60 feats, from Waking Dream to Water Step.
Waking Dream · Walk on the Wind · Walk The Plank · Walk The Plank · Walk Through the Conflagration · Wall Jump · Wall Jump · Wall Run · Wall Run · Wandering Form · Wandering Heart · Wandering Oasis · Wandering Oasis · Wandering Thoughts · War Conditioning · War Conditioning · Ward Against Corruption · Ward Casting · Ward Medic · Ward Medic · Ward Mind · Ward Slumber · Warden's Boon · Warden's Focus · Warden's Guidance · Warden's Step · Warden's Wellspring · Warden’s Boon · Warden’s Focus · Warden’s Guidance · Warden’s Reload · Warden’s Step · Warding Light · Warding Rune · Warning Shot · Warp Likeness · Warp Space · Warped Constriction · Warped Reflection · Warpriest's Armor · Warren Digger · Warren Friend · Warren Navigator · Wary Disarmament · Wary Disarmament · Wary Skulker · Wary Skulker · Wash Out · Watch And Learn · Watch Your Back · Watch Your Back · Watchful Gaze · Watchful Halfling · Watchful Halfling · Water Conjuration · Water Dancer · Water Nagaji · Water Sprint · Water Sprint · Water Step
Waking Dream
FEAT 8
Prerequisites Sleepwalker Dedication
While in your trance, you can blur the line between dreams and reality for others. You gain the waking dream focus spell, which you can use only while you're in a Daydream Trance.
You gain a pool of Focus Points with 1 Focus Point and you can Refocus by taking a nap for 10 minutes. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Wisdom.
Dark Archive, page 206.
Walk on the Wind
FEAT 16
Prerequisites You've been brought to 0 Hit Points by an enemy that has the air trait or an enemy's ability that has the air trait.
A flighty breeze follows you wherever you go, granting a dramatic flair to everything you do. You're light on your feet, your voice gains an airy quality that allows it to travel further than normal, and your clothing and hair rustle gently around you at all times. You can Stride at half your land Speed across calm air. If you attempt to carry another creature with you while walking on air, even if it's in an extradimensional space, you fall.
Dark Archive, page 57.
FEAT 8
Prerequisites Pirate Dedication
You frighten a foe into moving where you want them, traditionally demanding they walk the plank. Attempt to Demoralize an opponent; this check gains the incapacitation trait. On a success, in addition to the normal effects, you can also force the target to Stride up to its Speed. You choose the path the target takes, and it does so as part of your Walk the Plank action. You can't force the target to move into a harmful space (one where it will take damage, fall, provoke reactions, or similar) unless the result of your check to Demoralize was a critical success. The target then becomes temporarily immune to Walk the Plank for 24 hours.
Advanced Player’s Guide, page 185.
FEAT 8
Prerequisites Pirate Dedication
You frighten a foe into moving where you want them, traditionally demanding they walk the plank. Attempt to Demoralize an opponent. On a success, in addition to the normal effects, you can also force the target to Stride up to its Speed immediately. You choose the path the target takes, but you can’t force it to move into an obviously harmful space (such as into hazardous terrain or a space where it would fall) unless your check was a critical success. As normal for forced movement, this movement doesn’t trigger reactions. The target then becomes temporarily immune to Walk the Plank for 10 minutes.
Player Core 2, page 209.
FEAT 14
You fall through your own kinetic gate, leaving behind an effigy of flame and reappearing majestically near another fire.
You instantly transport yourself, and any items you're wearing and holding, from your current space to a clear space within 120 feet you can observe that's adjacent to an open flame or a creature taking persistent fire damage. If this would bring another creature with you—even if you're carrying it in an extradimensional container—the action fails. A whorl of fire surrounds you in a 5-foot emanation either before you depart or after you arrive. Each creature in the area takes 4d6 fire damage with a basic Reflex save against your class DC.
Level (+3) The fire damage increases by 1d6.
Rage of Elements, page 29.
Wall Jump
FEAT 7
Prerequisites master in Athletics
You can use your momentum from a jump to propel yourself off a wall. If you're adjacent to a wall at the end of a jump (whether performing a High Jump, Long Jump, or Leap), you don't fall as long as your next action is another jump.
Furthermore, since your previous jump gives you momentum, you can use High Jump or Long Jump as a single action, but you don't get to Stride as part of the activity.
You can use Wall Jump only once in a turn, unless you're legendary in Athletics, in which case you can use Wall Jump as many times as you can use consecutive jump actions in that turn.
This feat leads to: Ricocheting Leap.
Core Rulebook, page 269.
