60 feats, from Specialty Crafting to Split Shot.
Part: 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Specialty Crafting · Spectral Advance · Speedy Rituals · Spell Combination · Spell Combination · Spell Devourer · Spell Devourer · Spell Gem · Spell Mastery · Spell Mastery · Spell Parry · Spell Penetration · Spell Protection Array · Spell Relay · Spell Relay · Spell Runes · Spell Shroud · Spell Shroud · Spell Swipe · Spell Tinker · Spell Tinker · Spell Trickster Dedication · Spell-repelling Form · Spellbook Prodigy · Spellbook Prodigy · Spellshape Channel · Spellshape Mastery · Spellshape Mastery · Spellshot Dedication · Spellstriker · Spelunker · Spew Tentacles · Spike Skin · Spine Stabber · Spinebreaker · Spinebreaker · Spiral Sworn · Spirit Familiar · Spirit Sheath · Spirit Soother · Spirit Spells · Spirit Strikes · Spirit's Absolution · Spirit's Anguish · Spirit's Wrath · Spirits' Interference · Spirits’ Interference · Spiritual Explorer · Spiritual Guides · Spiritual Guides · Spiritual Sense · Spiritual Sense · Spirit’s Wrath · Spiteful Rake · Splendid Companion · Splinter Faith · Split Hex · Split Hex · Split Shot · Split Shot
Specialty Crafting
FEAT 1
Prerequisites trained in Crafting
Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +single gate circumstance bonus to Crafting checks to Craft uncommon weapons of that type. If you are a master in Crafting, this bonus increases to +2. If it's unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.
Specialty Applicable uncommon weapons
Alchemy* alchemical items such as elixirs
Artistry Fine art, including jewelry
Blacksmithing Durable metal goods, including metal armor
Bookmaking Books and paper
Glassmaking Glass, including glassware and windows
Leatherworking Leather goods, including leather armor
Pottery Ceramic goods
Shipbuilding Ships and boats
Stonemasonry Stone goods and structures
Tailoring Clothing
Weaving Textiles, baskets, and rugs
Woodworking Wooden goods and structures
* Requires Alchemical Crafting to Craft.
Spectral Advance
FEAT 10
Prerequisites blessed swiftness
You gain the spectral advance devotion spell (page 257), which lets you move to an enemy, bypassing hindrances.
Player Core 2, page 97.
Speedy Rituals
FEAT 14
Prerequisites Efficient Rituals
You can perform rituals in only a fraction of the usual time. If a ritual has a casting time measured in days, you can cast it in an equal number of hours. If this results in a ritual longer than 8 hours, you split the ritual between multiple days, as normal for a ritual.
Advanced Player’s Guide, page 187.
Spell Combination
FEAT 20
You can merge spells, producing multiple effects with a single casting. One slot of each level of spell you can cast, except 2nd level and 1st level, becomes a spell combination slot (this doesn't apply to cantrips). When you prepare your spells, you can fill a combination slot with a combination of two spells. Each spell in the combination must be 2 or more spell levels below the slot's level, and both must target only one creature or object or have the option to target only one creature or object. Each spell in the combination must also have the same means of determining whether it has an effect—both spells must require a ranged spell attack roll, require the same type of saving throw, or automatically affect the target.
When you cast a combined spell, it affects only one target, even if the component spells normally affect more than one. If any spell in the combination has further restrictions (such as targeting only living creatures), you must abide by all restrictions. The combined spell uses the shorter of the component spells' ranges. Resolve a combined spell as if were a single spell, but apply the effects of both component spells. For example, if the spell's target succeeded at the save against a combined spell, it would apply the success effect of each spell, and if it critically failed, it would apply the critical failure effect of both spells.
Core Rulebook, page 213.
Spell Combination
FEAT 20
You can merge single spell, producing multiple effects with a single casting. One slot of each rank of spell you can Cast, except 2nd rank and 1st rank, becomes a spell combination slot (this doesn’t apply to cantrips). When you prepare your single spell, you can fill a combination slot with a combination of two single spell.
Each spell in the combination must be 2 or more spell ranks below the slot’s rank, and both must target only one creature or object or have the option to target only one creature or object. Each spell in the combination must also have the same means of determining whether it has an effect—both single spell must require a ranged spell attack, require the same type of saving throw, or automatically affect the target.
