60 feats, from Lemorel's Lessons to Linked Focus.
Lemorel's Lessons · Lengthy Diversion · Lengthy Diversion · Leshy Familiar · Leshy Familiar · Leshy Familiar Secrets · Leshy Familiar Secrets · Leshy Glide · Leshy Lore · Leshy Superstition · Lesser Augmentation · Lesser Enhance Venom · Lethal Finisher · Lethal Finisher · Lethargy Poisoner · Leverage Connections · Levering Strike · Ley Line Conduit · Leyline Conduit · Liastigrum · Liastigrum · Liberate Soul · Liberating Stride · Lich Dedication · Lie Detector · Lie Detector · Lie To Me · Lie to Me · Life Leap · Life Leap · Life-giving Magic · Lifeblood's Call · Lifelink Surge · Lifesense · Light From Darkness · Light Of Revelation · Light Paws · Light Paws · Light Step · Light Step · Lighter Than Air · Lightless Litheness · Lightning Dash · Lightning Qi · Lightning Rod · Lightning Snares · Lightning Snares · Lightning Swap · Lightning Tongue · Lightslayer Oath · Lingering Chill · Lingering Composition · Lingering Composition · Lingering Flames · Linguist Dedication · Linguist Dedication · Link Focus · Link Wellspring · Linked Focus · Linked Focus
Lemorel's Lessons
FEAT 12
Prerequisites Morogrotrud Recollection
Thanks to Lemorel's secret techniques, you can weave your knowledge and words into powerful tools to assist your allies in life-threatening situations. When you use Morogrotrud Recollection to tell a story and Recall Knowledge about a creature during a combat encounter, if you succeed at both checks, your story carries deeper meaning.
This grants your allies a +1 circumstance bonus to their next attack roll and saving throw against the creature during that encounter, as well as to their AC against that creature's next attack roll during that encounter. If you critically succeed at both checks, the bonuses also apply to all attack rolls, saves, and AC against that creature for 2 rounds.
LOL, page 61.
Lengthy Diversion
FEAT 1
Prerequisites trained in Deception
When you critically succeed to Create a Diversion, you continue to remain hidden after the end of your turn. This effect lasts for an amount of time that depends on the diversion and situation, as determined by the GM (minimum 1 additional round).
Core Rulebook, page 263.
Lengthy Diversion
FEAT 1
Prerequisites trained in Deception
When you critically succeed to Create a Diversion, you continue to remain hidden after the end of your turn. This effect lasts for an amount of time that depends on the diversion and situation, as determined by the GM (minimum single gate additional round).
Leshy Familiar
FEAT 1
Prerequisites Leaf order
You gain a leshy familiar, a Tiny plant or fungus that embodies one of the many spirits of nature. Other than taking the form of a plant or fungus instead of an animal, this familiar uses all the same rules as other familiars, which are detailed on page 217.
Core Rulebook, page 133.
Leshy Familiar
FEAT 1
Prerequisites leaf order
You call a minor Spirit instinct of Nature into a plant body, creating a leshy companion to aid you in your spellcasting. You gain a familiar, which has your choice of either the plant or fungus familiar ability (page 212); this doesn't count against your usual limit of familiar abilities (typically 2). The spirit you call has a more tenuous connection to its plant body than fully independent leshies, so it is Tiny in size like other Familiars.
Player Core 1, page 127.
Leshy Familiar Secrets
FEAT 4
Prerequisites leaf order
The leaf order's secrets allow your familiar to take advantage of its leshy form. You can select one additional familiar ability each day, which must be one of the following leshy familiar abilities. You can't select more than one leshy familiar ability at a time.
Advanced Player’s Guide, page 124.
Leshy Familiar Secrets
FEAT 4
Prerequisites leaf order
The leaf order's secrets allow your familiar to take advantage of its leshy form. You can select one additional familiar ability each day, which must be one of the following Leshy Familiar abilities. You can't select more than one ability from this feat at a time.
• Grasping Tendrils Your familiar can extend vines or similar tendrils, increasing its reach to 15 feet.
