60 feats, from Tradarn Astrology to True Hypercognition.
Tradarn Astrology · Traefibroum's Fire · Traegraesurn · Traezegram Focus · Train Animal · Train Animal · Trample · Trampling Charge · Trampling Charge · Tranithair Mantis Assassin Dedication · Tranquil Sanctuary · Transcendent Realization · Transcribe Moment · Translucent Skin · Transposable Compliance · Transpose · Trap Finder · Trap Finder · Trap Finder · Trap Finder · Trapsmith Dedication · Treacherous Earth · Treat Condition · Treat Condition · Tree Climber · Tree Climber · Tree Climber · Tree of Duality · Tree's Ward · Treespeech · Tremor · Trespass Teleportation · Trial By Skyfire · Triangle Shot · Triangle Shot · Triangulate · Trick Driver Dedication · Trick Magic Item · Trick Magic Item · Trick Shot · Trickster Tengu · Trickster's Ace · Trickster's Ace · Trickster’s Ace · Triggerbrand Blitz · Triggerbrand Salvo · Trilor's Interrogation · Triple Shot · Triple Shot · Triple Threat · Triple Threat · Triple Time · Triple Time · Triumphant Inspiration · Triumphant Inspiration · True Debilitating Bomb · True Debilitating Bomb · True Gaze · True Hypercognition · True Hypercognition
FEAT 1
Access Ziaridourn nationality
Frequency three times per day
Requirements You must spend 10 minutes just after your daily preparations examining the sky or consulting a star chart or you can't use this action that day.
The ancient Tradarn Brethren were the masters of astrology, and while your knowledge may be but a pale shadow of their wisdom, it still comes in handy. You recall the stars' predictions about your current situation. If your next action requires you to attempt one or more skill checks, roll 1d8. On a result of 6, 7, or 8, you gain a +2 circumstance bonus to the first such skill check you attempt. On a 3, 4, or 5, you gain a +1 circumstance bonus. On a 2, you gain nothing. On a 1, you take a –1 circumstance penalty to the skill check.
This feat leads to: Heir Of The Tradarn.
LOCG, page 12.
Traefibroum's Fire
FEAT 1
You conjure uncanny orbs of spiritual flame that float above or below the water's surface. You can cast the produce flame cantrip as a primal innate spell at will, heightened to a spell level equal to half your level rounded up. You can cast this cantrip underwater.
LOAG, page 58.
Traegraesurn
FEAT 1
You descend from the rare psychic vampires known as vetalaranas. Your forebear gained sustenance from the mental and emotional energy of living creatures, which manifests in you as powerful resistance to such effects. You gain a +1 circumstance bonus to Will saves against effects with the emotion trait, and when you roll a success on a saving throw against such an effect, you get a critical success instead.
This feat leads to: Feed On Pain.
LOAG, page 26.
FEAT 10
Prerequisites Shieldmarshal Dedication
Frequency once per round
You understand the need for law enforcement doctrine to adapt to the ever-changing innovations in technology and arcana. Your training in special weapons and tactics give you access to unusual techniques to respond to clockwork- and magic-related crimes. You apply special additives to a loaded firearm. On your next Strike with that firearm before the end of your turn, you deal an additional 2d6 damage if the target is a construct, and you can treat the ammunition as your choice of cold iron or adamantine. At 18th level, this additional damage increases to 3d6, and you can choose to instead treat the ammunition as orichalcum.
LOIL, page 109.
Train Animal
FEAT 1
Prerequisites trained in Nature
You spend time teaching an animal to do a certain action. You can either select a basic action the animal already knows how to do (typically those listed in the Command an Animal action) or attempt to teach the animal a new basic action. The GM determines the DC of any check required and the amount of time the training takes (usually at least a week). It's usually impossible to teach an animal a trick that uses critical thinking. If you're expert, master, or legendary in Nature, you might be able to train more unusual creatures, at the GM's discretion.
Success The animal learns the action. If it was an action the animal already knew, you can Command the Animal to take that action without attempting a Nature check. If it was a new basic action, add that action to the actions the animal can take when Commanded, but you must still roll.Failure The animal doesn't learn the trick.Core Rulebook, page 268.