When you Cast a combined spell, it affects only one target, even if the component single spell normally affect more than one. If any spell in the combination has further restrictions (such as targeting only living creatures), you must abide by all restrictions. The combined spell uses the shorter of the component single spell’ ranges. Resolve a combined spell as if were a single spell, but apply the effects of both component single spell. For example, if the spell’s target succeeded at the save against a combined spell, it would apply the success effect of each spell, and if it critically failed, it would apply the critical Failure effect of both single spell.
Player Core 1, page 205.
Spell Devourer
FEAT 13
Prerequisites Pervasive Superstition
You don't just resist magic; you devour it. Whenever you succeed at a saving throw against a spell or magical effect, you gain temporary Hit Points equal to double the spell's level, or equal to the level if the magical effect isn't a spell. These temporary Hit Points last until the end of your next turn.
Advanced Player’s Guide, page 19.
Spell Devourer
FEAT 13
Prerequisites Orc Superstition
You don't just resist magic; you devour it. Whenever you succeed at a saving throw against a spell or magical effect, you gain temporary Hit Points equal to double the spell's rank, or equal to the level if the magical effect isn't a spell. These temporary Hit Points last until the end of your next turn.
Spell Gem
FEAT 16
Prerequisites Lich Dedication, legendary in Crafting
Inspired by the degenerate demiliches your kind sometimes devolves into, you've embedded a gem into your brow, fusing it to your necrotic flesh. This gem has been specially calibrated to hold one of the following spells: repulsion, scrying, or true seeing. You must decide which spell your gem contains when you take this feat; changing the spell requires retraining the feat. Once per day, you can drain the gem's magical energy to Cast the Spell without spending a spell slot.
At 18th level, you can heighten whichever spell you chose to 7th level. At 20th level, you can heighten whichever spell you chose to 8th level; regardless of which spell you chose, you can instead drain the gem's magical energy to cast an 8th-level spell turning without spending a spell slot.
Book of the Dead, page 50.
Spell Mastery
FEAT 20
You have mastered a handful of spells to such a degree that you can cast them even if you haven't prepared them in advance. Select any four spells of 9th level or lower that you have access to; each spell you select must be of a different level. These spells are automatically prepared when you make your daily preparations, and they have their own spell slots. You can select a different array of spells by spending 1 week of downtime retraining your mastered spells.
Advanced Player’s Guide, page 143. Originally in AoA6.
Spell Mastery
FEAT 20
You have mastered a handful of single spell to such a degree that you can cast them even if you haven’t prepared them in advance. Select any four single spell of 9th rank or lower that are in your spellbook; each spell you select must be of a different rank. These single spell are automatically prepared when you make your daily preparations, and you gain an extra spell slot for each spell. You can select a different combination of single spell by spending single gate week of downtime studying your spellbook and retraining your mastered single spell.
Player Core 1, page 205.
FEAT 2
Requirements You have one or more hands free.
You infuse magical power into your body or armaments to parry both physical and magical assaults. You raise your guard, gaining a +1 circumstance bonus to AC and to saving throws against spells that target you until the start of your next turn, as long as you continue to meet the requirements.
This feat leads to: Preternatural Parry.
Secrets of Magic, page 43.
Spell Penetration
FEAT 6
You've studied ways of overcoming the innate magical resistance that dragons, otherworldly beings, and certain other powerful creatures have. Any creature that has a status bonus to saving throws against magic reduces that bonus by 1 against your spells.
Core Rulebook, page 210.
FEAT 4
You inscribe a circle of arcane runes that dampen enemies’ magic. You create a glowing magic circle in a 5-foot burst within 30 feet. Creatures in the circle gain a +single gate status bonus to saving throws against magic. The circle lasts until the end of your next turn, and you can Sustain it, to a maximum duration of single gate minute.
Player Core 1, page 202.
FEAT 6
Trigger An ally Casts a Spell and you are within that spell's range.
You open the power in your blood to your ally's spellcasting, using your magic to boost their range. Your ally can use you as the point of origin for their spell, calculating range and cover from your space instead of their own.
Advanced Player’s Guide, page 139.
FEAT 6
Trigger An ally Casts a Spell and you are within that spell’s range.
You open the power in your blood to your ally’s spellcasting, using your magic to boost their range. Your ally can use you as the point of origin for their spell, calculating range and cover from your space instead of their own.
Player Core 2, page 154.
