59 feats, from True Perception to Two-weapon Fusillade.
True Perception · True Perception · True Shapeshifter · True Shapeshifter · True Transmogrification · Truespeech · Tumble Behind · Tumble Behind · Tumble Behind · Tumble Behind · Tumbling Diversion · Tumbling Lumber · Tumbling Opportunist · Tumbling Strike · Tumbling Teamwork · Tumbling Theft · Tupilaq Carver · Turn Away Misfortune · Turn Back the Clock · Turn the Wheel of Seasons · Turn to Mist · Turn Undead · Turpin Rowe Lumberjack Dedication · Tusks · Tusks · Tweak Appearances · Twilight Speaker Dedication · Twin Distraction · Twin Distraction · Twin Eidolon · Twin Feint · Twin Feint · Twin Parry · Twin Parry · Twin Parry · Twin Parry · Twin Parry · Twin Psyche · Twin Riposte · Twin Riposte · Twin Riposte · Twin Riposte · Twin Shot Knockdown · Twin Takedown · Twin Takedown · Twin Weakness · Twinned Defense · Twinned Defense · Twinned Defense · Twirling Throw · Twist Healing · Twist The Knife · Twist The Knife · Twitchy · Two Truths · Two-Element Infusion · Two-Weapon Flurry · Two-Weapon Flurry · Two-weapon Fusillade
True Perception
FEAT 19
Prerequisites legendary in Perception
Your perceptive abilities and ability to process sensory information are so far beyond the pale that you notice minute discrepancies in all sorts of illusions and transmutations. You are constantly under the effects of a 6th-level true seeing spell, using your Perception modifier for the counteract check.
Advanced Player’s Guide, page 209.
True Perception
FEAT 19
Prerequisites legendary in Perception
Your perceptive abilities and ability to process sensory information are so far beyond the pale that you notice minute discrepancies in all sorts of illusions and physical transformations. You are constantly under the effects of a 6th-rank truesight spell, using your Perception modifier for the counteract check.
FEAT 20
Prerequisites Dragon Shape, Wild Shape
You transcend the limitations of form. While under the effects of wild shape, you can change into any other form on your wild shape list; if the durations of the forms would vary, use the shorter of the two durations.
Once per day, you can transform into a kaiju, with the effects of nature incarnate; if you have Plant Shape, you can instead transform into a green man.
Core Rulebook, page 139.
True Shapeshifter
FEAT 20
Prerequisites Dragon Shape, Untamed Form
You transcend the limitations of form. Once per day you can Cast nature incarnate, even if you don't have it prepared, to transform into a kaiju. If you have Plant Shape, you can choose to transform into a green man instead. You also gain the True Shapeshift activity.
True Shapeshift [two-skill action] (concentrate) Requirements You're under the effects of Untamed Form; Effect You change into any other shape on your Untamed Form list. If the duration of that shape is different from the one you were previously in, use the shorter duration to determine your duration remaining.
Player Core 1, page 134.
True Transmogrification
FEAT 18
You transmogrify your eidolon each day. During your daily preparations, you can swap out any number of your evolution feats, each for a different evolution feat of an appropriate level for which you meet the prerequisites.
These swaps last until your next daily preparations.
Secrets of Magic, page 73.
Truespeech
FEAT 13
Prerequisites Angelkin
It is paramount that you are understood and you understand others; language need not impede your message. You can cast tongues as a 5th-level divine innate spell once per day on yourself only. You gain a +1 status bonus to Diplomacy checks for the duration of the spell when speaking to creatures with whom you already shared a language before casting.
LOAG, page 12.
Tumble Behind
FEAT 2
Your tumbling catches your foe off guard. When you Tumble Through successfully, the foe you Tumbled Through is flat-footed against the next attack you make before the end of your turn.
Advanced Player’s Guide, page 89.