Train Animal
FEAT 1
Prerequisites trained in Nature
You spend time teaching an Animal order to do a certain action. You can either select a basic action the Animal order already knows how to do (typically those listed in the Command an Animal action on page 242) or attempt to teach the Animal order a new basic action. The GM determines the DC of any check required and the amount of time the training takes (usually at least a week). It's usually impossible to teach an Animal order a trick that uses critical thinking.
If you're expert, master, or legendary in Nature, you might be able to train more unusual creatures, at the GM's discretion.
Success The animal learns the action. If it was an action the animal already knew, you can Command the Animal to take that action without attempting a Nature check. If it was a new basic action, add that action to the actions the animal can take when Commanded, but you must still roll.Failure The animal doesn't learn the trick.FEAT 16
Your eidolon Strides up to double its Speed and can move through the spaces of creatures at least one size smaller, Trampling each creature whose space it enters. It can attempt to Trample the same creature only once in a single Trample. It deals bludgeoning damage equal to the damage of its secondary attack against these creatures, which can attempt a basic Reflex save against your spell DC.
Secrets of Magic, page 73.
FEAT 10
Prerequisites Cavalier Dedication
Requirements You are riding a mount that has a melee Strike using its legs (claw, talons, hoof, etc.
You urge your mount forward, trampling enemies in your path. You command your mount to Stride up to its Speed (or to Burrow, Climb, Fly, or Swim, if it has the corresponding movement type), moving through the spaces of any foes in your path up to one size smaller than your mount. Your mount deals damage equal to the melee Strike using its legs to each creature whose space you move through, subject to a basic Reflex save against your mount's Athletics DC. On a critical failure, the creature also becomes flat-footed until the end of your next turn. You can damage a given creature only once during this movement.
Advanced Player’s Guide, page 165.
FEAT 10
Prerequisites Cavalier Dedication
Requirements You are riding a mount that has a melee Strike using its legs (claw, talons, hoof, etc.).
You urge your mount to charge into the fray, trampling all enemies who stand in your path. You command your mount to Stride up to double its Speed (or to Burrow, Climb, Fly, or Swim, if it has the corresponding movement type), moving through the spaces of any foes in your path up to one size smaller than your mount. Your mount deals the damage of one of its melee Strikes to each creature whose space you move through, with a basic Reflex save against your mount’s off-guard until the end of your next turn. Roll the damage only once. You can damage a given creature only once during this movement.
Player Core 2, page 193.
Tranithair Mantis Assassin Dedication
FEAT 2
Access You are from Stoubraid Island.
Prerequisites trained in sawtooth sabers, deity is Rushoux, lawful evil alignment, member of the Tranithair Mantis assassins
You have learned how to stalk your foes and slay them with a sawtooth sabre. You become trained in Stealth and Assassin Lore; if you were already trained, you become an expert instead. Whenever your proficiency in any weapon increases to expert or beyond, you also gain that new proficiency with sawtooth sabers.
Special You cannot select another dedication feat until you have gained two other feats from the Tranithair Mantis assassin archetype.
This feat leads to: Basic Tranithair Mantis Magic, Advanced Tranithair Mantis Magic, Shaegud Training, Mantis Form, Rushoux's Grip, Crimson Shroud, Fading, and Prayer Attack.
LOWG, page 71.
Tranquil Sanctuary
FEAT 5
Prerequisites Kainototh
Whenever possible, you follow the serene path and encourage others to do the same. You can cast sanctuary once per day as a 1st-level divine innate spell.
LOAG, page 11.
Transcendent Realization
FEAT 9
Prerequisites Unlock Secret
You've unleashed even more of your mind's limitless potential. Choose a 3rd-level occult spell, either a common spell or another to which you have access, including a lower-level spell heightened to 3rd level if you wish. You can cast that spell once per day as an innate occult spell.
LOIL, page 45.
Transcribe Moment
FEAT 8
Prerequisites Tokaikral Dedication
You gain the transcribe moment focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by spending 10 minutes to study a text or record notes on your recent experiences.
