30 feats, from Roll With It to Rushoux's Grip.
Roll With It · Rolling Landing · Root Magic · Root Magic · Root to Life · Rope Mastery · Rope Runner · Rope Runner · Rough Rider · Rough Rider · Rough Terrain Stance · Round Ears · Rouse the Forest's Fury · Rouvoux · Ru-shi · Rubbery Skin · Ruby Resurrection · Rugged Survivalist · Rule Of Three · Runescarred Dedication · Runic Impression · Runic Mind Smithing · Running Reload · Running Reload · Running Reload · Running Tackle · Running Tackle · Runtsage · Runtsage · Rushoux's Grip
FEAT 9
Prerequisites unbreakable goblin heritage, Bouncy Goblin
Trigger A foe hits you with a melee weapon or unarmed attack.
When you take a big hit, your foe bounces you around like a rubber ball, but you escape the worst of the blow. Your foe can move you any distance of its choice up to 30 feet in a direction of its choice (this is not forced movement, and it triggers reactions as normal). You fall prone and are stunned 1. Attempt a DC 6 flat check. On a success, you take minimum damage from the attack, and on a critical success, if the attack was a critical hit, you don't take double damage from the critical hit.
LOCG, page 39.
Rolling Landing
FEAT 2
Prerequisites Cat Fall
You land with quick rolls that help you keep your momentum. If you fall and don't take damage (usually due to treating the fall as a shorter distance), you can use your reaction to immediately enter a short roll when you land and Step. If you are an expert in Acrobatics, you can use your reaction to Step or Stride up to half your Speed after you fall and don't take damage. If you're a master in Acrobatics, you can use this reaction to Step or Stride up to your full Speed. If you're legendary in Acrobatics, you don't trigger reactions triggered by movement when you Stride in this way.
Root Magic
FEAT 1
Prerequisites trained in Occultism
Your talismans ward against foul magic. During your daily preparations, you can assemble a small pouch with bits of herbs, hair, sacred oils, and other ritual ingredients, which you give to one ally. The first time that day the ally attempts a saving throw against a spell or haunt, they gain a +1 circumstance bonus to the roll. This bonus increases to +2 if you're an expert in Occultism or +3 if you're legendary.
Advanced Player’s Guide, page 208.
Root Magic
FEAT 1
Prerequisites trained in Occultism
Your talismans ward against foul magic. During your daily preparations, you can assemble a small pouch with bits of herbs, hair, sacred oils, and other ritual ingredients, which you give to one ally; the ally cannot be yourself. The first time that day the ally attempts a saving throw against a spell or haunt, they gain a +single gate circumstance bonus to the roll. This bonus increases to +2 if you're an expert in Occultism or +3 if you're legendary.
FEAT 1
Marigold, spider lily, pennyroyal—many primal traditions connect flowers and plants with the boundary between life and death, and you can leverage this association to keep an ally on this side of the line. You place a small plant or similar symbol on an adjacent dying creature, immediately stabilizing them; the creature is no longer dying and is instead unconscious at 0 Hit Points.
If you spend 2 actions instead of 1, you empower the act further by uttering a quick folk blessing to chase away ongoing pain, adding the auditory trait to the action. When you do so, attempt flat checks to remove each source of persistent damage affecting the target; due to the particularly effective assistance, the DC is 10 instead of the usual 15.
Dark Archive, page 42.
Rope Mastery
FEAT 10
Prerequisites Golden League Xun Dedication, expert in Athletics
Ropes are your tool of choice, and you deploy them in versatile ways. When Climbing a rope, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed. This additional movement stacks with the effects of Quick Climb.
In addition, you can use a rope to hamper your foes. When holding a rope, you can attempt an Athletics check to Disarm, Grapple, or Trip a creature up to 10 feet away instead of only adjacent creatures. If you critically fail such a check while holding a rope, you can drop the rope to take the effects of a failure instead of a critical failure.
Rope Runner
FEAT 4
Prerequisites Pirate Dedication; trained in Acrobatics and Athletics
You run and climb across ropes and rigging almost as easily as on the ground. You gain a climb Speed of 15 feet, but only on ship's rigging or similar ropes. Whenever you succeed at an Athletics check to Climb a rope or an Acrobatics check to Balance on a rope, you get a critical success instead. You aren't flat-footed while Climbing or Balancing on a rope.
Advanced Player’s Guide, page 185.
Rope Runner
FEAT 4
Prerequisites Pirate Dedication, trained in Acrobatics and
Athletics You run and climb across ropes and rigging almost as easily as on the ground. You gain a climb Speed of 15 feet, but only when climbing ropes and similar objects. Whenever you succeed at an Athletics check to Climb or an Acrobatics check to Balance, you get a critical success instead. You aren’t off-guard while Climbing or Balancing on a rope or similar object.
Player Core 2, page 209.
