60 feats, from Obscured Emergence to Orchard's Endurance.
Part: 1 2
Obscured Emergence · Obscured Terrain · Observant Explorer · Occult Breadth · Occult Breadth · Occult Evolution · Occult Evolution · Occult Resistance · Ocean's Balm · Oddity Identification · Oddity Identification · Ode To Ouroboros · Ode to Ouroboros · Offensive Analysis · Offensive Subroutine · Old Soul · Olethros's Decree · Omnikinesis · One For All · One For All · One More Activation · One With Earth · One with the Land · One-inch Punch · One-Inch Punch Or · One-millimeter Punch · One-Millimeter Punch · One-toed Hop · Oneiric Influence · Ongoing Investigation · Ongoing Investigation · Ongoing Selfishness · Ongoing Selfishness · Ongoing Strategy · Ongoing Strategy · Ooze Empathy · Oozemorph Dedication · Open Mind · Opening Stance · Opportune Backstab · Opportune Backstab · Opportune Throw · Opportunist · Opportunistic Grapple · Opportunistic Grapple · Oracle Dedication · Oracle Dedication · Oracular Providence · Oracular Providence · Oracular Warning · Oracular Warning · Orc Ferocity · Orc Lore · Orc Sight · Orc Superstition · Orc Warmask · Orc Weapon Carnage · Orc Weapon Expertise · Orc Weapon Familiarity · Orchard's Endurance
Obscured Emergence
FEAT 12
Prerequisites expert in Stealth
You are, by nature, a thing of gloomy woods and barren wilds, and when you choose show yourself, a bit of this gloom clings to you, obscuring your form with strange distortions or mist.
When you stop being hidden due to your own actions (not due to someone successfully finding you), you gain concealment until the start of your next turn as people's eyes find it oddly hard to focus on you. As usual for concealment involving an obvious visual manifestation, you can't use this concealment to Hide.
Dark Archive, page 65.
Obscured Terrain
FEAT 6
Prerequisites Spell Trickster Dedication, ability to cast obscuring mist
When you cast obscuring mist, you can modify the spell to replace its standard effects with the following: You cause a cloud of thick fog to blanket the area, making it difficult to see the ground. The area within the fog is difficult terrain for creatures that can't see through fog or mist. You can Dismiss the cloud.
LOTGB, page 124.
Observant Explorer
FEAT 4
Prerequisites Vofalai Agent Dedication
Thanks to the time you've spent wandering through wild and untamed environments, you've gained an intuitive sense about creatures. You sometimes notice them before they attack, or spot them nearby even if they weren't planning on attacking. You can attempt a check to notice hidden creatures attempting to Avoid Notice nearby even if you aren't actively Searching for them. You still need to meet any other requirements to notice a particular creature.
LOPSG, page 41.
Occult Breadth
FEAT 8
Prerequisites Basic Bard Spellcasting
Your repertoire expands, and you can cast more occult spells each day. Increase the number of spells in your repertoire and the number of spell slots you gain from bard archetype feats by 1 for each spell level other than your two highest Bard spell slots.
Core Rulebook, page 222.
Occult Breadth
FEAT 8
Prerequisites Basic Bard Spellcasting
Your repertoire expands, and you can cast more occult spells each day. Increase the number of spells in your repertoire and the number of spell slots you gain from bard archetype feats by 1 for each spell rank other than your two highest bard spell slots.
Player Core 1, page 216.
Occult Evolution
FEAT 4
Prerequisites bloodline that grants occult spells
Glimpses of the obscure secrets of the universe loan you power. You become trained in one skill of your choice. Additionally, once per day, you can spend 1 minute to choose one mental occult spell you don't know and add it to your spell repertoire. You lose this temporary spell the next time you make your daily preparations (though you can use this ability to add it again later).
This feat leads to: Greater Mental Evolution and Greater Spiritual Evolution.
Core Rulebook, page 199.
Occult Evolution
FEAT 4
Prerequisites bloodline that grants occult single spell
You draw power from the obscure secrets of the universe. You become trained in one skill of your choice. Additionally, once per day, you can spend single gate minute to choose one mental occult spell you don’t know and add it to your Spell Repertoire. You lose this temporary spell the next time you make your daily preparations (though you can use this ability to add it again later).
