60 feats, from Qi Center to Quickened Casting.
Part: 1 2
Qi Center · Qi Spells · Qlippoth Magic · Quadruped · Quaking Stomp · Quaking Stomp · Quick Alchemy · Quick Bomber · Quick Bomber · Quick Change · Quick Change · Quick Change · Quick Climb · Quick Climb · Quick Coercion · Quick Coercion · Quick Contacts · Quick Disguise · Quick Disguise · Quick Draw · Quick Draw · Quick Draw · Quick Draw · Quick Draw · Quick Fix · Quick Fix · Quick Identification · Quick Identification · Quick Juggler · Quick Jump · Quick Jump · Quick Mount · Quick Mount · Quick Recognition · Quick Recognition · Quick Repair · Quick Repair · Quick Reversal · Quick Reversal · Quick Setup · Quick Shield Block · Quick Shield Block · Quick Shield Block · Quick Shield Block · Quick Shot · Quick Shot · Quick Snares · Quick Squeeze · Quick Squeeze · Quick Stow · Quick Stow · Quick Study · Quick Swim · Quick Swim · Quick Unlock · Quick Unlock · Quicken Heartbeat · Quickened Attunement · Quickened Casting · Quickened Casting
FEAT 18
Prerequisites Qi single spell, Master of Many Styles
Once per minutes. You center yourself with the universe and draw upon its vast power. You Cast a single gate action qi spell with the stance trait, without spending a Focus Point.
Player Core 2, page 127.
Qi Spells
FEAT 1
You have cultivated your qi to produce magical effects. You gain inner upheaval, qi rush, or another 1st-rank monk qi spell you have access to. The rules for qi single spell are summarized in the sidebar on this page, and qi single spell appear on page 257.
Player Core 2, page 119.
Qlippoth Magic
FEAT 9
Prerequisites Riftmarked
You've deeply studied the secrets of your blood and can force reality to act against its own wishes. You can cast blur and silence once per day each as 2nd-level divine innate spells.
LOAG, page 63.
Quadruped
FEAT 1
You were crafted in a form with four legs rather than two. Your Speed is 30 feet.
Special You can take this feat only at 1st level, and you can't retrain into or out of this feat.
LOTGB, page 63.
FEAT 20
Frequency once per 10 minutes
You stomp the ground with such force that it creates a minor earthquake, with the effects of the earthquake spell.
Core Rulebook, page 93.
FEAT 20
Once per 10 minutes. You stomp the ground with such force that it creates a minor earthquake, with the effects of the earthquake spell (Player Core 327).
Player Core 2, page 85.
Quick Alchemy
FEAT 4
Prerequisites Alchemist Dedication
You gain the Quick Alchemy action.
Core Rulebook, page 220.
FEAT 1
You keep your bombs in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, then Strike with it.
Core Rulebook, page 76.
FEAT 1
You keep your bombs and bomb-related reagents in easy-toreach pouches from which you draw without thinking. You Interact to draw a bomb, draw a versatile vial, or use Quick Alchemy to create a bomb, then Strike with the bomb. If you have the ability to create more than one bomb at a time with Quick Alchemy (such as from the double brew class feature), you can Strike with only one of the bombs you create with this action.
Player Core 2, page 63.
Quick Change
FEAT 7
Prerequisites master in Deception, Vigilante Dedication
You can shift between your identities with ease. Instead of spending 1 minute to change your identity, you can now do so as a 3-action activity. If you are legendary in Deception, you can perform this change as a 1-action activity.
Advanced Player’s Guide, page 197.
FEAT 1
Trigger You roll initiative.
Your instincts kick in and you take on an aggressive stance.
You use Change Shape to enter your hybrid form or a new form granted by a beastkin feat.
LOAG, page 81.
Quick Change
FEAT 7
Prerequisites Vigilante Dedication, master in Deception
You can shift between your identities with ease. Instead of spending 1 minute to change your identity, you can now do so as a 3-action activity. If you are legendary in Deception, you can perform this change as a single action.
Player Core 2, page 219.
