Feats: O (Part 2 of 2)

37 feats, from Order Explorer to Overwhelming Spellstrike.

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Order Explorer · Order Explorer · Order Magic · Order Spell · Order Spell · Order Training · Ornate Tattoo · Orthographic Mastery · Ostentatious Arrival · Otherworldly Acumen · Otherworldly Acumen · Otherworldly Magic · Otherworldly Magic · Out of Hand · Overcrowd · Overdrive Ally · Overextending Feint · Overextending Feint · Overlooked Mastermind · Overpowering Charge · Overpowering Charge · Overpowering Charge · Overpowering Charge · Oversized Throw · Oversized Throw · Overwatch Dedication · Overwhelming Blow · Overwhelming Blow · Overwhelming Breath · Overwhelming Breath · Overwhelming Energy · Overwhelming Energy · Overwhelming Energy · Overwhelming Energy · Overwhelming Energy · Overwhelming Energy · Overwhelming Spellstrike

Order Explorer

FEAT 2

druid 

You have learned the secrets of another druidic order, passing whatever rites of initiation that order requires and gaining access to its secrets. Choose an order other than your own. You gain a 1st-level feat that lists that order as a prerequisite, and you are now a member of that order for the purpose of meeting feat prerequisites. If you commit acts anathema to your new order, you lose all feats and abilities requiring that order but retain your other druid feats and abilities. You don't gain any of the other benefits of the order you chose.

Special You can take this feat multiple times. Each time you do, you must choose a different order other than your own.

This feat leads to: Order Magic.

Core Rulebook, page 134.

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Order Explorer

FEAT 2

druid 

You have learned the secrets of another Druidic order, passing whatever rites of initiation that order requires and gaining access to its secrets. Choose an order other than your own. You gain a 1st-level feat that lists that order as a prerequisite, and you are now a member of that order for the purpose of meeting feat prerequisites. If you commit acts anathema to your new order, you lose all wizard and abilities requiring that order but retain your other druid wizard and abilities. You don't gain any of the other benefits of the order you chose.

Special You can take this feat multiple times. Each time you do, you must choose a different order other than your own.

Player Core 1, page 129.

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Order Magic

FEAT 4

druid 

Prerequisites Order Explorer

You have delved deeper into the teaching of a new order, gaining access to a coveted order spell. Choose an order you have selected with Order Explorer. You gain the initial order spell from that order.

Special You can take this feat multiple times. Each time you do, you must choose a different order you have selected with Order Explorer.

Core Rulebook, page 135.

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Order Spell

FEAT 4

archetype 

Prerequisites Druid Dedication

You gain the initial order spell from your order. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by being one with nature. (For more on order spells, see page 131.)

Core Rulebook, page 225.

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Order Spell

FEAT 4

archetype druid 

Prerequisites Druid Dedication

You gain the initial order spell from your order. This is a focus spell, granting you a focus pool or expanding that pool. You can Refocus by being one with nature. (For more on focus spells, see page 298.)

Player Core 1, page 218.

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Order Training

FEAT 8

uncommon archetype 

Prerequisites Maefalei Armiger Dedication

You gain the lesser order benefit for the Maefalei order to which you belong.

LOCG, page 81.

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Ornate Tattoo

FEAT 5

human 

Prerequisites Arcane Tattoos

You expand your tattoos to encompass greater magic. Choose a 1st-level arcane spell from the same school as your Arcane Tattoos, either a common spell or another to which you have access. You can cast that spell once per day as an innate arcane spell.

This feat leads to: Virtue-forged Tattoos.

LOCG, page 13.

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Orthographic Mastery

FEAT 4

archetype skill 

Prerequisites Loremaster Dedication

You understand the principles that underlie all written words, allowing you to read nearly any text. You can attempt to Decipher Writing using Loremaster Lore in place of the required skill.

Advanced Player’s Guide, page 179.

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Ostentatious Arrival [F]

FEAT 6

concentrate manipulate metamagic summoner 

If the next action you take is to Manifest your Eidolon as a three-action activity, or to Cast a three-action summoning Spell, the creature appears in an explosion.

