60 feats, from Tense Negotiator to Through the Gate.
Tense Negotiator · Terraforming Spell · Terraforming Trickery · Terrain Advantage · Terrain Expertise · Terrain Expertise · Terrain Form · Terrain Master · Terrain Master · Terrain Scout · Terrain Scout · Terrain Shield · Terrain Stalker · Terrain Stalker · Terrain Transposition · Terrible Transformation · Terrified Retreat · Terrified Retreat · Terrifying Countenance · Terrifying Howl · Terrifying Howl · Terrifying Resistance · Terrifying Resistance · That Was A Close One, Huh? · That's Odd · That’s Odd · Thaumaturge Dedication · Thaumaturge's Demesne · Thaumaturge's Investiture · Thaumaturgic Ritualist · Thavrail · The Bigger They Are · The Dead Walk · The Harder They Fall · The Harder They Fall · The Shattered Mountain Weeps · The Tyrant Falls! · Their Master's Call · Theoretical Acumen · Thermal Nimbus · Thiamorashox Geifoutrid-nwa's Deadly Hair · Thiamorashox Geifoutrid-nwa's Hexed Locks · Thiamorashox Geifoutrid-nwa's Skillful Tresses · Thiavrunaed Skysage Dedication · Thick Hide Mask · Thorned Seedpod · Thorough Reports · Thorough Research · Thorough Research · Thorough Search · Thorough Search · Thoughtform Summoning · Thoughtsense · Thousand Faces · Thousand Faces · Thousand Visions · Thrash · Thrash · Through Spell · Through the Gate
Tense Negotiator
FEAT 12
Prerequisites Swordmaster Dedication, master in Diplomacy
You often find that the best way to win a conflict means avoiding a fight in the first place. You're good at talking to potential opponents without making things worse.
If you would critically fail at a check to Make an Impression, you instead fail. You can attempt checks to make Requests of creatures who're indifferent or unfriendly toward you.
LOPSG, page 53.
FEAT 16
You capture transformative fragments of magic and slam them into the ground, creating a shock wave that alters your surroundings. If your next action is to Cast a non-cantrip transmutation Spell, either each space adjacent to you becomes difficult terrain, or each space adjacent to you is no longer difficult terrain. This doesn't have any effect on greater difficult terrain and doesn't remove the damaging effects of hazardous terrain.
Advanced Player’s Guide, page 141.
FEAT 12
You know how to channel the transformative aspects of your blood magic to alter your surroundings. You know the following blood magic effect.
Blood Magic—Terraforming Trickery Either each space adjacent to you becomes difficult terrain, or each space adjacent to you is no longer difficult terrain. This doesn’t have any effect on terrain and doesn’t remove the damaging effects of hazardous terrain.
Player Core 2, page 156.
Terrain Advantage
FEAT 9
You can take advantage of the terrain to bypass foes' defenses.
Non-lizardfolk creatures in difficult terrain are flat-footed to you. If you have a swim Speed, non-lizardfolk creatures that are in water and lack a swim Speed are also flat-footed to you.
LOCG, page 59.
Terrain Expertise
FEAT 1
Prerequisites trained in Survival
Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to Survival checks in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground.
Special You can select this feat more than once, choosing a different type of terrain each time.
Core Rulebook, page 267.
Terrain Expertise
FEAT 1
Prerequisites trained in Survival
Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +single gate circumstance bonus to Survival checks in one of the following types of terrain, chosen when you select this feat: Aquatic, Arctic, Desert, forest, mountain, Plains, Sky, Swamp, or underground.
Special You can select this feat more than once, choosing a different type of terrain each time.
FEAT 10
Prerequisites Mummy Dedication
Frequency once per day
You crumble to pieces, becoming composed of the very terrain to which you're bound, with the effects of the gaseous form spell, or you reconstitute into your normal form. The substance you're formed of depends upon your bound terrain, and the action gains the corresponding trait or traits.
Book of the Dead, page 52.
Terrain Master
FEAT 8
Prerequisites master in Survival, Favored Terrain
You adapt to your surroundings in any natural terrain. You can spend 1 hour practicing in your current terrain in order to make it your favored terrain, replacing your current favored terrain temporarily. If you spend a full day out of the new favored terrain, your favored terrain reverts back to your original choice when you took the Favored Terrain feat.
Core Rulebook, page 174.