Tumble Behind
FEAT 1
You tumble under and behind your foe to catch them off guard. When you successfully Tumble Through, the foe whose space you passed through is flat-footed against the next attack you make before the end of your turn.
Advanced Player’s Guide, page 134.
Tumble Behind
FEAT 1
You tumble under and behind your foe, your rapid movement letting you catch them off guard. When you successfully Tumble Through, the foe whose space you passed through is off-guard against the next attack you make before the end of your turn.
Player Core 1, page 170.
Tumble Behind
FEAT 2
Your tumbling puts your foes on the back foot. When you Tumble Through successfully, the foe you Tumbled Through is off-guard against the next attack you make before the end of your turn.
Player Core 2, page 165.
FEAT 13
Prerequisites expert in Acrobatics and Deception
Attempt to Tumble Through an opponent's space. If you succeed or critically succeed and don't end your movement adjacent to that opponent, you can attempt to Create a Diversion to distract that opponent. You gain a +single gate circumstance bonus to the Deception check (or a +2 circumstance bonus if you critically succeeded at the Acrobatics check to Tumble Through) to Create a Diversion. If you succeed or critically succeed, you become hidden to only the creature whose space you Tumbled Through.
FEAT 4
A slew of logs eject from the Plane of Wood and slam into your enemies. They roll in a 10-foot-wide, 30-foot-long line. Non-magical difficult terrain on any ground the logs roll over is smashed flat; greater difficult terrain remains. Each creature in the area takes 2d8 bludgeoning damage and might be moved by the logs, depending on its Reflex save against your class DC.
Critical Success The creature is unaffected.Success The creature takes half damage.Failure The creature takes full damage and is pushed out of the line in the most direct path available.Critical Failure The creature takes double damage and is knocked prone.Level (+3) The damage increases by 1d8.
Rage of Elements, page 34.
FEAT 10
Prerequisites Acrobat Dedication
Frequency once per minute
Requirements Your most recent action was to Tumble Through or Tumbling Strike, and you successfully moved through an enemy's space.
You use a burst of stamina to perform a breathtaking feat of Acrobatics as you speed through a foe's space, leaving your foe lying flat on their back. You attempt to Trip the enemy whose space you moved through. You can use Acrobatics instead of Athletics for this check.
Advanced Player’s Guide, page 155.
FEAT 8
Prerequisites Acrobat Dedication
Requirements You are adjacent to an enemy.
Attempt an Acrobatics check against the Reflex DC of an enemy adjacent to you.
Critical Success You move through the enemy's space to an unoccupied space on the other side of the enemy from your starting position. This movement doesn't trigger reactions. You can't move farther than your Speed, and you must end your movement adjacent to the enemy whose space you moved through. After moving, you make a melee Strike against the enemy whose space you moved through, and the enemy is flat-footed against that Strike.Success As critical success, but the enemy isn't flat-footed against the Strike.Failure You remain in your original space but can still Strike.Critical Failure No effect.Advanced Player’s Guide, page 155.
Tumbling Teamwork
FEAT 2
Prerequisites expert in Acrobatics
Your tumbling distracts a foe enough to create an advantage for one of your allies. When you successfully Tumble Through an enemy's space, an ally who is adjacent to that enemy can Step as a reaction, but they must remain adjacent to that enemy.
Tumbling Theft
FEAT 7
Prerequisites expert in Acrobatics and Thievery
You reach for an opponent's item as you move past a foe. If you critically succeed at your check to Tumble Through an enemy's space, you can attempt to Steal something from the enemy as a reaction. You gain a +single gate circumstance bonus to your Thievery check to Steal as your tumbling make it difficult for your enemy to keep Track of your movement. You can Steal any immediately accessible item of light or negligible Bulk on the enemy's person, such as a potion or coin purse hanging from a belt, but not anything inside a container or anything the enemy is holding. The GM has final say on what you can Steal.