Player Core 2, page 153.
Occult Resistance
FEAT 9
Prerequisites expert in Occultism
Your study of occult practices has shown you how to best defend against them. You gain a +1 circumstance bonus to all saving throws against occult effects.
Advanced Player’s Guide, page 31.
FEAT 1
A blessing of the living sea salves wounds and douses flames. Touch a willing living creature. It regains 1d8 Hit Points and gains resistance 2 to fire for 1 minute. If it has persistent fire damage, it can attempt a flat check to remove it with especially appropriate help. The target is temporarily immune to healing from Ocean's Balm for 10 minutes.
Level (+2) The healing increases by 1d8, and the resistance increases by 1.
Rage of Elements, page 32.
Oddity Identification
FEAT 1
Prerequisites trained in Occultism
You have a sense for spells that twist minds or reveal secrets. You gain a +2 circumstance bonus to Occultism checks to Identify Magic with the mental, possession, prediction, or scrying traits.
Core Rulebook, page 264.
Oddity Identification
FEAT 1
Prerequisites trained in Occultism
When you become aware of a magical effect or see a spell being Cast, you can immediately determine if it twists minds (with the mental trait), fights against fortune (with the fortune or misfortune trait), or reveals secrets (with the detection, prediction, revelation, or scrying traits). At the GM's discretion, similar effects can also fall into these categories. When you Identify Magic or Recall Knowledge to learn more about these effects, you can always use Occultism without penalty and gain a +2 circumstance bonus.
Ode To Ouroboros
FEAT 10
You learn the ode to ouroboros composition spell, which enables you to temporarily spare your allies from death.
Advanced Player’s Guide, page 114.
Ode to Ouroboros
FEAT 10
You learn the ode to ouroboros composition spell (page 371), which enables you to temporarily spare your allies from death.
Player Core 1, page 104.
Offensive Analysis
FEAT 5
You can enhance your senses and mental state to consider every aspect of an attack. You can cast true strike as a divine innate spell once per day.
LOAG, page 77.
Offensive Subroutine
FEAT 9
Prerequisites Nanite Surge
Nanites augment your attacks. You can choose to activate Nanite Surge when you attempt an attack roll, instead of when you attempt a skill check. If you do, you gain a +1 status bonus to the triggering attack roll.
LOAG, page 74.
Old Soul
FEAT 1
Prerequisites at least 100 years old
Your immortal lineage has granted you a lifespan much longer than most mortals, and you've learned a lot along the way. You become trained in two skills of your choice.
LOAG, page 27.
FEAT 17
Frequency once per day
You have a connection to olethroses, the enigmatic psychopomps who successfully swayed the yamaraj to permit the creation of the first duskwalkers. You place a finger on fate's scales by wrapping silk around your bow. The first time this turn that you hit a creature with a Strike using a weapon in the bow group you've modified in this way, that creature takes an additional 60 damage (basic Fortitude save using your class DC or spell DC, whichever is higher) as the arrow works to cut short their very destiny. This additional damage is of the same type as the initial attack dealt. If you hit more than one creature at the same time, choose one to suffer the effect of your decree.
LOAG, page 32.
FEAT 20
Prerequisites reflow elements
You can realign your kinetic gate with a thought. Replace one of your impulse feats using the same process as reflow elements. You can replace only one, even if you have double reflow.
Rage of Elements, page 23.
FEAT 1
Prerequisites trained in Diplomacy
With precisely the right words of encouragement, you bolster an ally's efforts. Designate an ally within 30 feet; this action counts as sufficient preparation to Aid that ally. When you use the Aid reaction to help that ally, you can roll Diplomacy in place of the usual check. If your swashbuckler's style is wit and your Diplomacy check to Aid meets or exceeds the very hard DC for your level, you gain panache.
Advanced Player’s Guide, page 88.
