60 feats, from Clever Counterspell to Combination Finisher.
Clever Counterspell · Clever Counterspell · Clever Gambit · Clever Gambit · Clever Improviser · Clever Improviser · Clever Shadow · Climbing Claws · Climbing Claws · Climbing Tail · Clinch Strike · Clinch Strike · Cling · Cling · Clinging Climber · Clinging Shadows Initiate · Clinging Shadows Initiate · Cloak Of Poison · Clockwork Celerity · Clockwork Reanimator Dedication · Clone-Risen · Close Quarters · Close Quarters · Clotting Elixirs · Cloud Gazer · Cloud Jump · Cloud Jump · Cloud Step · Cloud Step · Cloud Walk · Clue Them All In · Clue Them All In · Coating Of Slime · Cobble Dancer · Cobra Envenom · Cobra Envenom · Cobra Stance · Cobra Stance · Coffin Bound · Cognitive Loophole · Cognitive Loophole · Cold Minded · Collapse · Collapse Armor · Collapse Construct · Collapse Wall · Collateral Thrash · Collateral Thrash · Combat Assessment · Combat Assessment · Combat Climber · Combat Climber · Combat Grab · Combat Grab · Combat Premonition · Combat Reading · Combat Reading · Combat Reflexes · Combination Finisher · Combination Finisher
Clever Counterspell
FEAT 12
Prerequisites Counterspell, Quick Recognition
You creatively apply your prepared spells to Counterspell a much wider variety of your opponents' magic. Instead of being able to counter a foe's spell with Counterspell only if you have that same spell prepared, you can use Counterspell as long as you have the spell the foe is casting in your spellbook. When you use Counterspell in this way, the prepared spell you expend must share a trait other than its tradition with the triggering spell. At the GM's discretion, you can instead use a spell that has an opposing trait or that otherwise logically would counter the triggering spell (such as using a cold or water spell to counter fireball or using remove fear to counter a fear spell)
Regardless of what spell you expend, you take a –2 penalty to your counteract check, though the GM can waive this penalty if the expended spell is especially appropriate.
Core Rulebook, page 212.
Clever Counterspell
FEAT 12
Prerequisites Counterspell, Quick Recognition (page 260)
You creatively apply your prepared single spell to Counterspell a much wider variety of your opponents’ magic. Instead of being able to counter a foe’s spell with Counterspell only if you have that same spell prepared, you can use Counterspell as long as you have the spell the foe is casting in your spellbook. When you use Counterspell in this way, you must still expend a prepared spell; the prepared spell you expend must share a trait with the triggering spell other than concentrate, manipulate, spell that has an opposing trait or that otherwise logically would counter the triggering spell (such as using a cold or water spell to counter fireball or using clear mind to counter a fear spell).
Player Core 1, page 204.
FEAT 2
Prerequisites mastermind racket
Trigger Your Strike critically hits and deals damage to a creature you've identified with Recall Knowledge.
Your battle tactics are aided by your assessment of your foes' capabilities, allowing you to instantly adjust your movements to maximum advantage. You Step or Stride; this movement doesn't trigger reactions from the triggering creature.
Advanced Player’s Guide, page 134.
FEAT 2
Prerequisites mastermind racket
Trigger Your Strike critically hits and deals damage to a creature you’ve identified with Knowledge.
Your battle tactics are aided by assessing your foe’s capabilities and range. You Step or Stride; this movement doesn’t trigger reactions from the triggering creature.
Player Core 1, page 171.
Clever Improviser
FEAT 5
You've learned how to handle situations when you're out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.
This feat leads to: Incredible Improvisation.
Core Rulebook, page 57.
Clever Improviser
FEAT 5
You've learned how to handle situations when you're out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill skill action that normally require you to be trained, even if you are untrained.
Clever Shadow
FEAT 5
You can perform simple Interact actions with your shadow, such as opening an unlocked door. Anything your shadow Interacts with must be within your reach. Your shadow can't perform actions that require significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items.
This feat leads to: Hefting Shadow.
LOAG, page 87.
Climbing Claws
FEAT 5
You can extend your claws to aid you in climbing. You gain a climb Speed of 10 feet.
Advanced Player’s Guide, page 10.
Climbing Claws
FEAT 5
You can extend your claws to Aid you in Climbing. You gain a Climbing Speed of 10 feet.