• Purify air Your familiar recycles air, providing enough oxygen for a Medium creature in areas with stale air.
Player Core 1, page 130.
FEAT 5
Prerequisites leaf leshy heritage or Cat Fall skill feat
Using your own leaves, you can control your descent. 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 have not yet reached the ground, you remain in the air at the end of your turn.
LOCG, page 55.
Leshy Lore
FEAT 1
You deeply understand your people's cultural traditions and innate strengths. You gain the trained proficiency rank in Nature and Stealth. 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 Leshy Lore.
LOCG, page 54.
FEAT 1
Trigger You attempt a saving throw against a spell or magical effect, but haven't rolled yet.
You notice spirits that inhabit objects, learning which bring good fortune and which are unlucky. You focus on the power of a lucky object, granting you a +1 circumstance bonus to your saving throw against the triggering effect.
This feat leads to: Lucky Keepsake.
LOCG, page 54.
Lesser Augmentation
FEAT 9
You've focused on enhancing yourself and have received an improvement to one of your existing abilities. You gain the enhancement benefits of one of your 1st- or 5th-level automaton ancestry feats.
You are also capable of reconfiguring your augmentations to meet your needs. You can spend one week of downtime to change the enhancement you gain with this feat.
Enhancement You gain the enhancement benefits of another 1st- or 5th-level automaton ancestry feat. Also, your reconfigurations take less time. You only need to spend 1 day of downtime to change any of your enhancements. If you have multiple enhancements, changing each one requires a separate day.
Guns & Gears, page 42.
Lesser Enhance Venom
FEAT 1
Prerequisites Envenom
Your venom grows deadlier and more plentiful. You upgrade the tegoux venom you can apply with Envenom to lesser tegoux venom. Envenom's frequency becomes once per hour.
Lesser Tegoux Venom level 1 Saving Throw Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d6 poison damage (1 round); Stage 3 2d6 poison damage (1 round)
LOIL, page 61.
FEAT 18
Prerequisites precise strike 6d6
You stab your foe in a vital organ, possibly killing them outright. Make a Strike. On a success, you forego your precise strike damage from the finisher. Instead, your target takes additional precision damage based on a Fortitude save against your class DC. If your Strike was a critical hit, the target's saving throw outcome is one degree worse.
Critical Success You deal 6 precision damage.Success You deal 6d6 precision damage.Failure You deal 12d6 precision damage.Critical Failure You deal 18d6 precision damage.Advanced Player’s Guide, page 93.
FEAT 18
Prerequisites precise Strike 6d6
You stab your foe in a vital organ, possibly killing them outright.
Make a Strike. On a success, you forego your precise Strike damage from the finisher. Instead, your target takes additional precision damage based on a Fortitude save against your class outcome is one degree worse.
Critical Success You deal 6 precision damage.
Success You deal 6d6 precision damage.
Failure You deal 12d6 precision damage.
Critical Failure You deal 18d6 precision damage.
Player Core 2, page 169.
Lethargy Poisoner
FEAT 8
Prerequisites Drow Shootist Dedication, trained in Crafting
You've learned more than the use of hand crossbows from drow lore. During your daily preparations, you can prepare a dose of lethargy poison from ordinary materials in a wilderness or urban area. If you're an expert in Crafting, you can instead craft a dose of stupor poison. You can prepare two doses (of either poison) if you're a master in Crafting and three doses if you're legendary in Crafting. The save DC for this poison is equal to your class DC. Only you can use these poisons, and they expire the next time you make your daily preparations. The GM might decide that the area you're in is too barren to provide the materials you need for this feat.