All creatures in a 10-foot emanation around the creature you summoned or manifested take 1d4 fire damage per spell level for a summoning spell, or 1d4 damage per 2 levels for Manifesting your Eidolon. If the creature you summoned or manifested has the acid, cold, electricity, fire, sonic, or water trait, the damage is that type instead (or cold damage for the water trait). If the creature has more than one of these traits, you choose which damage type to deal.

Secrets of Magic, page 69.

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Otherworldly Acumen

FEAT 9

elf 

Prerequisites at least one innate spell gained from an elf ancestry feat

The arcane magic you possess grows in power and complexity. Choose one common 2nd-level spell from the same tradition as an innate spell you previously gained from another elf ancestry feat (from the arcane list if you have Otherworldly Magic, for example). You can cast that spell as an innate spell once per day, using the same tradition as the list you chose the spell from.

Advanced Player’s Guide, page 43.

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Otherworldly Acumen

FEAT 9

elf 

Prerequisites at least one innate spell gained from an elf ancestry feat

The arcane magic you possess grows in power and complexity. Choose one common 2nd-rank spell from the same tradition as an innate spell you previously gained from another elf ancestry feat (from the arcane list if you have Otherworldly Magic, for example). You can Cast that spell as an innate spell once per day, using the same tradition as the list you chose the spell from.

Your magic is adaptable. By spending single gate day of downtime, you can change the spell you chose to a different common 2nd-rank spell from the same tradition.

Player Core 1.

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Otherworldly Magic

FEAT 1

elf 

Your elven magic manifests as a simple arcane spell, even if you aren't formally trained in magic. Choose one cantrip from the arcane spell list. You can cast this cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

Core Rulebook, page 40.

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Otherworldly Magic

FEAT 1

elf 

Your elven magic manifests as a simple arcane spell, even if you aren't formally trained in magic. Choose one cantrip from the arcane spell list (page 304). You can Cast this cantrip as an arcane innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up.

Player Core 1.

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Out of Hand

FEAT 8

archetype 

Prerequisites Zombie Dedication

Even when your limbs are severed, they remain a part of you. When an arm is severed from your body, it gains the minion trait. While severed, your limb has the statistics of a familiar (Core Rulebook 217–218) without any familiar or master abilities, except its Speed is 5 feet, it can't move further than 100 feet from you, it can Interact with things, and it can still make any unarmed Strikes it could have made while attached to you (usually a fist Strike). Any Strikes it makes share your multiple attack penalty and use your attack bonus and damage. If your arm is reduced to 0 HP or is ever more than 100 feet from you, it becomes inert until reattached. The GM might allow you to detach other limbs that have unarmed attacks using the below action (for example, if you're a tiefling with Form of the Fiend, giving you a tail unarmed attack). You gain the Lay Down Arms action.

Lay Down Arms [>] You pull your arm off, harmlessly severing it from your body and dropping it in an adjacent square. You can also use this action to reattach your severed arm if it's adjacent to you; it immediately functions normally. If the detached limb was at 0 Hit Points, it takes 10 minutes to reattach it instead of a single action.

Book of the Dead, page 61.

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Overcrowd

FEAT 9

ratfolk 

Your physiology is slight, and you can pack into small spaces with others of similar stature. As long as you are Small, you can end your movement in the same square as a Small ally. Only two creatures total can share the same space when using this ability or a similar one.

This feat leads to: Vouvrigan.

Advanced Player’s Guide, page 23.

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Overdrive Ally [>]

FEAT 8

inventor manipulate 

Prerequisites Overdrive

Requirements You are currently in overdrive.

You quickly fling some of your powered-up mechanisms to an ally, sharing your benefits with them briefly. Choose an ally within 30 feet. Until the end of their next turn, that ally's Strikes deal additional damage equal to half your Intelligence modifier, or your full Intelligence modifier if you were in critical overdrive. The ally doesn't gain the increased damage from expert, master, or legendary overdrive.

Guns & Gears, page 28.

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Overextending Feint

FEAT 1

rogue 

Prerequisites trained in Deception

When you trick a foe, instead of catching them off guard, you goad them into overextending their next attack. On a successful Feint, you can use the following success and critical success effects instead of any other effects that would occur when you Feint. You can choose a different effect each time you Feint against a given foe.

Critical Success The target takes a –2 circumstance penalty to all attack rolls against you before the end of its next turn.Success The target takes a –2 circumstance penalty to its next attack roll against you before the end of its next turn.

