60 feats, from Water Step to Whodunnit?.
Water Step · Water Step · Water Strider · Water Walker · Waters Of Creation · Wave Spiral · Wave the Flag · Wavetouched Paragon · Waxed Feathers · Wayfinder Resonance Infiltrator · Wayfinder Resonance Tinkerer · We March On · Weapon Improviser Dedication · Weapon Improviser Dedication · Weapon Infusion · Weapon Proficiency · Weapon Proficiency · Weapon Supremacy · Weapon Supremacy · Weapon-rune Shifter · Web Hunter · Web Walker · Web Weaver · Webslinger · Weight Of Guilt · Weight Of Guilt · Weight of Stone · Weighty Impact · Well of Potential · Well-Armed · Well-groomed · Well-Groomed · Well-met Traveler · Well-Met Traveler · Well-versed · Well-Versed · Wellspring Control · Wellspring Mage Dedication · What Could Have Been · Wheedle And Jig · Whirling Blade Stance · Whirling Blade Stance · Whirling Grindstone · Whirling Knockdown · Whirling Throw · Whirling Throw · Whirlwind Spell · Whirlwind Stance · Whirlwind Strike · Whirlwind Strike · Whirlwind Strike · Whirlwind Strike · Whirlwind Toss · Whirlwind Toss · Whisper on the Wind · Whispering Steps · Whispers Of Weakness · Whitecape · Whodunnit? · Whodunnit?
Water Step
FEAT 6
You can Stride across liquid and surfaces that don’t support your weight. This benefit lasts only during your movement. If you end your movement on a surface that can’t support you, you fall in or it collapses as normal.
Player Core 2, page 123.
Water Step
FEAT 6
Prerequisites Elementalist Dedication, water is in your elemental philosophy
You can Stride across liquid and surfaces normally wouldn't support your weight. This benefit lasts only during your movement. If you end your movement on a surface that can't support you, you fall in or it collapses as normal.
Rage of Elements, page 60.
FEAT 9
Water cradles your every step, allowing you to walk on its surface. Stride up to your Speed. During your movement, you can move across liquids that don't support your weight. If you end your movement on a surface that can't support you, you fall into the liquid at the end of your movement. You can increase the number of actions to 3 to Stride up to three times your Speed.
This feat leads to: Mist Strider.
LOAG, page 16.
Water Walker
FEAT 8
When in the throes of your curse, your steps take on a supernatural buoyancy. When you are cursebound single gate, you can Stride across liquids that don’t support your weight, but you must end your movement on a surface that can support you or you fall into the liquid as normal. When you are cursebound 2 or worse, you gain the effects of water walk.
Player Core 2, page 141.
FEAT 10
Prerequisites life or tempest mystery
water is the source of life, and you draw upon this primordial force to heal your allies’ wounds. A gentle ring ripples out from you in a 15-foot emanation, restoring 5d6 Hit Points to creatures in the area. At 12th level and every two levels thereafter, the amount restored increases by 1d6. If you are cursebound 3 when you use Waters of Creation, the amount healed increases to d8s.
Player Core 2, page 141.
FEAT 12
Prerequisites Reflective Ripple Stance
Frequency once per minute
Requirements You're in Reflective Ripple Stance.
You dip and spin, unleashing a wide whirlpool of water. Make an Athletics check to Trip each creature standing on the ground in a 10-foot emanation. These attacks all count toward your multiple attack penalty, but the penalty doesn't increase until after you make all the attacks.
Secrets of Magic, page 202.
FEAT 16
Prerequisites Cavalier's Banner
You wave your banner, inspiring allies to throw off the shackles of fear. Each ally presently benefiting from your Cavalier's Banner feat reduces their current frightened condition by 1 and can choose to immediately attempt a new saving throw against any one mental effect currently affecting them. Regardless of the result, any ally that attempts a save is temporarily immune to Wave the Flag for 10 minutes.