Tupilaq Carver
FEAT 1
Access Kiadok ethnicity
Prerequisites You have a spellcasting class feature with the divine or primal tradition
You know the truth behind old stories that tell of sending a fetish of bone and sinew to seek vengeance. These old magics allow you to conjure constructs with ease.
Add the summon construct spell to your spell list. The constructs you summon have a distinct ivory scrimshaw appearance, and if you include a drop of blood, lock of hair, or other portion of a creature's body as part of the spell's material component, the summoned construct gains a +4 status bonus to Perception checks to sense or locate that creature.
LOCG, page 13.
FEAT 2
Trigger You would attempt a roll affected by a misfortune effect.
You perform a superstition, such as casting salt over your shoulder to ward off bad luck. Turn Away Misfortune's fortune trait cancels out the misfortune effect, causing you to roll normally. As normal, you can apply only one fortune ability to a roll, so if you Turned Away Misfortune on an attack roll, you couldn't also use an ability like Halfling Luck to alter the roll further.
Dark Archive, page 43.
FEAT 4
Prerequisites Chronoskimmer Dedication
Frequency once per day
Trigger You fail a skill check or saving throw.
After failing a test of skill, you hop back in your personal timeline so you can try again. You reroll the triggering check with a +1 circumstance bonus as you apply your experience from your last attempt. You must use the new result, even if it's worse than your first roll.
Dark Archive, page 186.
FEAT 18
The seasons shift rapidly. This impulse affects a cube 100 feet in each dimension within 1,000 feet. Choose the starting season. The impulse lasts for 4 rounds, proceeding to the next season at the start of each of your turns. You can't use this impulse again until the previous one ends.
Autumn: Leaves and rain make everything in the area concealed until the start of your next turn, and a cold wind makes each enemy in the area slowed 1 until the start of your next turn unless it succeeds at a Fortitude save against your class DC.
Spring: Each ally in the cube gains 20 temporary HP that last until the start of your next turn. Any dying ally rolls a recovery check, but can't get worse than a success.
Summer: (light) Each enemy in the area is exposed to sunlight and must attempt a Reflex save against your class DC. It's unaffected on a critical success, dazzled until the start of your next turn on a success, or blinded until the start of your next turn on a failure.
Winter: Each enemy in the aura takes 5d6 cold damage with a basic Reflex save against your class DC. A creature that fails its save also takes 2d6 persistent cold damage.
Rage of Elements, page 35.
FEAT 10
Prerequisites Vampire Dedication
Frequency once per day
You turn into vapor, gaining the effects of gaseous form.
This feat leads to: Mist Escape.
Book of the Dead, page 59.
Turn Undead
FEAT 2
Undead harmed by your positive energy might flee, compelled by an innate aversion to the force opposite undeath. When you use a heal spell to damage undead, each undead of your level or lower that critically fails its save gains the fleeing condition for 1 round.
Core Rulebook, page 122.
Turpin Rowe Lumberjack Dedication
FEAT 2
Access You must befriend at least one Turpin Rowe logger.
Prerequisites trained in Survival
Your logging training has made you intimately familiar with all aspects of forestry, and you have trained extensively to reach around trees and utilize their bulk to your advantage. You become trained in Milling Lore and Forest Lore, or an expert if you were already trained. You can always Take Cover when you are within forest terrain to gain cover, even if you're not next to an obstacle you can Take Cover behind. In addition, any enemy who gains standard cover from a tree gains only lesser cover against your attacks (or only standard cover, if the enemy otherwise gains greater cover).
Special You cannot select another dedication feat until you have gained two other feats from the Turpin Rowe lumberjack archetype.
This feat leads to: Axe Climber, Axe Thrower, Log Roll, and Widen The Gap.
Extinction Curse #3: Life’s Long Shadows, page 75.
Tusks
FEAT 1
You have particularly long, jagged tusks perfect for tearing meat from bone. You gain a tusks unarmed attack that deals 1d6 piercing damage. Your tusks are in the brawling group and have the finesse and unarmed traits.