Terrain Master
FEAT 8
Prerequisites master in Survival, Favored Terrain
You are able to adapt to your surroundings in any natural terrain. You can spend 1 hour practicing in your current terrain in order to make it your Favored Terrain, replacing your current Favored Terrain temporarily. If you spend a full day out of the new Favored Terrain, your Favored Terrain reverts back to your original choice when you took the Favored Terrain feat.
Player Core 1, page 161.
Terrain Scout
FEAT 4
Prerequisites Scout Dedication
You gain the Terrain Stalker skill feat (Core Rulebook 267) twice, choosing a different terrain each time. If you Avoid Notice while exploring and any allies use Follow the Expert to follow you as you do so, you can choose one of those allies to gain the benefit of any one Terrain Stalker feat you have.
Advanced Player’s Guide, page 188.
Terrain Scout
FEAT 4
Prerequisites Scout Dedication
You have mastered movement in many different environments.
You gain the Terrain Stalker skill feat (Player Core 263) twice, choosing a different terrain each time. If you Avoid Notice while exploring and any allies use Follow the Expert to follow you as you do so, you can choose one of those allies to gain the benefit of any one Terrain Stalker feat you have.
Player Core 2, page 212.
Terrain Shield
FEAT 14
Prerequisites Geomancer Dedication, master in Nature
Frequency once per 10 minutes
Trigger A Strike would damage you.
Requirements You gained a terrain attunement benefit since the start of your most recent turn and that attunement matches the terrain you're in.
You're so attuned to the land that it rises up to protect you from a potentially fatal blow in a seeming coincidence. For instance, a branch suddenly falls from a nearby tree to take the brunt of a sword swing or a surprising change of current disrupts an enemy's attack. You gain resistance to physical damage equal to double your level against the triggering Strike.
Secrets of Magic, page 213.
Terrain Stalker
FEAT 1
Prerequisites trained in Stealth
Select one type of difficult terrain from the following list: rubble, snow, or underbrush. While undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not move within 10 feet of an enemy at any point during your movement. This also allows you to automatically approach creatures to within 15 feet while Avoiding Notice during exploration as long as they aren't actively Searching or on guard.
Special You can select this feat multiple times. Each time, choose a different type of terrain.
Core Rulebook, page 267.
Terrain Stalker
FEAT 1
Prerequisites trained in Stealth
Select one type of difficult terrain from the following list: rubble, snow, or underbrush. While undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not pass within 10 feet of an enemy during your movement.
During exploration, this also allows you to automatically approach within 15 feet of other creatures while Avoiding Notice, as long as they aren't actively Searching or on guard.
Special You can select this feat multiple times. Each time, choose a different type of terrain.
Terrain Transposition
FEAT 10
Prerequisites warden spells
You are so connected to the wilderness that you can magically jump from place to place within it. You gain the terrain transposition warden spell. Increase the number of Focus Points in your focus pool by 1.
Advanced Player’s Guide, page 133.
Terrible Transformation
FEAT 14
Prerequisites Ursine Avenger Form
You let out a mighty roar as part of your transformation. When you use Ursine Avenger Form, you can make an Intimidation check to Demoralize against each enemy within 30 feet that can see you, and you don't take a penalty to your Demoralize check if the creature doesn't understand your language.
Treasure Vault, page 184.
Terrified Retreat
FEAT 7
Prerequisites master in Intimidation
When you critically succeed at the Demoralize action, if the target's level is lower than yours, the target is fleeing for 1 round.
Core Rulebook, page 268.
Terrified Retreat
FEAT 7
Prerequisites master in Intimidation
When you critically succeed at the Demoralize action, if the target's level is lower than yours, the target is fleeing for single gate round.
FEAT 18
Prerequisites Vigilante Dedication, member of the Gray Gardeners
You can erect a magical cowl that terrorizes your enemies. Once per day, you can cast mask of terror as an innate occult spell, targeting yourself. If you critically hit a creature that's temporarily immune to the spell, the creature's temporary immunity ends.
Night of the Gray Death, page 65.
FEAT 10
Prerequisites Intimidating Glare
You unleash a terrifying howl. Attempt Intimidate checks to Demoralize each creature within 30 feet. Regardless of the results of your checks, each creature is then temporarily immune to Terrifying Howl for 1 minute.
Core Rulebook, page 91.
FEAT 10
You unleash a terrifying howl. Attempt Intimidation checks to Demoralize each enemy within 30 feet: you don’t take a penalty if the creature doesn’t understand your language.
Regardless of the results of your checks, each target is then temporarily immune to Terrifying Howl for single gate minute.