LOKL, page 80.
Wavetouched Paragon
FEAT 5
Prerequisites Famoriakra ethnicity
You have been blessed by the sea, granting you the ability to swim like a fish.
You gain a 15-foot swim Speed.
LOCG, page 13.
Waxed Feathers
FEAT 1
Prerequisites wavediver tengu heritage
Your feathers are coated in a waxy substance that repels water. You gain a +1 circumstance bonus to saving throws against effects that have the water trait. So long as you're in a dry place, you can spend one action to shake off any water that clings to your clothing and feathers to instantly become dry.
LOAG, page 59.
Wayfinder Resonance Infiltrator
FEAT 8
Prerequisites Vofalai Agent Dedication, Wayfinder Resonance Tinkerer (World Guide 23)
You are adept at using the unusual resonance of your wayfinder to aid in any deceptions you might employ. Once per day you can activate your wayfinder to cast illusory disguise, heightened to 2nd level, as an arcane spell. Additionally, once per day, you can Activate your wayfinder with a single-action envision activation to transform it into a perfect replica of another similarly sized badge of membership or office, such as an Theiveith Consortium badge. This transformation lasts for 1 hour.
LOPSG, page 41.
Wayfinder Resonance Tinkerer
FEAT 4
Prerequisites Vofalai Agent Dedication
You can use the unusual resonance of your wayfinder to grant it additional effects. Choose one cantrip from the arcane, divine, occult, or primal list. You can activate your wayfinder to cast that cantrip at will. As normal, this cantrip is heightened to a spell level equal to half your level rounded up. Additionally, you can Activate your wayfinder with a (envision) activation to transform it into a nondescript pin or brooch to hide your affiliation with the Trovousun Society. This transformation lasts for 1 hour.
This feat leads to: Wayfinder Resonance Infiltrator.
LOWG, page 23.
We March On
FEAT 13
You make sure that your allies push themselves while traveling.
You gain the Caravan Leader and Pick Up the Pace general feats, even if you don't meet the prerequisites.
LOAG, page 36.
Weapon Improviser Dedication
FEAT 2
Prerequisites trained in all martial weapons
You don't take the normal –2 penalty to attack rolls with improvised weapons. Additionally, whenever you gain a class feature that grants you expert or greater proficiency with any weapon, you also gain that proficiency with improvised weapons.
Special You can't select another dedication feat until you have gained two other feats from the weapon improviser archetype.
This feat leads to: Improvised Critical, Improvised Pummel, Shattering Strike, Makeshift Strike, and Surprise Strike.
Advanced Player’s Guide, page 199.
Weapon Improviser Dedication
FEAT 2
Prerequisites trained in martial weapons
You don’t take the normal –2 penalty to attack rolls with improvised weapons. Improvised weapons you use have a minimum weapon damage die of 1d6, or 1d4 if the improvised weapon is agile.
Player Core 2, page 221.
FEAT 1
With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an Elemental Blast, choose a weapon shape for it to take. You can choose to change the blast's damage type to bludgeoning, piercing, or slashing—whichever suits the weapon shape—and you can choose other alterations depending on whether you make a melee or ranged blast.
Melee Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep.
Ranged Choose one of three options: range increment 100 feet and the volley 30 feet trait, range increment 50 feet and the propulsive trait, or range increment 20 feet and the thrown trait.
Rage of Elements, page 21.
Weapon Proficiency
FEAT 1
You become trained in all simple weapons. If you were already trained in all simple weapons, you become trained in all martial weapons. If you were already trained in all martial weapons, you become trained in one advanced weapon of your choice.
Special You can select this feat more than once. Each time you do, you become trained in additional weapons as appropriate, following the above progression.
Core Rulebook, page 269.
Weapon Proficiency
FEAT 1
You become trained in all martial weapons. If you were already trained in all martial weapons, you become trained in one Advanced Weapon of your choice. If you are at least 11th level, you also become an expert in these weapons.
