60 feats, from Nagaji Lore to No Stranger to Death.
Part: 1 2
Nagaji Lore · Nagaji Spell Expertise · Nagaji Spell Familiarity · Nagaji Spell Mysteries · Named Artillery · Nameless Anonymity · Nanite Shroud · Nanite Surge · Narrative Conduit · Native Waters · Natural Ambition · Natural Ambition · Natural Illusionist · Natural Magnetism · Natural Medicine · Natural Medicine · Natural Performer · Natural Skill · Natural Skill · Natural Swimmer · Necromancer's Visage · Necromantic Bulwark · Necromantic Deflection · Necromantic Heir · Necromantic Physiology · Necromantic Resistance · Necromantic Resistance · Necromantic Tenacity · Necrotic Infusion · Negate Damage · Nestling Fall · Never Tire · Never Tire · Night Magic · Night's Glow · Night's Shine · Night's Warning · Nightvision Adaptation · Nimble Crawl · Nimble Crawl · Nimble Dodge · Nimble Dodge · Nimble Dodge · Nimble Elf · Nimble Elf · Nimble Hooves · Nimble Reprisal · Nimble Roll · Nimble Roll · Nimble Roll · Nimble Shield Hand · Nimble Shield Hand · Nimble Strike · No Cause For Alarm · No Cause for Alarm · No Escape · No Escape · No Evidence · No Hard Feelings · No Stranger to Death
Nagaji Lore
FEAT 1
You're the vassal or apprentice of a learned naga, and you've studied the secrets of naga magic and concocting intricate poisons. You gain the trained proficiency rank in Crafting and Occultism. If you would automatically become trained in one of those skills (from your background or class, for example), you become trained in a skill of your choice. You also become trained in your choice of Nagaji Lore or Naga Lore.
LOIL, page 49.
Nagaji Spell Expertise
FEAT 13
Prerequisites Nagaji Spell Mysteries
Your magical skill rivals that of accomplished naga spellcasters. During your daily preparations, choose blink, control water, or subconscious suggestion. You can Cast this Spell as a 5th-level occult innate spell once that day. You become an expert in occult spell DCs and occult spell attack rolls.
LOIL, page 51.
Nagaji Spell Familiarity
FEAT 1
Either through study, exposure, or familial devotion, you have the magic of nagas bubbling in your blood. During your daily preparations, choose daze, detect magic, or mage hand. Until your next daily preparations, you can cast the chosen spell as an occult innate cantrip. A cantrip is heightened to a spell level equal to half your level rounded up.
LOIL, page 49.
Nagaji Spell Mysteries
FEAT 5
Prerequisites at least one innate spell from a nagaji heritage or ancestry feat
You've learned more naga magic. During your daily preparations, choose charm, fleet step, or heal. You can cast the chosen spell as a 1st-level occult innate spell once that day.
LOIL, page 49.
Named Artillery
FEAT 4
Prerequisites trained in Crafting
It is a tradition among artillerists to name the siege weapon most important to them and closest to their heart—much as a sailor on a ship, the weapon is their livelihood. You've gone a step further, and you always make sure that your named artillery has the best possible maintenance and upkeep. You can spend a full day adjusting and working on a single siege weapon to designate it as your named artillery. The siege weapon you designated as your named artillery gains a +2 circumstance bonus to AC, Fortitude saves, and Reflex saves as well as additional Hit Points equal to twice your level.
During your daily preparations, you must spend at least one hour on maintenance to service your named artillery.
If you fail to do so, or if you spend a full day designating a new piece of named artillery, the previous named artillery loses any benefits from this feat. Only one artillerist can designate a particular siege weapon as their named artillery, even if several artillerists are serving on the same siege weapon's crew (though it's typically more efficient for a group with several artillerists to divide them up, assigning one to each siege weapon).
Guns & Gears, page 128.
Nameless Anonymity
FEAT 6
Prerequisites Magic Warrior Dedication
Your mask protects you further from divination. Once per day, you can cast nondetection on yourself, heightened to the highest level of spell you can cast; the spell ends immediately if your mask is removed for even a moment. The spell is of the same tradition as your focus spells.
LOWG, page 95.
FEAT 5
Frequency once per day
Your nanites fly out of your body, swarming around you in a cloud. You become concealed for a number of rounds equal to half your level. You can't use this concealment to Hide or Sneak, as normal for concealment that makes your position obvious. While Nanite Shroud is active, you can't use other abilities that require the use of your nanites.