LOPSG, page 45.
Translucent Skin
FEAT 13
Your body is translucent while underwater. Whenever you are fully submerged in water, you can Hide from other creatures even if you don't have cover against them and aren't concealed from them.
LOAG, page 120.
Transposable Compliance
FEAT 5
Your protean vitality is fecund and many-succoring: your veins run with life-giving ichor that adapts to the blood and physiology of any body, and your skin molts on command, creating wound-stanching sheaths of tissue for yourself and others. You become trained in Medicine. If you were already trained in Medicine, you instead become trained in a skill of your choice. You can Administer First Aid without healer's tools by using your physiology instead, but you must take 1 damage to make the attempt. Similarly, you can Treat Wounds without healer's tools but take 2d8 damage. You gain a +1 circumstance bonus on all Medicine checks to Administer First Aid and Treat Wounds using your own physiology.
LOIL, page 29.
FEAT 10
You switch places with your eidolon. You each teleport to the other's position.
Special This feat has the trait matching your eidolon's tradition (arcane, divine, occult, or primal).
Secrets of Magic, page 71.
Trap Finder
FEAT 1
You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren't Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.
You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.
Advanced Player’s Guide, page 60.
Trap Finder
FEAT 1
You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren't Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.
You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.
Core Rulebook, page 183.
Trap Finder
FEAT 1
You have an intuitive sense that alerts you to the presence of traps. You gain a +single gate circumstance bonus to Perception checks against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.
You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.
Player Core 1, page 169.
Trap Finder
FEAT 1
You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +single gate circumstance bonus to traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.
You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.
Player Core 2, page 107.
Trapsmith Dedication
FEAT 4
Prerequisites Snarecrafter Dedication or Snare Specialist ranger class feat
You use glimmering gears and gnashing mechanisms to manufacture snares using specialized parts. Your snares include clockwork and steam-powered cogwheels and gears, and their gush of steam can hinder those you ensnare. If you choose to construct a snare using gears and a creature fails their saving throw against the snare, all creatures are concealed to that creature for 1 round, as a burst of steam obscures its vision.
Special You can't select another dedication feat until you have gained two other feats from the snarecrafter or trapsmith archetypes.
This feat leads to: Finessed Features, Gear Gnash, Propeller Attachment, Recycled Cogwheels, and Repurposed Parts.
Guns & Gears, page 54.
FEAT 5
Frequency once every 10 minutes
You have the power to shatter the earth into a shape of your devising. You crack the ground beneath you, creating difficult terrain in a 5-foot burst centered on one corner of your space.
LOAG, page 108.
FEAT 4
Prerequisites Medic Dedication
Requirements You are holding healer's tools, or you are wearing them and have a hand free.
You treat an adjacent creature in an attempt to reduce the clumsy, enfeebled, or sickened condition. If a creature has multiple conditions from this list, choose one. Attempt a counteract check against the condition, using your Medicine modifier as your counteract modifier and the condition's source to determine the DC. You can't treat a condition that came from an artifact or effect above 20th level unless you have Legendary Medic; even if you do, the counteract DC increases by 10. Treating a Condition that is continually applied under certain circumstances (for instance, the enfeebled condition a good character gains from carrying an unholy weapon) has no effect as long as the circumstances continue.
Critical Success Reduce the condition value by 2.Success Reduce the condition value by 1.Critical Failure Increase the condition value by 1.This feat leads to: Holistic Care and Preventative Treatment.
Advanced Player’s Guide, page 184.
FEAT 4
Prerequisites Medic Dedication
Requirements You are holding healer’s tools, or you are wearing them and have a hand free.
You treat an adjacent creature in an attempt to reduce the clumsy, enfeebled, or sickened condition. If a creature has multiple conditions from this list, choose one. Attempt a counteract check against the condition using your Medicine modifier as your counteract modifier and the condition’s source from an artifact or effect above 20th level unless you have by 10. Treating a Condition that is continually applied under certain circumstances (for instance, the enfeebled condition a holy character gains from carrying a weapon with the unholy rune) has no effect as long as the circumstances continue.