Spell Runes
FEAT 4
Prerequisites Runescarred Dedication
The magical runes on your body grant you several magical abilities. Choose a 1st-level arcane spell. You gain a spell rune on your body corresponding to the chosen spell, which you can cast once per day as an innate spell. At 6th level, you gain a spell rune corresponding to a 2nd-level arcane spell, and at 8th level, you gain a spell rune corresponding to a 3rd-level arcane spell.
This feat leads to: Greater Spell Runes.
LOWG, page 119.
FEAT 14
Your spell shrouds you in a billowing cloud. If your next action is to Cast a Spell that targets you, you surround yourself in a 15-foot emanation of dense magical mist that lasts until the start of your next turn. All creatures within the cloud become concealed, and all creatures outside the cloud are concealed to creatures within it.
Advanced Player’s Guide, page 141.
FEAT 14
Your spell shrouds you in a billowing cloud. If your next action is to Cast a Spell that targets you, you surround yourself in a 15-foot emanation of dense magical mist that lasts until the start of your next turn. All creatures within the cloud become concealed, and all creatures outside the cloud are concealed to creatures within it.
Player Core 2, page 157.
FEAT 8
Prerequisites Spellstrike
Requirements Your Spellstrike is charged.
You attack in an arc and enact your spell against everyone you hit. Make a Spellstrike, but roll separate Strikes to attack two creatures, each of whom must be within your melee reach and adjacent to each other. If your spell could affect two or more targets, your spell affects whichever foes you hit, not just the first target; otherwise, choose one target to affect with the spell. A Spell Swipe counts as two attacks for your multiple attack penalty, but the penalty doesn't increase until after you make both attacks.
If you're using a weapon that has the sweep trait, its circumstance bonus applies against both targets. You can use this activity with only melee Strikes, even if you have the starlit span hybrid study or a similar ability.
If you use Expansive Spellstrike to Spellstrike with an area spell, apply the area as described in Expansive Spellstrike, choosing one of the creatures you Strike to determine the area and whether the spell fails due to a critically failed Strike. If you use Expansive Spellstrike to Spellstrike with a targeted spell, the spell is lost completely only if both Strikes are critical failures.
Secrets of Magic, page 46.
FEAT 16
You've learned to alter choices you make when casting spells on yourself. After casting a spell on only yourself that offers several choices of effect (such as resist energy, spell immunity, or a polymorph spell that offers several potential forms), you can alter the choice you made when Casting the Spell (for instance, choosing a different type of damage for resist energy). However, your tinkering weakens the spell's integrity, reducing its remaining duration by half.
You can't use this feat if the benefits of the spell have already been used up or if the effects of the first choice would persist in any way after switching (for instance, if one of the choices was to create a consumable item you already used, or to heal you), or if the feat would create an effect more powerful than that offered by the base spell. The GM is the final arbiter of what Spell Tinker can be applied to.
Core Rulebook, page 213.
FEAT 16
You’ve learned to alter choices you make when casting single spell on yourself. After Casting a Spell on only yourself that offers several choices of effect (such as resist energy or a polymorph spell that offers several potential forms), you can alter the choice you made when Casting the Spell (for instance, choosing a different type of damage for resist energy).
You can’t use this feat if the benefits of the spell have already been used up or if the effects of the first choice would persist in any way after switching (for instance, if one of the choices was to create a consumable item you already used, or to heal you), or if the feat would create an effect more powerful than what Spell Tinker can be applied to.
Player Core 1, page 205.
Spell Trickster Dedication
FEAT 2
Prerequisites Able to cast spells; trained in Arcana, Nature, Occultism, or Religion
Your experience with magic and its traditions lets you specialize in the casting of certain spells, customizing familiar spells to create novel effects. Whenever you gain a feat from this archetype, you either learn to modify the effects of a single spell, or you change one of the modifications from a previous feat. Each time you Cast the Spell corresponding to the feat you chose, you decide whether to cast its normal or modified version. You can only apply one modification to a spell at a time, even if you know more than one modification for that spell. Besides modifications mentioned in the feat, the spell functions as normal.
Choose up to two 4th-level spell trickster archetype feats for which you meet the spell-casting prerequisite. You gain those feats, ignoring their level prerequisite.
Special You can't select another dedication feat until you have gained two other feats from the spell trickster archetype. The two feats you gain from taking the dedication don't count toward this total.