Climbing Tail
FEAT 1
Your tail makes it much easier for you to climb. You gain a +2 circumstance bonus to Athletics checks to Climb, you gain the Combat Climber skill feat, and you reduce the number of free hands required to Climb or Trip by one.
LOIL, page 55.
FEAT 6
Prerequisites Wrestler Dedication
Trigger A creature you had grabbed or restrained successfully Escapes
Your opponents can't slip your grasp without receiving further punishment. Make an unarmed melee Strike against the triggering creature.
LOTGB, page 127.
FEAT 6
Prerequisites Wrestler Dedication
Trigger A creature you had grabbed or restrained successfully Escapes.
Your opponents can’t slip your grasp without punishment.
Make an unarmed melee Strike against the triggering creature.
Player Core 2, page 223.
FEAT 9
Requirements Your last action was a successful Strike.
You hang onto a foe to harry them into submission. If your target moves while you're hanging onto it, you can choose to move with the target. The target is released if you choose not to move with it, at the start of your next turn, or if the target Escapes. Attempts to Escape from a Cling follow the rules for Escape, but use your Acrobatics DC and end the Cling instead of the conditions normally ended by the Escape action.
Special You can use this action without a free hand if your preceding Strike was made with your jaws or a similar unarmed attack you could use to hang on. The GM determines which unarmed attacks apply. Hanging on in this way prevents you from using that unarmed attack.
Advanced Player’s Guide, page 45.
FEAT 9
Requirements Your last action was a successful Strike and you have a free hand.
You hang onto a foe to harry them into submission. If your target is your size or larger, you attach yourself to the target in a space adjacent to it. You move with the target and are carried along with it if it moves. You are off-guard while clinging, and you must have a free hand to continue clinging (meaning you can't use that hand for attacks, casting single spell with somatic components, or anything else requiring a free hand). If you hit the target with another Strike while clinging to it, you don't need a free hand to continue clinging. Both you and the target can attempt to Escape; if either succeeds, you cease clinging and fall or land in an adjacent space (you choose).
While clinging, you can't use move skill action except to Release your grip and fall or to Climbing onto the target to Ride it (if it is at least two sizes larger than you). Whenever the target succeeds at an Athletics check to Climbing or Swimming, it must attempt a DC 8 flat check. On a Failure, the creature doesn't move at all and its action is wasted.
Clinging Climber
FEAT 4
Prerequisites Vampire Dedication, trained in Athletics
You climb like a spider. You gain a climb Speed of 15 feet.
Book of the Dead, page 58.
Clinging Shadows Initiate
FEAT 8
Prerequisites ki spells
You learn a mystical stance that transforms your ki into sticky smoke that shrouds your limbs, clinging to everything you touch. You gain the clinging shadows stance ki spell. Increase the number of Focus Points in your focus pool by 1. While entering the stance uses a ki spell, the shadow grasp attacks it grants are not, so you can use them as often as you like while in the stance.
Advanced Player’s Guide, page 129.
Clinging Shadows Initiate
FEAT 8
Prerequisites Qi single spell
You learn a mystical stance that transforms your qi into sticky smoke that shrouds your limbs. You gain the clinging shadows stance qi spell (page 258). While entering the stance is a qi spell, the shadow grasp attacks it grants are not, so you can use them as often as you like while in the stance.
Player Core 2, page 123.
FEAT 13
Frequency once per day
You secrete a cloak of concentrated poison that harms any who dare attack you. For 1 minute, any creature that touches you or damages you with an unarmed attack or melee weapon without the reach trait takes 3d6 poison damage.
LOAG, page 44.
FEAT 6
Prerequisites armor, construct, or weapon innovation
Trigger Your turn begins.
You can use unstable clockwork devices in your innovation to push your invention to act more quickly. You are quickened for this turn. How you can use the extra action depends on your innovation.
Guns & Gears, page 27.
Clockwork Reanimator Dedication
FEAT 2
Prerequisites trained in Crafting
You can animate corpses through cunning engineering. You gain a prototype construct companion to serve as a minion. Unlike normal construct companions, yours is a corpse animated by clockwork gears and technological prowess.
Special You can't select another dedication feat until you've gained two other feats from the clockwork reanimator archetype. If you retrain out of this feat, you lose the rituals learned from it.