LOAG, page 74.
FEAT 1
Frequency once per hour
Trigger You attempt a skill check requiring three actions or fewer.
You stimulate your nanites, forcing your body to temporarily increase its efficiency.
You gain a +2 status bonus to the triggering skill check. In addition, your circuitry glows, lighting a 10-foot emanation with dim light for 1 round.
This feat leads to: Consistent Surge, Offensive Subroutine, and Protective Subroutine.
LOAG, page 73.
Narrative Conduit
FEAT 6
Prerequisites Folklorist Dedication
You act as a conduit for your companions just as your stories are a conduit between teller and listener. When you Spin a Tale and the hero of your tale Casts a Spell against the villain, you warp the world, allowing the hero to calculate range and cover to the villain from your space instead of their own if they prefer. The hero must choose to calculate both range and cover from the same space; they can't use one space for range and the other for cover.
Native Waters
FEAT 1
You were born with or obtained a special connection to either fresh water or salt water. Once made, this decision can't be changed. Whenever you take your full rest in a natural body of water of the type corresponding to your connection, you recover additional Hit Points equal to your level, and if you have the doomed or fatigued conditions, you reduce them by 2 instead of 1.
LOIL, page 31.
Natural Ambition
FEAT 1
You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.
Core Rulebook, page 57.
Natural Ambition
FEAT 1
You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.
Natural Illusionist
FEAT 5
Prerequisites Illusion Sense
By drawing upon the Kaineizex's magic, you can siphon a portion of that malleable world to create a convincing illusion. Once per day, you can cast illusory disguise, item facade, or ventriloquism. At 7th level, the spell is heightened to 2nd level, and every 2 levels thereafter, the spell is heightened an additional spell level.
LOCG, page 33.
Natural Magnetism
FEAT 9
Your connection with elemental iron grants you a natural field of weak magnetic attraction. You can cast magnetic attraction and magnetic repulsion once per day each as 2nd-rank primal innate spells.
Special If you chose the gildedsoul lineage, you can replace one of the above spells with enthrall.
Rage of Elements, page 53.
Natural Medicine
FEAT 1
Prerequisites trained in Nature
You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you're in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM's determination.
This feat leads to: Herbalist Dedication, Endemic Herbs, Expert Herbalism, Fresh Ingredients, Poultice Preparation, and Staemorn Herbalist.
Core Rulebook, page 264.
Natural Medicine
FEAT 1
Prerequisites trained in Nature
You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds, including higher Nature proficiency letting you attempt more difficult checks. It doesn't replace Medicine for uses of the skill other than Treat Wounds or for feat prerequisites.
If you're in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM's determination.
Natural Performer
FEAT 1
Entertainment comes naturally to you. You become trained in Performance and gain one 1st-level Performance skill feat.
LOCG, page 32.
Natural Skill
FEAT 1
Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.
Core Rulebook, page 57.
Natural Skill
FEAT 1
Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.
Natural Swimmer
FEAT 4
Prerequisites wave order
Water flows around you, letting you cut through the waves as if born to it. You gain a swim Speed of 15 feet. If you already have a permanent swim Speed, swimming up or down isn't difficult terrain.
Secrets of Magic, page 199.
Necromancer's Visage
FEAT 12
Prerequisites able to create or control undead; cleric with a negative font, oracle of bones, or necromancer wizard
Necromantic energy demonstrates your power over undead, creating a demeanor that commands their fear and respect. Undead creatures can immediately sense your Necromancer's Visage and tend to act accordingly. If you take a hostile action against an undead creature, it becomes permanently immune to your Necromancer's Visage, and your Necromancer's Visage ends. You can spend 10 minutes to restore your Necromancer's Visage, though any creatures that became permanently immune remain so.
Each time an undead creature 2 or more levels lower than you attacks you, it must attempt a Will save against your spell DC. If you're also affected by sanctuary or a similar effect, only one affects the attacker (you choose which).
Critical Success The creature is permanently immune to your Necromancer's Visage.Success The creature can attempt its attack and any other attacks against you this turn.Failure The creature can't attack you and wastes the action. It can't attempt further attacks against you this turn.Critical Failure The creature wastes the action and can't attempt to attack you as long as your Necromancer's Visage persists.Special This feat has the trait matching your spellcasting tradition.
Book of the Dead, page 33.