Quick Climb
FEAT 7
Prerequisites master in Athletics
When Climbing, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed.If you're legendary in Athletics, you gain a climb Speed equal to your Speed.
Core Rulebook, page 264.
Quick Climb
FEAT 7
Prerequisites master in Athletics
When Climbing, you move 5 more feet on a success and 10 more feet on a critical success, up to your Speed. If you're legendary in Athletics, you gain a Climbing Speed equal to your Speed.
Quick Coercion
FEAT 1
Prerequisites trained in Intimidation
You can bully others with just a few choice implications. You can Coerce a creature after 1 round of conversation instead of 1 minute. You still can't Coerce a creature in the midst of combat, or without engaging in a conversation.
Core Rulebook, page 264.
Quick Coercion
FEAT 1
Prerequisites trained in Intimidation
You can bully others with just a few choice implications. You can Coerce a creature after single gate round of conversation instead of single gate minute. You still can't Coerce a creature in the midst of combat, or without engaging in a conversation.
Quick Contacts
FEAT 2
Prerequisites expert in Society; Connections or Underworld Connections
You know where to go, who to talk to, and how to make new connections, fast. Upon entering a new settlement, spending 1 day of downtime allows you to build enough connections to make use of the Connections or Underworld Connections feats. If you're legendary in Society, you can form the required connections within 1 hour of entering a new settlement.
Advanced Player’s Guide, page 208.
Quick Disguise
FEAT 2
Prerequisites expert in Deception
You can set up a disguise in half the usual time (generally 5 minutes). If you're a master, it takes one-tenth the usual time (usually 1 minute). If you're legendary, you can create a full disguise and Impersonate as a 3-action activity.
Core Rulebook, page 264.
Quick Disguise
FEAT 2
Prerequisites expert in Deception
You can set up a disguise in one-tenth the usual time (generally single gate minute). If you're a master in Deception, you can create a full disguise and Impersonate as a 3-action activity. If you're legendary, it takes a single gate action.
FEAT 2
You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.
Core Rulebook, page 172.
FEAT 2
You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.
This feat leads to: Subtle Shank.
Core Rulebook, page 184.
FEAT 2
You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.
Guns & Gears, page 112.
FEAT 2
You draw your Weapon and attack with the same motion. You Interact to draw a Weapon, then Strike with that Weapon.
Player Core 1, page 159.
FEAT 2
You draw your Weapon and attack with the same motion. You Interact to draw a Weapon, then Strike with that Weapon.
Player Core 1, page 171.
Quick Fix
FEAT 4
Prerequisites Talisman Dabbler Dedication
You can attach a talisman using only a bit of glue and some string. You gain the Rapid Affixture skill feat, even if you don't meet the prerequisites.
When you use it, you can affix or remove up to four talismans in 1 minute instead of just one.
You gain the ability to Affix a Talisman as a 3-action activity from that feat at 12th level, regardless of your Crafting proficiency.
Advanced Player’s Guide, page 195.
Quick Fix
FEAT 4
Prerequisites Talisman Dabbler Dedication
You can attach a talisman using only a bit of glue and some string. You gain the Rapid Affixture skill feat (page 233), even if you don’t meet the prerequisites. When you use it, you can affix or remove up to four talismans in 1 minute instead of just one.
You gain the ability to Affix a Talisman as a 3-action activity from that feat at 12th level, regardless of your Crafting proficiency.
Player Core 2, page 217.
Quick Identification
FEAT 1
Prerequisites trained in Arcana, Nature, Occultism or Religion
You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you're a master, it takes a 3-action activity, and if you're legendary, it takes 1 action.
Core Rulebook, page 264.
Quick Identification
FEAT 1
Prerequisites trained in Arcana, Nature, Occultism or Religion
You can Identify Magic swiftly. You take only single gate minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you're a master, it takes a 3-action activity, and if you're legendary, it takes single gate action.
Quick Juggler
FEAT 4
Prerequisites expert in Performance, Juggler Dedication
When you start to Juggle or add another item to those you are Juggling, you add two items instead of one. Increase the maximum number of items you can Juggle by one.
Extinction Curse #1: The Show Must Go On, page 74.