Special You can select this feat more than once. Each time you do, you become trained in an Advanced Weapon.
Weapon Supremacy
FEAT 20
Your skill with weapons lets you attack swiftly at all times. You're permanently quickened. You can use your extra action only to Strike.
Core Rulebook, page 153.
Weapon Supremacy
FEAT 20
Your skill with weapons bends the laws of reality, allowing you to continuously attack with speed that would normally require magical assistance. You’re permanently quickened.
You can use your extra action only to Strike.
Player Core 1, page 151.
Weapon-rune Shifter
FEAT 10
Prerequisites Crystal Keeper Dedication
You learn how to alter the magic of weapon runes by using a crystal as a focusing component. Once per day during your daily preparations, you can focus on a rune's magical energies through a crystal's facets to alter a single property rune on one weapon in your possession to suppress its normal effects and make it function as a different property rune. You can temporarily alter the rune to function as one of the following runes: corrosive, flaming, frost, ghost touch, grievous, returning, shock, thundering, or wounding. The property rune remains altered until you make your next daily preparations. The weapon must meet the prerequisites for the temporary rune, and any other runes that required the suppressed rune are also suppressed while the rune is transformed. The rune is obviously altered, and thus the weapon can't be sold as though it had the temporary rune.
Web Hunter
FEAT 9
Through the careful cultivation of highly sensitive hairs, you've developed the ability to sense creatures without seeing them. You gain imprecise tremorsense at a range of 15 feet. When you and a creature are both touching the same anchored, threadlike object (such as a rope, webbing, or wire), your imprecise tremorsense can sense that creature at a range of 60 feet.
LOME, page 106.
Web Walker
FEAT 1
You have plenty of practice navigating webs. You gain a +2 circumstance bonus to saves and AC against the web spell, natural webbing, and effects that entrap you in webbing, as well as a +1 circumstance bonus against other effects that snare and entangle you, like the entangle spell. Whenever you roll a success on a saving throw against an effect involving a web, you get a critical success instead.
LOME, page 106.
Web Weaver
FEAT 1
You can produce a soft silk to weave into useful items. You gain the Specialty Crafting feat with a specialty in weaving. You can use your webbing to Craft simple, nonconsumable threaded items, such as clothing and rope, at zero cost as long as their base Price is 1 sp or less. These items have no resale value, and they naturally degrade after 24 hours without regular (if minor) maintenance. You can maintain up to 10 such items at a time; if you create a new one, your oldest creation breaks down from neglect. These temporary items take you only 1 day to Craft instead of 4. If you're an expert in Crafting, you can Craft these items in 1 hour; if you're a master, you can Craft them in 10 minutes; if you're legendary, you can Craft them in 1 minute.
LOME, page 106.
FEAT 13
Frequency once per 10 minutes
Your natural ability to create silken webs blends with your magical powers, allowing you to create impossibly large webs with great frequency. This has the effects of a 2nd-level web spell using your class DC or spell DC, whichever is higher.
LOME, page 106.
Weight Of Guilt
FEAT 1
Prerequisites Redeemer cause
Guilt clouds the minds of those who ignore your Glimpse of Redemption. Instead of making the triggering creature enfeebled 2, you can make it stupefied 2 for the same duration.
Core Rulebook, page 110.
Weight Of Guilt
FEAT 1
Prerequisites redemption cause
Guilt clouds the minds of those who ignore your Glimpse of Redemption. Instead of making an enemy who refuses redemption enfeebled 2, you can make it stupefied 2 for the same duration.
Player Core 2, page 94.