Necromantic Bulwark
FEAT 8
Prerequisites Sitreiku Sentry Dedication
Regular exposure to necromantic effects left you better able to defend against them. When you have your shield raised, you gain your shield's circumstance bonus to saving throws against effects that would deal negative damage. If you have the Shield Block reaction, negative damage you take can trigger the reaction, even though the damage isn't physical damage.
LOKL, page 79.
Necromantic Deflection
FEAT 12
Access Kaetiarn have access to this feat.
You imbue your shield with life-giving energy to deflect harmful necromantic magic. When you have your shield raised, you gain the shield's circumstance bonus to your AC and saving throws against necromancy spells. If you have the Shield Block reaction, damage you take as a result of a necromancy spell can trigger that reaction, even if it isn't physical damage.
LOKL, page 85.
Necromantic Heir
FEAT 17
Your affinity for negative energy spills outward and grants you a refilling well of necromantic essence. Once per hour, you can cast harm as a 6th-level divine innate spell.
Book of the Dead, page 57.
Necromantic Physiology
FEAT 5
Your unusual physiology has developed in a way that makes it difficult for parasites and other infestations to prey upon you. You gain a +2 circumstance bonus to saves against diseases.
Advanced Player’s Guide, page 33.
Necromantic Resistance
FEAT 4
Prerequisites Undead Slayer Dedication
As part of your training, you've inured yourself against necromancy through grueling, repeated exposure. You gain a +1 circumstance bonus to saves against necromancy effects and gain resistance to negative damage equal to half your level.
Book of the Dead, page 28.
Necromantic Resistance
FEAT 4
Prerequisites Sitreiku Sentry Dedication
As part of your training, you've inured yourself against necromancy through repeated exposure. You gain a +1 circumstance bonus to saves against necromancy effects and gain resistance to negative damage equal to half your level.
This feat leads to: Necromantic Tenacity.
LOWG, page 47.
Necromantic Tenacity
FEAT 8
Prerequisites Necromantic Resistance
Your training against necromantic effects allows you to escape the worst of their touch. If you roll a success on a saving throw against a necromancy effect, you get a critical success instead; if you roll a critical failure on such a save, you get a failure instead.
LOWG, page 47.
FEAT 4
Prerequisites harmful font, evil alignment
You pour negative energy into your undead subject to empower its attacks. If the next action you use is to cast harm to restore Hit Points to a single undead creature, the target then deals an additional 1d6 negative damage with its melee weapons and unarmed attacks until the end of its next turn. If the harm spell is at least 5th level, this damage increases to 2d6, and if the harm spell is at least 8th level, the damage increases to 3d6.
Core Rulebook, page 123.
FEAT 18
Prerequisites armor innovation
Trigger You would take damage.
Your armor innovation activates various devices you prepared ahead of time, and you use one of them to reduce the damage you would take by 15.
Unstable Function You activate all the precautions at once, violently repelling the incoming attack to blunt its force. Add the unstable trait to Negate Damage and reduce the damage you would take by 50.
Guns & Gears, page 31.
Nestling Fall
FEAT 1
You trust the strength of your wings and can spread them to glide safely to the ground. As long as you can act, you take no damage from falling, no matter what distance you fall.
LOAG, page 137.
FEAT 4
Prerequisites Celebrity Dedication
Trigger You would gain the fatigued condition.
Requirements You are observed by at least three creatures who aren't foes.
As long as you have an audience, you can continue to perform. Indeed, you must—you have an obligation to your fans! You delay the effects of the fatigued condition for 1 minute or until you are no longer observed by the required creatures, whichever comes first. If the fatigued condition has a duration, the duration begins to elapse only after the delay. You can't further delay or prevent the fatigued condition after this ability ends.
Advanced Player’s Guide, page 166.
FEAT 4
Prerequisites Celebrity Dedication
Trigger You would gain the fatigued condition.
Requirements You are observed by at least three creatures who aren’t enemies.
As long as you have an audience, you can continue to perform even when you are on the brink of collapse. Indeed, you must— you have an obligation to your fans! You delay the effects of the fatigued condition for 1 minute or until you are no longer observed by at least three creatures who aren’t enemies, whichever comes first. If the fatigued condition has a duration, the duration begins to elapse only after the delay. You can’t further delay or prevent the fatigued condition after this ability ends.
Player Core 2, page 194.
Night Magic
FEAT 9
You can tap into the magic that runs through your blood. You gain animal form (wolf only, using the statistics for a canine) and obscuring mist as 2nd-level divine innate spells. You can cast each of these spells once per day.
Advanced Player’s Guide, page 33.