This feat leads to: Advanced Reanimated Companion, Incredible Reanimated Companion, Paragon Reanimated Companion, Hijack Undead, Improved Hijack Undead, It's Alive!, Self-Destruct, Unwind Death, and Zombie Horde.
OoA3, page 78.
Clone-Risen
FEAT 1
You were formed from a clone ritual or alchemical experiment. Created as a vessel for another creature, you can suppress your sentience momentarily, making your mind harder to alter. You gain the Empty Vessel reaction.
This feat leads to: Replicate.
Dark Archive, page 120.
Close Quarters
FEAT 9
You've trained to fight with allies in tunnel warrens, dense undergrowth, or similarly cramped terrain. If you are Small or smaller, you can end your movement in the same square as a Small or smaller ally. No more than two creatures can share the same space when using this ability or a similar one.
LOAG, page 39.
Close Quarters
FEAT 9
If you're Small or smaller, you can end your movement in the same square as a Small or smaller ally. No more than two creatures can share the same space when using this ability or a similar one.
Clotting Elixirs
FEAT 2
Your restorative concoctions have a clotting effect on the drinker’s blood. When a living creature drinks an infused elixir with the healing trait that you have created, it can immediately attempt a
Player Core 2, page 63.
Cloud Gazer
FEAT 5
Your connection to air allows you to see through obscuring mists. You can see well enough through fog, mist, and clouds that would normally cause creatures to be concealed that you don't need to succeed at a flat check to target creatures benefiting from such concealment.
LOAG, page 115.
Cloud Jump
FEAT 15
Prerequisites legendary in Athletics
You unparalleled athletic skill allows you to jump impossible distances. Triple the distance you Long Jump (so you could jump 60 feet on a successful DC 20 check). When you High Jump, use the calculation for a Long Jump but don't triple the distance.
You can jump a distance greater than your Speed by spending additional actions when you Long Jump or High Jump. For each additional action spent, add your Speed to the limit on how far you can Leap.
Core Rulebook, page 260.
Cloud Jump
FEAT 15
Prerequisites legendary in Athletics
You unparalleled athletic skill allows you to jump impossible distances. Triple the distance you Long Jump (so you could jump 60 feet on a successful DC 20 check). When you High Jump, use the calculation for a Long Jump but don't triple the distance.
You can jump a distance Greater than your Speed by spending additional skill action when you Long Jump or High Jump. For each additional action spent, add your Speed to the limit on how far you can Leap.
Cloud Step
FEAT 16
Prerequisites legendary in Acrobatics
Using fantastic acrobatic skill, you can walk for brief stretches across insubstantial surfaces. When you Stride, you can move across water, air, and solid surfaces that can hold only limited weight as if they were normal ground. If you Stride over a trap with a weight-sensitive pressure plate, you don't trigger it. At the end of your turn, you sink, fall, break fragile surfaces, or trigger traps as normal for your current location.
Core Rulebook, page 188.
Cloud Step
FEAT 16
Prerequisites legendary in Acrobatics
Trigger traps as normal for your current location.
Using fantastic acrobatic skill, you can walk for brief stretches across insubstantial surfaces. When you Stride, you can move across water, air, and solid surfaces that can hold only limited weight as if they were normal ground. If you Stride over a trap with a weight-sensitive pressure plate, you don’t trigger it. At the end of your turn, you sink, fall, break fragile surfaces, or
Player Core 1, page 176.
Cloud Walk
FEAT 10
Prerequisites Dragon Disciple Dedication
Your growing link to cloud dragons has granted you the ability to walk on clouds. Once per hour, you can cast air walk on yourself as an innate arcane spell, but only to walk on clouds or fog.
Clue Them All In
FEAT 8
You can clue in all your allies at once. When you use the Clue In reaction, any of your allies who are attempting the same check to investigate a lead receive the circumstance bonus from Clue In. If you use this ability during an encounter, they must attempt their check within 1 round of when you Clued them In.
This feat leads to: Lead Investigator.
Advanced Player’s Guide, page 63.
Clue Them All In
FEAT 8
You can Clue In all your allies at once. When you use the Clue In reaction, any of your allies who are attempting the same check to investigate one of your active investigations receive the circumstance bonus from Clue In. If you use this ability during an encounter, they must attempt their check within single gate round of when you Clued them In.