Wall Jump
FEAT 7
Prerequisites master in Athletics
You can use your momentum from a jump to propel yourself off a wall. If you're adjacent to a wall at the end of a jump (whether performing a High Jump, Long Jump, or Leap), you don't fall as long as your next action is another jump. Your previous jump gives you momentum, letting you use High Jump or Long Jump as a single gate action, but you don't get to Stride as part of the activity.
You can use Wall Jump only once in a turn, unless you're legendary in Athletics, in which case you can use it as many times as you can use consecutive jump skill action in that turn.
FEAT 8
You defy gravity, traversing vertical planes as easily as the ground. Stride up to your Speed. You must start your movement on a horizontal surface. During this movement, you can run up vertical surfaces, like walls, at your full Speed. If you end the Stride off the ground, you fall after taking your next action or when your turn ends, whichever comes first (though you can Grab an Edge, if applicable). If you have Water Step or a similar ability, Wall Run lets you run along flimsy vertical surfaces, as well as vertical liquids, such as a waterfall.
Core Rulebook, page 163.
FEAT 8
You defy gravity, traversing vertical planes as easily as the ground. Stride up to your Speed. You must start your movement on a horizontal surface. During this movement, you can run up vertical surfaces, like walls, at your full Speed. If you end the Stride off the ground, you fall after taking your next action or when your turn ends, whichever comes first (though you can Grab an Edge, if applicable). If you have Water Step or a similar ability, Wall Run lets you run along flimsy vertical surfaces, as well as vertical liquids, such as a waterfall.
Player Core 2, page 124.
Wandering Form
FEAT 10
Prerequisites Untamed Form
You've learned to Cast your transformation magic more freely. When you Cast Untamed Form, you can modify the spell's duration from 1 minute to 10 minutes. If you do, you can Dismiss the spell.
Player Core 1, page 133.
Wandering Heart
FEAT 13
Prerequisites arctic elf, cavern elf, desert elf, woodland elf, or any other elf heritage based on adapting to an environment
While all elves adapt to their environments over time, you have traveled so widely and become attuned to so many environs that your body now changes more rapidly than other elves. After spending a week in an environment associated with an elf heritage (such as snow for arctic elf, or a forest or jungle for woodland elf) your heritage automatically changes to become that heritage. This never causes you to change to an elf heritage that isn't related to an environment, such as ancient elf, seer elf, or whisper elf.
LOCG, page 27.
Wandering Oasis
FEAT 12
Prerequisites master in Survival
You're surrounded by soothing energy. You and allies within 60 feet of you are protected from severe environmental heat and cold. If you're legendary in Survival, you and those allies are also protected from extreme environmental heat and cold.
Advanced Player’s Guide, page 125.
Wandering Oasis
FEAT 14
You emanate an aura of natural energy that protects against the elements. You and allies within 10 feet gain resistance equal to your Wisdom modifier to acid, cold, electricity, and fire damage, and you lose the need to eat, drink, or breathe.
Player Core 1, page 133.
FEAT 16
Frequency once per round
Requirements You used your most recent action to Cast a Spell.
When your Psyche is Unleashed, each burst of magic you cast also folds space around you, and you travel through one of those folds. You teleport 15 feet to a square you can see.
Dark Archive, page 29.
War Conditioning
FEAT 13
You have extensive training in remote environments, allowing you to move through these areas easily. When you gain this feat, you can choose to gain either a climb Speed of 20 feet or a swim Speed of 20 feet.
LOAG, page 36.
War Conditioning
FEAT 13
You have extensive training in remote environments, allowing you to move through these areas easily. When you gain this feat, you can choose to gain either a Climbing Speed of 20 feet or a Swimming Speed of 20 feet.
Ward Against Corruption
FEAT 5
Your soul is warded against the power of undeath and plague, as well as that of the evil former psychopomps known as sahkils. You gain a +1 circumstance bonus to saving throws against death effects, disease, and all effects from undead or sahkils. This bonus increases to +2 against an undead or sahkil's death effect or disease.
Advanced Player’s Guide, page 38.
FEAT 10
Prerequisites Kostou Dedication, Steady Spellcasting
Trigger You attempt a flat check for Steady Spellcasting, but you haven't rolled yet.
You carefully ward your spell by drawing from a mantle of magical energy you prepared to protect your casting, increasing your chance of retaining the spell. You reduce the DC of the flat check for Steady Spellcasting from 15 to 10.
LOCG, page 114.
Ward Medic
FEAT 2
Prerequisites expert in Medicine
You've studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you're a master in Medicine, you can treat up to four targets, and if you're legendary, you can treat up to eight targets.
Core Rulebook, page 269.
