60 feats, from Instigate Psychic Duel to Iron Lung.
Instigate Psychic Duel · Instinct Ability · Instinct Ability · Instinctive Obfuscation · Instinctive Obfuscation · Instinctive Strike · Instinctive Strike · Instinctual Interception · Instructive Strike · Instrument Of Slaughter · Instrument Of Slaughter · Instrument Of Zeal · Instrument Of Zeal · Integrated Armament · Intense Implement · Intensify Investiture · Intercorporate · Interfering Surge · Internal Cohesion · Internal Compartment · Internal Respirator · Interrupt Charge · Interweave Dispel · Interweave Dispel · Intimidating Glare · Intimidating Glare · Intimidating Prowess · Intimidating Prowess · Intimidating Strike · Intimidating Strike · Intimidating Strike · Into The Fray · Into the Future · Intuitive Cooperation · Intuitive Crafting · Intuitive Illusions · Inured to Alchemy · Inured To The Heat · Inventive Offensive · Inventor · Inventor · Inventor Dedication · Investigate Haunting · Investigator Dedication · Investigator Dedication · Investigator's Stratagem · Investigator’s Stratagem · Invigorating Elixir · Invigorating Mercy · Invincible Mutagen · Inviolable · Invisible Trickster · Invoke Disaster · Invoke Disaster · Invoke The Crimson Oath · Invoke The Elements · Invulnerable Juggernaut · Invulnerable Rager · Iron Fists · Iron Lung
FEAT 12
Prerequisites Psychic Duelist Dedication
Frequency once per day
You attempt to enter a psychic duel with a creature within 100 feet. The target can attempt a Will save against the higher of your spell DC or class DC. If it enters the duel willingly, use the result for a critical failure.
Critical Success The target is unaffected.Success The two of you enter a psychic duel, but it ends automatically at the end of your next turn. As normal for a psychic duel, the duel ends if one participant is knocked out, as well as under any other conditions to which both participants agree. If you're in initiative when you Instigate the Psychic Duel, you keep the same initiative positions. You can each choose a psychic center for any skill in which you're trained, as you would if you were using that skill to roll initiative for the duel.Failure As a success, except instead of ending at the end of your next turn, the target can attempt a new save to end the duel at the end of each of your turns, starting with your next turn.Critical Failure As a success, except the duel doesn't end until it reaches one of the normal end conditions for a psychic duel.Dark Archive, page 203.
Instinct Ability
FEAT 6
Prerequisites Barbarian Dedication
You gain the instinct ability for the instinct you chose for Barbarian Dedication.
Core Rulebook, page 221.
Instinct Ability
FEAT 6
Prerequisites Barbarian Dedication
Your rage stokes the spark of your barbarian instinct into a roaring flame. You gain the instinct ability for the instinct you chose for Barbarian Dedication.
Player Core 2, page 176.
FEAT 13
Prerequisites at least one arcane or occult innate spell gained from a gnome heritage or gnome ancestry feat
Frequency once per day
Trigger You are attacked by a foe.
The magic within you manifests as a natural reaction to threats. You gain the effects of mirror image but with two images instead of three. The tradition of this action matches the tradition of your gnome ancestry options.
Advanced Player’s Guide, page 44.
FEAT 13
Prerequisites at least one arcane or occult innate spell gained from a gnome heritage or gnome ancestry feat
Trigger You are attacked by a foe, but they haven't rolled yet.
The magic within you manifests as a natural reaction to threats. An illusory double of you appears in your space for a brief moment. The triggering attacker must roll a DC 10 flat check; on a success, the attack targets you normally; if they fail, the attack targets the double and destroys it. The tradition of this action matches the tradition of your gnome ancestry options.
FEAT 8
Prerequisites Acute Scent or precise or imprecise scent
You trust your instincts and your sense of smell, using all of your senses to pinpoint your opponent's location. Make a melee Strike against an opponent that isn't hiding its scent with an effect like negate aroma. This attack ignores any flat check required due to the target being concealed or hidden.
Advanced Player’s Guide, page 110.
Instinctive Strike
FEAT 8
Prerequisites Acute scent or scent
You trust your instincts and your sense of smell, using all your senses to pinpoint your opponent’s location. When you make a melee Strike against an opponent you’re detecting using scent, ignore any flat check required due to the target being concealed or hidden.
Player Core 2, page 81.
Instinctual Interception
FEAT 14
Prerequisites Knight Vigilant Dedication, Interrupt Charge
You react to movement with hardly a thought, seeming constantly poised to spring. At the start of each of your turns, you gain an additional reaction that you can use only to Interrupt Charge.
LOKL, page 75.
FEAT 4
You attack your foe and analyze how it reacts. Make a 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.
Dark Archive, page 44.
Instrument Of Slaughter
FEAT 16
Prerequisites divine ally (blade), tenets of evil
Your blade ally thirsts for the blood of your foes. Whenever you critically hit an enemy with the weapon inhabited by your blade ally while dealing extra damage from your champion's reaction, the target takes persistent bleed damage equal to two of the weapon's damage dice.
Advanced Player’s Guide, page 121.