FEAT 1
Prerequisites trained in Diplomacy
With precisely the right words of encouragement, you bolster an ally’s efforts. Designate an ally within 30 feet; this action counts as sufficient preparation to Aid that ally. When you use the Aid reaction to help that ally, you can roll Diplomacy in place of the usual check and the action gains the bravado trait.
Player Core 2, page 164.
One More Activation
FEAT 6
You've forged a deeper bond to your invested items, allowing you to activate them more than usual. Once each day, you can Activate an Item you've invested even after you've used that activation the maximum number of times for its frequency.
You can do so only if the item's level is half your level or lower, the activation has a frequency of once per day or more frequent, and you haven't already used the activation this round.
Dark Archive, page 44.
One With Earth
FEAT 13
You've learned to harness your connection to the earth to travel through it. You gain a burrow Speed of 15 feet.
LOAG, page 108.
One with the Land
FEAT 4
Prerequisites Mummy Dedication
Your connection to your bound terrain strengthens, making you unhindered by local weather. When in your bound terrain, you ignore the effects of non-magical difficult terrain. In addition, your experience from your bound terrain lets you ignore circumstance penalties to visual Perception checks and ignore concealment caused by certain environmental effects. The types you ignore depend on your bound terrain.
Book of the Dead, page 52.
FEAT 6
Prerequisites expert strikes
You put all your force into a single mighty, carefully controlled blow. Make an unarmed Strike. If you spend two actions and this Strike hits, you deal an extra die of weapon damage. You can instead spend 3 actions to perform an even more powerful attack, dealing a second additional die of weapon damage on a hit.
If you're at least 10th level, the number of additional dice you add from this feat doubles, for a total of 2 additional dice if you spend 2 actions or 4 additional dice if you spend 3 actions. If you're at least 18th level, the number of additional dice you add from this feat triples, for a total of 3 additional dice if you spend 2 actions or 6 additional dice if you spend 3 actions.
This feat leads to: One-millimeter Punch.
Advanced Player’s Guide, page 129.
FEAT 6
Prerequisites expert Strikes
You put all your force into a single gate mighty, carefully controlled blow. Make an unarmed Strike. If you spend two skill action and this Strike hits, you deal an extra die of weapon damage. You can instead spend 3 skill action to Perform an even more powerful attack, dealing a second additional die of Weapon damage on a hit.
If you’re at least 10th level, the number of additional dice you add from this feat doubles, for a total of 2 additional dice if you spend 2 skill action or 4 additional dice if you spend 3 skill action. If you’re at least 18th level, the number of additional dice you add from this feat triples, for a total of 3 additional dice if you spend 2 skill action or 6 additional dice if you spend 3 skill action.
Player Core 2, page 122.
One-millimeter Punch
FEAT 16
Prerequisites One-Inch Punch
Your punches have incredible force and control. When you damage a target using One-Inch Punch, you can focus your ki to send the foe flying. If you do, the target must attempt a Fortitude save against your class DC.
Critical Success The target is unaffected.Success The target is pushed back 5 feet.Failure The target is pushed back 10 feet.Critical Failure The target is pushed back 10 feet for each action you spent on One-Inch Punch.Advanced Player’s Guide, page 131.
One-Millimeter Punch
FEAT 16
Prerequisites One-Inch Punch
Your punches have incredible force and control. When you damage a target using One-Inch Punch, you can focus your qi to send the foe Flying. If you do, the target must attempt a Critical Success The target is unaffected.
Success The target is pushed back 5 feet.
Failure The target is pushed back 10 feet.
Critical Failure The target is pushed back 10 feet for each action you spent on One-Inch Punch.
Player Core 2, page 126.
FEAT 5
Assuming a peculiar stance, you make a short hop on each toe. You make a vertical Leap without triggering reactions that can be triggered by move actions or upon leaving or entering a square.
Advanced Player’s Guide, page 27.
Oneiric Influence
FEAT 12
Prerequisites Infiltrate Dream
While Infiltrating a Dream, you can also implant a suggestion in the target's mind. The target must attempt a Will save against your class DC or spell DC, whichever is higher, to resist your modification, which has the effects of a subconscious suggestion spell, but even on a critical success, the target doesn't realize you were trying to control them and may not recognize your presence in the dream. The suggestion remains in the target's subconscious for 1 week or until triggered. Their memories of carrying out the suggestion are hazy and dreamlike and they may not remember doing it unless later reminded.
