ability for an eidolon of its type.
Secrets of Magic, page 77.
Initiate Warden
FEAT 1
You’ve trained with one of the ranger sects known as wardens, who practice a specialized type of primal magic. You gain your choice of one warden spell from the Initial warden single spell on page 383 (or another you have access to).
Special You can take this feat multiple times, choosing a different Initial warden spell each time.
Player Core 1, page 157.
Innate Magic Intuition
FEAT 8
Prerequisites Tokaikral Dedication
You've spent countless hours learning to recognize and predict a creature's innate magical abilities. The first time you successfully Recall Knowledge to identify a creature, in addition to any information you learn from your successful check, you learn the names of three of the highest-level innate spells it can cast, and you gain a +2 circumstance bonus on your next save against an innate spell cast by that creature.
LOPSG, page 45.
Inner Breath
FEAT 9
Your body is capable of recycling its own air. When you hold your breath, you can do so for an additional hour. At the end of this hour, your body needs to rest before it can recycle air again. This rest requires 10 minutes of exposure to breathable air.
LOAG, page 116.
Inner Fire
FEAT 1
You can call the fire inside you into the palm of your hand. You can cast the produce flame cantrip as an innate primal or arcane spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
LOAG, page 103.
Inner Fire
FEAT 6
Prerequisites Stoked Flame Stance
While you're in Stoked Flame Stance, you have cold and fire resistance equal to half your level, and any creature that hits you with an unarmed attack, tries to Grab or Grapple you, or otherwise touches you takes fire damage equal to your Wisdom modifier (minimum 1). A creature can take this damage no more than once per turn.
Secrets of Magic, page 202.
FEAT 6
Your strength is part of your rage, so as long as your anger remains, you can gather your strength and rage to overcome any sort of enfeeblement. You reduce your enfeebled condition's value by 1.
Advanced Player’s Guide, page 109.
FEAT 6
Prerequisites Spirit instinct
Your strength is part of your rage. As long as your anger remains, you can gather your strength and rage to overcome any sort of enfeeblement. You reduce your enfeebled condition’s value by single gate.
Player Core 2, page 79.
Innocent Butterfly
FEAT 14
Prerequisites Butterfly Blade Dedication
You know how to alter the perceptions of others. You can cast aura of the unremarkable once per day as an innate arcane spell. The spell uses your class DC or spell DC, whichever is higher.
Fists of the Ruby Phoenix #1: Despair on Danger Island, page 78.
Innocuous
FEAT 1
Halflings have been unobtrusive assistants of larger folk for untold ages, and your people count on this assumption of innocence. You gain the trained proficiency rank in Deception (or another skill of your choice, if you're already trained in Deception)
If you fail a Deception check to Create a Diversion, humanoid creatures aren't aware that you were trying to trick them unless you get a critical failure on your roll.
LOCG, page 44.
Inoculation
FEAT 1
Prerequisites trained in Medicine
You have practice combating plague, and your patients are less likely to succumb to the same disease again for a time. When you successfully Treat a Disease on someone and they fully recover from the disease, they gain a +2 circumstance bonus to saving throws against that same disease for 1 week.
Advanced Player’s Guide, page 207.
Inoculation
FEAT 1
Prerequisites trained in Medicine
You have practice combating plague, and your patients are less likely to succumb to the same disease again for a time. When you successfully Treat a Disease on someone and they fully recover from the disease, they gain a +2 circumstance bonus to saving throws against that same disease for single gate week.
Inoculation Subroutine
FEAT 5
Your nanites reject diseases with ease. Each time you succeed at a Fortitude save against an ongoing disease, you reduce its stage by 2, or by 1 against a virulent disease. Each critical success you achieve against an ongoing disease reduces its stage by 3, or by 2 against a virulent disease.
LOAG, page 73.
Insect Shape
FEAT 6
Prerequisites Wild Shape
Your understanding of life expands, allowing you to mimic a wider range of creatures. Add the forms in insect form to your wild shape list. Whenever you use wild shape to polymorph into the non-flying insect form listed in pest form, the duration is 24 hours instead of 10 minutes.
Core Rulebook, page 136.
Insect Shape
FEAT 8
Prerequisites Untamed Form
You can take the form of a variety of insects and arthropods. Add the shapes listed in insect form to your Untamed Form list.
Player Core 1, page 132.
Insistent Command
FEAT 8
Prerequisites Master in Nature, Animal Trainer Dedication
When you roll a success to Command an Animal, you get a critical success; if you roll a critical failure, you get a failure.
Inspirational Focus
FEAT 12
Your connection to your muse has granted you unusual focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.
Core Rulebook, page 103.
Inspirational Focus
FEAT 12
Your connection to your muse has granted you unusual focus. Whenever you Refocus, completely refill your focus pool.
Player Core 1, page 105.
Inspirational Performance
FEAT 8
Prerequisites Bard Dedication
You gain the inspire courage composition cantrip.
Core Rulebook, page 222.
Inspire Competence
FEAT 2
Prerequisites Maestro muse
You learn the inspire competence composition cantrip, which aids your allies' skills.
Core Rulebook, page 100.
Inspire Defense
FEAT 4
Prerequisites Maestro muse
You learn the inspire defense composition cantrip, which protects you and allies.
This feat leads to: Defensive Coordination.
Core Rulebook, page 100.
