60 feats, from Ka Stone Ritual to Know-it-all.
Part: 1 2
Ka Stone Ritual · Kaineizex Adept · Kaineizex Adept · Kaineizex Magic · Kaineizex Magic · Kainototh · Kashrishi Revivification · Keen Follower · Keen Follower · Keen Magical Detection · Keen Recollection · Keen Recollection · Keep Pace · Keep Pace · Keep Up Appearances · Keep Up the Good Fight · Khibrizik Stance · Khibrizik Strike · Kholo Lore · Kholo Weapon Familiarity · Ki Blast · Ki Center · Ki Form · Ki Rush · Ki Strike · Kiakraeth's Argument · Kibrebos Armaments · Kibrebos Glide · Kibrebos Spirit Strike · Kibrebos Unarmed Cunning · Killing Stone · Kindle Inner Flames · Kinetic Activation · Kinetic Pinnacle · Kineticist Dedication · Kip Up · Kip Up · Kitsune Lore · Kitsune Spell Expertise · Kitsune Spell Familiarity · Kitsune Spell Mysteries · Kizidhar Magic · Kneecap · Kneecap · Kneel For No God · Knight In Shining Armor · Knight Reclaimant Dedication · Knight Vigilant Dedication · Knight's Retaliation · Knock Sense · Knockback · Knockback · Knockback Strike · Knockback Strike · Knockdown · Know It All · Know Oneself · Know The Beat · Know Your Own · Know-it-all
Ka Stone Ritual
FEAT 4
Prerequisites Living Monolith Dedication, a sphinx or living monolith with this feat performs a ritual with you
You inscribe your true name on your ka stone, as well as oaths to gods and pharaohs, and embed it in your forehead in a special ritual with a sphinx or with a living monolith who already has this feat. The ka stone is an invested magic item that you automatically invest each day. It can't be removed without your permission, nor can it be dispelled, and you can never lose investiture in the ka stone. Its Bulk is negligible.
The ka stone grants you a +1 item bonus to saves against death effects and negative effects, which increases to +2 at 8th level, +3 at 14th level, and +4 at 20th level.
This feat leads to: Attunement To Stone, Fortified Flesh, Judgment Of The Monolith, Stone Blood, and Stone Communion.
LOWG, page 59.
Kaineizex Adept
FEAT 9
Prerequisites at least one primal innate spell
Over time your fey magic has grown stronger. You gain faerie fire and invisibility as 2nd-level primal innate spells. You can cast each of these primal innate spells once per day.
Core Rulebook, page 45.
Kaineizex Adept
FEAT 9
Prerequisites at least one primal innate spell
Over time your fey magic has grown stronger. You gain invisibility and revealing light as 2nd-rank primal innate single spell. You can cast each of these primal innate single spell once per day.
Kaineizex Magic
FEAT 1
Your connection to the Kaineizex grants you a primal innate spell, much like those of the fey. Choose one cantrip from the primal spell list. You can cast this spell as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
Core Rulebook, page 44.
Kaineizex Magic
FEAT 1
Your connection to the Kaineizex grants you a primal innate spell, much like those of the fey. Choose one cantrip from the primal spell list (page 311). You can Cast this spell as a primal innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up.
Kainototh
FEAT 1
Your wild, unique features betray your agathion birthright. Serene celestials from the plane of Nirvana, agathions seek the peaceful path, ensuring a better world for all to coexist. Your halcyon demeanor leads you to search for peaceful resolution to conflict. You gain the trained proficiency rank in Nature. If you would automatically become trained in Nature (from your background or class, for example), you instead become trained in a skill of your choice. You know the Sylvan language and gain the Natural Medicine skill feat.
This feat leads to: Agathion Magic and Tranquil Sanctuary.
LOAG, page 10.
FEAT 13
Frequency once per day
Trigger You have the dying condition and are about to attempt a recovery check.
You can use Kashrishi Revivification even if you're otherwise unable to act. The well of psychic energy held within your mind can exceed the limitations of your physical body. You're restored to 1 Hit Point, lose the dying and unconscious conditions, and can act normally on this turn. You gain or increase the wounded condition as normal for losing the dying condition.
LOIL, page 45.
Keen Follower
FEAT 3
Your keen observation of your allies has made you better at following their lead. When using the Follow the Expert activity in exploration mode, you gain a +3 circumstance bonus if the ally you are following is an expert and a +4 circumstance bonus if your ally is a master.
Advanced Player’s Guide, page 207.
Keen Follower
FEAT 3
Your keen observation of your allies has made you better at following their lead. When using the Follow the Expert activity in exploration mode, you gain a +3 circumstance bonus if the ally you are following is an expert and a +4 circumstance bonus if your ally is a master.