FEAT 6
A packed cloud of thundering boulders descends from the sky, beating down everyone in its path. The rain of stone falls in a cylinder 20 feet in diameter and 80 feet high, and the bottom must be within 120 feet of you. Each creature in the area takes 4d8 bludgeoning damage and might be pushed downward, 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 downward 40 feet without taking falling damage. If it reaches the bottom of the cylinder or the ground, the push ends. If the creature is pushed to the ground, it can't Fly, levitate, or otherwise leave the ground for 1 round.Critical Failure As failure, but double damage and the distance the creature is pushed is 80 feet.Level (+2) The damage increases by 1d8.
Rage of Elements, page 26.
Weighty Impact
FEAT 10
Your eidolon knocks enemies down. Choose one of the eidolon's unarmed attacks with the trip trait.
It gains the Knockdown action for that attack.
Secrets of Magic, page 71.
FEAT 5
Prerequisites focus pool, at least one innate spell from a kashrishi heritage or ancestry feat that shares a tradition with at least one of your focus spells
Frequency once per day
Your mind is a deep well of psychic potential. You regain 1 Focus Point, up to your usual maximum.
LOIL, page 44.
FEAT 5
Your detachable limbs offer flexibility. You Interact to remove your arm and wield it in the other one, increasing your reach by 5 feet for any one-handed weapon held in that arm. If your next action is a Strike with that weapon, creatures that were outside your reach that you can now hit are flat-footed against your first attack. You don't have a free hand while holding the arm. You can Interact to reattach the arm while holding it.
Book of the Dead, page 56.
Well-groomed
FEAT 9
You are fastidious about keeping yourself clean, whether licking your fur or carefully using traditional catfolk hygiene products, to salubrious effect. You gain a +1 circumstance bonus to saving throws against diseases. If you roll a success on a saving throw against a disease, you get a critical success instead.
Advanced Player’s Guide, page 11.
Well-Groomed
FEAT 5
You are fastidious about keeping clean. You gain a +2 circumstance bonus to saving throws against diseases. If you roll a success on a saving throw against a disease, you get a critical success instead. If you have a different ability that would improve the save in this way (such as the battle hardened fighter class feature), if you roll a critical Failure on the save you get a Failure instead.
Well-met Traveler
FEAT 1
You have seen people from so many walks of life in your travels that you naturally adopt a pleasant and affable demeanor when meeting others. You are trained in Diplomacy. If you would automatically become trained in Diplomacy (from your background or class, for example), you instead become trained in a skill of your choice.
In addition, you gain the Hobnobber skill feat.
Advanced Player’s Guide, page 10.
Well-Met Traveler
FEAT 1
You naturally adopt a pleasant and affable demeanor when meeting others. You are trained in Diplomacy. If you would automatically become trained in Diplomacy (from your background or class, for example), you instead become trained in a skill of your choice.
In addition, you gain the Hobnobber skill feat.
Well-versed
FEAT 1
You're resilient to performative influences that aren't your own. You gain a +1 circumstance bonus to saving throws against effects with the auditory, illusion, linguistic, sonic, or visual traits.
This feat leads to: Educate Allies.
Advanced Player’s Guide, page 112.
Well-Versed
FEAT 1
You're resilient to performative influences that aren't your own. You gain a +single gate circumstance bonus to saving throws against effects with the auditory, illusionist, linguistic, sonic, or visual traits.
Player Core 1, page 101.
Wellspring Control
FEAT 4
Prerequisites Wellspring Mage Dedication
When you generate a wellspring surge, roll twice on Table 5–2 and take the result of your choice. This doesn't apply when you cause another creature to generate a wellspring surge.
Secrets of Magic, page 249.
Wellspring Mage Dedication
FEAT 2
Prerequisites wellspring magic
There's no longer a limit on how many temporary spell slots you can gain per day from wellspring magic.
Special You can't select another dedication feat until you gain two other feats from the wellspring mage archetype.
This feat leads to: Interfering Surge, Urgent Upwelling, and Wellspring Control.
Secrets of Magic, page 249.
