60 feats, from Split Slot to Steady Spellcasting.
Part: 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Split Slot · Split Slot · Spore Cloud · Spot Translate · Spot Translate · Spring Attack · Spring From The Shadows · Spring From The Shadows · Springing Khorotond · Springing Khorotond · Springsoul · Sprite's Spark · Spy's Countermeasures · Spyglass Modification · Squad Tactics · Squad Tactics · Squawk! · Squirm Free · Stab And Blast · Staemorn Herbalist · Staff Acrobat Dedication · Staff Sweep · Stage Fighting · Stage Fighting · Staggering Fire · Stalking Feline Mask · Stalwart Standard · Stance Savant · Stance Savant · Stand Still · Stand Still · Standby Spell · Star Orb · Stargazer's Eyes · Starlight Armor · Starlit Eyes · Starlit Spells · Startling Appearance · Startling Appearance · Startling Appearance · Stave Off Catastrophe · Stay Down! · Stay Down! · Steadfast Ally · Steady Balance · Steady Balance · Steady On Stone · Steady Spellcasting · Steady Spellcasting · Steady Spellcasting · Steady Spellcasting · Steady Spellcasting · Steady Spellcasting · Steady Spellcasting · Steady Spellcasting · Steady Spellcasting · Steady Spellcasting · Steady Spellcasting · Steady Spellcasting · Steady Spellcasting
Split Slot
FEAT 6
You can prepare two spells in one slot, giving you the freedom to choose the spell when you cast it. When you prepare your spells for the day, you can choose one spell slot at least 1 level lower than the highest-level spell slot you can cast and prepare two spells in that slot. When you Cast a Spell from that slot, choose which spell to cast. Once you've chosen, the unused spell dissipates as though you hadn't prepared it at all—for example, it isn't available for use with Drain Bonded Item.
Advanced Player’s Guide, page 142.
Split Slot
FEAT 6
You can prepare two single spell in one slot, giving you the freedom to choose the spell when you cast it. When you prepare your single spell for the day, you can choose one spell slot at least single gate rank lower than the highest-rank spell you can Cast and prepare two single spell in that slot. When you Cast a Spell from that slot, choose which spell to Cast. Once you’ve chosen, the unused spell dissipates as though you hadn’t prepared it at all—for example, it isn’t available for use with Drain Bonded Item.
Player Core 1, page 203.
FEAT 9
Frequency once per hour
You unleash a cloud of pollen or similar spores. All creatures in a 10-foot emanation around you must attempt a Fortitude save using your class DC or spell DC (whichever is higher) with the following results. Plants and fungi are immune to this effect.
Critical Success No effect.Success The creature is dazzled for 1 round.Failure The creature is dazzled and can see only 10 feet away for 1 round.Critical Failure The creature is blinded for 1 round.LOAG, page 44.
FEAT 4
Prerequisites Linguist Dedication
Trigger Another creature within 60 feet uses a linguistic effect in a language you understand.
You interpret a creature's words, repeating their message in a different language that you know. If the triggering effect's targets speak either the original language or the one you translated into, they are affected.
Advanced Player’s Guide, page 178.
FEAT 4
Prerequisites Linguist Dedication
Trigger Another creature within 60 feet uses a linguistic effect in a language you understand.
You bridge a language gap, repeating the message in a different language that you know. Choose a language you understand to repeat the message in. The linguistic effect counts as both languages, rather than only the language the triggering creature is using, potentially allowing it to affect a wider range of creatures. As normal, you can translate normal speech without Spot Translate and without using a reaction, but this reaction allows you to apply the benefits of translation to spells and actions such as command or Demoralize.
Player Core 2, page 203.
FEAT 12
Requirements You are adjacent to an enemy.
Springing away from one foe, you Strike at another. Stride up to your Speed, but you must end that movement within melee reach of a different enemy. At the end of your movement, make a melee Strike against an enemy now within reach. You can use Spring Attack while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Core Rulebook, page 152.
FEAT 12
Leaping out from hiding, you assail your target when they least expect it. You Stride up to your Speed, but you must end your movement next to an enemy you're hidden from or undetected by. You then Strike that enemy; you remain hidden from or undetected by that creature until after you Strike. You can use Spring from the Shadows while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Core Rulebook, page 187.