Leverage Connections
FEAT 2
Prerequisites expert in Society, and either Courtly Graces or Streetwise
You know the right people who can get things done for you in certain circles. Once per week, when you're in an area that has an established group of influential nobles, mercantile elites, or the like (if you have Courtly Graces), or a network of unsavory characters such as a thieves' guild (if you have Streetwise), you can use Society to Request a favor or Aid from those people as if they were friendly to you. Your Requests must make sense for the type of people you contact. For instance, a member of the royal court could secure you a proper invitation to a fancy ball, while a local burglar could point out a way to stealthily infiltrate that same party. If you critically succeed this check, your connection gives a piece of helpful advice or lets you in on a small secret, granting you or a member of your party a +2 circumstance bonus to the first skill check you attempt when acting on the favor. If you critically fail this check, you might have to Perform some service for your connection to get back in their good graces, as determined by the GM.
FEAT 8
Prerequisites Staff Acrobat Dedication
Requirements You are wielding your staff.
Make a Strike with your staff. As long as you don't critically fail, the target becomes flat-footed and takes a –2 circumstance penalty to its DC against Shove, Trip, and Tumble Through attempts until the start of your next turn.
Extinction Curse #1: The Show Must Go On, page 75.
FEAT 20
One time per minute, you can draw magic from the ley lines of the world. If your next action is to Cast a Spell of 5th rank or lower that has no duration, you don't expend the prepared spell as you Cast it.
Player Core 1, page 134.
FEAT 20
Frequency once per minute
You can cast your spells effortlessly by tapping into the leylines of the world. If your next action is to Cast a Spell of 5th level or lower that has no duration, you don't expend the prepared spell as you cast it.
Core Rulebook, page 139.
FEAT 8
Prerequisites Sky and Heaven Stance
Requirements You are in Sky and Heaven Stance.
You Leap toward an opponent. At any point in the Leap, you can make a single Strike against a creature within your reach. At 12th level, if you hit with this Strike, instead of finishing your Leap, you can immediately attempt a second Leap from the space where you struck the target of your Strike. You can make a single Strike against a target within your reach during this second Leap as well. At 16th level, you can attempt a third Leap if your second Strike hits, and you can attack a target at any point during this third Leap.
All Leaps made during this activity gain a +10-foot status bonus to the total height or distance of your leap, and no two Strikes can target the same creature.
AoE2, page 79.
FEAT 8
Prerequisites Sky and Heaven Stance
Requirements You're in Sky and Heaven Stance.
You Leap toward an opponent. At any point in the Leap, you can make a single Strike against a creature within your reach. At 12th level, if you hit with this Strike, instead of finishing your Leap, you can immediately attempt a second Leap from the space where you struck the target of your Strike. You can make a single Strike against a target within your reach during this second Leap as well. At 16th level, you can attempt a third Leap if your second Strike hits, and you can attack a target at any point during this third Leap. All Leaps made during this activity gain a +10-foot status bonus to the total height or distance of your leap, and no two Strikes can target the same creature.
LOIL, page 225.
FEAT 6
Prerequisites Soul Warden Dedication
Frequency once per hour
Requirements Your spiral is glowing.
The light flows from your sigil of Grobreil to shatter the bonds imprisoning a soul. You attempt to counteract a possession effect, or an effect, object, or spell that is imprisoning a soul (such as bind soul, a soul gem, or a devourer's devoured souls). You must be within 60 feet of the possessed creature or object, or of the receptacle imprisoning the soul. Your counteract level is half your level rounded up, and your counteract modifier is your divine spell DC – 10. If the attempt fails, you can't use Liberate Soul against that particular effect again unless circumstances have changed drastically, as determined by the GM.
Book of the Dead, page 27.
Liberating Stride
FEAT 12
Prerequisites Liberator cause
Instead of you taking a Step at the end of your Liberating Step, the triggering ally can Stride up to half their Speed. Even if you have exalt, only the triggering ally gains this benefit.
Core Rulebook, page 114.
Lich Dedication
FEAT 12
Prerequisites living creature, ability to cast 6th-level or higher spells from spell slots, expert in Crafting, completed ritual to become a lich and crafted a soul cage
After years of study and careful planning, you finally completed a soul cage to house your soul and successfully performed a ritual to transform yourself into a lich. Now, neither death nor time can prevent you from pursuing your studies and achieving your grand ambitions. You gain the undead trait and the basic undead benefits (page 44). Your undead craving is for knowledge.