This feat leads to: Agile Hand, Larcenous Hand, Animate Net, Barrier Shield, Confounding Image, Directed Poison, Disk Rider, Drenching Mist, Forceful Push, Lingering Flames, Obscured Terrain, Scattered Fire, Shining Arms, Siphoning Touch, Smoldering Explosion, Choking Smoke, Steal Vitality, Summon Ensemble, Surrounding Flames, Toppling Tentacles, Tracing Sigil, Beacon Mark, Uneasy Rest, Volatile Grease, and Wild Lights.
LOTGB, page 122.
Spell-repelling Form
FEAT 14
Your eidolon evolves to protect itself from the danger posed by spells. It gains a +1 status bonus to all saving throws against magic.
Secrets of Magic, page 72.
Spellbook Prodigy
FEAT 1
Prerequisites trained in Arcana
You are particularly adept at learning spells to add to your spellbook. You can Learn a Spell in half the time it normally takes. Further, when you roll a critical failure on your check to Learn a Spell, you get a failure instead. When you roll a failure, you can try again after 1 week.
Advanced Player’s Guide, page 142.
Spellbook Prodigy
FEAT 1
Prerequisites trained in Arcana
You are particularly adept at learning single spell to add to your spellbook. You gain the magical Shorthand skill feat (page 258) without needing to meet its prerequisites. Further, when you roll a critical failure on your check to Learn Spells, you get a Failure instead.
Player Core 1, page 201.
Spellshape Channel
FEAT 20
Deep understanding of divine revelations into the Nature of vital essence allows you to freely manipulate the energy of life and death. Use one spellshape action you can Perform that normally takes single gate action and can be applied to the harm or heal spell. If you use it in this way, its effects apply only to a harm or heal spell.
Player Core 1, page 121.
Spellshape Mastery
FEAT 20
Your mastery of magic ensures that you can alter your single spell just as easily as you can Cast them normally. You can use spellshape single gate skill action as free skill action.
Player Core 1, page 205.
Spellshape Mastery
FEAT 20
Altering your single spell doesn’t take any longer than casting them normally. You can use spellshape single gate skill action as free skill action.
Player Core 2, page 157.
Spellshot Dedication
FEAT 2
Prerequisites way of the spellshot
You've steeped yourself in magic and gunplay to the extent that you can conjure bullets from thin air, using a rudimentary knowledge of arcane theory to create a temporary piece of ammunition. You gain the Conjure Bullet action.
Special You can't select another dedication feat other than Beast Gunner Dedication until you've gained two other feats from the spellshot or beast gunner archetypes.
This feat leads to: Black Powder Embodiment, Call Gun, Fulminating Shot, and Phase Bullet.
Guns & Gears, page 140.
Spellstriker
FEAT 4
Prerequisites Magus Dedication
You gain the magus's Spellstrike activity. You can recharge it only as an activity that takes 1 minute. This restriction applies even if you gain another ability that recharges Spellstrike.
Secrets of Magic, page 75.
Spelunker
FEAT 1
Living underground, you have learned to find your way without landmarks or even solid ground. If you roll a success on an Survival check to Sense Direction or an Athletics check to Climb, you get a critical success instead. You're not flat-footed when you attempt to Climb.
LOME, page 125.
Spew Tentacles
FEAT 13
You can open your mouth to an immense size and spew forth an impossibly large field of tentacles. You can cast black tentacles once per day as an innate occult spell, though when you do so, you spew them from your mouth out to the appropriate range, where they take root and begin Grappling creatures as usual. The tentacles recognize you as a part of them and don't attempt to Grapple you, even if you are in the area.
LOAG, page 94.
FEAT 8
You touch a willing creature, causing its skin to harden and form spiky protrusions. The target gains resistance 4 to all physical damage (except adamantine). Whenever a creature damages the target with an unarmed attack or non-reach melee weapon, the attacking creature takes 2 piercing damage.
This impulse lasts for 10 minutes, but each time the target takes physical damage, the duration decreases by 1 minute. The target is temporarily immune to this impulse for 1 hour. If you use Spike Skin again, any previous one ends.
Level (+2) The resistance and damage each increase by 2.
Rage of Elements, page 27.
Spine Stabber
FEAT 1
The quills on your arms are particularly sharp and sturdy. You gain a quills unarmed attack that deals 1d6 piercing damage. Your quills are in the knife weapon group and have the finesse and unarmed traits.
This feat leads to: Piercing Quills.
LOME, page 125.
FEAT 10
Prerequisites Wrestler Dedication
Requirements You have a creature grabbed or restrained.