Player Core 2, page 82.
Terrifying Resistance
FEAT 2
Prerequisites expert in Intimidation
The spells of those you have Demoralized are less effective on you. If you succeed in Demoralizing a creature, for the next 24 hours you gain a +1 circumstance bonus to saving throws against that creature's spells.
Advanced Player’s Guide, page 209.
Terrifying Resistance
FEAT 2
Prerequisites expert in Intimidation
The single spell of those you have Demoralized are less effective on you. If you succeed in Demoralizing a creature, for the next 24 hours you gain a +1 circumstance bonus to saving throws against that creature's single spell.
FEAT 7
Prerequisites master in Deception, Unexpected Sharpshooter Dedication
Frequency once per round
Requirements Either you used Accidental Shot and hit your opponent with the Strike this turn, or you used Lucky Escape since your last turn and the triggering attack missed you.
You laugh innocently about the inexplicable luck of your last shot hitting its mark or how close the attack that just missed you came to taking your head off, causing your foes to second guess whether it's a good idea to oppose you in battle.
Attempt to Demoralize either the foe you hit with Accidental Shot or the foe that missed you due to Lucky Escape. You use Deception instead of Intimidation to attempt the check to Demoralize.
Guns & Gears, page 142.
That's Odd
FEAT 1
When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious. For example, if you entered a study with a large bloodstain on the ground, the bloodstain is so obviously suspicious it's evident to you already, so the GM might note that there's something suspicious about the desk drawer instead. You would then need to investigate the drawer further to find out what specifically is out of the ordinary. That's Odd doesn't reveal whether creatures are suspicious.
You don't typically get any benefit when you leave and come back to a place, though if a major change has happened there and time has passed, the GM might determine that you do.
Advanced Player’s Guide, page 60.
That’s Odd
FEAT 1
When you enter a new location, such as a room or corridor, determines what it is, or whether there’s nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it’s suspicious.
For example, if you entered a study with a large bloodstain on the ground, the bloodstain is so obviously suspicious it’s something suspicious about the desk drawer instead. You would then need to investigate the drawer further to find out what specifically is out of the ordinary. If you wish, you can Pursue a Lead concerning this detail even if you have Pursed a Lead less than 10 minutes ago.
That’s Odd doesn’t reveal whether creatures are suspicious.
You don’t typically get any benefit when you leave and come back to a place, though if a major change has happened there
Player Core 2, page 107.
Thaumaturge Dedication
FEAT 2
Prerequisites Charisma 14
You've uncovered basic thaumaturgy. You become trained in thaumaturge class DC. Choose an implement; you can use it to Glimpse Vulnerability, but don't gain its benefits. You also gain a few esoterica, allowing you to use esoterica actions. You become trained in your choice of Arcana, Nature, Occultism, or Religion; if you were already trained in these, you become trained in a skill of your choice. You gain the Glimpse Vulnerability action.
Special You can't select another dedication feat until you have gained two other feats from the thaumaturge archetype.
This feat leads to: Basic Thaumaturgy, Advanced Thaumaturgy, Implement Initiate, Magical Knowledge, and Resolute.
Dark Archive, page 49.
Thaumaturge's Demesne
FEAT 12
You have claimed an area or location as your demesne, granting you the ability to ward and protect it. When you select this feat, choose a demesne, an area of no more than 2,000 square feet. You must legitimately own the area or, if its a public area, you must lay claim to the area without anyone contesting it.
Once you've chosen your demesne, it's automatically protected by an arcane private sanctum spell with an unlimited duration, heightened to half your level rounded up and using your thaumaturge class DC in place of a spell DC, if necessary. Additionally, the demesne is attended by three unseen custodians, as a successful unseen custodian ritual (Advanced Player's Guide 245), and one object in the area gains an elemental sentinel, as a successful elemental sentinel ritual (Secrets of Magic 150).
Dark Archive, page 46.
Thaumaturge's Investiture
FEAT 10
Prerequisites Charisma 16
Magical equipment and gear are the tools of your trade, and you know you need as many as possible to help you against the supernatural. You gain the Incredible Investiture skill feat, increasing your limit on invested items from 10 to 12.
The limit increases to 14 if you have Charisma 18, 16 if you have Charisma 20, 18 if you have Charisma 22, and 20 if you have Charisma 24.
Dark Archive, page 45.