Player Core 2, page 109.
Coating Of Slime
FEAT 9
An acidic ooze coats your limbs. Your unarmed attacks deal an additional 1d4 persistent acid damage on a critical hit.
LOAG, page 94.
Cobble Dancer
FEAT 13
You know how to take advantage of foes thrown off-balance by unstable flooring, loose cobblestones, or similar impediments. While in an outdoor urban environment, you can Step into difficult terrain and enemies in difficult terrain are flat-footed to you.
LOCG, page 45.
FEAT 10
Prerequisites Cobra Stance, expert in unarmed attacks
Frequency once per minute
Requirements You are in Cobra Stance.
You lash out with devious intent and the power to envenom your foe. Make a cobra fang Strike. Your reach with this Strike is 5 feet greater than normal. If this Strike hits, the target takes 1d4 persistent poison damage per weapon damage die.
Special If you have this feat, the circumstance bonus to Fortitude saves and Fortitude DC granted by Cobra Stance increases from +1 to +2.
Advanced Player’s Guide, page 129.
FEAT 10
Prerequisites Cobra stance, expert in unarmed attacks
Requirements You are in Cobra stance.
Once per minute. You slightly dislocate your joints to lash out with devious intent and the power to envenom your foe. Make a cobra fang Strike.
Your reach with this Strike is 5 feet Greater than normal. If this Strike hits, the persistent poison damage from your venomous trait increases to 1d4 persistent poison damage per Weapon damage die.
Special If you have this feat, the circumstance bonus to Fortitude saves and Fortitude DC granted by Cobra stance increases from +single gate to +2.
Player Core 2, page 124.
FEAT 4
You enter a tight stance, coiled up like a lashing cobra with your hands poised as venomous fangs. While in this stance, the only Strikes you can make are cobra fang unarmed attacks.
These deal 1d4 poison damage; are in the brawling group; and have the agile, deadly d10, finesse, nonlethal, poison, and unarmed traits.
While in Cobra Stance, you gain a +1 circumstance bonus to Fortitude saves and your Fortitude DC, and you gain poison resistance equal to half your level.
This feat leads to: Cobra Envenom.
Advanced Player’s Guide, page 128.
FEAT 4
You enter a tightly coiled stance, with your hands poised as venomous fangs. While in this stance, the only Strikes you can make are cobra fang unarmed attacks. These deal 1d4 piercing damage; are in the brawling group; and have the agile, deadly d10s, finesse, unarmed, and venomous (page 119) traits.
While in Cobra stance, you gain a +single gate circumstance bonus poison resistance equal to half your level.
Player Core 2, page 121.
Coffin Bound
FEAT 12
Prerequisites Vampire Dedication
You bind your spirit to a coffin filled with soil of your homeland, making it a place of recovery. If you rest inside your coffin for 10 minutes, you regain Hit Points equal to your Constitution modifier × half your level. You can still be healed in other ways during that time, though you're unconscious and therefore unable to heal yourself. The GM might allow you to Refocus while resting, depending on whether it's a type of Refocusing you can achieve while you slumber.
If you would be destroyed, you instead remain near death. This doesn't change your dying or wounded value, and you remain unconscious. After 1 hour, you're destroyed. If returned to your coffin before that hour is up, you avoid destruction; if you spend 1 hour resting in your coffin, you regain 1 HP and lose the dying and wounded conditions. You can't be healed in any other way when near death.
Your coffin can't heal you if you're staked through the chest. You can be staked only if unconscious, and it takes three actions. You lose all benefits of this feat if your coffin is destroyed or the soil is lost. You must procure a new coffin and fill it with soil of your homeland to restore the feat's function.
This feat leads to: Mist Escape.
Book of the Dead, page 59.
FEAT 16
Trigger Your turn ends.
Requirements You are currently affected by a mental effect that you gained by failing, but not critically failing, a saving throw.
You can find a loophole in a mental effect to temporarily overcome it. Until the end of your next turn, you ignore a single mental effect that meets the requirement. You can suppress a particular effect using Cognitive Loophole only once.
Special You can use this reaction even if the mental effect is preventing you from using reactions.
Core Rulebook, page 188.
FEAT 16
Trigger Your turn ends.
Requirements You are currently affected by a mental effect.