Rough Rider
FEAT 1
You are especially good at riding traditional goblin mounts. You gain the Ride feat, even if you don't meet the prerequisites. You gain a +1 circumstance bonus to Nature checks to use Command an Animal on a goblin dog or wolf mount. You can always select a wolf as your animal companion, even if you would usually select an animal companion with the mount special ability, such as for a champion's steed ally.
Core Rulebook, page 48.
Rough Rider
FEAT 1
You are especially good at riding traditional goblin mounts. You gain the Ride feat, even if you don't meet the prerequisites.
You gain a +single gate circumstance bonus to Nature checks to use Command an Animal on a goblin dog or wolf Mount.
If you gain a wolf as an Animal Companion, it gains the Mount special ability (and if you gain an ability that grants you an Animal Companion with the Mount special ability, you can choose a wolf).
FEAT 6
Prerequisites Geomancer Dedication, expert in Nature
Requirements You gained a terrain attunement benefit this turn.
You enter a stance that makes it difficult to move around you. Each square adjacent to you becomes difficult terrain that matches the terrain attunement you gained (rime forms in an arctic terrain, momentary undergrowth shoots up in a forest terrain, and so on). You ignore this difficult terrain.
This stance ends if you move into a different type of terrain.
This feat leads to: Shifting Terrain.
Secrets of Magic, page 212.
Round Ears
FEAT 1
Your elven lineage is subtle enough that you look barely different from other humans, and you've learned to use that to your advantage. You gain the trained proficiency rank in Deception (or another skill of your choice, if you were already trained in Deception)
You gain a +4 circumstance bonus to Impersonate checks to pretend you aren't a halfelf.
Observers are never granted circumstance bonuses to Perception checks due to you Impersonating a full-blooded human, and you never take circumstance penalties due to you Impersonating a full-blooded human.
Special You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat.
LOCG, page 15.
FEAT 18
Terrifying trees attack your enemies. Three Large trees appear in unoccupied spaces within 500 feet, at least 15 feet from one another. Each tree has AC 40, Fortitude +33, Reflex +24, Will +30, and 200 HP. The trees can flank, but are unable to move.
When the trees appear, each makes a Strike; they share a multiple attack penalty. The tree's melee Strike is a branch that has reach 10 feet; on a hit, the target is grabbed by the tree (Escape DC 40). The ranged Strike is a hurled fruit, gourd, seed, or stone with a range increment of 60 feet. Either Strike has a +30 attack modifier and deals 4d10+9 bludgeoning damage.
The trees last until the end of your next turn, and you can Sustain the impulse. Each time you Sustain the impulse, you can have one tree make a Strike.
Level (20th) The attack modifier is +32 and the Strike damage is 5d10+9.
Rage of Elements, page 35.
Rouvoux
FEAT 1
Your blood soars with the power of the magnificent garuda, proud and stoic avian warriors. You only take half the normal damage from falling and gain a +2 circumstance bonus to saving throws against effects with the air trait.
This feat leads to: Garuda Magic and Garuda's Squall.
LOAG, page 11.
Ru-shi
FEAT 1
You were born to a jiang-shi, one of the so-called hopping vampires found most often in Shoukhufaleir-Xia. Your parent had a supernatural obsession with counting small objects, which manifests in you as a preternatural gift for linguistics and mathematics. You are trained in Society and gain the Eye for Numbers skill feat. If you would automatically become trained in Society (from your background or class, for example), you instead become trained in a skill of your choice.
This feat leads to: Hopping Stride.
LOAG, page 27.
Rubbery Skin
FEAT 10
Prerequisites Disturbing Defense
Your skin develops a malleable, rubbery quality. You gain resistance to bludgeoning damage equal to 2 + your number of class feats from the oozemorph archetype. You also gain resistance equal to twice that amount to extra damage from critical hits; if the resistance is greater than the extra damage, it reduces the extra damage to 0 but doesn't reduce the attack's normal damage.
The Slithering, page 59.
FEAT 20
Frequency once per day
Trigger You would be reduced to 0 Hit Points.
In a burst of flame, you return to health like a phoenix rising from the ashes. Change your current Hit Points to 30 and cast a 6th-level fireball centered on yourself. This fireball doesn't affect you. Your hair turns brilliant red for 1 hour.
If you haven't used Ruby Resurrection and you die, you stay in initiative order and Ruby Resurrection triggers automatically at the start of your next turn, bringing you back to life at 0 HP before having its normal effects. This happens only if there are some remains to resurrect; for instance, if you were killed by disintegrate you wouldn't return.
Special This feat has the trait corresponding to the tradition of spells you cast.
Fists of the Ruby Phoenix #3: King of the Mountain, page 76.