You gain a unique soul cage—a magic item that houses your soul. Whenever you would die, your soul flees to the soul cage to allow you to be rebuilt. As long as your soul cage exists, you can't truly be destroyed.
Special You can't select another dedication feat until you have gained two other feats from the lich archetype.
This feat leads to: Drain Soul Cage, Enshroud Soul Cage, Hand of the Lich, Bolster Soul Cage, and Frightful Aura.
Book of the Dead, page 50.
Lie Detector
FEAT 4
Prerequisites empiricism or interrogation methodology
You're adept at noticing the tells of a liar—sweat, flushing, a quavering voice, a quickening pulse. You gain a +1 circumstance bonus to Perception checks to Sense Motive and to Perception DCs against attempts to Lie to you. When you determine someone is lying to you, you can use their deceit to your advantage to gain a +1 circumstance bonus to the next Deception, Diplomacy, Intimidation, or Performance check you attempt against that creature within the next minute.
Advanced Player’s Guide, page 62.
Lie Detector
FEAT 4
Prerequisites empiricism or interrogation methodology
You’re adept at noticing the tells of a liar—sweat, flushing, a quavering voice, a quickening pulse. You gain a +single gate circumstance bonus to Perception checks to Sense the Motives and determine someone is lying to you, you can use their deceit to your advantage to gain a +single gate circumstance bonus to the next Deception, Diplomacy, Intimidation, or Performance check you attempt against that creature within the next minute.
If you would gain your Pursue a Lead investigation bonus to any of the above checks, that bonus increases by single gate instead of you gaining the +single gate bonus listed.
Player Core 2, page 108.
Lie To Me
FEAT 1
Prerequisites trained in Deception
You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn't apply if you don't have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.
Core Rulebook, page 263.
Lie to Me
FEAT 1
Prerequisites trained in Deception
You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn't apply if you don't have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.
FEAT 9
Requirements You must be adjacent to a living creature.
You phase through a space that a living creature occupies in a flash, spontaneously appearing on the opposite side of it in a vibrant display of colorful light. You move from your current location to another location that's still adjacent to the same living creature, but on the opposite side or corner of the creature's space. To determine whether a position is valid, use the same rules as for flanking: a line through the center of the two spaces must pass through opposite sides or corners of the creature's space.
You pass through the creature's life force, appearing in the selected location; this doesn't trigger reactions based on movement. You must be able to see your destination, and you can't move farther than your Speed would allow.
Advanced Player’s Guide, page 44.
FEAT 9
Requirements You must be adjacent to a living creature.
You phase through a space that a living creature occupies in a flash, spontaneously appearing on the opposite side of it in a vibrant display of colorful light. You move from your current location to another location that's still adjacent to the same living creature, but on the opposite side or corner of the creature's space. To determine whether a position is valid, use the same rules as for flanking: a line through the center of the two spaces must pass through opposite sides or corners of the creature's space.
You pass through the creature's life force, appearing in the selected location; this doesn't trigger reactions based on movement. You must be able to see your destination, and you can't move farther than your Speed would allow.
FEAT 1
Frequency once per minute
Trigger You cast an innate spell from a gnome heritage or ancestry feat.
The upwelling of innate magic refreshes your body. You gain a number of temporary Hit Points equal to half your level (minimum 1) that last until the end of your next turn.
LOCG, page 32.
Lifeblood's Call
FEAT 13
The impulse to survive and continue fighting resonates deep within you. You gain a circumstance bonus to damage rolls on your melee Strikes equal to twice the sum of your wounded and doomed conditions (to a maximum of a +8 circumstance bonus to damage) whenever you have one or both conditions.
LOAG, page 52.
Lifelink Surge
FEAT 4
You learn the lifelink surge link spell. Increase the number of Focus Points in your focus pool by 1.
Secrets of Magic, page 69.