Critical Success Reduce the condition value by 2.
Success Reduce the condition value by 1.
Critical Failure Increase the condition value by 1.
Player Core 2, page 208.
Tree Climber
FEAT 9
You've spent much of your life among the treetops and have become an expert at quickly and safely climbing them. You gain a climb Speed of 10 feet.
Advanced Player’s Guide, page 43.
Tree Climber
FEAT 5
Prerequisites tailed goblin or treedweller goblin heritage
Your time in forest or jungle canopies has taught you how to scramble across branches with sure feet. You gain a climb Speed of 10 feet. If you also have the Cave Climber ancestry feat, your total climb Speed increases to your land Speed when climbing trees..
LOCG, page 38.
Tree Climber
FEAT 9
You've spent much of your life among the treetops and have become an expert at quickly and safely Climbing them. You gain a Climbing Speed of 10 feet.
FEAT 6
An ephemeral tree bursts forth, floating on air in an unoccupied square of your choice within 60 feet. Blooming flowers and fungal growths shed pollen and spores, which a swirling gust of air spreads in a 10-foot emanation around it. The tree lasts until the end of your next turn, and you can Sustain it up to 1 minute.
Level (+2) The healing increases by 1d4.
Rage of Elements, page 37.
Tree's Ward
FEAT 5
You've lived among trees for so long they recognize your presence and seek to protect you from harm. You can cast protector tree (Secrets of Magic 123) as a primal innate spell once per day.
LOIL, page 38.
Treespeech
FEAT 5
Prerequisites You speak Muan.
Your connection to elemental wood allows you to communicate with trees in the Universe in Muan, the language of wood elementals. You can ask questions of, receive answers from, and use the Diplomacy skill with woody plants like trees and shrubs.
Rage of Elements, page 49.
FEAT 1
You unleash a small, localized tremor in a 10-foot burst within 30 feet. Each creature in the area takes 1d8 bludgeoning damage with a basic Fortitude save against your class DC. A creature that critically fails is knocked prone. Earth and stone in the area is difficult terrain until the start of your next turn.
Level (+2) The damage increases by 1d10.
Rage of Elements, page 26.
FEAT 14
Prerequisites Exploit Vulnerability
Trigger The target of your Exploit Vulnerability is within 120 feet and uses a teleportation effect.
Requirements You are benefiting from Exploit Vulnerability.
You can hunt your foe to the ends of creation. You teleport along with the enemy, appearing the same direction and distance from it as you were before it teleported (or the nearest unoccupied space if your destination is occupied). Any allies affected by Share Weakness or Ubiquitous Weakness, if you have those abilities, can spend their reaction to teleport along with the enemy if they're within 120 of the enemy and choose to do so.
Dark Archive, page 47.
FEAT 10
Prerequisites cosmos or flames mystery
Your lips murmur as you portend a great disaster, one you hope you survive. A rain of blazing bolts begins to fall from the heavens in a 10-foot emanation, centered on you, that deals 2d6 fire damage to all creatures in the emanation at the end of each of your turns (basic Reflex save); you can’t exclude yourself from the emanation. The skyfire persists for single gate minute; while you can’t Dismiss it, you can suppress the effect for 1 round with a Sustain action. The rain of fire is suppressed if you fall unconscious. If you become cursebound 3 or 4 at any point during Trial by Skyfire’s duration, the emanation increases to 15 feet and the damage increases to 4d6.
Player Core 2, page 141.
FEAT 18
Prerequisites Monastic Archer Stance, Stunning Fist
Requirements You are in Monastic Archer Stance and wielding a bow usable with that stance.
You string three arrows to your bow and fire them all at once. Make three ranged Strikes against a single target with the required weapon, each using your current multiple attack penalty, and you take an additional –2 penalty. This counts as two attacks when calculating your multiple attack penalty, and you combine the attacks' damage for the purpose of resistances and weaknesses. Your Stunning Fist benefit applies to Triangle Shot, even though it isn't a Flurry of Blows. If all three Strikes hit, the target takes 3d6 persistent bleed damage.