Ward Medic
FEAT 2
Prerequisites expert in Medicine
You've studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you're a master in Medicine, you can treat up to four targets, and if you're legendary, you can treat up to eight targets.
FEAT 16
Prerequisites Tokaikral Dedication
Trigger Your turn ends.
Requirements You're currently affected by a mental effect that you gained by failing, but not critically failing, a saving throw.
To protect the knowledge within your mind from intrusion or erasure, you ward yourself against a mental attack, temporarily delaying its effects. Until the end of your next turn, you ignore a single mental effect that meets the requirement.
You can suppress a particular effect using Ward Mind or Cognitive Loophole (Core Rulebook 188) only once, even if you have both feats.
Special You can use this reaction even if the mental effect prevents you from using reactions.
LOPSG, page 46.
Ward Slumber
FEAT 12
Prerequisites Sleepwalker Dedication
Just before going to sleep, you can perform a 10-minute ward to protect the slumber of up to eight creatures within 30 feet of you. All creatures affected by the ritual gain a +4 status bonus on saving throws against nightmare, a night hag's dream haunting, or other effects influencing dreams (such as those provided by this archetype) until your next daily preparations.
They heal double the usual amount of Hit Points from resting.
Dark Archive, page 207.
FEAT 8
By pointing out vulnerabilities, you grant the benefits listed in Hunt Prey and your hunter's edge benefit to an ally until the end of their next turn. Depending on whether you call out or use gestures, this action gains either the auditory or visual trait.
This feat leads to: Shared Prey and Triple Threat.
Core Rulebook, page 174.
Warden's Focus
FEAT 12
Prerequisites warden spells
Your connection with your surroundings grows deeper as you focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.
Advanced Player’s Guide, page 133.
Warden's Guidance
FEAT 14
You can convey your prey's location to your allies, no matter how well hidden it is. As long as your hunted prey is observed by you, all your allies who roll failures and critical failures when Seeking it get a success instead. Your allies need to be able to see or hear you to gain this benefit. You have to be able to call out or use gestures for your allies to get this benefit.
Core Rulebook, page 176.
Warden's Step
FEAT 10
Prerequisites master in Stealth
You can guide your allies to move quietly through the wilderness. When you Sneak during exploration in natural terrain, you can designate any number of your allies to gain the benefits as if they were using that activity during that exploration. This requires no action on their part.
Core Rulebook, page 175.
Warden's Wellspring
FEAT 18
Prerequisites warden's focus
You command unparalleled focus when you commune with the world around you. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.
Advanced Player’s Guide, page 133.
FEAT 8
You point out vulnerabilities present in your hunted prey, granting the benefits listed in hunted prey and your hunter’s edge to an ally until the end of their next turn. Depending on whether you call out or use gestures, this action gains either the auditory or visual trait.
Player Core 1, page 161.
Warden’s Focus
FEAT 12
Prerequisites warden single spell
Your connection with your surroundings deepens and expands, allowing you to draw in more of Nature’s primal power as you focus. When you Refocus, you regain all your Focus Points instead of single gate.
Player Core 1, page 162.
Warden’s Guidance
FEAT 14
You convey your prey’s location to your allies with a series of careful words or gestures. As long as your hunted prey is observed by you, all your allies who roll failures and critical failures when Seeking it get a success instead. Your allies need to be able to see or hear you to gain this benefit. You have to be able to call out or make visible gestures for your allies to get this benefit.
Player Core 1, page 162.
FEAT 16
Requirements Your last action or activity this turn was to Cast a warden spell.
Once per round.Your mastery of magic and weapons like the crossbow allow you to wield both with equal ease. Interact to reload 1 a Weapon you are currently wielding.
Player Core 1, page 163.
Warden’s Step
FEAT 10
Prerequisites master in Stealth
You can guide your allies to move quietly through the wilderness. When you Avoid Notice during exploration in natural terrain, you can designate any number of your allies to gain the benefits as if they were using that activity during that exploration. This requires no action on their part.
Player Core 1, page 161.
Warding Light
FEAT 4
Prerequisites Bright Lion Dedication
You gain a tattoo that serves as a special ward to defend you against Triafitan's forces.
The tattoo allows you to cast the light cantrip as a divine innate spell at will. The cantrip is heightened to a spell level equal to half your level rounded up. If you die, the tattoo immediately casts gentle repose on your corpse, heightened to the same spell level.
LOL, page 101.
Warding Rune
FEAT 6
Prerequisites Runescarred Dedication
Your runes provide a warding effect that protects you against a specific school of magic. Choose a school of magic other than divination. You gain a rune on your body corresponding to that school, and you gain a +2 circumstance bonus to all saving throws against effects of that school.