Special You can take this feat only at 1st level, and you can't retrain into this feat. You can retrain out of this feat only through drastic measures such as breaking or filing your tusks.
Advanced Player’s Guide, page 18.
Tusks
FEAT 1
Most half-orcs have visible tusks, but yours are particularly large and sharp, capable of gouging deep wounds. You gain a jaws unarmed attack that deals 1d6 piercing damage.
Special You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat.
LOCG, page 15.
Tweak Appearances
FEAT 2
Prerequisites expert in Crafting
You spend 1 minute making quick adjustments to someone's clothing and appearance, causing their words to carry more weight with an audience of your choice. While speaking to that audience, the target gains a +1 item bonus to Diplomacy and Performance checks. If you have master proficiency in Crafting, the bonus increases to +2; if you have legendary proficiency in Crafting, the bonus increases to +3. This bonus lasts until this ability is used on the target again, the situation they were prepared for ends, or they next change their outfit.
Age of Ashes #3: Tomorrow Must Burn, page 73.
Twilight Speaker Dedication
FEAT 2
Prerequisites trained in Society, you are an Saetreind elf
You have carefully studied the histories, customs, and etiquette of many of the younger peoples of Falavririak. You become an expert in Society. At 7th level, you become a master in Society, and at 15th level, you become legendary in Society. You can use the Society skill instead of the Diplomacy skill when you attempt to Make an Impression on a non-elven intelligent humanoid creature.
Special You can't select another dedication feat until you've gained two other feats from the twilight speaker archetype.
Twin Distraction
FEAT 4
Prerequisites Twin Feint
Requirements You are wielding two melee weapons, each in a different hand.
Your movements with two weapons are so swift and disorienting that they befuddle your opponent. When using Twin Feint, if both your Strikes deal damage to a targeted creature, the target must succeed at a Will saving throw against your class DC or become stupefied 1 until the end of your next turn.
Advanced Player’s Guide, page 135.
Twin Distraction
FEAT 4
Prerequisites Twin Feint
Requirements You are wielding two melee weapons, each in a different hand.
Your movements with two weapons are so swift and disorienting that they befuddle your opponent. When using Twin Feint, if both your Strikes deal damage to a targeted creature, the target become stupefied 1 until the end of your next turn.
Player Core 1, page 172.
Twin Eidolon
FEAT 20
You can transform to match your eidolon. When you Manifest your Eidolon, you can call upon its powers to transform yourself into a duplicate until it unmanifests.
You can't use this if you Manifest your Eidolon in an unusual way, such as Meld into Eidolon. While using Twin Eidolon, you use your eidolon's statistics other than your mental ability modifiers, including its evolutions. You can't cast spells (except spells your eidolon could cast), Activate or otherwise benefit from magic items that normally benefit you and not your eidolon, or use other actions it can't perform. Any of its spells you cast with limited uses count against your eidolon's uses. You can Manifest your Eidolon again to end this effect.
Special This feat has the trait matching your eidolon's tradition (arcane, divine, occult, or primal).
Secrets of Magic, page 73.
FEAT 1
Requirements You are wielding two melee weapons, each in a different hand.
You make a dazzling series of attacks with both weapons, using the first attack to throw your foe off guard against a second attack at a different angle. Make one Strike with each of your two melee weapons, both against the same target. The target is automatically flat-footed against the second attack. Apply your multiple attack penalty to the Strikes normally.
This feat leads to: Twin Distraction.
Core Rulebook, page 183.
FEAT 1
Requirements You are wielding two melee weapons, each in a different hand.
You use an attack with one Weapon to distract your foe from a second attack coming at a different angle. Make one Strike with each of your two melee weapons, both against the same target. The target is automatically off-guard against the second attack. Apply your multiple attack penalty to the Strikes normally.
Player Core 1, page 170.