Lifesense
FEAT 5
You have a limited ability to sense life force, like your psychopomp forebears. You gain lifesense as an imprecise sense with a range of 10 feet. This allows you to sense the life force within living creatures and its counterforce that animates the undead, though you can't distinguish between the two.
Advanced Player’s Guide, page 38.
Light From Darkness
FEAT 9
You've battled the fiendish power within your nature and come out on top; whatever you decide to do with your life, for good or evil, will be your choice and your choice alone. This struggle has granted you powerful resistance against the divine. You gain a +1 circumstance bonus to all saving throws against divine effects.
Advanced Player’s Guide, page 41.
Light Of Revelation
FEAT 4
You've learned to call upon light to reveal what is hidden. You gain the light of revelation devotion spell. Increase the number of Focus Points in your focus pool by 1.
LOCG, page 90.
FEAT 5
You can balance on your toes to step carefully over obstructions. You Stride and then Step, or Step and then Stride, ignoring difficult terrain during this movement.
Advanced Player’s Guide, page 10.
Light Paws
FEAT 5
You can Balance on your toes to Step carefully over obstructions. You Stride and then Step, or Step and then Stride, ignoring difficult terrain during this movement.
Light Step
FEAT 6
You aren't bothered by tricky footing. When you Stride or Step, you can ignore difficult terrain.
Core Rulebook, page 186.
Light Step
FEAT 6
You aren’t bothered by tricky footing. When you Stride or Step, you can ignore difficult terrain.
Player Core 1, page 173.
Lighter Than Air
FEAT 14
Prerequisites water Walker
Your mysterious steps become even lighter, transcending the mortal world altogether. When you have the cursebound condition, you gain the effects of fly. If you are cursebound 3 or Greater, you gain a +10-foot status bonus to your fly Speed.
Player Core 2, page 142.
Lightless Litheness
FEAT 5
Your body is almost as flexible as your shadow. When you critically fail at Squeezing, you get a failure instead. Additionally, when you roll a success at an Escape check, you get a critical success instead; if you roll a critical success, you can Step instead of Striding up to 5 feet.
LOAG, page 87.
FEAT 4
For an instant, you transform yourself into a being of pure lightning and fly forward, shocking anyone in your way. You propel yourself forward in a 30-foot line. You can move through creatures during this movement, and this movement doesn't trigger reactions that are triggered by movement. Each creature you move through takes 2d12 electricity damage with a basic Reflex save against your class DC. You return to your normal form in the final square of the line. If you're in the air, you fall unless you have a fly Speed.
Level (+3) The length of the line increases by 5 feet, and the damage increases by 1d12.
Rage of Elements, page 24.
FEAT 20
Prerequisites Qi single spell
Once per 10 minutes. Qi flows freely from within you. If your next action is to Cast a qi spell that takes at least two skill action to cast, reduce the number of skill action to Cast it by single gate (minimum single gate action).
Player Core 2, page 127.
FEAT 6
You smash a metal rod into your foe and call lightning to it. Attempt a 1-action melee Elemental Blast using the metal element. On a hit, the target is skewered with a metal rod, which gives it a –1 circumstance penalty to AC and saves against electricity; the penalty is –2 if the creature also has the metal trait, is made of metal, or is wearing metal armor. A hit creature immediately takes 1d12 electricity damage with a basic Reflex save against your class DC. The creature can Interact to attempt a DC 10 Athletics check to pull the lightning rod free.
Level (+6) The electricity damage increases by 1d12.
Rage of Elements, page 37.
Lightning Snares
FEAT 12
Prerequisites master in Crafting, Snare Specialist, Quick Snares
You can rig a trap with incredible speed. When you create a snare that normally takes 1 minute to Craft, you can Craft it using a single Interact action instead.
Core Rulebook, page 175.
Lightning Snares
FEAT 12
Prerequisites Snarecrafter Dedication, master in Crafting
You can rig a trap with incredible speed. When you create a snare that normally takes 1 minute to Craft, you can Craft it using a single Interact action instead.
Player Core 2, page 216.