Night's Glow
FEAT 6
Prerequisites Thiavrunaed Skysage Dedication
The stars and moon lend you their light. You gain your choice of the moonbeam or zenith star (Graemorutaeth Gods & Magic 117) domain spell. Like your Thiavrunaed skysage spells, you cast this focus spell as an occult spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover by using the Refocus to reflect upon or gaze at the stars.
Special You can take this feat a second time, gaining the focus spell that you didn't gain the first time. Increase the number of Focus Points in your pool by 1.
This feat leads to: Night's Shine.
Gatewalkers #1: The Seventh Arch, page 82.
Night's Shine
FEAT 12
Prerequisites Thiavrunaed Skysage Dedication, Night's Glow
Your power from the moon and stars becomes strong enough to illuminate the night sky. You gain your choice of the asterism (Graemorutaeth Gods & Magic 117) or touch of the moon domain spell. Increase the number of Focus Points in your pool by 1.
Special You can take this feat a second time, gaining the focus spell that you didn't gain the first time. Increase the number of Focus Points in your pool by 1.
Gatewalkers #1: The Seventh Arch, page 83.
FEAT 14
Prerequisites Thiavrunaed Skysage Dedication
Frequency once per hour
Trigger A creature targets you with an attack and you can see the attacker.
Requirements You can see the night sky.
Portents written in the night sky show you how to avoid an attack. The triggering attack roll targets your Occultism 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 when defending against the attack.
Gatewalkers #1: The Seventh Arch, page 83.
Nightvision Adaptation
FEAT 1
The nanites in your ocular processors have adapted to darkness, enhancing your ability to see in the dark. You gain darkvision.
LOAG, page 73.
Nimble Crawl
FEAT 2
Prerequisites expert in Acrobatics
You can Crawl incredibly swiftly—up to half your Speed, rather than 5 feet. If you're a master in Acrobatics, you can Crawl at full Speed, and if you're legendary, you aren't flat-footed while prone.
Core Rulebook, page 264.
Nimble Crawl
FEAT 2
Prerequisites expert in Acrobatics
You can Crawl incredibly swiftly—up to half your Speed, rather than 5 feet. If you're a master in Acrobatics, you can Crawl at full Speed, and if you're legendary, you aren't off-guard while prone.
FEAT 1
Trigger A creature you can see targets you with an attack.
Requirements You aren't encumbered.
You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.
This feat leads to: Nimble Roll.
Advanced Player’s Guide, page 88.
FEAT 1
Trigger A creature targets you with an attack and you can see the attacker.
Requirements You are not encumbered.
You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.
This feat leads to: Nimble Roll.
Core Rulebook, page 183.
FEAT 1
Trigger A creature targets you with an attack and you can see the attacker.
Requirements You are not encumbered.
You deftly dodge out of the way, gaining a +2 circumstance
Player Core 1, page 169.
Nimble Elf
FEAT 1
Your muscles are tightly honed. Your Speed increases by 5 feet.
Core Rulebook, page 40.
Nimble Elf
FEAT 1
Your muscles are tightly honed. Your Speed increases by 5 feet.
Nimble Hooves
FEAT 1
Your legs end in hooves rather than feet, with joints and tendons that allow you to move with great haste. Your Speed increases by 5 feet.
Special The Speed increase from this feat isn't cumulative with any Speed increase from your ancestry feats (such as Nimble Elf).
Advanced Player’s Guide, page 40.
Nimble Reprisal
FEAT 1
Prerequisites justice cause
You can use Retributive Strike at Greater distance. You can use a ranged Weapon to make a ranged Strike instead of a melee Strike for Retributive Strike. The enemy needs to be in range, but not in reach, and it must still be in your divine smite’s aura.
You can also make melee Strikes against enemies a bit farther away. If the enemy that triggered your reaction is outside your reach but is within 5 feet of your reach, as part of your reaction you can Step to put the enemy in your reach before making a melee Retributive Strike.
Player Core 2, page 94.
Nimble Roll
FEAT 8
Prerequisites Nimble Dodge
You can use Nimble Dodge before attempting a Reflex save, in addition to its original trigger. If you do, the circumstance bonus applies to your Reflex save against the triggering effect.
When you use Nimble Dodge and the triggering attack fails or critically fails, or when you succeed or critically succeed at the saving throw, you can also Stride up to 10 feet as part of the reaction. If you do, the reaction gains the move trait. You can use Nimble Roll while Flying or Swimming instead of Striding if you have the corresponding movement type.