FEAT 12
You Leap from hiding and assail your target. You Stride up to your Speed, but you must end your movement next to an enemy you’re hidden from or undetected by. You then Strike that enemy; you remain hidden from or undetected by that creature until after you Strike. You can use Spring from the Shadows while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Player Core 1, page 176.
Springing Khorotond
FEAT 5
Prerequisites expert in Athletics
Your powerful legs allow you to make sudden and dramatic leaps. You can Leap as a 2-action activity to double the distance you can Leap vertically, or Leap as a 3-action activity to triple the distance you can Leap vertically. You don't automatically fail Long Jumps for jumping in a different direction than your Stride.
Advanced Player’s Guide, page 10.
Springing Khorotond
FEAT 5
Prerequisites expert in Athletics
Your powerful legs allow you to make sudden and dramatic leaps. You can Leap as a 2-action activity to double the distance you can Leap vertically, or Leap as a 3-action activity to triple the distance you can Leap vertically. You don't automatically fail Long Jumps for jumping in a different direction than your Stride.
Springsoul
FEAT 1
Your connection to elemental wood manifests as fresh blossoms, spring fruits, and the seeds of new life, and you harness this power to spread vitality and abundance. You can cast the tangle vine cantrip as an innate primal or arcane spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up.
Rage of Elements, page 48.
Sprite's Spark
FEAT 1
You can fling a portion of your magic at foes. You gain a ranged unarmed attack in the sling weapon group with a maximum range of 20 feet that deals 1d4 damage. (No ability modifier is added to the damage roll.) The damage type and name of the unarmed attack depends on your heritage, described below; most sprite heritages not presented in this book also use luminous spark. Like other unarmed attacks, you can improve this attack with handwraps of mighty blows.
Draxie euphoric spark (mental) Firefly Sprite luminous spark (fire) Grig dissonant note (sonic) Melixie sting shot (poison) Nyktera ultrasonic pulse (sonic) Pixie pixie dust (mental)
LOAG, page 131.
Spy's Countermeasures
FEAT 10
Prerequisites Lion Blade Dedication
You've learned how to analyze and fake your responses to the most common magic used against spies. Whenever you succeed at your save against a divination or mental effect, you can Identify Magic to identify the spell as a free action triggered when you succeed, even if you didn't notice the spell being cast.
If you successfully identify a divination effect targeting you and the spell would normally fail or have no effect, you can create a substitute result, causing the spell's caster to think the spell succeeded, with a result of your choice. If you successfully identify a mental effect targeting you and the spell would normally fail or have no effect, you can make it appear as if you were affected and attempt to play along with the spell; if the spell normally establishes a mental link, it functions normally but you can disregard any commands you receive through the link.
LOWG, page 131.
Spyglass Modification
FEAT 4
Prerequisites Overwatch Dedication
Your enhanced visual gear includes a regulating scope and reflectors, combined in an ingenuous setup that allows you to see around corners within the area of your overwatch field. This permits your overwatch field to extend around a single corner or turn and allows you to see around that corner as well. This ability doesn't let you see through walls or other barriers. You can't use it to see around a second or further corner, and it doesn't allow you to make ranged attacks or perform other actions that require line of effect with your target.
Guns & Gears, page 50.
Squad Tactics
FEAT 9
You are adept at working with your allies to surround a foe. If an enemy is within reach of you and at least two of your allies, that enemy is flat-footed against you.
LOAG, page 36.
Squad Tactics
FEAT 9
You are adept at working with your allies to surround an enemy. If an enemy is within reach of you and at least two of your allies, that enemy is off-guard to you.
FEAT 1
Trigger You critically fail a Deception, Diplomacy, or Intimidation check against a creature that doesn't have the tengu trait.
You let out an awkward squawk, ruffle your feathers, or fake some other birdlike tic to cover up a social misstep or faux pas. You get a failure on the triggering check, rather than a critical failure. All creatures that witnessed you Squawk are temporarily immune for 24 hours.
Advanced Player’s Guide, page 26.
FEAT 13
Trigger A creature grabs, immobilizes, or restrains you.
You're used to slipping out of a bigger creature's grasp or escaping a child's overly enthusiastic hug. You attempt to Escape.
LOTGB, page 65.