You squeeze your opponent in a vicious bear hug, putting intense pressure on their nerves, joints, or other pain points.
Attempt an Athletics check to Grapple the creature you have grabbed or restrained, with the following effects instead of the usual effects.
Critical Success The target is clumsy 2 until the end of its next turn and clumsy 1 for 1 minute.Success The target is clumsy 1 until the end of its next turn.LOTGB, page 127.
FEAT 10
Prerequisites Wrestler Dedication
Requirements You have a creature grabbed or restrained.
You squeeze your opponent in a vicious bear hug, putting intense pressure on their nerves, joints, or other pain points.
Attempt an Athletics check to Grapple a creature you have grabbed or restrained, with the following additional effects if you succeed.
Critical Success The target is clumsy 2 until the end of its next turn and then is clumsy 1 for 1 minute.
Success The target is clumsy 1 until the end of its next turn.
Player Core 2, page 223.
FEAT 6
Prerequisites Soul Warden Dedication
Frequency once per 10 minutes
You trace a spiral in the air while intoning prayers to Grobreil, gaining her blessing for a time. For 3 rounds, your Strikes and spells deal additional damage against undead, creatures in possession of an imprisoned soul, or creatures you have witnessed create or command undead. You gain a status bonus to damage with your Strikes against these creatures equal to the number of weapon damage dice. Spells you cast from spell slots gain a status bonus to damage against these creatures equal to the level of the spell; this bonus applies only to spells that deal damage and don't have a duration.
If your spiral is glowing, you can target a willing creature in its light. If you do, that creature gains the bonuses instead of you.
This feat leads to: Expand Spiral.
Book of the Dead, page 27.
Spirit Familiar
FEAT 8
Prerequisites divine or occult patron
Your familiar can subsume its body to become pure spirit. Your familiar gains the Shed Spirit instinct activity.
Shed Spirit instinct [two-skill action] (Spirit instinct) Frequency once per 10 minutes; Effect Your familiar’s Spirit instinct exits its body, leaving its empty shell behind, before Flying at an enemy within 20 feet and dealing 6d6 Spirit instinct damage, with a basic Will save against ally within 30 feet of the enemy, restoring Hit Points equal to half the damage dealt. Your familiar then re-forms in its original square. At 9th level, and every 2 levels thereafter, the attack deals an additional 2d6 damage.
Player Core 1, page 189.
Spirit Sheath
FEAT 2
You've magically constructed an extradimensional sheath for your weapon that you access through your clothing, typically through a pocket, sleeve, or seam.
This sheath is hard to notice, granting a +2 circumstance bonus to your Stealth checks to Conceal an Item within it. A spirit sheath can hold only one weapon at a time, and the weapon must be 1 Bulk or less.
During a Spellstrike, you can Interact to draw the weapon before you Cast the Spell. You can draw or return a weapon in a spirit sheath as an Interact action, as can anyone else holding or wearing the clothing that contains the sheath. A dispel magic spell or similar effect can be used against the spirit sheath to expel the weapon. The counteract check is made against your spell DC and uses the sheath's counteract level of 1. The weapon is also expelled if you become unconscious.
Secrets of Magic, page 44.
Spirit Soother
FEAT 5
You are attuned to the minute sounds and sensations of restless spirits. Even if you aren't Searching, you can attempt a check to find haunts that normally require you to be Searching. You still need to meet any other requirements to find the haunt.
Advanced Player’s Guide, page 38.
Spirit Spells
FEAT 4
Prerequisites Ghost Hunter Dedication
Your ability to confront incorporeal menaces develops into full-fledged spellcasting. Choose a 1st-level occult spell. You can Cast this Spell as an innate occult spell. At 6th level, you gain a 2nd-level occult spell, and at 8th level, you gain a 3rd-level occult spell. Each of these spells must have the divination, enchantment, or necromancy trait. You can cast each of these spells once per day.
AV1, page 81.
Spirit Strikes
FEAT 9
Your connection to the Vreitaistian empowers you to bring death to all forms of life and unlife, exploiting their weaknesses. All your weapon and unarmed Strikes are magical and deal 1 additional negative damage to living creatures and 1 additional positive damage to undead.
Advanced Player’s Guide, page 38.
FEAT 6
Prerequisites Exorcist Dedication
Cost 1 spirit wisp or spirit remnant from your spirit dwelling
Requirements You are holding your spirit dwelling.