Advanced Player’s Guide, page 131.
FEAT 18
Prerequisites Monastic Archer stance, Stunning Blows
Requirements You are in Monastic Archer stance and wielding a bow usable with that stance.
You string three arrows to your bow and fire them all at once.
Make three ranged Strikes against a single gate target with the required Weapon, each using your current multiple attack penalty, and you take an additional –2 penalty. This counts as two attacks when calculating your multiple attack penalty, and you combine the attacks’ damage for the purpose of resistances and weaknesses. Your Stunning Blows benefit applies to Triangle Shot, even though it isn’t a Flurry of Blows. If all three Strikes hit, the target takes 3d6 persistent bleed damage.
Player Core 2, page 127.
Triangulate
FEAT 4
Prerequisites Sniping Duo Dedication
Your spotter's quick signals help you make even difficult shots seem simple. As long as both you and your spotter can see the target of your attacks, you don't take a penalty for attacking within your weapon's second range increment.
The penalty you take for firing into further range increments is –3 for the third range increment, with an additional –2 penalty for each additional increment beyond the third (–5 for the fourth range increment, –7 for the fifth, and –9 for the sixth).
Guns & Gears, page 138.
Trick Driver Dedication
FEAT 2
You are equally at home piloting any vehicle, adapting yourself instantly to varied controls, movements, and handling.
Whenever piloting a vehicle requires a Piloting Lore or Sailing Lore check, you can use your Driving Lore proficiency instead.
You can use Dexterity in place of Intelligence when attempting piloting checks with Driving Lore. You become an expert in Driving Lore. At 7th level, you become a master in Driving Lore, and at 15th level, you become legendary in Driving Lore.
Special You cannot select another dedication feat until you have gained two other feats from the trick driver archetype.
This feat leads to: Drive-by Attack, Express Driver, Power Slide, Push It, Roadkill, and Take The Wheel.
Guns & Gears, page 55.
FEAT 1
Prerequisites trained in Arcana, Nature, Occultism, or Religion
You examine a magic item you normally couldn't use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that's not on the arcane list using a scroll. You must know what activating the item does, or you can't attempt to trick it.
Attempt a check using the skill matching the item's magic tradition, or matching a tradition that has the spell on its list, if you're trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item's level (possibly adjusted depending on the item or situation)
If you activate a magic item that requires a spell attack roll or spell DC and you don't have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you're a master in the appropriate skill for the item's tradition, you instead use the trained proficiency bonus, and if you're legendary, you instead use the expert proficiency bonus.
Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it.Failure You can't use the item or try to trick it again this turn, but you can try again on subsequent turns.Critical Failure You can't use the item, and you can't try to trick it again until your next daily preparations.Core Rulebook, page 268.
FEAT 1
Prerequisites trained in Arcana, Nature, Occultism, or Religion
You examine a magic item you normally couldn't use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to Cast a Spell from a wand or allow a wizard to Cast a Spell that's not on the arcane list using a scroll. You must know what activating the item does, or you can't attempt to trick it.
Attempt a check using the skill matching the item's magic tradition, or matching a tradition that has the spell on its list, if you're trying to Cast a Spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item's level (possibly adjusted depending on the item or situation).
If you activate a magic item that requires a spell attack modifier or spell DC and you don't have the ability to cast single spell of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you're a master in the appropriate skill for the item's tradition, you instead use the trained proficiency bonus; if you're legendary, you instead use the expert proficiency bonus.
Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it.Failure You can't use the item or try to trick it again this turn, but you can try again on subsequent turns.Critical Failure You can't use the item, and you can't try to trick it again until your next daily preparations.FEAT 10
Requirements You're wielding a loaded crossbow or firearm.
You shoot not at your foe but at an object nearby. Make a Strike with your firearm against an AC equal to an easy DC for your level (Core Rulebook 504). On a success, instead of hitting your foe, your attack hits an object behind or to the side of your target, creating one of the following effects. The GM might determine that a different AC is appropriate or that a particular effect isn't a valid option, such as using the explosive barrel option when there's no such object on the battlefield. The GM should inform you if a Trick Shot is feasible before you spend your actions, since your trained eye can easily recognize loose or volatile objects.