FEAT 8
Requirements You're wielding a firearm with an attached bayonet or reinforced stock, a fire lance, or a combination weapon.
You slice or smash your opponent with the melee portion of your weapon before pulling the trigger at point-blank range.
Make a melee Strike with the required weapon. If the Strike is successful, you can immediately make a ranged Strike against the same target with a +2 circumstance bonus to the attack roll. This counts as two attacks toward your multiple attack penalty, but you don't apply the multiple attack penalty until after making both attacks.
Guns & Gears, page 115.
Staemorn Herbalist
FEAT 4
Prerequisites Herbalist Dedication, trained in Religion
Your time with the Kaetiarn has taught you the secrets of creating and improving upon Sitreiku soup. Add Sitreiku soup (Character Guide 92) to your list of herbal items. At 10th level, you can make an improved version of Sitreiku soup that grants a +3 item bonus. At 18th level, you can make a greater version of Sitreiku soup that grants a +4 item bonus, and its nourishing properties grant you 10 temporary Hit Points that last up to 10 minutes after eating it.
LOKL, page 80.
Staff Acrobat Dedication
FEAT 2
Prerequisites Dexterity 16; trained in Acrobatics; trained in Athletics; trained with at least one of the following weapons: staff, bo staff, halfling sling staff, or any weapon in the spear or polearm (referred to in this archetype as "your staff")
When you High Jump, Leap, or Long Jump while wielding your staff, you gain a +2 circumstance bonus to any Athletics check required and add 5 feet to the distance you can Leap vertically and horizontally. You can Shove and Trip even if you don't have a free hand, provided you are wielding your staff. Finally, when you roll a success on a check to Balance while wielding your staff, you get a critical success instead.
Special You cannot select another dedication feat until you have gained two other feats from the staff acrobat archetype.
This feat leads to: Bullying Staff, Levering Strike, Pivot Strike, Staff Sweep, and Whirlwind Stance.
Extinction Curse #1: The Show Must Go On, page 75.
FEAT 6
Prerequisites Staff Acrobat Dedication
Requirements You are wielding your staff.
You sweep your foes away with your staff. Roll an Athletics check to Shove or Trip, and compare the result to the appropriate DCs of up to two foes, each of whom must be within your reach and no more than 5 feet apart.
Extinction Curse #1: The Show Must Go On, page 75.
Stage Fighting
FEAT 4
Prerequisites Gladiator Dedication
You pull punches to give a better show. You don't take the usual –2 circumstance penalty when making a nonlethal attack with a weapon or unarmed attack that doesn't have the nonlethal trait.
Advanced Player’s Guide, page 175.
Stage Fighting
FEAT 4
Prerequisites Gladiator Dedication
You pull punches to give a better show. You don’t take the usual –2 circumstance penalty when making a nonlethal attack with a weapon or unarmed attack that doesn’t have the nonlethal trait.
Player Core 2, page 201.
FEAT 6
Prerequisites Archer Dedication
You've learned how to fire at enemies to slow them down, allowing innocents and fellow knights alike time to escape. Make a ranged Strike with a weapon in the bow weapon group. On a hit, the target takes a –5-foot circumstance penalty to its Speed until the end of its turn, or a –10-foot circumstance penalty on a critical hit.
LOKL, page 80.
Stalking Feline Mask
FEAT 20
Prerequisites Druid Dedication or Wizard Dedication
Like Azure Leopard, the Patient Warden, your mask makes you most at home in the night and teaches you how to use the darkness to hunt. You gain greater darkvision.
Immediately after you Cast a non-cantrip Spell with the shadow or darkness trait, you can attempt to Hide or Sneak as a free action. You must still meet the usual requirements of the action you choose, such as having cover or concealment to Hide and being undetected or hidden to Sneak.
Stalwart Standard
FEAT 10
Prerequisites Cavalier's Banner, Knight Vigilant Dedication
Your banner makes it harder for your foes to push your allies around and encourages your allies to protect the innocent. Allies benefiting from your Cavalier's Banner feat also gain a +1 circumstance bonus to their Fortitude and Reflex DCs against attempts to Disarm, Grapple, Shove, and Trip. Each benefited ally also gains a +1 status bonus to attack rolls against any creature that has dealt damage to an innocent of a lower level than that ally within the last round; summoned creatures, companions, or any creatures you or your allies put into danger on purpose to attempt to gain this bonus don't count.