Advanced Player’s Guide, page 91.
Nimble Roll
FEAT 8
Prerequisites Nimble Dodge
You throw yourself into a roll to escape imminent danger. You can use Nimble Dodge before attempting a Reflex save in addition to its original trigger. If you do, the circumstance bonus applies to your Reflex save against the triggering effect.
When you use Nimble Dodge and the triggering attack fails or critically fails, or when you succeed or critically succeed at the saving throw, you can also Stride up to 10 feet as part of the reaction. If you do, the reaction gains the move trait. You can use Nimble Roll while Flying or Swimming instead of Striding if you have the corresponding movement type.
Core Rulebook, page 187.
Nimble Roll
FEAT 8
Prerequisites Nimble Dodge
You throw yourself into a roll to Escape imminent danger.
You can use Nimble Dodge before attempting a Reflex save in addition to its original trigger. If you do, the circumstance bonus applies to your Reflex save against the triggering effect.
When you use Nimble Dodge and the triggering attack fails or critically fails, or when you succeed or critically succeed at the saving throw, you can also Stride up to 10 feet as part of the reaction. If you do, the reaction gains the move trait. You can use nimble Roll while Flying or Swimming instead of Striding if you have the corresponding movement type.
Player Core 1, page 173.
Nimble Shield Hand
FEAT 6
Prerequisites Bastion Dedication
You are so used to wielding a shield that you can do so even while using the hand that's holding it for other purposes. The hand you use to wield a shield counts as a free hand for the purposes of the Interact action. You can also hold another object in this hand (but you still can't use it to wield a weapon). This benefit doesn't apply to tower shields, which are still too cumbersome.
Advanced Player’s Guide, page 159.
Nimble Shield Hand
FEAT 6
Prerequisites Bastion Dedication
You are so used to wielding a shield that you can do so even while using the hand that’s holding it for other tasks that require the dexterity of a hand. The hand you use to wield a shield counts as a free hand for the purposes of the Interact action. You can also hold another object in this hand (but you still can’t use it to wield a weapon). This benefit doesn’t apply to tower shields, which are still too cumbersome.
Player Core 2, page 187.
Nimble Strike
FEAT 10
Prerequisites nimble Roll
You’re cunning enough to find an opening in an opponent’s attack.
When you use your Nimble Dodge reaction, you can make a melee Strike against the triggering creature. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike. If you use the nimble Roll feat, you can make this Strike at any point during your roll.
Player Core 1, page 175.
FEAT 1
Prerequisites trained in Diplomacy
You attempt to reduce panic. Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour.
Critical Success Reduce the creature's frightened value by 2.Success Reduce the creature's frightened value by 1.Advanced Player’s Guide, page 208.
No Cause for Alarm
FEAT 1
Prerequisites trained in Diplomacy
You attempt to reduce panic. Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for single gate hour.
Critical Success Reduce the creature's frightened value by 2.Success Reduce the creature's frightened value by 1.FEAT 2
Trigger A foe within reach attempts to move away from you.
You keep pace with a retreating foe. 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 No Escape to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.
Core Rulebook, page 89.
FEAT 2
Trigger An enemy within reach attempts to move away from you.
You keep pace with a retreating foe. Stride up to your Speed, following the enemy and keeping it in reach throughout its movement until it stops moving or you’ve moved your full Speed. You can use No Escape to Burrowing, Climbing, fly, or Swimming instead of Stride if you have the corresponding movement type.
Player Core 2, page 77.
No Evidence
FEAT 9
Prerequisites expert in Survival
You leave little sign when attempting to remain unseen. When you Avoid Notice, you also gain the benefits of Cover Tracks unless you choose not to.
LOAG, page 20.
No Hard Feelings
FEAT 6
Prerequisites Unexpected Sharpshooter Dedication
Despite the devastation your weapons tend to inflict upon their targets or the destruction you might unleash upon an area, your foes still manage to walk away at the end of a fight—at least sometimes. You can choose to add the nonlethal trait to your ranged weapons, making the choice of whether to add the trait or not just before each Strike.
Guns & Gears, page 142.
No Stranger to Death
FEAT 12
Prerequisites Sitreiku Sentry Dedication
Your regular exposure to the insidious putrescence of undeath inured you to its effects. You gain a +2 circumstance bonus to saving throws made against spells and effects with the death, disease, and evil traits. Whenever you become drained or sickened, reduce the status penalty you take from the condition by 1, to a minimum of 0.
LOKL, page 79.
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