Quick Jump
FEAT 1
Prerequisites trained in Athletics
You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don't perform the initial Stride (nor do you fail if you don't Stride 10 feet).
Core Rulebook, page 264.
Quick Jump
FEAT 1
Prerequisites trained in Athletics
You can use High Jump and Long Jump as a single gate action instead of 2 skill action. If you do, you don't Perform the Initial Stride (nor do you fail if you don't Stride 10 feet).
FEAT 4
Prerequisites Cavalier Dedication, expert in Nature
Requirements You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.
You and your mount can spring into action at a moment's notice. You Mount the creature and Command an Animal to issue it an order of your choice.
Advanced Player’s Guide, page 164.
FEAT 4
Prerequisites Cavalier Dedication, expert in Nature
Requirements You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.
You and your mount can spring into action at a moment’s notice. You Mount the creature and Command an Animal to issue it an order of your choice.
Player Core 2, page 193.
Quick Recognition
FEAT 7
Prerequisites master in Arcana, Nature, Occultism, or Religion; Recognize Spell
You Recognize Spells swiftly. Once per round, you can Recognize a Spell using a skill in which you're a master as a free action.
Core Rulebook, page 265.
Quick Recognition
FEAT 7
Prerequisites master in Arcana, Nature, Occultism, or Religion; Recognize Spell
You Recognize Spells swiftly. Once per round, you can Recognize a Spell using a skill in which you're a master as a free action.
Quick Repair
FEAT 1
Prerequisites trained in Crafting
You take 1 minute to Repair an item. If you're a master in Crafting, it takes 3 actions. If you're legendary, it takes 1 action.
Core Rulebook, page 265.
Quick Repair
FEAT 1
Prerequisites trained in Crafting
For you, the Repair activity loses the exploration trait and takes single gate minute instead of 10 minutes. If you're a master in Crafting, it takes 3 skill action. If you're legendary, it takes single gate action.
FEAT 4
Requirements You are flanked by at least two enemies.
You turn your foes' flanking against them with a quick reverse. Make a melee Strike against one of the flanking enemies and make a second Strike with the same weapon or unarmed attack against a different enemy that is flanking you. This second Strike has the same multiple attack penalty of the initial attack and doesn't count toward your multiple attack penalty.
Core Rulebook, page 146.
FEAT 4
Requirements You are flanked by at least two enemies.
You turn your foes’ flanking against them with a quick reverse. Make a melee Strike against one of the flanking enemies and make a second Strike with the same weapon or unarmed attack against a different enemy that is flanking you. This second Strike has the same multiple attack penalty of the Initial attack and doesn’t count toward your multiple attack penalty.
Player Core 1, page 143.
Quick Setup
FEAT 7
Prerequisites master in Crafting
You have learned to setup simple crafting jobs with ease. Your setup time for consumables that are at least 6 levels lower than you is 1 day, and your setup time for permanent items 6 levels lower than you is 3 days.
If you rush the setup and reduce the setup time for consumables at least 6 levels lower than you to less than 1 day, you can instead set them up in just 2 hours (allowing you to do so during an adventuring day if you have access to your tools and materials). If you rush the setup of a permanent item at least 6 levels lower than you and reduce the setup time to less than 1 day, you can perform the setup in 4 hours.
Treasure Vault, page 159.
Quick Shield Block
FEAT 8
Prerequisites Shield Block
You can block with your shield instinctively. At the start of each of your turns, you gain an additional reaction that you can use only to perform a Shield Block.
Core Rulebook, page 113.
Quick Shield Block
FEAT 8
Prerequisites Shield Block
You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to Shield Block.
Core Rulebook, page 149.
Quick Shield Block
FEAT 8
Prerequisites Shield Block
You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to Shield Block.
Player Core 1, page 147.
Quick Shield Block
FEAT 8
Prerequisites Shield Block
You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to Shield Block.
Player Core 2, page 97.
FEAT 4
Prerequisites Archer Dedication
You draw your bow and attack with the same action. You Interact to draw a weapon from the bow weapon group that is loaded or has reload 0, then Strike with that weapon.
Advanced Player’s Guide, page 157.