FEAT 4
Requirements You wield two melee weapons, one in each hand.
You use your weapons to parry. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat's requirement.
Advanced Player’s Guide, page 90.
FEAT 4
Requirements You are wielding two melee weapons, one in each hand.
You use your two weapons to parry attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat's requirement.
This feat leads to: Twinned Defense.
Core Rulebook, page 147.
FEAT 4
Requirements You are wielding two melee weapons, one in each hand.
You can use two weapons to deflect attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat's requirement.
Core Rulebook, page 172.
FEAT 4
Requirements You are wielding two melee weapons, one in each hand.
You use your two weapons to parry attacks. You gain a +single gate a +2 circumstance bonus if either Weapon has the parry trait.
You lose this circumstance bonus if you no longer meet this feat’s requirement.
Player Core 1, page 144.
FEAT 4
Requirements You are wielding two melee weapons, one in each hand.
You can use two weapons to deflect attacks. You gain a +single gate a +2 circumstance bonus if either Weapon has the parry trait.
You lose this circumstance bonus if you no longer meet this feat’s requirement.
Player Core 1, page 159.
Twin Psyche
FEAT 20
You've segmented your psyche so it can operate in tandem. When you Unleash your Psyche, you can double its duration.
Dark Archive, page 29.
FEAT 10
Trigger A creature within your reach critically fails a Strike against you.
Requirements You are benefiting from Twin Parry.
A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee Strike or use a Disarm action against the triggering opponent.
Core Rulebook, page 151.
FEAT 10
Trigger A creature within your reach critically fails a Strike against you.
Requirements You are benefiting from Twin Parry.
A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee Strike or use a Disarm action against the triggering opponent.
Core Rulebook, page 175.
FEAT 10
Trigger A creature within your reach critically fails to Strike you.
Requirements You are benefiting from Twin Parry.
A clever parry with one Weapon leaves your opponent open to an attack with the other Weapon. Make a melee Strike or disarm action against the triggering opponent.
Player Core 1, page 148.
FEAT 10
Prerequisites Twin Parry
Trigger A creature within your reach critically fails a Strike
Requirements You are benefiting from Twin Parry against you.
A clever parry with one Weapon leaves your opponent open to an attack with the other Weapon. Make a melee Strike or use a disarm action against the triggering opponent.
Player Core 1, page 161.
FEAT 10
Requirements You're wielding a loaded crossbow or loaded firearm in each hand.
You fire at an enemy while targeting a part of its anatomy that will disrupt its balance. Make two Strikes against the same target, one with each of the required weapons. If both Strikes are successful, the target is also knocked prone.
Guns & Gears, page 116.
FEAT 1
Frequency once per round
Requirements You are wielding two melee weapons, each in a different hand.
You swiftly attack your hunted prey with both weapons. Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.
Core Rulebook, page 171.
FEAT 1
Requirements You are wielding two melee weapons, each in a diferent hand.
You swiftly attack your hunted prey with each of your weapons, potentially combining their damage into a single gate devastating attack. Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.
Player Core 1, page 157.
FEAT 10
Prerequisites mortal weakness or personal antithesis
Requirements You're holding an implement and a weapon, you are using Exploit Vulnerability with mortal weakness or personal antithesis, and the target creature is within reach of both your implement and weapon.
As you make an attack augmented by your esoterica, you also press your implement against the creature, applying its weakness as your implement's energies sear the creature's flesh. Make a melee Strike against the target of your Exploit Vulnerability. On any attack roll result but a critical failure, you also press your implement against the creature, automatically dealing the additional damage from Exploit Vulnerability. This is in addition to any damage from your Strike, including the weakness the Strike applies from Exploit Vulnerability. This counts as two attacks when calculating your multiple attack penalty.
Dark Archive, page 45.
FEAT 14
Prerequisites Twin Parry
Requirements You wield two melee weapons, one in each hand.