Inspire Heroics
FEAT 8
Prerequisites Maestro muse
Your performances inspire even greater deeds in your allies. You learn the inspire heroics metamagic focus spell. Increase the number of Focus Points in your focus pool by 1.
Core Rulebook, page 102.
Inspire Imitation
FEAT 5
Your own actions inspire your allies to great achievements. Whenever you critically succeed at a skill check, you automatically qualify to use the Aid reaction when attempting to help an ally using the same skill, even without spending an action to prepare to do so.
Core Rulebook, page 58.
FEAT 8
Trigger One of the required allies is about to attempt an attack roll or skill check.
Requirements You spent 10 minutes during your daily preparations reviewing stratagems for the day's adventures with up to four allies.
You quickly advise your ally, using your earlier planning to make sure luck can't throw a wrench in the cogs of your schemes. The ally rolls the triggering check twice and takes the better of the two results. That ally then becomes temporarily immune to your Inspired Stratagem until your next daily preparations.
Advanced Player’s Guide, page 136.
Inspired Stratagem
FEAT 8
During your daily preparations, you can review stratagems for the day’s adventures with up to five allies. Later, you can quickly advise them on your schemes using the below reaction.
Inspired Stratagem [reaction] (fortune, linguistic) Trigger An ally you reviewed stratagems with is about to attempt an attack roll or skill check; Effect The ally rolls the triggering check twice and takes the better of the two results. That ally then becomes temporarily immune to your Inspired Stratagem until your next daily preparations.
Player Core 1, page 173.
FEAT 4
Prerequisites Marshal Dedication, trained in Diplomacy
You become a brilliant example of dedication and poise in battle, encouraging your allies to follow suit. When you spend this action, attempt a Diplomacy check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.
Critical Success Your marshal's aura increases to a 20-foot emanation and grants you and allies a +1 status bonus to attack rolls and saves against mental effects.Success As critical success, but your aura's size doesn't increase.Failure You fail to enter the stance.Critical Failure You fail to enter the stance and can't take this action again for 1 minute.Advanced Player’s Guide, page 180.
FEAT 4
Prerequisites Marshal Dedication, trained in Diplomacy
You become a brilliant example of dedication and poise in battle, encouraging your allies to follow suit. When you spend based on the circumstances. The effect depends on the result of your check.
Success Your marshal’s aura grants you and allies a +1 status bonus to attack rolls and saves against mental effects.
Failure You fail to enter the stance.
Critical Failure You fail to enter the stance and can’t take this action again for 1 minute.
Player Core 2, page 204.
FEAT 4
Access Kaetiarn have access to this feat.
Trigger You and at least one other creature become the target of a spell or effect with the emotion, fear, or mental trait that allows a saving throw, and you haven't rolled the save yet.
You show defiance in times of hardship and inspire your companions to persevere.
Allies within 30 feet of you gain a +1 circumstance bonus to their Will save against the triggering effect, or a +2 circumstance bonus if the effect originated from an undead.
LOKL, page 83.
FEAT 13
Frequency once per day
Trigger You Disable a hazard.
Requirements The hazard isn't broken.
You awaken a spirit of creation within the hazard. You learn the hazard's effects. Once in the next 10 minutes, when you observe a creature take an action that would trigger one of the hazard's reactions or free actions if you hadn't Disabled it, you can use a reaction to rearm the hazard, causing the observed creature to trigger it immediately.
LOAG, page 20.
Instant Armor
FEAT 10
Prerequisites Knight Vigilant Dedication
A knight is nothing without their armor, and you know how to keep yours ready. You can perform a 10-minute ritual, which has the conjuration and magical traits, to divert a set of heavy armor you are wearing into an extradimensional space connected to you. While the armor is in this space, you can use a three-action activity, which has the concentrate, conjuration, and teleportation traits, to phase the armor back and instantly don it. The armor automatically phases away if you don another set of armor, if you become unconscious, or if you die. If you are incapable of wearing the armor when it phases back, it appears in your square instead.
LOKL, page 75.
FEAT 4
Trigger Your attack with a firearm misfires.
Even as your firearm misfires, you quickly draw a backup weapon. Release the misfired weapon if you so choose, and Interact to draw a one-handed weapon.
Guns & Gears, page 112.
FEAT 14
You distract your opponent with a few choice words or a rude gesture. Choose a target within 30 feet. It's flat-footed against your attacks until the end of your next turn. Depending on the way you describe your distraction, this action gains either the auditory or visual trait.
Core Rulebook, page 188.
FEAT 14
You distract your opponent with a few choice words or a rude gesture. Choose a target within 30 feet. It’s off-guard against your attacks until the end of your next turn. Depending on the way you describe your distraction, this action gains either the auditory or visual trait.
Player Core 1, page 176.
FEAT 16
Trigger An enemy misses you with a ranged attack using a type of ammunition appropriate to your weapon (a bullet if you're wielding a firearm).
Requirements You're wielding an unloaded firearm or crossbow.
With a single fluid gesture, you catch a projectile out of the air, load it in your weapon, and shoot it back at the attacker.
Interact to load the projectile into your weapon, then make a Strike with the required weapon against the triggering opponent. Since you're using the foe's ammunition, this Strike applies any special effects that ammunition would have (for instance, if it was explosive ammunition, it would explode in a burst of fire if your Strike hits).
Guns & Gears, page 119.