Rugged Survivalist
FEAT 12
Prerequisites Swordmaster Dedication, master in Survival
Swordmaster Feats The following archetype feats are available to characters with the swordmaster archetype (Character Guide 115)
You've studied survival skills with the School of Swords experts and are comfortable spending long periods of time in the wilderness. You don't get fatigued more quickly due to precipitation during overland travel, though you can otherwise be fatigued as normal. You can go 3 days + your Constitution modifier without water before you take damage from thirst and you can go 5 days + your Constitution modifier without food before you take damage from starvation (Core Rulebook 500).
LOPSG, page 52.
FEAT 8
Prerequisites Folklorist Dedication
Trigger The villain of the tale you've spun makes an attack roll with a given weapon or unarmed attack, uses a particular special ability (such as a Breath Weapon), or
Requirements You have Spun a Tale.
Casts a Spell against the hero, and they used that same attack, special ability, or spell against the hero on the previous turn.
Heroes learn from their previous failures, often succeeding on the third attempt. You narrate a tale of the hero's success, granting them a +2 circumstance bonus to their AC or saving throw against the triggering effect. If the villain has used the same effect against the hero on both of their last two turns, and you used Rule of Three on that effect last turn as well, the bonus increases to +4.
Runescarred Dedication
FEAT 2
Access You are from the Saga Lands.
Prerequisites trained in Arcana
Whether through blood (if you're Liativeirn, Taethaizais, or New Virokral) or by exposure to rune magic, you have become runescarred, with visible, glowing runes on your body in the form of tattoos or scars. You might have possessed these marks before gaining the archetype, but you only truly became runescarred when you chose to study and tap into the runes' power. You become an expert in Arcana and you also become trained in Faliakreinound Lore, or an expert in Faliakreinound Lore if you were already trained in it.
Choose one cantrip from the arcane list. One of the runes on your body corresponds to the chosen cantrip, and you can cast the chosen cantrip as an innate arcane spell.
Special You cannot select another dedication feat until you have gained two other feats from the runescarred archetype.
This feat leads to: Living Rune, Spell Runes, Greater Spell Runes, and Warding Rune.
LOWG, page 119.
Runic Impression
FEAT 8
Prerequisites focus pool
You can temporarily replicate the effects of a property rune for your weapon or unarmed attacks. You learn the runic impression conflux spell. Increase the number of Focus Points in your focus pool by 1.
Secrets of Magic, page 46.
Runic Mind Smithing
FEAT 10
Prerequisites Mind Smith Dedication
You focus your mind on thoughtforms of fundamental magical forces, shaping them into a property rune that you mentally etch onto your mind weapon. During your daily preparations, choose one rune from the following list of weapon property runes: corrosive, disrupting, flaming, frost, shock, and thundering. You enhance your weapon with the chosen rune until your next daily preparations. This rune counts toward your maximum limit of runes as normal.
This feat leads to: Advanced Runic Mind-Smithing.
Dark Archive, page 205.
FEAT 4
You can reload your weapon on the move. You Stride, Step, or Sneak, then Interact to reload.
Core Rulebook, page 172.
FEAT 4
You can reload your weapon on the move. You Stride, Step, or Sneak, then Interact to reload.
Guns & Gears, page 112.
FEAT 4
You can reload 1 your Weapon on the move. You Stride, Step, or Sneak, then Interact to reload 1.
Player Core 1, page 159.
FEAT 8
Prerequisites Wrestler Dedication
You charge toward your opponent, throwing your body at them in a vicious tackle. Stride up to your Speed and then make an unarmed melee Strike. If you hit, you can attempt to Shove the target.
LOTGB, page 127.
FEAT 8
Prerequisites Wrestler Dedication
You charge, throwing your body at your foe in a vicious tackle.
Stride twice or make a High Jump or Long Jump, then attempt to Grapple or Shove. If you made a High Jump or Long Jump, you can make the Grapple or Shove at any point in the jump, but you can’t travel any farther on the jump after you do.
Player Core 2, page 223.
Runtsage
FEAT 5
Unlike most of your kind, who dismiss goblins as embarrassments or expendable annoyances, you have studied the methodology behind their irresponsible and incomprehensible actions. You gain the Adopted Ancestry general feat and must select goblin as the feat's chosen ancestry. You also gain one 1st-level goblin ancestry feat.
LOAG, page 35.
Runtsage
FEAT 5
Unlike most of your kind, who Dismiss goblins as embarrassments or expendable annoyances, you have studied the methodology behind their irresponsible and incomprehensible skill action. You gain the Adopted Ancestry general feat and must select goblin as the feat's chosen ancestry. You also gain one 1st-level goblin ancestry feat.
Rushoux's Grip
FEAT 8
Prerequisites Basic Tranithair Mantis Magic
You sense if a creature you have slain in the last year has been restored to life, as long as you and that creature are on the same plane. You also gain the Rushoux's clutch focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by praying to Rushoux or researching your assigned kill.
This feat leads to: Shaegud Training.
LOL, page 58.