Guns & Gears, page 116.
Trickster Tengu
FEAT 17
You can transform yourself or the bodies of others to express your displeasure.
Once per day, you can cast either aerial form or baleful polymorph as a 7th-level primal innate spell. You must take the form of a bird when using this aerial form.
LOAG, page 60.
FEAT 18
Trigger You specify the trigger when you make your daily preparations (see Requirements below).
Requirements When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the Ready action. You also choose a single spell from the arcane, divine, occult, or primal list of 4th level or lower. The spell can't have a cost, nor can its casting time be more than 10 minutes. The spell must be able to target a single creature, and you must be a valid target for it.
Whether from jury-rigged magic items, deduction from the study of magical interactions, or other means, you have a contingency in your back pocket for desperate situations. When the trigger occurs, you cause the spell to come into effect. The spell targets only you, no matter how many creatures it would affect normally. If you define particularly complicated conditions, as determined by the GM, the trigger might fail. Once the contingency is triggered, the spell is expended until your next daily preparations.
Advanced Player’s Guide, page 65.
FEAT 18
Trigger You specify the trigger when you make your daily preparations (see Requirements below).
Requirements When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the Ready action. You also choose a single spell from the arcane, divine, occult, or primal list of 4th level or lower. The spell can't have a cost, nor can its casting time be more than 10 minutes. The spell must be able to target a single creature, and you must be a valid target for it.
Whether from jury-rigged magic items, stolen magical essence, or other means, you have a contingency in your back pocket for desperate situations. When the trigger occurs, you cause the spell to come into effect. The spell targets only you, no matter how many creatures it would affect normally. If you define particularly complicated conditions, as determined by the GM, the trigger might fail.
Once the contingency is triggered, the spell is expended until your next daily preparations.
Core Rulebook, page 189.
FEAT 18
Trigger You specify the trigger when you make your daily preparations (see Requirements below).
Requirements When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the Ready action. You also choose a single spell from the arcane, divine, occult, or primal list of 4th level or lower. The spell can’t have a cost, nor can its casting time be more than 10 minutes. The spell must be able to target a single gate creature, and you must be a valid target for it.
Whether from jury-rigged magic uncommon weapons, deduction from the study of magical interactions, or other means, you have a contingency in your back pocket for desperate situations.
When the trigger occurs, you cause the spell to come into effect. The spell targets only you, no matter how many creatures it would affect normally. If you define particularly might fail. Once the contingency is triggered, the spell is expended until your next daily preparations.
Player Core 2, page 113.
FEAT 14
Prerequisites way of the triggerbrand
Frequency once per minute
Requirements You're wielding a combination weapon.
You dance through your foes, stabbing and shooting. You Stride, making up to three Strikes with your combination weapon at any point during your movement, each against a different target. You can make any combination of melee and ranged attacks without needing to change modes to do so, though typically you can't make more than one ranged attack because of the need to reload. This counts as three attacks toward your multiple attack penalty, but you don't apply the multiple attack penalty until after making all three attacks.
After using Triggerbrand Blitz, you become fatigued for 1 minute.
LOIL, page 108.
FEAT 6
Prerequisites way of the triggerbrand
Requirements You're wielding a combination weapon.
You slice, stab, or batter your opponent with the melee portion of your combination weapon before pulling the trigger at point-blank range. Make a melee Strike with your combination weapon. If the Strike is successful, you can immediately make a ranged Strike against the same target with that combination weapon, and you get 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.
LOIL, page 108.
FEAT 6
Prerequisites Sugroumoriand Detective Dedication
Frequency three times per day
You focus your attention on a single creature within 30 feet. That creature must attempt a Will save against your Perception DC. On a failure, the creature finds itself unable to speak any deliberate and intentional lies and takes a –2 penalty to Deception checks. On a critical failure, the penalty to Deception checks is –4. This effect lasts for 10 minutes as long as you are within 30 feet of the target and the target is aware that you are using the ability against it.