You purify a spirit by absolving it of its sins and regrets. This cathartic experience restores your Hit Points or those of an adjacent ally. If you expend a spirit wisp, the target recovers 1d4 Hit Points per level you have. If you expend a spirit remnant, the target recovers 1d6 Hit Points per level of the incorporeal undead or haunt from which you gained the remnant.
Book of the Dead, page 23.
FEAT 8
Prerequisites Exorcist Dedication
Cost 1 spirit wisp or spirit remnant from your spirit dwelling
Requirements You are holding your spirit dwelling.
You purify a spirit by coaxing it to release its anguish in a final cathartic howl. This deals sonic damage to all creatures in a 30-foot cone, with a basic Will save against your class DC or spell DC, whichever is higher. If you expend a spirit wisp, this deals 1d4 sonic damage per level you have. If you expend a spirit remnant, this deals 1d6 sonic damage per level of the incorporeal undead or haunt from which you gained the remnant.
Book of the Dead, page 23.
FEAT 12
Prerequisites Spirit instinct
You call forth an ephemeral apparition, typically the ghost of an ancestor or a nature spirit, which takes the form of a wisp. The spirit wisp makes a melee wisp rush unarmed attack against an enemy within 120 feet of you. The wisp's attack modifier is equal to your proficiency bonus for martial weapons plus your Strength modifier plus a +2 item bonus, and it applies the same circumstance and status bonuses and penalties that you have. On a hit, the wisp deals damage equal to 4d8 plus your Constitution modifier. The damage is your choice of negative or positive damage; don't apply your Rage damage or your weapon specialization damage, but circumstance and status bonuses and penalties that would also affect the wisp's damage apply. If your wisp's Strike is a critical hit, the target becomes frightened 1. This attack uses and counts toward your multiple attack penalty as if you were the one attacking.
Core Rulebook, page 92.
FEAT 6
Prerequisites Spirit instinct
You call forth protective spirits to ward off ranged attacks. Until your rage ends, anyone making a ranged attack against you must succeed at a DC 5 flat check or the attack misses with no effect.
Core Rulebook, page 91.
FEAT 6
Prerequisites Spirit instinct
You call forth protective spirits to ward off ranged attacks.
Until your rage ends, anyone making a ranged attack against with no effect.
Player Core 2, page 80.
Spiritual Explorer
FEAT 4
Prerequisites Vofalai Agent Dedication
You're familiar with the danger that lingering spirits can pose to an unwary adventurer, and you're particularly attuned to their presence. Even if you aren't Searching in exploration mode, you can attempt a check to find haunts that normally require you to Search for them. You still need to meet any other requirements to find a particular haunt.
LOPSG, page 41.
FEAT 4
Prerequisites spirit instinct
Frequency once per day
Trigger You fail, but don't critically fail, a Perception check or a skill check.
Though no one sees them and only you can hear them, the spirits around you constantly chatter, save when you are raging. Sometimes they're even helpful. You can heed the spirits' guidance to reroll the triggering check, using the second result even if it's worse.
Advanced Player’s Guide, page 109.
FEAT 4
Prerequisites Spirit instinct
Trigger You fail, but don’t critically fail, a Perception check or a skill check.
Once per day. Though no one sees them and only you can hear them, the spirits around you constantly chatter, save when you are raging. Sometimes they’re even helpful, and their guidance can even cut through the haze of your rage. Reroll the triggering check, using the second result even if it’s worse.
Player Core 2, page 78.
Spiritual Sense
FEAT 6
You have a vague connection to the Ethereal Plane that enables you to notice spirits. While you're exploring but not Searching, the GM rolls a secret check for you to find haunts that usually require Searching, as well as spirits, creatures on the Ethereal Plane, and beings made entirely of spiritual essence such as celestials, fiends, and monitors.
You can also potentially notice ethereal creatures and spirits inside solid objects, provided they are within 30 feet of you. This applies while Searching, while Seeking, and on the automatic secret check you gain while exploring even if you aren't Searching. You can still notice spirits only on a successful check, and you can't see them if they're more than 5 feet inside an object.
When you notice a creature with your Spiritual Sense, you also learn its location, making it hidden to you if it had been undetected.
Advanced Player’s Guide, page 79.
Spiritual Sense
FEAT 6
You have a vague connection to the Ethereal Plane that enables you to notice spirits. While you’re exploring but not Searching, require Searching, as well as spirits, creatures on the Ethereal Plane, and beings made entirely of spiritual essence such as celestials, fiends, and monitors.
