Feats
Feats are categorized as combat, general, innate, magic, or skill. All other types are now just subcategories.
Feats are also organized into tiers. All feats have a tier equal to then number of things in their prerequisites: ability scores minimums, skill ranks, other feats, etc. Even if you meet the prerequisites, you can't gain a feat with a tier greater than half your level (rounded up).
Prerequisite attributes are always 10 + double tier of the feat and prerequisite skill ranks are double the tier of the feat.
Class Features
CLASS FEATURES AS FEATS
No bonuses granted by a class feature can exceed 3 + 1/3 class level (rounded down) and must always have a bonus type. If the class normally doesn't have a bonus type, the player must assign a bonus type based on the most appropriate thematically. This also applies to class features granted by racial traits or feats and applies to class features that allow you to apply one stat as bonus to another such as a Monk's AC bonus or Paladin's Divine Grace.
Eldritch Heritage — 4 RP
Grants limited bloodline powers; comparable to major scaling racial abilities.
Troth of the Forgotten Pharaoh — 3 RP
Highly flavorful death-trigger ability; niche but mechanically impactful.
Healer’s Hands — 3 RP
Major boost to Heal skill; strong in skill-based builds.
Signature Skill — 3 RP
Unlocks scaling skill abilities; comparable to strong skill-focus traits.
Flickering Step — 3 RP
Short-range teleport access; mobility effects are valuable.
Planar Infusion — 3 RP
Minor planar-themed scaling abilities.
Improved Planar Infusion — 4 RP
Upgraded planar benefits; more combat relevance.
Deific Obedience — 4 RP
Scaling SLA/boons over levels; strong but deity-locked.
Damnation (feat chain) — 4 RP
Immunities, resistances, and outsider traits; strong but thematic.
Breadth of Experience — 3 RP
Broad knowledge/profession bonuses; wide but low-impact numerically.
Childlike — 2 RP
Mostly social/disguise utility; situational.
Pass for Human — 2 RP
Social camouflage benefit; niche utility.
Brilliant Planner — 4 RP
Retroactive gear access; strong narrative flexibility.
Blundering Defense — 3 RP
Ally-protecting defensive option; useful but situational.
Branch Pounce — 3 RP
Charge/drop damage scaling; strong melee burst potential.
Stunning Irruption — 4 RP
Charge-through-wall with stun effect; powerful battlefield entry.
Possessed Hand — 2 RP
Minor utility; opens chain.
Hand’s Autonomy — 3 RP
Significant defensive/utility upgrade.
Hand’s Detachment — 4 RP
Independent scouting limb; very strong utility.
Unsanctioned Knowledge — 4 RP
Adds off-list spells; strong build flexibility.
Drunken Brawler — 3 RP
Temporary HP and saves; moderate scaling benefit.
Spawnlink — 4 RP
Remote vision/control via spawn; strong narrative power.
Unimpeachable Honor — 3 RP
Strong enchantment resistance mechanic.
Xenoglossy — 3 RP
Universal communication with skill check; broad utility.
Orator — 3 RP
Skill substitution for social checks; powerful in right builds.
Cosmopolitan — 3 RP
Two languages + two class skills; strong flexibility.
Scrutinize Spell — 3 RP
Identify enemy caster class + intimidate rider; strong meta utility.
Extreme Mood Swings — 2 RP
Minor morale boost with drawback.
Drunken Sing-Along — 2 RP
Flavorful, situational buff.
Drunken God’s Blessing — 3 RP
Stronger divine-themed drunken benefit.
Fast Learner — 3 RP
Extra HP/SP per level; solid scaling benefit.
Improvisation — 3 RP
Untrained skill competence bonus.
Improved Improvisation — 4 RP
Large untrained skill bonus scaling.