Advanced Player’s Guide, page 134.

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Overextending Feint

FEAT 1

rogue 

Prerequisites trained in Deception

You goad a foe into overextending. On a successful Feint, you can use the following success and critical success effects instead of any other effects that would occur when you Feint.

Critical Success The target takes a –2 circumstance penalty to all attack rolls against you before the end of its next turn.

Success The target takes a –2 circumstance penalty to its next attack roll against you before the end of its next turn.

Player Core 1, page 169.

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Overlooked Mastermind

FEAT 1

half-orc 

Many consider half-orcs little more than dumb brutes. This is offensive to you, but it can occasionally be useful. You are trained in Deception (or another skill of your choice if you were already trained in Deception), and you gain a +2 circumstance bonus to Deception checks to Lie when specifically claiming ignorance and to Deception DCs against Sense Motive checks to uncover such lies.

LOCG, page 15.

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Overpowering Charge

FEAT 10

barbarian 

Prerequisites Barreling Charge

You trample your foes as you charge past them. When you use Barreling Charge and successfully move through a creature's space, that creature takes bludgeoning damage equal to your Strength modifier. If you critically succeed, the creature takes twice this amount of damage and becomes flat-footed until the end of your next turn.

Advanced Player’s Guide, page 110.

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Overpowering Charge

FEAT 10

fighter 

Prerequisites Barreling Charge

You trample foes as you charge past. When you use Barreling Charge and successfully move through a creature's space, that creature takes bludgeoning damage equal to your Strength modifier. On a critical success, the creature takes double damage and is flat-footed until the end of your next turn.

Advanced Player’s Guide, page 127.

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Overpowering Charge

FEAT 10

fighter 

Prerequisites Barreling Charge

You trample foes as you charge past. When you use Barreling Charge and successfully move through a creature’s space, that creature takes bludgeoning damage equal to your Strength modifier. On a critical success, the creature takes double damage and is off-guard until the end of your next turn.

Player Core 1, page 148.

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Overpowering Charge

FEAT 10

barbarian 

Prerequisites Barreling Charge

You trample your foes as you charge past them. When you use Barreling Charge and successfully move through a creature’s space, that creature takes bludgeoning damage equal to your Strength modifier. If you critically succeed, the creature takes double this amount of damage and becomes off-guard until the end of your next turn.

Player Core 2, page 82.

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Oversized Throw [>>]

FEAT 4

barbarian rage 

Requirements You have one or more hands free.

With a great heave, you seize a piece of your surroundings, such as a boulder, log, table, wagon, or chunk of earth, and hurl it at your foes. The object must be your size or one size smaller than you, and it must not have too much Bulk for you to lift it in the first place. Make a ranged Strike with the object; regardless of the result, the object takes the same amount of damage it would deal on a success. The object is a simple ranged weapon that deals 1d10 bludgeoning damage, has a range increment of 20 feet, and has the thrown weapon trait. The damage increases to 2d10 if you have weapon specialization in simple weapons, or 3d10 if you have greater weapon specialization.

Advanced Player’s Guide, page 109.

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Oversized Throw [>>]

FEAT 4

barbarian rage 

Requirements You have one or more hands free.

With a great heave, you seize a piece of your surroundings, such as a boulder, log, table, wagon, or chunk of earth, and hurl it at your foes. The object must be your size or one size smaller than you, and it must not have too much Bulk for you to lift it in the first place. Make a ranged Strike with the object; regardless of the result, the object takes the same amount of damage it would deal on a success. The object is a simple ranged Weapon that deals 1d10 bludgeoning damage, has a range increment of 20 feet, and has the thrown Weapon trait. The damage increases to 2d10 if you have Weapon Weapon specialization in simple weapons, or 3d10 if you have Greater Weapon specialization.

Player Core 2, page 78.

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Overwatch Dedication

FEAT 2

uncommon archetype dedication 

Prerequisites expert in Perception

You have an innate knack for tactical observation, and you've innovated to apply that knack in a variety of ways that allow you to assist your allies. With the help of enhanced visual gear (such as a specially modified telescope, goggled visor, or binoculars), you're keenly aware of the movement of combatants on the battlefield. You quickly and efficiently disperse that information to your nearby allies so they can use it to direct their own observations and reactions to danger.