Thaumaturgic Ritualist
FEAT 4
Your studies into the supernatural have resulted in an especially strong knowledge of rituals. You gain a +2 circumstance bonus to all primary checks to perform a ritual. You learn two uncommon rituals with a level no higher than half your level; you must meet all prerequisites for casting the ritual to choose it. You can cast these as the primary caster, but you can't teach them to anyone else or allow someone else to serve as primary caster unless they know the ritual as well.
At 8th level and every 4 levels thereafter, you learn another uncommon ritual with a level no higher than half your level and for which you meet the prerequisites.
Dark Archive, page 44.
Thavrail
FEAT 1
A peri's roaring spirit burns in your soul. Peris engage in constant struggle to right the wrongs of their fallen forebears, and that struggle has been passed on to you. You have a direct impulse to right wrongs and better the world. You gain a +1 circumstance bonus to saving throws against fire effects, and your perception is unaffected by non-magical flames, fog and smoke.
This feat leads to: Flame Jump and Peri Magic.
LOAG, page 10.
FEAT 12
With reckless speed, you dash, jump and swing around a creature to find a more vulnerable spot. Attempt to Tumble Through a creature at least one size category larger than you, using the following effects.
Critical Success You move through the enemy’s space, treating the squares in its space as difficult terrain (every 5 feet costs 10 feet of movement). If you don’t have enough Speed to move all the way through its space, you get the same effect as a Failure. If you successfully pass through the target’s square, the target gains weakness to your precision damage equal to half your level, which lasts until the end of your turn.
Success As success, but the weakness applies only against the next attack you make against the target.
Failure Your movement ends, and you trigger reactions as if you had moved out of the square you started in.
Critical Failure As Failure, and you fall prone.
Player Core 2, page 168.
FEAT 10
Prerequisites ancestors or battle mystery
You beseech warrior spirits to come forth and Aid you. Two ghostly warriors manifest within a 30-foot emanation of you and each attempt a Strike against an adjacent enemy, using your spell attack modifier, and then disappear. The warriors’ Strikes each deal 4d6 Spirit instinct damage and the warriors can flank with one another and with you and your allies. If you are cursebound 2 when you use The Dead Walk, you instead summon three warriors, and if you are cursebound 3, you instead summon four warriors. The warriors disappear at the start of your next turn.
Player Core 2, page 141.
The Harder They Fall
FEAT 4
You make your foes fall painfully when you trip them. When you successfully Trip a flat-footed foe, your target takes 1d6 bludgeoning damage. On a critical success, the target takes 1d6 bludgeoning damage plus your sneak attack damage.
Advanced Player’s Guide, page 135.
The Harder They Fall
FEAT 4
You make your foes fall painfully when you trip them. When you successfully trip an off-guard foe, your target takes 1d6 bludgeoning damage. On a critical success, the target takes 1d6 bludgeoning damage plus your Sneak attack damage.
Player Core 1, page 172.
FEAT 18
A massive sphere of rock explodes, unleashing a cataclysm of falling debris and deadly shrapnel. Its destruction falls in a 20-foot burst within 120 feet. Creatures in the area take 9d10 bludgeoning damage with a basic Fortitude save against your class DC. Those who fail are knocked prone. For the next minute, rocks continue to fall, making the area difficult terrain and dealing 3d10 bludgeoning damage to any creature that ends its turn in the area. If you use this impulse again, any previous one ends.
Level (20th) The initial damage is 10d10, and the area damage is 4d10.
Rage of Elements, page 27.
FEAT 20
Prerequisites Knight Reclaimant Dedication, Invoke the Crimson Oath (Character Guide 95)
Frequency once per day
You've reached the apex of the Crimson Oath's power.
The oath's power is overwhelming—too much for a mortal frame—but victory is worth any price. When you use this feat, you cry out the final line of the Crimson Oath, unleashing unbridled power for 1 minute. You can Dismiss this effect. While this effect is active, you gain the following effects:
LOKL, page 76.
FEAT 12
Prerequisites Undead Master Dedication, Call Companion, at least one inactive undead companion whose remains or anchor are currently in your possession.
In a pinch, you pull one of your inactive companions from their rest to provide a companion's support benefit. A fragment of your companion materializes or assembles itself in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears on your next turn. If it takes any damage before your next turn, it disappears or collapses (as applicable) and the support benefit ends immediately.
Book of the Dead, page 41.
FEAT 1
Frequency once per day
Trigger You succeed at a skill check to Recall Knowledge to identify a creature.