LOWG, page 119.
FEAT 2
Prerequisites trained in Intimidation
Requirements You're wielding a loaded firearm.
Who needs words when the roar of a gun is so much more succinct? You attempt to Demoralize a foe by firing your weapon into the air, using the firearm's maximum range rather than the usual range of 30 feet. This check doesn't take the –4 circumstance penalty if the target doesn't share a language with you.
Guns & Gears, page 112.
FEAT 5
Prerequisites Morph-Risen
Frequency once per minute
Requirements You hit a creature with a melee Strike on your last action.
You channel some of your own nature through your blow, temporarily warping your target's form to resemble your own. The creature you hit must attempt a Fortitude save against the higher of your class DC or spell DC.
Critical Success The target is unaffected.Success The target resists the effect but its form twists in the process. It's clumsy 1 until the end of its next turn.Failure The target's body briefly warps to resemble yours. It's clumsy 1 until the end of its next turn and sickened 1.Critical Failure The target's body warps to resemble yours for a significant time. It's clumsy 1 for 1 minute and sickened 2.Dark Archive, page 121.
Warp Space
FEAT 2
You use your magic to bend space, causing your spell to strike from a strange vector. Use this amp in place of a psi cantrip's normal amp entry. The amped psi cantrip must have a range.
Amp Choose a square within 30 feet to which you have line of effect and line of sight. Determine your spell's line of effect and line of sight from there, as well as whether creatures have cover against the spell. The spell can exceed its normal range as measured from you, as long as it's within its normal range from the square you chose.
Dark Archive, page 24.
FEAT 8
Prerequisites Living Vessel Dedication, your entity is an aberration or outer entity
Requirements You have a foe grabbed or restrained.
The entity inhabiting your body is an aberrant being with unfathomable motivations, and when you hold a foe close, tendrils and tentacles unfurl from your body to crush your foe and pollute it with alien wrongness. Your grabbed or restrained foe takes bludgeoning damage equal to your level and mental damage equal to your highest mental ability modifier. The creature attempts a basic Will save that applies to both types of damage and uses the higher of your class DC or spell DC.
Dark Archive, page 141.
FEAT 1
Frequency once per minute
Due to your origins, your form is more flexible than most. You shift your appearance to resemble a creature within 30 feet but with an unsettling, horrifying twist. Though this transformation is momentary, witnessing it gives the target deep existential dread. It must succeed at a Will save against the higher of your class DC or spell DC or become frightened 1 (frightened 2 on a critical failure) and be stupefied 1 as long as the frightened condition lasts. Once you've used Warped Reflection against a creature, it's temporarily immune for 24 hours.
Dark Archive, page 120.
Warpriest's Armor
FEAT 2
Prerequisites warpriest doctrine
Your training has helped you adapt to ever-heavier armor. You are trained in heavy armor. Whenever you gain a class feature that grants you expert or Greater proficiency in medium armor, you also gain that proficiency in heavy armor. You treat armor you wear of 2 Bulk or higher as though it were single gate Bulk lighter (to a minimum of single gate Bulk).
Player Core 1, page 116.
Warren Digger
FEAT 13
You've learned to put your sturdy claws to work digging through the earth. You gain a burrow Speed of 15 feet.
Advanced Player’s Guide, page 23.
Warren Friend
FEAT 1
You're adept at making contact with other gikhagrorn. When you arrive at a new settlement, you automatically find the nearest ratfolk enclave by spending 1 day of downtime searching, provided one exists and its members aren't actively hiding from you. Once you've made contact, you gain a +1 circumstance bonus to Gather Information and Earn Income in the settlement.
LOAG, page 55.
Wary Disarmament
FEAT 2
Prerequisites expert in Thievery
If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.
Core Rulebook, page 269.
Wary Disarmament
FEAT 2
Prerequisites expert in Thievery
If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.
Wary Skulker
FEAT 9
Ever alert, you scout for danger even when you are trying to stay hidden. You can perform the Scout exploration activity at the same time as the Avoid Notice exploration activity.
Advanced Player’s Guide, page 11.
Wary Skulker
FEAT 9
You can Perform the Scout exploration activity at the same time as the Avoid Notice exploration activity.
Wash Out
FEAT 1
Toxins seep out of your artificial body quickly. Each time you succeed at a Fortitude save against an ongoing poison, you reduce its stage by 2, or by 1 against a virulent poison. Each critical success you achieve against an ongoing poison reduces its stage by 3, or by 2 against a virulent poison.
LOTGB, page 64.