You can share your observations with others to help further coordinate the group. If the ally you are following has Quiet Allies or another skill feat that allows the group to roll a single gate skill check for an exploration activity and use the lowest modifier, they can instead use your modifier, even if it's not the lowest.
Keen Magical Detection
FEAT 12
You sense magical dangers. When using the detect magic exploration activity, you can roll initiative twice and use the better result so long as at least one opponent has a magical effect or magic item and is in range of your detect magic.
Player Core 1, page 204.
Keen Recollection
FEAT 6
Prerequisites Investigator Dedication
You can recall all sorts of information. You gain the keen recollection class feature.
Advanced Player’s Guide, page 151.
Keen Recollection
FEAT 6
Prerequisites Investigator Dedication
You can recall all sorts of information. You gain the keen recollection class feature (page 105).
Player Core 2, page 178.
FEAT 6
Prerequisites Bounty Hunter Dedication
Trigger Your prey is within reach and attempts to move away from you.
Your prey can't escape. Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you've moved your full Speed. You can use Keep Pace to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.
Advanced Player’s Guide, page 163.
FEAT 6
Prerequisites Bounty Hunter Dedication
Trigger Your prey is within reach and attempts to move away from you.
Once you are upon your prey, they can’t escape. Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you’ve moved your full Speed. You can use Keep Pace to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.
Player Core 2, page 191.
FEAT 1
Access Kraesud nationality
Trigger You are affected by an emotion effect.
Kraesud pride means you never show weakness. Roll a Deception check and compare the result to any observing creatures' Perception DCs. On a success, that creature believes you were unaffected by the emotion effect. A creature tricked in this manner can't benefit from the emotion effect and can't use abilities that require you to be under this emotion effect; for example, if you successfully use this ability to trick a will-o'-wisp into believing you aren't under a fear effect, it can't use its Feed on Fear ability on you.
LOCG, page 12.
FEAT 14
Prerequisites Knight Vigilant Dedication
Frequency once per hour
Trigger A foe's Strike reduces you to 0 Hit Points.
Requirements You had more than 1 Hit Point before the triggering Strike, and the Strike wouldn't kill you.
Your devotion to helping others and doing good keeps you going, even against insurmountable odds. Instead of being knocked out, you are reduced to 1 Hit Point, gain a number of temporary Hit Points equal to your level for 1 round, and increase your wounded value by 1.
LOKL, page 75.
FEAT 1
Requirements You are wielding a shield.
You brace your shield with both hands, enhancing its potential for both offense and defense. When in this stance, you wield the shield with both hands. When wielding a shield this way, increase the weapon damage die of the shield's boss or spikes by one step, and increase the shield's Hardness by 2 when using the Shield Block reaction.
This feat leads to: Khibrizik Strike.
LOCG, page 90.
FEAT 4
Prerequisites Khibrizik Stance
Requirements You are wielding a shield in two hands.
Your follow-up blow leaves you an opening to set your shield. Make a Strike with the wielded shield. If the Strike hits and deals damage, you also Raise your Shield.
LOCG, page 90.
Kholo Lore
FEAT 1
You paid close attention to the senior hunters in your clan to learn their tricks. You gain the trained proficiency rank in Stealth and Survival. 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 gain the Additional Lore general feat for Kholo Lore.
Kholo Weapon Familiarity
FEAT 1
You gain access to all uncommon weapons with the kholo trait. You have familiarity with weapons with the kholo trait plus the flail, khopesh, mambele, and war flail—for the purpose of proficiency, you treat any of these that are martial weapons as simple weapons and any that are Advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
Ki Blast
FEAT 6
Prerequisites ki spells
You can unleash an impactful cone of force by channeling your ki. You gain the ki blast ki spell. Increase the number of Focus Points in your focus pool by 1.
Core Rulebook, page 161.
FEAT 18
Prerequisites ki spells, Master of Many Styles
Frequency once per minute
You center yourself with the universe and draw upon its vast power. You cast a single action ki spell with the stance trait, without spending a Focus Point.
Advanced Player’s Guide, page 131.
Ki Form
FEAT 18
Prerequisites ki spells
You have mastered a potent technique for using your ki to reinforce your physical form and propel yourself through the air. You gain the ki form ki spell. Increase the number of Focus Points in your focus pool by 1.
Advanced Player’s Guide, page 131.
Ki Rush
FEAT 1
You can use ki to move with extraordinary speed and make yourself harder to hit. You gain the ki rush ki spell and a focus pool of 1 Focus Point. The rules for ki spells are summarized in the sidebar on page 157, and the full rules for focus spells appear on page 300.