You study a creature's form and behavior to hypothesize likely means of overcoming its strengths. Once before the end of your next turn, you can use the skill modifier from the triggering check in place of your saving throw modifier against one of the creature's abilities, in place of your Perception modifier to Seek the creature, in place of your Deception modifier to Feint against the creature, or in place of your Intimidation modifier to Demoralize the creature. Alternatively, against one of the creature's attacks, you can use your DC for the skill used in the triggering check in place of your AC.
LOCG, page 32.
FEAT 4
You direct waves of warmth into or out of your kinetic gate to drastically shift the temperature around you. Choose cold or fire. You and allies in your kinetic aura gain resistance equal to your level to damage of that type. Any creature that starts its turn in your kinetic aura or moves into your aura during its turn takes damage equal to half your level of the chosen type.
Elemental resistance from a gate junction is cumulative with resistance from Thermal Nimbus.
Rage of Elements, page 28.
Thiamorashox Geifoutrid-nwa's Deadly Hair
FEAT 6
Prerequisites Living Hair
Your hair unarmed attack deals 1d6 bludgeoning damage and gains the grapple trait.
Fists of the Ruby Phoenix #1: Despair on Danger Island, page 74.
Thiamorashox Geifoutrid-nwa's Hexed Locks
FEAT 8
Prerequisites Living Hair
Your hair unarmed attack gains the reach trait. You can deliver hexes through your hair.
When you successfully cast a hex focus spell that requires 2 or more actions to cast and that doesn't require a spell attack roll, if your target is within your reach, as part of the spellcasting activity you can make a hair Strike against the foe before applying any effects of the hex. If this Strike misses, the hex has no effect.
Fists of the Ruby Phoenix #1: Despair on Danger Island, page 74.
Thiamorashox Geifoutrid-nwa's Skillful Tresses
FEAT 4
Prerequisites Living Hair
You can expertly control your living hair and use it to perform various tasks. You can perform simple Interact actions with your hair such as opening an unlocked door or picking up objects. Your hair can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish. Your hair can hold items of up to 1 Bulk, but can't Activate or attack with any items it's holding.
Fists of the Ruby Phoenix #1: Despair on Danger Island, page 74.
Thiavrunaed Skysage Dedication
FEAT 2
Prerequisites trained in Occultism
Your study of the stars unlocks supernatural insights and magic. You either become trained in Astronomy Lore or an expert in Occultism.
You learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips of your choice; these cantrips can be from any spell tradition, but they must be divination spells. You cast these spells as occult spells as you draw on the stars and night sky. You're trained in occult spell attack rolls and spell DCs. If you have a hand free and you've gazed at the night sky in the last 24 hours, you can usually replace material components with somatic components, so you don't need to use a spell component pouch. Your key spellcasting ability for these spells is Intelligence.
Special You can't select another dedication feat until you have gained two other feats from the Thiavrunaed skysage archetype.
This feat leads to: Basic Skysage Divination, Expert Skysage Divination, Master Skysage Divination, Stargazer's Eyes, Night's Glow, Night's Shine, Minor Omen, Scholar's Hunch, Starlit Spells, Night's Warning, and Starlight Armor.
Gatewalkers #1: The Seventh Arch, page 82.
Thick Hide Mask
FEAT 20
Prerequisites Druid Dedication or Wizard Dedication
Your mask grants you the toughness of Elephant, the Conjured Chronicle.
Increase your maximum number of Hit Points by 20. Immediately after you Cast a non-cantrip Spell that targets only you, you gain resistance 10 to all physical damage until the start of your next turn.
Thorned Seedpod
FEAT 9
Prerequisites Seedpod (Character Guide 54)
When your seedpods strike a felling blow, they burst into viciously thorny vines. When you critically succeed at a seedpod Strike, vines twist and stab your foe, dealing 1d4 persistent piercing damage.
LOAG, page 44.
Thorough Reports
FEAT 4
Prerequisites Vofalai Agent Dedication
Your reports are thorough and informative, and putting your thoughts to paper helps you retain the information. Keep track of each type of creature you successfully identify with Recall Knowledge. When attempting Recall Knowledge checks against creatures on your list in later encounters, you gain a +2 circumstance bonus, and you learn an additional fact about such creatures on a success.
This feat leads to: Discerning Strike.
LOWG, page 23.
Thorough Research
FEAT 6
When you succeed at a Recall Knowledge check, you learn an additional fact about the subject. When you critically succeed at a Recall Knowledge check, you can gain even more additional information or context than normal, at the GM's discretion.