Dark Archive, page 206.
Ongoing Investigation
FEAT 4
You're always investigating what's around you, even as you perform other activities. You can move at full Speed while using the Investigate exploration activity, and you can use another exploration activity while Investigating.
Advanced Player’s Guide, page 62.
Ongoing Investigation
FEAT 4
You’re always Investigating what’s around you, even as you Perform other activities. You can move at full Speed while using the Investigate exploration activity, and you can use another exploration activity while Investigating.
Player Core 2, page 108.
Ongoing Selfishness
FEAT 1
Prerequisites desecrator cause
Your powerful personality and incredible ego demand that you protect yourself above all else. After you use Selfish Shield, you gain resistance to all further damage from the triggering enemy until the end of the turn on which you used the reaction. This resistance is equal to half your Selfish Shield resistance.
Advanced Player’s Guide, page 118.
Ongoing Selfishness
FEAT 1
Prerequisites desecration cause
Your powerful personality and incredible ego demand that you protect yourself above all else. After you use Selfish shield, you gain resistance to all further damage from the triggering enemy until the end of the turn on which you used the reaction. This resistance is equal to half your Selfish shield resistance.
Player Core 2, page 94.
Ongoing Strategy
FEAT 10
Prerequisites strategic strike
You're constantly studying small aspects of everyone's movements, even if you don't have a stratagem in place ahead of time. On any Strike for which you didn't Devise a Stratagem, you still deal precision damage equal to your number of strategic strike damage dice so long as the weapon or unarmed attack you used is one that would have let you use your Intelligence modifier had you Devised a Stratagem.
Advanced Player’s Guide, page 63.
Ongoing Strategy
FEAT 10
Prerequisites strategic Strike
You’re constantly studying small aspects of everyone’s movements, even if you don’t have a stratagem in place ahead of time. On any Strike for which you didn’t Devising a Stratagem, you still deal precision damage equal to your number of strategic Strike damage dice so long as the weapon or unarmed attack you used is one that would have let you use your Intelligence modifier had you Devised a Stratagem.
Player Core 2, page 110.
Ooze Empathy
FEAT 8
Prerequisites Oozemorph Dedication, at least two other class feats from the oozemorph archetype
You can connect with oozes (and other amorphous aberrations, at the GM's discretion) on a rudimentary level. You can use Diplomacy to Make an Impression on oozes and to make very simple Requests of them. In most instances, oozes will give you time to make your case.
The Slithering, page 59.
Oozemorph Dedication
FEAT 2
You are plagued by sporadic anatomical rearrangements, which grant you insights into other creatures with unusual anatomies. You become trained in Occultism and Ooze Lore; if you were already trained, you become an expert instead. You gain a +2 circumstance bonus to Reflex saves to avoid being Engulfed by creatures, and to checks to Escape after being Engulfed.
As you develop more abilities based on your amorphous affliction, you become increasingly off-putting to mundane creatures. You take a penalty to Diplomacy checks against animals and humanoids. This penalty is equal to your number of class feats from the oozemorph archetype, to a maximum of –4 for four or more feats.
Special You can't select another dedication feat until you have gained two other feats from the oozemorph archetype.
This feat leads to: Disturbing Defense, Peculiar Anatomy, Rubbery Skin, Hideous Ululation, Ooze Empathy, Uncanny Suction, and Vacate Vision.
The Slithering, page 59.
Open Mind
FEAT 1
You have inherent psychic abilities that allow you to tap into the power of your mind. Choose one cantrip from the occult spell list. You can cast this spell as an occult innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
LOIL, page 43.
FEAT 14
Trigger You roll initiative.
At the first sign of trouble, often before you consciously realize the danger, you drop into a stance with a mere thought. Use an action that has the stance trait.
Player Core 1, page 150.
FEAT 8
Trigger A creature within your melee reach is hit by a melee attack from one of your allies.