You're surrounded by an overwatch field aura in a 30-foot emanation. Your overwatch field aura grants you increased perception and allows you to call out warnings to your allies within the aura to point out threats. This aura has the auditory and visual traits. You and allies within your overwatch field receive a +2 circumstance bonus when using Perception for Initiative checks.

Special You can't select another dedication feat until after you have gained at least two other feats from the overwatch archetype.

This feat leads to: Control Tower, Converge, Forewarn, Master Spotter, Spyglass Modification, Swift Intervention, Topple Giants, and Wide Overwatch.

Guns & Gears, page 50.

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Overwhelming Blow [>>>]

FEAT 16

fighter 

You throw your weight into a powerful attack that leaves you vulnerable. Make a melee Strike. This counts as three attacks when calculating your multiple attack penalty. If this Strike hits, you get a critical hit. If you roll a critical hit, your attack also gains the deadly d12 trait. Whether or not you hit, you become stunned 1 and are flat-footed until the start of your next turn.

Advanced Player’s Guide, page 127.

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Overwhelming Blow [>>>]

FEAT 16

fighter 

You throw your weight into a powerful attack that leaves you vulnerable. Make a melee Strike. This counts as three attacks when calculating your multiple attack penalty. If this Strike hits, you get a critical hit. If you roll a critical hit, your weapon or unarmed attack also gains the deadly d12s trait (this replaces any deadly trait it already has). Whether or not you hit, you become stunned 1 and are off-guard until the start of your next turn.

Player Core 1, page 150.

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Overwhelming Breath [>]

FEAT 12

concentrate metamagic monk 

Prerequisites ki spells

You control your breathing and align it with your ki, exhaling with controlled force in order to overcome your opponent's resistance. If you use your next action to Cast a Spell that has the monk trait and no duration, the spell and any Strikes you make as a result of casting it ignore an amount of the target's resistance to physical damage equal to your level.

Advanced Player’s Guide, page 130.

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Overwhelming Breath [>]

FEAT 12

concentrate monk spellshape 

Prerequisites Qi single spell

You control your breathing and align it with your qi, exhaling with controlled force in order to overcome your opponent’s resistance. If you use your next action to Cast a Spell that has the monk trait and no duration, the spell and any Strikes you make as a result of casting it ignore an amount of the target’s resistance to physical damage equal to your level.

Player Core 2, page 125.

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Overwhelming Energy [>]

FEAT 10

druid manipulate metamagic 

With a complex gesture, you call upon the primal power of your spell to overcome enemies' resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target's resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature's immunities are unaffected.

Core Rulebook, page 137.

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Overwhelming Energy [>]

FEAT 10

manipulate metamagic sorcerer 

You alter your spells to overcome resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target's resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature's immunities are unaffected.

Core Rulebook, page 200.

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Overwhelming Energy [>]

FEAT 10

manipulate metamagic wizard 

With a complex gesture, you alter the energy of your spell to overcome resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target's resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature's immunities are unaffected.

Core Rulebook, page 211.

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Overwhelming Energy [>]

FEAT 8

druid manipulate spellshape 

You gather additional magical energy into your spell. If your next action is to Cast a Spell that deals acid, cold, electricity, fire, or sonic damage, you can make the spell temporarily overcome resistance. Choose one creature affected by the spell. That creature treats its resistance to acid, cold, electricity, fire, or sonic damage (one type of your choice) as 5 lower against that spell.

Player Core 1, page 132.

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Overwhelming Energy [>]

FEAT 10

manipulate spellshape wizard 

Multiple circles of runes rotate around your hand as you overcharge your spell to tear through your enemy’s defenses.

If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature’s immunities are unaffected.

Player Core 1, page 203.

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Overwhelming Energy [>]

FEAT 10

manipulate sorcerer spellshape 

You alter your single spell to tear through an enemy’s defenses. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to energy damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature’s immunities are unaffected.

Player Core 2, page 154.

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Overwhelming Spellstrike [>>]

FEAT 12

magus 

Prerequisites Spellstrike

Requirements Your Spellstrike is charged.

You pierce through your foe's resistance. Make a Spellstrike. The spell you cast as part of the Spellstrike ignores an amount of the target's resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell. A creature's immunities are unaffected.

Secrets of Magic, page 48.

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