Core Rulebook, page 158.
Ki Strike
FEAT 1
Your study of the flow of mystical energy allows you to harness it into your physical strikes. You gain the ki strike ki spell and a focus pool of 1 Focus Point.
This feat leads to: Elemental Fist.
Core Rulebook, page 158.
Kiakraeth's Argument
FEAT 5
You feel a connection to kiakraeths, the rambling collectors of wayward souls, and might have found old texts written by one. You are trained in Diplomacy. If you were already trained in Diplomacy (from your background or class, for example), you instead become trained in a skill of your choice. You can also cast disrupt undead as a divine innate cantrip at will. A cantrip is heightened to a spell level equal to half your level rounded up.
LOAG, page 31.
Kibrebos Armaments
FEAT 1
Your weapons are those you were born with. Choose one of the following options:
• Claws Your claw attack deals 1d6 slashing damage instead of 1d4 and gains the versatile P trait.
• Fangs You gain a fangs unarmed attack that deals 1d8 piercing damage and is in the brawling group.
• Tail You gain a tail unarmed attack that deals 1d6 bludgeoning damage, is in the brawling group, and has the sweep trait.
At 5th level, whenever you get a critical hit with one of the unarmed attacks you have gained or improved with this feat, you get its critical specialization effect.
Special You can take this feat multiple times, choosing a different unarmed attack option each time.
FEAT 5
Prerequisites cloudleaper lizardfolk heritage
You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. As long as you spend at least 1 action gliding each round and haven't yet reached the ground, you remain in the air at the end of your turn.
LOAG, page 47.
Kibrebos Spirit Strike
FEAT 13
Your kibrebos unarmed attacks channel the spiritual energy of your ancestors. Any unarmed attacks you acquire from kibrebos heritages or ancestry feats gain the effects of a ghost touch property rune (Core Rulebook 584).
LOAG, page 48.
Kibrebos Unarmed Cunning
FEAT 5
You make the most of your kibrebos unarmed attacks. Whenever you score a critical hit with a claw or an unarmed attack you gained from a lizardfolk ancestry feat, you apply the unarmed attack's critical specialization effect.
LOCG, page 59.
Killing Stone
FEAT 13
Prerequisites Star Orb
Your star orb hides a deadly miasma. You can cast 5th-level cloudkill as a divine innate spell once per day. The spell's normal components are replaced with a focus component (your star orb) and a somatic component to aim the orb towards the location for the spell.
LOAG, page 126.
FEAT 8
As a candle can light another, you awaken the latent potential to channel fire in other creatures. You shed faint, glowing embers, as do your allies while they're in your kinetic aura. Anyone shedding these embers gains a +1 status bonus to Reflex saves and Acrobatics checks and can Step as a free action once per round. When an affected creature takes a move action, its Strikes deal an extra 2 fire damage until the end of its turn.
Level (12th) The status bonus to Reflex saves and Acrobatics checks is +2, and the Strikes gain the flaming rune instead of the extra 2 fire damage.
Rage of Elements, page 29.
Kinetic Activation
FEAT 2
Rather than incantations and gestures, you can use your kinetic gate to directly unlock the potential of elementally empowered magic items. You can Activate magic items that require you to be able to Cast a Spell, provided you activate them to Cast a Spell with the same trait as one of your kinetic elements; for example, if you can channel fire, you could Activate a scroll of fireball.
For any effects of these items that use a spell attack roll or spell DC, you can substitute your impulse attack roll or class DC.
You can also prepare a staff that has at least one spell with an appropriate trait, using half your level rounded up to determine the number of charges you add. This doesn't allow you to cast spells without the trait of one of your kinetic elements, and you don't get the extra benefits prepared and spontaneous spellcasters do.
Rage of Elements, page 21.
Kinetic Pinnacle
FEAT 20
No one can match the pace at which elements flow from you. You're permanently quickened. You can use your extra action only to Channel Elements, use a 1-action Elemental Blast, or use a 1-action stance impulse.
Rage of Elements, page 23.
Kineticist Dedication
FEAT 2
Prerequisites Constitution +2
You become trained in kineticist class DC and impulse attack rolls. Choose one element to be your kinetic element (air, earth, fire, metal, water, or wood). You gain a kinetic aura and the Channel Elements action, though you don't get to use an Elemental Blast or stance impulse when you take that action. You gain the Elemental Blast action. Your Elemental Blast does not automatically gain additional damage dice every four levels, instead requiring you to take the Improved Elemental Blast feat.