FEAT 2
You have practiced quickly switching between combat styles and the equipment needed for them. You Interact to stow any number of uncommon weapons from your hands, then draw up to two weapons or a shield and a Weapon.
Player Core 1, page 141.
FEAT 1
Your tongue darts out faster than the eye can see to retrieve loose objects. You Interact to pick up a single unattended object of light Bulk or less within 10 feet of you. If you don't have enough hands free to hold the object, it falls to the ground in your space.
This feat leads to: Tongue Disarm.
LOAG, page 47.
Lightslayer Oath
FEAT 2
Prerequisites tenets of evil
You've sworn to rid the world of the self-righteousness of celestial beings. Add the following tenet to your code, after the other tenets. "You must banish or slay celestials you encounter as long as you have a reasonable chance of success; in the incredibly unlikely event you find an evil celestial, you don't have to banish or kill it." When you use your champion's reaction against a celestial, the extra damage you deal with Strikes increases by 1 (or by 2 at 9th level and by 3 at 16th level).
Advanced Player’s Guide, page 118.
Lingering Chill
FEAT 4
Prerequisites You've been brought to 0 Hit Points by an enemy that has the cold trait or an enemy's ability that has the cold trait.
The chill of ice entered your veins and never left, adjusting the internal temperature of your body. Your breath comes out in puffs, and your skin is as cold and smooth as the ice in your veins. You can cast ray of frost as a primal innate cantrip. You gain resistance to cold damage equal to half your level, and you're protected from severe cold temperatures.
Dark Archive, page 55.
Lingering Composition
FEAT 1
Prerequisites Maestro muse
By adding a flourish, you make your compositions last longer. You learn the lingering composition focus spell. Increase the number of Focus Points in your focus pool by 1.
Core Rulebook, page 99.
Lingering Composition
FEAT 1
Prerequisites Maestro muse
By adding a flourish, you make your compositions last longer. You learn the lingering composition focus spell (page 371).
Player Core 1, page 101.
Lingering Flames
FEAT 8
Prerequisites Spell Trickster Dedication, ability to cast fireball
When you cast fireball, you can modify its effects, decreasing the base damage to 5d6 and causing it to deal 2 persistent fire damage to creatures that fail their save, doubled as normal on a critical failure. If you do, replace its heightened entry with the following.
Heightened (+1) The damage is increased by 1d6 and the persistent fire damage is increased by 2.
LOTGB, page 124.
Linguist Dedication
FEAT 2
Prerequisites You speak at least three languages.
You have studied languages and their development. You become trained in Society; if you were already trained in Society, you instead become an expert in Society. You gain the Multilingual skill feat twice.
Special You can't select another dedication feat until you have gained two other feats from the linguist archetype.
This feat leads to: Analyze Idiolect, Crude Communication, Multilingual Cipher, Phonetic Training, Read Shibboleths, and Spot Translate.
Advanced Player’s Guide, page 178.
Linguist Dedication
FEAT 2
Prerequisites You speak at least three languages.
You have studied languages and their development. You become trained in Society; if you were already trained in Society, you instead become an expert in Society. You gain the Multilingual skill feat twice.
Player Core 2, page 203.
Link Focus
FEAT 12
Prerequisites link spells
Your focus recovers faster. 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.
This feat leads to: Link Wellspring.
Secrets of Magic, page 71.
Link Wellspring
FEAT 18
Prerequisites Link Focus
Your bond replenishes your focus. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.
Secrets of Magic, page 73.
Linked Focus
FEAT 4
Prerequisites arcane bond, arcane school
Frequency once per day
You have linked your bonded item to the well of energy that powers your school spells. When you Drain your Bonded Item to cast a spell of your arcane school, you also regain 1 Focus Point.
Core Rulebook, page 210.
Linked Focus
FEAT 4
Prerequisites arcane bond, curriculum single spell
You have linked your bonded item to the well of energy that powers your school single spell. Once per day when you Drain your Bonded Item to cast one of your school of magic’s curriculum single spell, you also regain single gate Focus Point.
Player Core 1, page 202.