LOKL, page 80.
FEAT 14
Trigger You roll initiative.
When there's imminent danger, you drop into a stance with a mere thought. Use an action that has the stance trait.
Core Rulebook, page 153.
FEAT 12
Trigger You roll initiative.
You enter a stance without a thought. Use an action that has the stance trait.
Core Rulebook, page 164.
FEAT 4
Trigger A creature within your reach uses a move action or leaves a square during a move action it's using.
You strike out when your foe tries to flee. Make a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a move action, you disrupt that action.
Core Rulebook, page 160.
FEAT 4
Trigger A creature within your reach uses a move action or leaves a square during a move action it’s using.
You Strike out when your foe tries to flee. Make a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a move action, you disrupt that action.
Player Core 2, page 121.
Standby Spell
FEAT 8
Prerequisites Spellstrike
You've honed one spell as your favored combat technique, and you've practiced it enough that you no longer need to prepare it to cast it. Choose a spell in your spellbook that you could use with Spellstrike and that has a level no higher than the highest-level magus spell slot you have.
You can Cast this Spell without having it prepared ahead of time by expending a spell slot of a sufficient level to cast your chosen spell. You can change this spell whenever you add new spells to your spellbook, or by studying your spellbook for 1 hour.
Secrets of Magic, page 47.
Star Orb
FEAT 1
Your magic has crystallized into a spherical stone. You gain a familiar, except it's a star orb: a Tiny stone of light Bulk. The familiar has no Speeds and must select a Speed familiar ability before it can move, animating in a way appropriate to the chosen Speed and using the statistics of a normal familiar for that day; when it's an immobile stone, it can't select any familiar or master abilities that require it to move. It always has the innate surge master ability, which counts against your limit for familiar and master abilities.
This feat leads to: Killing Stone.
LOAG, page 125.
Stargazer's Eyes
FEAT 4
Prerequisites Thiavrunaed Skysage Dedication
Long hours in darkened observatories have sharpened your senses. If you don't have low-light vision or darkvision, you gain low-light vision, or if you already have low-light vision, you gain darkvision.
Special You can take this feat a second time, upgrading your low-light vision to darkvision.
Gatewalkers #1: The Seventh Arch, page 82.
FEAT 14
Prerequisites Thiavrunaed Skysage Dedication
Frequency once per day
You armor yourself in the light of distant suns, shielding yourself from harm. The armor grants you resistance 7 to piercing, bludgeoning, and slashing damage. The armor also sheds bright light for 20 feet (and dim light for the next 20 feet). Whenever an adjacent creature attacks you, the attacker must attempt a Will save against your spell DC at the end of its action. On a failure, it becomes dazzled until the end of its next turn. Regardless of the result of the save, the attacker is temporarily immune until the end of its next turn. The dazzling effect has the light and visual traits.
When you reach 17th level, the resistance increases to 10.
Gatewalkers #1: The Seventh Arch, page 83.
Starlit Eyes
FEAT 4
Prerequisites Arcane Cascade, starlit span hybrid study
Starlight shines in your sight, enhancing your perception and range. When you make a ranged Strike while in Arcane Cascade stance, you lower the DC of your flat check to target a creature that's concealed or hidden from you. The DC is reduced to 3 instead of 5 against a concealed creature and to 9 instead of 11 against a hidden one. When you cast shooting star and target a hidden creature, you don't have to attempt the flat check for targeting a hidden creature with a ranged Strike.
Secrets of Magic, page 44.
Starlit Spells
FEAT 10
Prerequisites Thiavrunaed Skysage Dedication
The stars reveal and punish your enemies. You can cast faerie fire and 3rd-level searing light as occult innate spells, each once per day.
Gatewalkers #1: The Seventh Arch, page 82.
FEAT 6
Prerequisites Vigilante Dedication
Requirements You are completely unnoticed by the target creature.
You can startle foes who are unaware of your presence.
Make a Strike against your target. That creature is flat-footed against this Strike, as normal. If your Strike hits, the target remains flat-footed for the rest of your turn and is frightened 1 (frightened 2 on a critical hit).