You're always ready to use your off-hand weapon to interfere with attacks against you. While you are in this stance, you constantly gain the benefits of the Twin Parry action.
Advanced Player’s Guide, page 93.
FEAT 16
Prerequisites Twin Parry
Requirements You are wielding two melee weapons, one in each hand.
You're always ready to use your off-hand weapon to interfere with attacks against you. While you are in this stance, you constantly gain the benefits of the Twin Parry action.
Core Rulebook, page 153.
FEAT 16
Prerequisites Twin Parry
Requirements You are wielding two melee weapons, one in each hand.
You’re always Ready to use your off-hand Weapon to interfere with attacks against you. While you are in this stance, you constantly gain the benefits of the Twin Parry action.
Player Core 1, page 150.
FEAT 4
Prerequisites Flying Blade
Your thrown weapons seem to defy physics as they soar through the air and spin back to you after a Strike. Make a thrown Weapon attack, ignoring the penalty for making ranged attacks within the second and third range increment. The Weapon returns to your hand after the attack unless you critically failed on the attack roll.
Player Core 2, page 166.
Twist Healing
FEAT 17
Prerequisites ability to cast heal and harm
Your connection to both life and undeath lets you twist the healing power of magic items to suit your own needs and aims. Whenever you Activate an Item to cast a heal spell, you can invert its energy to produce the effects of an equivalent harm spell instead.
LOAG, page 28.
FEAT 6
Requirements Your last action was a melee Strike that dealt sneak attack damage to a flat-footed target.
After stabbing your opponent in a weak spot, you tear the wound open. You deal persistent bleed damage to the target equal to your number of sneak attack damage dice.
Core Rulebook, page 186.
FEAT 6
Requirements Your last action was a melee Strike that dealt Sneak attack damage to an off-guard target.
After stabbing your opponent in a weak spot, you tear the wound open. You deal persistent bleed damage to the target equal to your number of Sneak attack damage dice.
Player Core 1, page 173.
Twitchy
FEAT 1
You are naturally suspicious and wary of danger, especially when you suspect someone might be leading you into an ambush. You gain a +1 circumstance bonus to AC and saves against hazards, and to all of your initiative rolls. If at least one of your opponents is using Deception or Diplomacy to determine their initiative, your bonus to initiative from this feat increases to +4.
Advanced Player’s Guide, page 45.
FEAT 9
Prerequisites master in Deception
Your ability to imitate your progenitor is so strong, you can even convince yourself. When you use this action, you alter your thought processes to your progenitor or from your progenitor back to yourself. As long as what you say is true from the point of view of your current identity, you can say it even under effects like zone of truth that force you to speak truly.
Dark Archive, page 121.
FEAT 6
Prerequisites two or more kinetic elements
Slamming one element into another, you combine their strengths. If the next action you use is an Elemental Blast, choose two of your kinetic elements instead of one. The blast gains the traits of both elements and uses the highest range and damage die among the two elements. Half the blast's damage is the damage type of one element, and the other half is the damage type of the other element. If the total damage is an odd number, you choose which element deals the higher damage. Determine the damage amounts before altering the amount due to halving, doubling, resistances, weaknesses, and other calculations. If either element can deal more than one type of damage, you can still choose which damage type to use. You gain any added effects of both elements, such as their critical blast junction effects.
Rage of Elements, page 22.
FEAT 14
Requirements You are wielding two weapons, each in a different hand.
You lash out with both your weapons in a sudden frenzy. Strike twice, once with each weapon.
Core Rulebook, page 153.
FEAT 14
Requirements You are wielding two weapons, each in a different hand.
Using the momentum of your prior attack, you lash out with both your weapons in a sudden frenzy. Strike twice, once with each Weapon.
Player Core 1, page 150.
FEAT 14
Requirements You're wielding two weapons, each in a different hand.
You attack with both your weapons in a furious barrage. Strike twice, once with each weapon.
Guns & Gears, page 118.