When your enemy is hit by your ally, you capitalize upon the distraction. Make a Strike against the triggering creature.
Core Rulebook, page 187.
FEAT 8
Trigger A creature within your melee reach is hit by a melee attack from one of your allies.
When your enemy is hit by your ally, you capitalize upon the distraction. Make a Strike against the triggering creature.
Player Core 1, page 174.
FEAT 16
Prerequisites legendary in Performance, Juggler Dedication
Trigger A creature within 10 feet of you uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Requirements You are Juggling a thrown weapon.
You make a thrown ranged Strike with the required weapon against the triggering creature. If you critically succeed and the trigger was a manipulate action, you disrupt that action.
This Strike doesn't count against your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
Extinction Curse #1: The Show Must Go On, page 74.
Opportunist
FEAT 4
Prerequisites Fighter Dedication
You gain the Attack of Opportunity reaction.
Core Rulebook, page 226.
FEAT 8
Prerequisites Bounty Hunter Dedication
Trigger Your prey critically fails on a melee Strike's attack roll against you.
Requirements Your prey is within your reach, you have at least one free hand, and your target is no more than one size larger than you.
You attempt an Athletics check to Grapple your prey.
Advanced Player’s Guide, page 163.
FEAT 8
Prerequisites Bounty Hunter Dedication
Trigger Your prey critically fails on an attack roll against you with a melee Strike.
Requirements Your prey is within your reach, you have one free hand, and your target is no more than one size larger than you.
You use an opening to capture your prey. You attempt an Athletics check to Grapple your prey.
Player Core 2, page 191.
Oracle Dedication
FEAT 2
Prerequisites Charisma 14
Choose a mystery. You become trained in Religion and the mystery's skill; if you were already trained, you become trained in a skill of your choice. You gain the mild, constant effects of the mystery's curse described in its first paragraph, but not other effects the mystery usually grants. You cast spells like an oracle and gain the Cast a Spell activity. You gain a spell repertoire with two cantrips, either common divine cantrips or other divine cantrips you learn or discover. You're trained in divine spell attack rolls and divine spell DCs. Your key spellcasting ability for oracle archetype spells is Charisma, and they are divine oracle spells.
Special You can't select another dedication feat until you have gained two other feats from the oracle archetype.
This feat leads to: Basic Mysteries, Advanced Mysteries, Basic Oracle Spellcasting, Expert Oracle Spellcasting, Master Oracle Spellcasting, Mysterious Breadth, and First Revelation.
Advanced Player’s Guide, page 152.
Oracle Dedication
FEAT 2
Prerequisites Charisma +2
Choose a mystery (page 131). You become trained in Religion and the mystery’s skill; if you were already trained, you become trained in a skill of your choice. You gain the curse associated with your mystery, which follows the normal rules for an oracular curse.
You cast spells like an oracle and gain the Cast a Spell activity. You gain a spell repertoire with two cantrips, either common divine cantrips or other divine cantrips you learn or discover. You’re trained in the spell attack modifier and archetype spells is Charisma, and they are divine oracle spells.
Player Core 2, page 180.
Oracular Providence
FEAT 20
Prerequisites oracular clarity
Your mystery grants you access to deep reserves of truly miraculous divine power. You gain an additional 10th-level spell slot.
Advanced Player’s Guide, page 81.
Oracular Providence
FEAT 20
Prerequisites oracular clarity
Your mystery grants you access to deep reserves of truly miraculous divine power. You gain an additional 10th-rank spell slot.
Player Core 2, page 143.
FEAT 10
Trigger You are about to roll initiative.
You have a flash of insight about impending danger related to one ally, and you can shout or gesture to warn that ally of the threat a moment before it materializes. One ally of your choice can roll twice for initiative and use the better result; this is a fortune effect. If you are legendary in Religion, you receive two visions and can warn two allies, granting them both this benefit.
You are momentarily thrown off by the divine insight, however, and you must roll twice for your initiative roll and use the worse result. This is a misfortune effect.
The two effects are tied together; if you would avoid the misfortune effect for any reason, or if any of your allies would negate their fortune effect, your Oracular Warning does nothing. Depending on whether you use gestures or call out, this action gains either the visual or auditory trait, respectively.