This feat leads to: Frightening Appearance and Stunning Appearance.
Advanced Player’s Guide, page 197.
Startling Appearance
FEAT 1
You are trained in Intimidation (or another skill of your choice, if you were already trained in Intimidation) and gain the Intimidating Glare skill feat as a bonus feat.
LOAG, page 93.
FEAT 6
Prerequisites Vigilante Dedication
Requirements You are unnoticed by the target creature.
You can startle foes who are unaware of your presence.
Make a Strike against your target. That creature is off-guard against this Strike, as normal. If your Strike hits, the target remains off‑guard for the rest of your turn and is frightened 1 (frightened 2 on a critical hit).
Player Core 2, page 219.
Stave Off Catastrophe
FEAT 18
Prerequisites Shoulder Catastrophe
You fully protect your allies from the worst blows. When you use the Shoulder Catastrophe reaction, you can choose to take the full critical damage and effects from the attack, including effects that apply on a critical hit, and have your ally take no damage and avoid the attack's effects.
LOPSG, page 53.
FEAT 14
Prerequisites master in Athletics
Trigger A prone foe within your reach Stands.
You have ways of keeping your foes down. Attempt an Athletics check against the triggering foe's Fortitude DC. On a success, they don't stand up and remain prone. On a critical success, they can't Stand until their next turn.
Advanced Player’s Guide, page 137.
FEAT 14
Prerequisites master in Athletics
Trigger A prone foe within your reach Stands.
You have ways of keeping your foes down. Attempt an Athletics action is disrupted, causing the creature to remain prone. On a critical success, the creature also can’t stand up until its next turn.
Player Core 1, page 176.
Steadfast Ally
FEAT 13
Prerequisites Loyal Giatustaem
Your presence alone is enough to provide your allies with emotional support. You can use the Aid reaction to grant a bonus to another creature's Will saving throw even when you haven't prepared to help.
Extinction Curse #3: Life’s Long Shadows, page 73.
Steady Balance
FEAT 1
Prerequisites trained in Acrobatics
You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You're not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.
Core Rulebook, page 267.
Steady Balance
FEAT 1
Prerequisites trained in Acrobatics
You can keep your Balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You're not off-guard while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible Balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.
Steady On Stone
FEAT 1
Your connection to the earth makes natural uneven surfaces less of a hindrance for you. You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone and earth, you aren't flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.
LOAG, page 107.
Steady Spellcasting
FEAT 6
Confident in your technique, you don't easily lose your concentration when you Cast a Spell. If another creature's reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted.
Advanced Player’s Guide, page 80.
Steady Spellcasting
FEAT 6
Confident in your technique, you don't easily lose your concentration when you Cast a Spell. If another creature's reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted.
Advanced Player’s Guide, page 102.
Steady Spellcasting
FEAT 6
You don't lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted.
Core Rulebook, page 101.
Steady Spellcasting
FEAT 6
Confident in your technique, you don't lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted.
Core Rulebook, page 123.
Steady Spellcasting
FEAT 6
Confident in your technique, you don't lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted.
Core Rulebook, page 136.
Steady Spellcasting
FEAT 6
You are confident in your spellcasting technique, and you are more easily able to retain your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted.
Core Rulebook, page 200.
Steady Spellcasting
FEAT 6
Confident in your technique, you don't easily lose your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted.
Core Rulebook, page 211.
Steady Spellcasting
FEAT 6
Confident in your technique, you don't easily lose your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted.
Dark Archive, page 26.
Steady Spellcasting
FEAT 6
You don't lose single spell easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted.
Player Core 1, page 103.
Steady Spellcasting
FEAT 6
Confident in your technique, you don't lose single spell easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted.
Player Core 1, page 117.
Steady Spellcasting
FEAT 12
Confident in your technique, you don't easily lose your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted.
Player Core 1, page 133.
Steady Spellcasting
FEAT 6
Confident in your technique, you don’t easily lose your concentration when you Cast a Spell. If another creature’s 15 flat check. If you succeed, your action isn’t disrupted.
Player Core 1, page 188.
Steady Spellcasting
FEAT 6
Confident in your technique and possessing ironclad concentration, you don’t easily lose your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting isn’t disrupted.
Player Core 1, page 203.