If you begin a new interrogation, this effect ends for any previous target. After your interrogation ends, the target is immune to this ability for 24 hours.
AoE1, page 79.
Triple Shot
FEAT 6
Prerequisites Double Shot
You can quickly fire multiple shots with greater control. When you use Double Shot, you can make the attacks against the same target. You can add an additional action to Double Shot to make three ranged Strikes instead of two. If you do, the penalty is –4. All attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made all of them.
This feat leads to: Multishot Stance.
Core Rulebook, page 149.
Triple Shot
FEAT 6
Prerequisites Double Shot
You can quickly fire multiple shots with Greater control. When you use Double Shot, you can make the attacks against the same target. You can add an additional action to Double Shot to make three ranged Strikes instead of two. If you do, the penalty is –4. All attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made all of them.
Player Core 1, page 145.
Triple Threat
FEAT 20
Prerequisites Shared Prey
You can divide your attention three ways when hunting. When you use Hunt Prey, you can designate three creatures as prey, designate two creatures as prey and share the effect with one ally (as Shared Prey), or designate one creature as prey and share the effect with two allies.
Core Rulebook, page 177.
Triple Threat
FEAT 20
Prerequisites Shared Prey
You can divide your attention three ways when hunting. When you use hunted prey, you can designate three creatures as prey, designate two creatures as prey and share the effect with one ally (as Shared Prey), or designate one creature as prey and share the effect with two allies.
Player Core 1, page 163.
Triple Time
FEAT 4
You learn the triple time composition cantrip, which speeds up you and your allies for a round.
Core Rulebook, page 101.
Triple Time
FEAT 4
You learn the triple time composition cantrip (page 372), which speeds up you and your allies for a round.
Player Core 1, page 102.
FEAT 14
Prerequisites warrior muse
Trigger You critically hit a foe with a melee weapon Strike or a melee unarmed attack.
With a triumphant shout, you inspire your allies. You cast a composition cantrip you know that normally takes a single action to cast.
Advanced Player’s Guide, page 114.
Triumphant Inspiration
FEAT 14
Prerequisites warrior muse
Trigger You critically hit a foe with a melee Weapon Strike or a melee unarmed attack.
With a triumphant shout, you inspire your allies. You Cast a composition cantrip you know that normally takes a single gate action to Cast.
Player Core 1, page 105.
True Debilitating Bomb
FEAT 14
Prerequisites Greater Debilitating Bomb
Ever inventive, you have discovered increasingly devastating ways for your bombs to impede and hamper your foes. When you use Debilitating Bomb, add the following to the list of effects you can choose from: enfeebled 2, stupefied 2, or a –15-foot status penalty to Speeds. If you instead apply one of the effects listed in Debilitating Bomb, the target avoids the effect only if the result of its saving throw is a critical success.
Core Rulebook, page 80.
True Debilitating Bomb
FEAT 14
Prerequisites Greater Debilitating Bomb
You have discovered increasingly devastating ways for your bombs to impede your foes. When you use Debilitating Bomb, add the following to the list of effects you can choose from: enfeebled 2, stupefied 2, or a –15-foot status penalty to Speeds.
Player Core 2, page 69.
FEAT 17
Frequency once per hour
When you focus your eyes carefully, your gaze can pierce through all obfuscations, even magical ones. When you use True Gaze, you gain the effects of a 6th-level true seeing spell, using your Perception modifier for the counteract check.
LOME, page 118.
FEAT 14
Prerequisites Enigma muse
Your mind works at an incredible pace. You instantly use up to five Recall Knowledge actions. If you have any special abilities or free actions that would normally be triggered when you Recall Knowledge, you can't use them for these actions.
Core Rulebook, page 103.
FEAT 14
Prerequisites Enigma muse
Your mind works at an incredible pace. You instantly use up to five Knowledge skill action. If you have any special abilities or free skill action that would normally be triggered when you Knowledge, you can't use them for these skill action.
Player Core 1, page 105.