FEAT 4
Prerequisites Vofalai Agent Dedication
Trigger An ally you can see succeeds or critically succeeds at a Strength- or Dexterity-based skill check, using a skill in which you are untrained.
Vofalai agents serve as members of diverse teams with complementary skill sets. You are practiced at following the example of a more skilled ally to accomplish a wide variety of tasks. For the next minute you can add your level as a proficiency bonus to the observed skill check, even though you are untrained. This does not allow you to attempt trained actions using that skill unless you would otherwise be able to do so.
LOPSG, page 41.
FEAT 6
Prerequisites trained in Intimidation
You menace the target, stoking their fears and drawing their attention. Attempt an Intimidation check against the Will DC of a target within 30 feet. If you succeed, for 1 minute, that target gains a +2 status bonus to Perception checks against you, but they take a –2 status penalty to Will saves against fear effects.
Advanced Player’s Guide, page 135.
FEAT 6
Prerequisites trained in Intimidation
You menace the target, stoking their fears and drawing their a target within 30 feet. If you succeed, for single gate minute, that target gains a +2 status bonus to Perception checks against you, but it takes a –2 status penalty to Will saves against fear effects.
Player Core 1, page 173.
FEAT 1
You use your many eyes to look in all directions at once, making you extremely observant for a short period of time. You gain all-around vision until the start of your next turn. This lets you see in all directions and prevents you from being flanked.
This feat leads to: Constant Gaze.
LOME, page 117.
Watchful Halfling
FEAT 1
Your communal lifestyle causes you to pay close attention to the people around you, allowing you to more easily notice when they act out of character. You gain a +2 circumstance bonus to Perception checks when using the Sense Motive basic action to notice enchanted or possessed characters. If you aren't actively using Sense Motive on an enchanted or possessed character, the GM rolls a secret check, without the usual circumstance and with a –2 circumstance penalty, for you to potentially notice the enchantment or possession anyway.
In addition to using it for skill checks, you can use the Aid basic action to grant a bonus to another creature's saving throw or other check to overcome enchantment or possession.
As usual for Aid, you need to prepare by using an action on your turn to encourage the creature to fight against the effect.
Core Rulebook, page 52.
Watchful Halfling
FEAT 1
You pay close attention to the people around you, allowing you to more easily notice when they act out of character. You gain a +2 circumstance bonus to Perception checks when using the Sense Motive basic action to notice enchanted or possessed characters. If you aren't actively using Sense Motive on an enchanted or possessed character, the GM rolls a secret check, without your usual circumstance bonus, for you to potentially notice the enchantment or possession anyway.
In addition to using it for skill checks, you can use the Aid basic action to grant a bonus to another creature's saving throw or other check to overcome enchantment or possession. As usual for Aid, you need to prepare by using an action on your turn to encourage the creature to fight against the effect.
Water Conjuration
FEAT 5
You carry the ocean with you wherever you go. You can cast create water as a primal innate spell once per day. Each time you cast create water, you choose if you create fresh water or salt water.
LOAG, page 15.
Water Dancer
FEAT 9
You glide through the water with graceful ease. When in an aquatic or swamp environment, you ignore the effects of non-magical difficult terrain. In addition, swimming up or down isn't difficult terrain for you.
LOAG, page 15.
Water Nagaji
FEAT 1
Much like a water naga, you've formed a connection to a sacred or pristine body of water, either as a home or a place to protect. You gain the Breath Control general feat as a bonus feat and a swim Speed of 10 feet.
LOIL, page 49.
Water Sprint
FEAT 7
Prerequisites master in Athletics
Experience and training have taught you that water has just enough surface tension for a master sprinter to traverse the surface. When you Stride in a straight line, if you move at least half your Speed over ground, you can move any amount of the remaining distance across a level body of water. If you don't end your Stride on solid ground, you fall into the water.
If you're legendary in Athletics, as long as you start on solid ground, any part of your Stride can cross the water's surface, even if you aren't moving a straight line, though you still fall into the water if you don't end your movement on solid ground.
Advanced Player’s Guide, page 209.
Water Sprint
FEAT 7
Prerequisites master in Athletics
Experience and training have taught you that water has just enough surface tension for a master sprinter to traverse the surface. When you Stride in a straight line, if you move at least half your Speed over ground, you can move any amount of the remaining distance across a level body of water. If you don't end your Stride on solid ground, you fall into the water.
If you're legendary in Athletics, as long as you start on solid ground, any part of your Stride can cross the water's surface, even if you aren't moving a straight line, though you still fall into the water if you don't end your movement on solid ground.
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.
Core Rulebook, page 162.