You can find a loophole in a mental effect to temporarily overcome it. Until the end of your next turn, you ignore a single gate mental effect. You can suppress a particular effect using Cognitive Loophole only once. You can’t use Cognitive Loophole to suppress an effect you chose to have affect you.
Special You can use this reaction even if the mental effect is preventing you from using reactions.
Player Core 1, page 176.
Cold Minded
FEAT 1
The subtle strands of beguiling magic leave little impression on your mind. You gain a +1 circumstance bonus to saving throws against emotion effects, and whenever you roll a success on a saving throw against an emotion effect, you get a critical success instead.
LOIL, page 48.
FEAT 1
Frequency once per 10 minutes
Trigger An enemy's Strike against you is a critical hit.
You collapse into a pile of bones, mitigating the worst of the damage you would have taken, and the triggering attack deals only the amount it would deal on a hit (typically full damage instead of double damage). Any other effects caused by a critical hit still occur. While collapsed, you're flat-footed and can't act except to Stand, which re-forms you into a skeleton in a standing position.
Book of the Dead, page 56.
FEAT 2
Prerequisites armor innovation
Requirements You are wearing your armor innovation, or holding it in both hands in its compact form (see text).
You've modified your armor innovation to collapse into a more compact form so you can don or remove it in an instant. If you're wearing your innovation when you Collapse your Armor, you remove it instantly, and it compresses into its compact form, which is held in both of your hands (if you don't have both hands available, it falls to the ground in an adjacent space). If you're holding your armor in compact form when you take this action, it unfolds back into its armor form onto your body.
In compact form, your armor innovation is easier to carry, with a Bulk 1 lower than the Bulk listed for it, to a minimum of light Bulk (carried armor normally has a Bulk 1 higher than listed in the armor entry).
Guns & Gears, page 25.
FEAT 2
Prerequisites construct innovation
You've modified your construct companion and built it out of light materials, enabling you to collapse it into a carrying case or other compact and innocuous form. Either your construct or you (if you're adjacent to it) can Collapse your Construct to turn it into its compact form or back into its normal form.
In compact form, your construct can't act but is easily carried, with a Bulk of 2 if it's Small, 4 if it's Medium, or 8 if it's Large. The compact form has wheels, so you can easily drag it behind you at half your Speed (rather than the usual slower Speed for dragging).
Guns & Gears, page 25.
FEAT 12
Prerequisites Demolitionist Dedication
Trigger A creature moves into the bombs' splash area.
Requirements You're within 30 feet of an area where you rigged bombs on a wall, cliff face, or similar vertical surface with Set Explosives or Demolition Charge
You detonate the required bombs in order to bring a wall down on a creature. If your bombs deal enough damage to reduce the wall's Hit Points below its Broken Threshold, the wall partially collapses on the creature. The creature takes bludgeoning damage equal to the damage dealt to the wall (basic Reflex save; the DC for this save is equal to your class DC or spell DC, whichever is higher). On a failure, they must spend an Interact action to dig themselves out of the collapse, and on a critical failure, they must spend 2 Interact actions to do so.
Guns & Gears, page 133.
Collateral Thrash
FEAT 16
Prerequisites Thrash
When you Thrash a grabbed foe, you smack that foe into another nearby. Another foe adjacent to the grabbed foe also takes your Thrash damage, with a basic Reflex save against your class DC.
This feat leads to: Whirlwind Toss.
Core Rulebook, page 93.
Collateral Thrash
FEAT 16
Prerequisites Thrash
You smack the foe you’re thrashing into someone else. When you Thrash, choose another enemy adjacent to the grabbed enemy. That enemy also takes your Thrash damage, with a
Player Core 2, page 84.
FEAT 1
You make a telegraphed attack to learn about your foe. Make a melee Strike. On a hit, you can immediately attempt a check to Recall Knowledge about the target. On a critical hit, you gain a +2 circumstance bonus to the check to Recall Knowledge. The target is temporarily immune to Combat Assessment for 1 day.
Advanced Player’s Guide, page 126.
FEAT 1
You make a telegraphed attack to learn about your foe. Make a melee Strike. On a hit, you can immediately attempt a check to Knowledge about the target. On a critical hit, you gain a +2 circumstance bonus to the check to Knowledge. The target is temporarily immune to Combat Assessment for single gate day.
Player Core 1, page 140.