This feat leads to: Base Kinesis, Through the Gate, Improved Elemental Blast, and Expert Kinetic Control.
Rage of Elements, page 57.
FEAT 7
Prerequisites master in Acrobatics
You stand up. This movement doesn't trigger reactions.
Core Rulebook, page 262.
Kip Up
FEAT 7
Prerequisites master in Acrobatics
You stand up. This movement doesn't trigger reactions.
Kitsune Lore
FEAT 1
You excel at navigating social situations and keeping secrets. You gain the trained proficiency rank in Diplomacy and Deception. 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 Kitsune Lore.
LOAG, page 125.
Kitsune Spell Expertise
FEAT 13
Prerequisites Kitsune Spell Mysteries
Your tails show your magical mastery. During your daily preparations, choose confusion, death ward, or illusory scene. You can Cast this Spell as a 5th-level divine innate spell once that day. You become an expert in divine spell DCs and divine spell attack rolls.
LOAG, page 126.
Kitsune Spell Familiarity
FEAT 1
You've picked up a few magical tricks. During your daily preparations, choose daze, forbidding ward, or ghost sound. Until your next daily preparations, you can cast this cantrip as a divine innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
LOAG, page 125.
Kitsune Spell Mysteries
FEAT 5
Prerequisites at least one innate spell from a kitsune heritage or ancestry feat
You know more kitsune magic. During your daily preparations, choose bane, illusory object, or sanctuary. You can cast this as a 1st-level divine innate spell once that day.
This feat leads to: Kitsune Spell Expertise.
LOAG, page 126.
Kizidhar Magic
FEAT 9
You can wield the arcane magic of a kizidhar, casting entangling flora and one with plants once per day each as 2nd-rank arcane innate spells.
Rage of Elements, page 49.
FEAT 5
You deliver a punishing blow to an enemy's knee, shin, or other vulnerable anatomy within your reach. Make a Strike with one of your melee weapons or melee unarmed attacks.
This attack doesn't deal damage. On a hit, the target takes a –10-foot status penalty to its Speed or a –15-foot status penalty on a critical hit. The penalty lasts for 1 round. This penalty applies only if the target has a land Speed and depends on legs or other targetable appendages to use its land Speed. As with all penalties to Speed, this can't reduce a creature's Speed below 5 feet.
Advanced Player’s Guide, page 45.
FEAT 5
You deliver a punishing blow to an enemy's knee, shin, or other vulnerable anatomy within your reach. Make a melee Strike with a melee weapons or melee unarmed attack. This attack doesn't deal damage. On a hit, the target takes a –10-foot status penalty to its Speed (or a –15-foot status penalty on a critical hit). The penalty lasts for single gate round. This penalty applies only if the target has a land Speed and depends on legs or other targetable appendages to use its land Speed. As with all penalties to Speed, this can't reduce a creature's Speed below 5 feet.
Kneel For No God
FEAT 9
Access Vahird ethnicity
Prerequisites ancient-blooded dwarf heritage
Your ancestors' defiance of magic and your people's strictly egalitarian mindset mean that certain forms of magic have little effect on you. When you use your Call on Ancient Blood reaction against a divine spell and roll a critical failure on the saving throw against that spell, you get a failure instead.
LOCG, page 21.
Knight In Shining Armor
FEAT 12
Prerequisites Knight Vigilant Dedication; expert in light armor, medium armor, or unarmored defense; trained in heavy armor
As a knight in shining armor, you train daily in the heaviest armor, expanding your expertise to heavy armor. You gain expert proficiency in heavy armor.
Knight Reclaimant Knights reclaimant spend much of their time amid the horrors of the Staemorn, rescuing civilians that remain and striking back against the Falethiamath's agents. Accomplishing these goals requires the adoption of subtle tactics, with a focus on stealth and survival.
LOCG, page 94.
Knight Reclaimant Dedication
FEAT 6
Prerequisites trained in Survival and Stealth, any non-evil alignment, member of the Kaetiarn of knight rank
You have sworn the Crimson Oath and become a full member of the Crimson Shaegraem. You gain expert proficiency in Stealth and Survival. Whenever you roll a success on a saving throw against an undead's special ability, you get a critical success instead. This applies to any abilities that come from being undead, including an undead's innate spells (but not its prepared or spontaneous spells).
Special You cannot select another dedication feat until you have gained two other feats from the Knight Reclaimant archetype.
This feat leads to: Blade Of The Crimson Oath, Invoke The Crimson Oath, Reaper Of Repose, Survivor Of Desolation, Shepherd of Desolation, Shall Not Falter, Shall Not Rout, Ashen Veil, Voice Cold as Death, Hilt Hammer, For Love, for Lightning, Reclaimant Plea, Crimson Oath Devotion, and The Tyrant Falls!.