This feat leads to: Just The Facts.
Advanced Player’s Guide, page 63.
Thorough Research
FEAT 6
You have comprehensive Knowledge in your fields of interest.
When you succeed at a Knowledge check, you gain additional information or context. When you critically succeed at a check to Knowledge, you get additional information or context or can ask an additional follow-up
Player Core 2, page 109.
Thorough Search
FEAT 3
Prerequisites expert in Perception
You take your time searching to ensure you find everything. When Searching, you can take twice as long to search. Normally this means you Search at up to one quarter of your Speed, to a maximum of 150 feet per minute to check everything, or 75 feet per minute to check everything before you walk into it. If you do, you gain a +2 circumstance bonus to your Perception checks to Seek.
Advanced Player’s Guide, page 209.
Thorough Search
FEAT 3
Prerequisites expert in Perception
You take your time Searching to ensure you find everything. When Searching, you can take twice as long to Searching. Normally this means you Searching at up to one quarter of your Speed, to a maximum of 150 feet per minute to check everything, or 75 feet per minute to check everything before you walk into an area. If you do and the GM rolls your secret check to Seek to notice something, you gain a +2 circumstance bonus to that Perception check and if you succeed, you get a critical success instead.
Thoughtform Summoning
FEAT 4
You can create a prototypical creature from the depths of your imagination instead of calling one from elsewhere. Whenever you summon a creature, you can choose to instead create a psychic construct of that creature. This grants it resistance to physical damage equal to half its level, weakness 5 to force and mental damage, and the ability to pass through enemies' spaces without needing to Tumble Through (though it can't end its turn in an occupied space).
Dark Archive, page 25.
Thoughtsense
FEAT 8
You can detect the flickers of mental activity let off by all thinking creatures. You gain thoughtsense as a vague sense that has a range of 30 feet—like all vague senses, it's only about as precise as an average human's sense of smell, meaning you generally can predict only if a creature is present. Your thoughtsense detects only thinking creatures, so a creature that is unthinking or otherwise immune to mental effects (such as many constructs and oozes) can't be perceived using your thoughtsense, regardless of how precise it is.
While your Psyche is Unleashed, your thoughtsense upgrades to an imprecise sense, letting you use it to Seek out creatures.
Dark Archive, page 27.
Thousand Faces
FEAT 4
Prerequisites Wild Shape
Your form is as mutable as the weather, changing to meet your whim. You add the forms listed in humanoid form to your wild shape list.
Core Rulebook, page 135.
Thousand Faces
FEAT 6
Prerequisites Untamed Form
Your form is as mutable as the weather. You can Cast alter self as a primal innate spell once per hour.
Player Core 1, page 131.
FEAT 4
You open your senses to numerous visions of the immediate future. The visions grant you subtle details of your immediate surroundings within 30 feet. Within this range, you don’t need to succeed at a flat check to target a concealed creature, you’re not off-guard to creatures that are hidden from you (unless you’re off-guard to them for reasons other than the hidden condition), creature. Beyond 30 feet, the visions become overwhelmed with too many possible futures, making all of your senses imprecise beyond this range. The visions persist for single gate minute.
Player Core 2, page 139.
FEAT 8
Requirements You have a foe grabbed.
You thrash the grabbed foe around. It takes bludgeoning damage equal to your Strength modifier plus your weapon specialization damage plus your Rage damage. The foe must attempt a basic Fortitude save against your class DC.
This feat leads to: Collateral Thrash and Whirlwind Toss.
Core Rulebook, page 91.
FEAT 8
Requirements You have an enemy grabbed or restrained.
You Thrash your foe around. An enemy you have grabbed or restrained takes bludgeoning damage equal to your Strength modifier plus your Weapon specialization damage plus your rage damage, with a basic Fortitude save against your
Player Core 2, page 81.
FEAT 10
Spells you cast can transform briefly into vital essence, traveling harmlessly through living and undead creatures between you and your target, blocked only by solid objects. If the next action you use is to Cast a Spell that requires a spell attack roll, your targets don't benefit from cover provided by living or undead creatures.
Advanced Player’s Guide, page 122.
Through the Gate
FEAT 4
Prerequisites Kineticist Dedication
You gain a 1st- or 2nd-level kineticist feat of your choice. Your options include impulse feats for your kinetic element, as normal for a kineticist.
Rage of Elements, page 57.