Combat Climber
FEAT 1
Prerequisites trained in Athletics
Your techniques allow you to fight as you climb. You're not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.
Core Rulebook, page 260.
Combat Climber
FEAT 1
Prerequisites trained in Athletics
Your techniques allow you to fight as you Climbing. You're not off-guard while Climbing and can Climbing with a hand occupied. You must still use another hand and both legs to Climbing.
FEAT 2
Requirements You have one hand free, and your target is within reach of that hand.
You swipe at your opponent and grab at them. Make a melee Strike while keeping one hand free. If the Strike hits, you grab the target using your free hand. The creature remains grabbed until the end of your next turn or until it Escapes, whichever comes first.
Core Rulebook, page 146.
FEAT 2
Requirements You have one hand free, and your target is
within reach of that hand.
Using your prior attack to shift your opponent’s guard, you take another swing and Grab them. Make a melee Strike while keeping one hand free. If the Strike hits, you Grab the target using your free hand. The creature remains grabbed until the end of your next turn or until it Escapes, whichever comes first.
Player Core 1, page 141.
Combat Premonition
FEAT 12
Prerequisites Chronoskimmer Dedication
By narrowing your sense of the future, you can improve that of your allies. When you roll initiative, instead of stabilizing or destabilizing your own timestream, you can grant your allies a flash of insight into their future. Choose two allies. Those allies roll their initiative roll twice and take the better result; this is a fortune effect. You roll your initiative roll twice and take the worse result; this is a misfortune effect. The two effects are tied together: if you would avoid the misfortune effect for any reason, or if any of your allies would negate their fortune effect, your Combat Premonition does nothing.
Dark Archive, page 187.
FEAT 4
You use a performer's cold reading techniques, aura reading, and other tricks to discover your foe's strengths and weaknesses. The GM rolls a secret Occultism check for you against the Deception or Stealth DC (whichever is higher) of an enemy of your choice who is engaged in combat and isn't concealed from you, hidden from you, or undetected by you.
The GM might apply a penalty for the distance between you and the enemy. The enemy is then temporarily immune to your Combat Reading for 1 day.
Critical Success The GM chooses and tells you two of the following pieces of information about the enemy: which of the enemy's weaknesses is highest, which of the enemy's saving throws has the lowest modifier, one immunity the enemy has, or which of the enemy's resistances is highest. In the event of a tie, the GM should pick one at random.Success The GM chooses one piece of information from the above list to tell you about the enemy.Critical Failure The GM gives you false information (the GM makes up the information).Advanced Player’s Guide, page 112.
FEAT 4
You use a performer's cold reading techniques, aura reading, and other tricks to discover your foe's strengths and weaknesses. The GM rolls a secret Occultism check for you against the Deception or Stealth DC (whichever is higher) of an enemy of your choice who is not concealed from you, hidden from you, or undetected by you, and who is engaged in combat. The GM might apply a penalty for the distance between you and the enemy. The enemy is then temporarily immune to your Combat Reading for single gate day.
Critical Success The GM chooses and tells you two of the following pieces of information about the enemy: which of the enemy's weaknesses is highest, which of the enemy's saving throws has the lowest modifier, one immunity the enemy has, or which of the enemy's resistances is highest. In the event of a tie, the GM should pick one at random.Success The GM chooses one piece of information from the above list to tell you about the enemy.Critical Failure The GM gives you false information (the GM makes up the information).Player Core 1, page 102.
Combat Reflexes
FEAT 10
You are particularly swift at punishing foes who leave you openings. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to make an Attack of Opportunity.
Core Rulebook, page 150.
Combination Finisher
FEAT 6
You combine a series of attacks with a powerful finishing blow.
Your finishers' Strikes have a lower multiple attack penalty: –4 (or –3 with an agile weapon) if it's the second attack on your turn, or –8 (or –6 with an agile weapon) if it's the third or subsequent attack on your turn, instead of –5 and –10, respectively.
Advanced Player’s Guide, page 91.
Combination Finisher
FEAT 6
You combine a series of attacks with a powerful finishing blow.
Your finishers’ Strikes have a lower multiple attack penalty: –4 (or –3 with an agile Weapon) if it’s the second attack on your turn, or –8 (or –6 with an agile Weapon) if it’s the third or subsequent attack on your turn, instead of –5 and –10, respectively.
Player Core 2, page 166.