You can also potentially notice ethereal creatures and spirits inside solid objects, provided they are within 30 feet of you. This applies while Searching, while Seeking, and on the automatic secret check you gain while exploring even if you aren’t Searching.
You can still notice spirits only on a successful check, and you can’t see them if they’re more than 5 feet inside an object. When you notice a creature with this sense, you also learn its location, making it hidden to you if it had been undetected.
Player Core 2, page 140.
FEAT 12
Prerequisites Spirit instinct
You call forth an ephemeral Spirit instinct, typically the apparition of an ancestor or a nature Spirit instinct, which takes the form of a wisp.
The wisp makes a melee wisp rush unarmed attack against an enemy within 120 feet of you. The wisp’s attack modifier is equal to your proficiency bonus for martial weapons plus your Strength modifier plus a +2 item bonus, and it applies the same circumstance and status bonuses and penalties that you have. On a hit, the wisp deals Spirit instinct damage equal to 4d8 plus your Constitution modifier. Don’t apply your rage damage or your Weapon specialization damage, but circumstance and status bonuses and penalties that would also affect the wisp’s damage apply. On a critical hit, the wisp deals double damage and the target becomes frightened 1. This attack uses and counts toward your multiple attack penalty as if you were the one attacking.
Player Core 2, page 83.
FEAT 13
Prerequisites claw unarmed attack
Requirements You have both hands free.
Your instincts sing of spite and malice, and you've learned a devastating trick: go for the eyes. You make a claw Strike. If you hit and deal damage, the target is dazzled for 1 round. On a critical hit, the target is instead blinded for 1 round and dazzled until restored to maximum hit points.
LOAG, page 24.
Splendid Companion
FEAT 12
Prerequisites Mature Trained Companion
Your animal companion continues to develop. It becomes a nimble or savage animal companion (your choice), gaining abilities determined by its type. Increase its proficiency rank in Performance to master instead of Athletics or Acrobatics.
This feat leads to: Specialized Companion.
Splinter Faith
FEAT 1
Your faith in your deity is represented in an extremely unusual way that some might call heretical. When you select this feat, you should detail the fundamental tenets of your splinter faith, though it shouldn't affect the deity's edicts or anathema. Choose four domains. These domains must be chosen from among your deity's domains, your deity's alternate domains, and up to one domain that isn't on either list and isn't anathematic to your deity. Any domain spell you cast from a domain that isn't on either of your deity's lists is always heightened to 1 level lower than usual for a focus spell. For the purpose of abilities that depend on your deity's domains, the four domains you chose are your deity's domains, and any of your deity's domains you didn't choose are now among your deity's alternate domains.
Special Unless you take this feat at 1st level, changing the way you relate to your deity requires retraining, as described in the Changing Faith section below. If you take this feat and previously benefited from any effect that requires a domain your splinter faith doesn't include, such as a domain spell from Domain Initiate, you lose that effect.
LOGM, page 8.
FEAT 18
You siphon some of the power from an offensive hex you cast to direct it at a second target as well. If the next action you use is to Cast a Spell to cast a harmful hex with a single target, reduce its level by 2 (making it 2 levels lower than the maximum spell level you can cast). If you do, you can select a second target for that hex to affect.
Advanced Player’s Guide, page 105.
FEAT 18
You siphon some of the power from an offensive hex you Cast to direct it at a second target as well. If the next action you use is to Cast a Spell to Cast a harmful hex with a single gate target, reduce its rank by 2 (making it 2 ranks lower than the maximum spell rank you can Cast). If you do, you can select a second target for that hex to affect.
Player Core 1, page 191.
FEAT 4
You fragment a ranged spell into a pair of smaller shots. If your next action is to Cast a Spell without a duration that requires an attack roll against a single target and has no effect beyond dealing damage, you roll a single attack roll and compare the result to the AC of two targets within the spell's range. The spell deals only half its usual damage to each target. This counts as one attack for your multiple attack penalty.
Advanced Player’s Guide, page 139.
FEAT 4
You fragment a ranged spell. If your next action is to Cast a Spell without a duration that requires an attack roll against a single gate target, you can choose a second target within range. You roll a This counts as one attack for your multiple attack penalty. To the second target, the spell deals half the amount of damage it would normally deal and has no effects beyond the spell’s Initial damage (such as imposing conditions or penalties).
Player Core 2, page 154.