FEAT 8
Prerequisites Time Mage Dedication
Rather than conjuring creatures from elsewhere in the world or the planes, you can temporarily pull a much different version of yourself from an alternate timeline—for instance, instead of summoning a generic or random troll with summon giant, you summon a troll version of yourself from a timeline where you're a troll. If your next action is to Cast a Spell that summons a creature, that creature is another version of you. This creature remains the type of creature you summoned and has largely the same abilities (plus the following adjustments), but it clearly resembles you, likely sharing some distinguishing features, such as mannerisms, speech patterns, tattoos, or clothing. The summoned creature gains a +1 status bonus to any skill check in which you're trained, a +2 status bonus if you're an expert, a +3 status bonus if you're a master, or a +4 status bonus if you're legendary. The creature also takes a –2 penalty to all skills in which you're untrained.
Dark Archive, page 185.
Wheedle And Jig
FEAT 9
You make capering motions and silly sounds to captivate onlookers. You can cast enthrall as a 3rd-level arcane innate spell once per day.
LOTGB, page 65.
FEAT 14
Prerequisites Monastic Weaponry
You enter a mindful stance that creates a deep connection between you and your monk weapons, allowing you to manipulate them with your ki even at a distance. All melee monk weapons you wield with the finesse trait gain the thrown 10 feet trait (unless they already have the thrown trait with a greater range)
Once you've made a thrown Strike with such a weapon, you can use the precision of your throw to make additional strikes with it, even from a distance. Start from the space of the previous Strike's target to determine the range increment and whether the new target has cover. At the end of your turn, the thrown weapon flies directly back to you in a straight line. If a solid barrier blocks its path, it falls to the ground after hitting the barrier.
Advanced Player’s Guide, page 130.
FEAT 14
Prerequisites Monastic Weaponry
You enter a mindful stance that creates a deep connection between you and your monk weapons, allowing you to manipulate them with your qi, even at a distance. All melee monk weapons you wield with the finesse trait gain the thrown 10 feet trait (unless they already have the thrown trait with a Greater range).
Once you’ve made a thrown Strike with such a Weapon, you can use the precision of your throw to make additional Strikes with it, even from a distance. Start from the space of the previous Strike’s target to determine the range increment and whether the new target has cover. At the end of your turn, the thrown Weapon flies directly back to you in a straight line. If a solid barrier blocks its path, it falls to the ground after hitting the barrier.
Player Core 2, page 126.
FEAT 4
A whirling grindstone made of flint appears in an unoccupied square within 30 feet. The grindstone shreds flesh and shoots sparks. Attempt an impulse attack roll against the AC of a creature adjacent to the grindstone. On a hit, the creature takes 2d6 slashing damage and 1d6 fire damage (or double damage on a critical hit). The grindstone lasts until the end of your next turn, and you can Sustain the impulse up to 1 minute. On subsequent turns, the first time you Sustain the impulse that turn, you can roll the grindstone up to 20 feet and can repeat the attack.
A creature within reach of the grindstone can Interact with it to sharpen a metal weapon. This grants a +2 circumstance bonus to the next damage roll made with that weapon within 1 minute.
Level (+5) The grindstone's damage increases by 1d6 slashing and 1d6 fire, and the bonus to weapons increases by 1.
Rage of Elements, page 36.
FEAT 14
Prerequisites Pistol Phenom Dedication
Requirements You're wielding a loaded one-handed firearm and a one-handed melee weapon.
You fire your gun while throwing off a target's balance with your melee weapon. Then, you topple your foe to the ground with the quick orchestrated combination. You don't need to use brute force to do so, or even necessarily to hit with your gunshot; the effect is all about performing perfectly and eliminating your target's movements and options, leaving them no choice but to fall.
Make a ranged firearm Strike against a creature within the reach of your melee weapon and then attempt a Performance check against the creature's Reflex DC. If the Strike critically succeeds, the target takes a –2 circumstance penalty to its Reflex DC against this check. The Performance check has the following effects.