Advanced Player’s Guide, page 80.
FEAT 1
Trigger You are about to roll initiative.
You have a premonition about impending danger that you use to warn your allies. Each ally within 20 feet gains a +2 status bonus to their initiative roll and gains temporary Hit Points equal to half your level, which last for single gate minute. If you are cursebound 2 when you use Oracular Warning, the bonus increases to +3, and if you are cursebound 3, the bonus increases to +4.
Player Core 2, page 138.
FEAT 1
Frequency once per day
Trigger You would be reduced to 0 Hit Points but not immediately killed.
Fierceness in battle runs through your blood, and you refuse to fall from your injuries. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1.
This feat leads to: Incredible Ferocity, Ferocious Beasts, Rampaging Ferocity, Undying Ferocity, and Defy Death.
Core Rulebook, page 59.
Orc Lore
FEAT 1
The hold elders taught you your people's histories, told tales of great athletic feats, and shared with you the hardships your ancestors endured so that you can pass this wisdom down to future generations. You become trained in Athletics 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 become trained in Orc Lore.
Advanced Player’s Guide, page 18.
Orc Sight
FEAT 1
Prerequisites low-light vision
Your orc blood is strong enough to grant you the keen vision of your orc forebears. You gain darkvision, allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness, you see in black and white only.
Special You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat.
Core Rulebook, page 59.
FEAT 1
Trigger You attempt a saving throw against a spell or magical effect, before rolling.
You defend yourself against magic by relying on techniques derived from orc cultural superstitions. You gain a +1 circumstance bonus to your saving throw against the triggering spell or magical effect.
This feat leads to: Pervasive Superstition and Spell Devourer.
Core Rulebook, page 59.
Orc Warmask
FEAT 1
You paint your face to create a warmask, an invested magic item of negligible Bulk with an item level equal to your level and a usage of worn (mask). It has the divination trait and a magical tradition trait depending on its type. Donning or removing your warmask requires 1 minute of work, though you don't need to Invest the mask each time. The warmask is unique to you and might signify your hold, your accomplishments, or your faith. While creating your mask, you must choose the source of your warmask's power from the options below. This source determines the mask's associated skill as well as magical tradition.
Once you select this source, it can't be changed. You become trained in the associated skill, and you gain the Dubious Knowledge skill feat as a bonus feat.
You can spend 1 hour performing a ceremony that costs 50 gp to attune yourself more deeply with your warmask. If you do, you gain a +1 item bonus to the associated skill whenever you wear the warmask.
This feat leads to: Mask Of Fear, Mask Of Pain, Mask Of Power, and Mask Of Rejection.
LOAG, page 51.
Orc Weapon Carnage
FEAT 5
Prerequisites Orc Weapon Familiarity
You are brutally efficient with the weapons of your orc ancestors. Whenever you critically hit using a falchion, a greataxe, or an orc weapon, you apply the weapon's critical specialization effect.
Core Rulebook, page 59.
Orc Weapon Expertise
FEAT 13
Prerequisites Orc Weapon Familiarity
Your orc affinity blends with your class training, granting you great skill with orc weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the falchion, the greataxe, and all orc weapons in which you are trained.
Core Rulebook, page 59.
Orc Weapon Familiarity
FEAT 1
In combat, you favor the brutal weapons that are traditional for your orc ancestors. You are trained with the falchion and greataxe. In addition, you gain access to all uncommon orc weapons. For the purpose of determining your proficiency, martial orc weapons are simple weapons and advanced orc weapons are martial weapons.
This feat leads to: Orc Weapon Carnage and Orc Weapon Expertise.
Core Rulebook, page 59.
FEAT 14
Patches of bark appear on the skin of you and your nearby allies. You and your allies in your kinetic aura gain resistance 5 to bludgeoning and piercing damage. In addition, you and your affected allies roll flat checks to recover from persistent damage twice and take the higher result; this is a fortune effect.
Level (+4) The resistance increases by 2.
Rage of Elements, page 35.
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