FEAT 4
Prerequisites Archer Dedication
You draw your bow and attack with the same action. You Interact to draw a weapon from the bow or crossbow weapon group that is loaded or has reload 0, then Strike with that weapon.
Player Core 2, page 185.
Quick Snares
FEAT 6
Prerequisites expert in Crafting, Snare Specialist
You can rig a snare in only moments. You can Craft snares that normally take 1 minute to Craft with 3 Interact actions, even if you haven't prepared them.
This feat leads to: Lightning Snares.
Core Rulebook, page 173.
Quick Squeeze
FEAT 1
Prerequisites trained in Acrobatics
You Squeeze 5 feet per round (10 feet on a critical success). If you're legendary in Acrobatics, you Squeeze at full Speed.
This feat leads to: Implausible Infiltration.
Core Rulebook, page 265.
Quick Squeeze
FEAT 1
Prerequisites trained in Acrobatics
You Squeeze 5 feet per round (10 feet on a critical success). If you're legendary in Acrobatics, you Squeeze at full Speed.
FEAT 5
Prerequisites Cheek Pouches
Frequency once per round
You are adept at quickly moving items into your cheek pouches. You Interact to store one held item in your cheek pouches (provided it fits).
Advanced Player’s Guide, page 23.
FEAT 8
Prerequisites Swordmaster Dedication
You know that situations can change rapidly and might leave you needing to change equipment in the middle of combat.
Your training has taught you how to swap your equipment on the fly. You Interact to stow a weapon and then Interact again to draw a readied item or weapon.
LOPSG, page 52.
Quick Study
FEAT 4
Prerequisites Loremaster Dedication
During your daily preparations, you can study a particular subject to gain the trained proficiency rank in one Lore skill of your choice. You must have interacted with that subject in some way on the previous day, whether by reading about it, talking to someone knowledgeable on the topic, or experiencing it yourself. Alternatively, you can reference your notes to instead choose a Lore skill you've prepared before with Quick Study. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat.
Advanced Player’s Guide, page 179.
Quick Swim
FEAT 7
Prerequisites master in Athletics
You Swim 5 feet farther on a success and 10 feet farther on a critical success, to a maximum of your Speed. If you're legendary in Athletics, you gain a swim Speed equal to your Speed.
Core Rulebook, page 265.
Quick Swim
FEAT 7
Prerequisites master in Athletics
You Swim 5 feet farther on a success and 10 feet farther on a critical success, to a maximum of your Speed. If you're legendary in Athletics, you gain a Swimming Speed equal to your Speed.
Quick Unlock
FEAT 7
Prerequisites master in Thievery
You can Pick a Lock using 1 action instead of 2.
Core Rulebook, page 265.
Quick Unlock
FEAT 7
Prerequisites master in Thievery
You can Pick a Lock using single gate action instead of 2.
FEAT 10
Prerequisites Golem Grafter Dedication
Frequency once per turn
You've replaced your heart with one made of animated quicksilver and living adamantine. You reduce your slowed condition by 1. Alternatively, if you are not slowed, you are quickened 1 during your next turn, and can use your extra action to Stride or Strike.
Extinction Curse #3: Life’s Long Shadows, page 74.
FEAT 16
Prerequisites Geomancer Dedication, legendary in Nature
Frequency once per day
Requirements Your previous action was Attunement Shift.
If your next action is to cast a spell that would grant your terrain attunement bonus, reduce the number of actions to cast it by 1 (to a minimum of 1 action).
Special You can't use Quickened Attunement and Quickened Casting in the same round.
Secrets of Magic, page 213.
FEAT 10
Frequency once per day
If your next action is to cast an oracle cantrip or an oracle spell that is at least 2 levels lower than the highest-level oracle spell slot you can cast, reduce the number of actions to cast it by 1 (minimum 1 action).
Advanced Player’s Guide, page 80.
FEAT 10
Frequency once per day
If your next action is to cast a witch cantrip or a witch spell that is at least 2 levels lower than the highest-level witch spell slot you can cast, reduce the number of actions to cast it by 1 (minimum 1 action).
Advanced Player’s Guide, page 103.
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