Critical Success The target falls and lands prone. It takes 2d6 bludgeoning damage from the fall.Success The target falls and lands prone.Critical Failure Your plans backfired on you, and you're forced to drop your melee weapon in your space.Guns & Gears, page 137.
FEAT 6
Requirements You have a creature grabbed or restrained.
You propel your grabbed or restrained foe a great distance. You can throw the creature any distance up to 10 feet, plus 5 feet × your Strength modifier. If you successfully throw the creature, it takes bludgeoning damage equal to your Strength modifier plus 1d6 per 10 feet you threw it.
Attempt an Athletics check against the foe's Fortitude DC. You take a –2 circumstance penalty to your check if the target is one size larger than you and a –4 circumstance penalty if it's larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it's smaller than that.
Critical Success You throw the creature the desired distance and it lands prone.Success You throw the creature the desired distance.Failure You don't throw the creature.Critical Failure You don't throw the creature, and it's no longer grabbed or restrained by you.Core Rulebook, page 162.
FEAT 6
Requirements You have a creature grabbed or restrained.
You propel your enemy away. Attempt an Athletics check against your check if the target is one size larger than you and a –4 circumstance penalty if it’s larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it’s smaller than that.
Critical Success You throw the creature any distance up to 10 feet, plus 5 feet × your Strength modifier. It takes bludgeoning damage equal to your Strength modifier plus 1d6 per 10 feet you threw it. If you threw the target at least 10 feet and into a solid obstacle, use the maximum distance you could have thrown it to calculate the damage. The creature falls prone.
Success As critical success, but the creature doesn’t fall prone.
Failure You don’t throw the creature.
Critical Failure You don’t throw the creature, and it’s no longer grabbed or restrained by you.
Player Core 2, page 123.
FEAT 20
Prerequisites Spellstrike
Requirements Your Spellstrike is charged.
You combine the might of a multitarget spell with a whirling flurry of attacks. You use Spellstrike, making a melee Strike against each enemy within your reach instead of against one enemy. If your spell can affect multiple targets, your spell affects all foes you hit, not just the first target, up to the spell's normal maximum targets. If you Strike more foes than the spell could target, choose which foes are affected by the spell. Each attack counts toward your multiple attack penalty but doesn't increase your penalty until you've made all your attacks.
If you use Expansive Spellstrike to Spellstrike with an area spell, apply the area as described in Expansive Spellstrike, choosing one of the creatures you Strike to determine the area and whether the spell fails due to a critically failed Strike. If you use Expansive Spellstrike to Spellstrike with a targeted spell, each creature you critically fail to Strike is unaffected by the spell, but the spell isn't lost completely from a single critical failure.
You can use this activity with only melee Strikes, even if you have the starlit span hybrid study or a similar ability.
Secrets of Magic, page 49.
FEAT 10
Prerequisites Staff Acrobat Dedication, expert proficiency in your staff
Requirements You are wielding your staff, which must have the parry trait.
You use your staff as a defensive implement as well as an offensive one. You gain a +2 circumstance bonus to AC as long as you remain in this stance.
Extinction Curse #1: The Show Must Go On, page 75.
FEAT 14
You attack all nearby adversaries. Make a melee Strike against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.
Core Rulebook, page 93.
FEAT 14
You attack all nearby adversaries. Make a melee Strike against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.
Core Rulebook, page 153.
FEAT 14
You lash out in a blur of motion, attacking all nearby adversaries. Make a melee Strike against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but you do not increase your penalty until you have made all your attacks.
Player Core 1, page 150.
FEAT 14
You attack all nearby adversaries. Make a melee Strike against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but don’t increase your penalty until you have made all your attacks.
Player Core 2, page 84.
Whirlwind Toss
FEAT 20
Prerequisites Collateral Thrash
Requirements You have a foe grabbed.
You whirl a foe to smash into all nearby creatures before throwing them far away in imitation of the techniques of your rival, Ran-To. You Thrash. During this Thrash, your Collateral Thrash feat applies to all foes adjacent to you.