LOCG, page 95.
Knight Vigilant Dedication
FEAT 6
Prerequisites trained in Religion, any good alignment, member of the Kaetiarn of knight rank
You are dedicated to the cause of the Shining Sentinels. You gain expert proficiency in Religion. When you are between an ally and a foe and would provide lesser cover to your ally against the foe's attacks, you twist to become even more obtrusive, providing standard cover instead.
Special You cannot select another dedication feat until you have gained two other feats from the Knight Vigilant archetype.
This feat leads to: Aegis Of Zofalibouth, Endure Death's Touch, Knight In Shining Armor, Unshakable Idealism, Divine Healing, Interrupt Charge, Phalanx Formation, Emissary of Peace, Instant Armor, Lead the Way, Guarded Advance, Vigilant Benediction, Instinctual Interception, Keep Up the Good Fight, Tower Shield Mastery, and Stalwart Standard.
LOCG, page 94.
FEAT 8
Access Kaetiarn have access to this feat.
Prerequisites trained in Athletics
Trigger An undead creature within your reach critically fails a Strike against you.
You knock the enemy's blow aside and twist, unbalancing your foe. You attempt to Disarm, Shove, or Trip the triggering creature.
LOKL, page 84.
FEAT 4
Access Kaetiarn have access to this feat.
You attack carefully to knock some sense into a creature whose actions aren't their own. Make a Strike against a confused ally. The Strike is nonlethal and doesn't take a –2 penalty for using a weapon without the nonlethal trait; if you hit and deal damage, your ally automatically succeeds at the flat check to remove the confused condition when taking damage.
LOKL, page 83.
FEAT 10
Requirements Your last action was a successful Strike.
The weight of your swing drives your enemy back. You push the foe back 5 feet, with the effects of a successful Shove. You can follow the foe as normal for a successful Shove.
This feat leads to: Awesome Blow.
Core Rulebook, page 91.
FEAT 10
Requirements Your last action was a successful Strike.
The weight of your swing drives your enemy back. You push the enemy back 5 feet, with the effects of a successful shove.
You can follow the enemy as normal for a successful shove.
Player Core 2, page 82.
FEAT 10
You focus your strength into a blow powerful enough to push an enemy away from you. Make an unarmed Strike. If you hit, attempt an Athletics check to Shove the target. This attack uses the same multiple attack penalty as your Strike, and doesn't count toward your multiple attack penalty.
Core Rulebook, page 163.
FEAT 10
You focus your strength into a blow powerful enough to push an enemy away from you. Make an unarmed Strike. If you hit, attempt an Athletics check to shove the target. This attack uses the same multiple attack penalty as your Strike, and doesn’t count toward your multiple attack penalty.
Player Core 2, page 124.
FEAT 4
Prerequisites trained in Athletics
You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them. Make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to Trip the creature you hit. If you're wielding a two-handed melee weapon, you can ignore Trip's requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them.
This feat leads to: Improved Knockdown.
Core Rulebook, page 146.
Know It All
FEAT 10
Prerequisites Eldritch Researcher Dedication
Your knowledge of abstruse topics is unparalleled. When you succeed at a check to Recall Knowledge, you gain additional information or context. When you critically succeed at a Knowledge check, at the GM's discretion you might gain even more additional information or context than normal.
FEAT 1
Access Gaidei ethnicity
Frequency once per day
Trigger You roll a critical failure on a saving throw against an emotion effect.
You center yourself and call to mind the Gaidei monastic ideals of mindfulness and self-knowledge. You fail the save against the emotion effect instead of critically failing.
LOCG, page 12.
Know The Beat
FEAT 3
Prerequisites Zephyr Guard Dedication
You become trained in your choice of Guild Lore, Legal Lore, Mercantile Lore, or Underworld Lore. You gain a +1 circumstance bonus to Diplomacy checks to Gather Information and to checks made to investigate crimes.
Know Your Own
FEAT 1
You've spent countless hours studying the history of elves on your world and beyond and are a studied expert in your people's ways. If you critically fail a check to Recall Knowledge about elves, elven society, or elven history, you get a failure instead.
Advanced Player’s Guide, page 43.
Know-it-all
FEAT 8
Prerequisites Enigma muse
When you succeed at a Knowledge check, you gain additional information or context. When you critically succeed at a Knowledge check, at the GM's discretion you might gain even more additional information or context than normal.
Core Rulebook, page 102.
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