You can then throw the grabbed creature 10 feet, where they fall prone.
If the foe you choose for Collateral Thrash is also adjacent to you, they attempt only one save and take the damage only once.
Fists of the Ruby Phoenix #3: King of the Mountain, page 77.
FEAT 18
Prerequisites Collateral Thrash
You whirl a foe to smash into all nearby creatures before throwing them far away. You Thrash. During this Thrash, your Collateral Thrash feat applies to all other enemies adjacent to you. You can then throw the grabbed creature 10 feet, where they fall prone.
If the enemy you choose for Collateral Thrash is also adjacent to you, it attempts only one save and takes the damage only once.
Player Core 2, page 85.
FEAT 1
You speak in a whisper, a soft wind carrying your words far away.
This has the effect of the message spell with a range of 500 feet, and it can target only a creature surrounded by air. If you start your message with the target's name, you and the target don't need to be able to see each other, nor do you need line of effect.
Level (14th) The range is planetary plus the Plane of Air.
Level (4th) The range is 1 mile.
Rage of Elements, page 24.
Whispering Steps
FEAT 8
Your spell leaves a lingering connection between you and a creature—one through which you can nudge the creature's mind this way or that. The amped cantrip must take 2 or more actions to cast, target one or more creatures, and either require a spell attack roll or have a saving throw. Use this amp in place of the psi cantrip's normal amp entry. Amp Choose one enemy who is a target of the spell. If that enemy fails its save or the spell hits it, you whisper in the creature's mind, forcing it to Step in a direction of your choosing; as this is forced movement, you can't force the creature to Step into hazardous terrain, off a ledge, or the like. After it Steps, the creature becomes temporarily immune to this amp for 24 hours.
Dark Archive, page 27.
FEAT 1
Voices whisper to you how to best lay a creature low. You target one creature within 60 feet; if it has any weaknesses, you learn them, as well as which of its saving throw modifiers is lowest.
You also come to understand its movements, gaining a +2 status bonus to your next attack roll (or skill check made as part of an attack action) against that foe before the end of your turn. The target is then temporarily immune for single gate day.
Player Core 2, page 138.
Whitecape
FEAT 1
You're shorter and wider than many vanaras of your heritage, and the hair on your shoulders and your head is particularly thick and luxurious, like a majestic cape. This hair grows back supernaturally quickly if shorn. You gain the Steady Balance skill feat, even if you aren't trained in Acrobatics, and you can Step into difficult terrain caused by uneven ground.
Special You can take this feat only at 1st level, and you can't retrain out of or into this feat.
LOIL, page 55.
Whodunnit?
FEAT 8
Frequency once per day
You carefully consider your case and narrow down some of the details. When you Pursue a Lead, you can spend 10 minutes instead of 1 minute to ask two questions of the GM as you complete the activity. The GM must answer truthfully with "yes" or "no," though if the answer would be misleading or have no practical application to your investigation the GM can answer "immaterial." You can't use Whodunnit? more than once for the same lead, even across different days.
Your questions must come from the following list, applying to either the creature or the clue you found:
Advanced Player’s Guide, page 63.
Whodunnit?
FEAT 8
Once per day. You carefully consider your case and narrow down some of the details. When you Pursue a Lead and learn there’s a larger mystery, you can ask two questions related to your can answer “immaterial.” You can’t use Whodunnit? more than once for the same lead, even across different days.
Your questions must come from the following list, applying to the detail that spurred your investigation.
• Was this clue left by a [creature trait]? (Choose a creature trait such as humanoid, undead, or dwarf; this trait must be accurate as of the time the clue was left.) • Was this clue left within the last hour?
• Was this clue left within the last day?
• Was the creature that left this Clue In a heightened emotional state when it left the clue?
• Did anyone attempt to conceal this clue?
Player Core 2, page 109.