Instrument Of Slaughter
FEAT 16
Prerequisites divine smite’s reaction that grants extra damage
with your Strikes (including the desecration, iniquity, and obedience causes) Your blessed armament thirsts for the blood of your foes.
Whenever you critically hit an enemy with a Strike that has the extra damage from your divine smite’s reaction, the target also takes persistent bleed damage equal to two of the Weapon’s damage dice.
Player Core 2, page 99.
Instrument Of Zeal
FEAT 16
Prerequisites divine ally (blade), tenets of good
Divine energy fills your weapon. Whenever you critically hit a foe with Blade of Justice or a Retributive Strike, your attack adds an extra damage die, and the target is slowed 1 on its next turn.
Core Rulebook, page 115.
Instrument Of Zeal
FEAT 16
Prerequisites Blessed Counterstrike feat or Retributive Strike reaction, divine smite’s reaction that grants an ally resistance to an enemy’s damage (including the grandeur, justice, liberation, and redemption causes)
divine energy fills your Weapon. Whenever you critically hit an enemy with Blessed Counterstrike or Retributive Strike, your attack deals an extra Weapon damage die, and the target is slowed 1 on its next turn.
Player Core 2, page 99.
Integrated Armament
FEAT 5
Your mechanical body houses a weapon or shield that you can quickly draw and stow, leaving you prepared for combat at all times.
You can use a 1-minute activity, which has the manipulate trait, to integrate a single, one-handed weapon or shield into one of your arms. You can draw or stow this item as an Interact action. Creatures don't automatically see this integrated item when it's stowed and must actively Seek in order to find it. They take a –2 circumstance penalty to any checks to do so. While you are wielding the item, it can't be Disarmed and you can't drop or Release it; you must Interact to store the weapon and free that hand. A creature determined to retrieve the item can do so, but it requires either 1 minute to remove it or extreme violence to your arm—such as physically removing portions of the limb. You can only have one integrated armament at a time, though you can use the 1-minute activity to replace the item or swap the arm in which it's stored.
Enhancement Your body has more space for integration. You can now either integrate two one-handed weapons, a one-handed weapon and a shield, or a single two-handed weapon which is split across both arms. You can use a single Interact action to draw or store both integrated armaments. When you draw a single weapon, you can choose to hold it with either one hand or both hands.
Guns & Gears, page 41.
Intense Implement
FEAT 18
You have an exceptional link to your third implement. You gain the adept benefit for your third implement.
Dark Archive, page 47.
FEAT 12
Frequency once per 10 minutes
Your bond to your invested items enables you to put more of yourself into them. If you next action is to activate an invested item that has a saving throw DC, you can use your thaumaturge class DC instead of the item's DC if it is higher.
Dark Archive, page 46.
FEAT 5
Frequency once per day
Requirements You're afflicted by a disease or poison, or are taking persistent damage.
Your ordered physiology rejects unwelcome elements. Choose one.
Disease or Poison Attempt a saving throw against the affliction at its current stage. On a failure, the affliction's stage doesn't increase, but you suffer the effects of the stage you were already on. On a critical failure, the stage only increases by 1.
Persistent damage Attempt a DC 10 flat check to recover from the persistent damage.
LOAG, page 77.
FEAT 12
Prerequisites Wellspring Mage Dedication
Trigger A creature you can see Casts a Spell.
Requirements You have an unexpended spell slot and can see the triggering spell's manifestations.
You overcharge the triggering spell with magic. You expend a spell slot and attempt to counteract the triggering spell using the energy of the expended slot. If the triggering spell is in your repertoire and the spell slot you expended was a high enough level to cast it, you take no penalty. Otherwise, you take a –2 penalty to the counteract check if the triggering spell was cast using the same magical tradition you cast, or a –5 penalty if it was cast using a different tradition.
If the triggering spell is successfully counteracted, it creates a wellspring surge from its caster in addition to the normal effects of being counteracted. If it isn't counteracted, your expended spell slot creates a wellspring surge from you.
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, primal, or occult).
Secrets of Magic, page 249.
Internal Cohesion
FEAT 1
Feiri's order suffuses your body and helps it maintain coherency. You and your allies can Treat your Wounds without healer's tools. Once per day, when someone rolls a failure or a critical failure on a check to Treat your Wounds, you can focus on your internal cohesion to increase the degree of success by one step.
LOAG, page 77.
Internal Compartment
FEAT 1
You can hide a small object of up to light Bulk inside a hollow cavity on one of your forearms. It takes three Interact actions to store an object in this way. You gain a +4 circumstance bonus to the DCs of checks for others to Seek or Steal objects stored inside your arm. If you store a weapon in your arm, you can use a single action to Interact to draw the weapon into the hand corresponding to your internal cavity, then Strike with the weapon.
LOAG, page 73.
Internal Respirator
FEAT 9
Your body can internally synthesize oxygen for limited periods of time. When you hold your breath, you can do so for an additional hour due to your internal air reservoirs. At the end of this hour, your air reservoirs are expended. Refilling your empty air reservoirs takes 10 minutes of exposure to breathable air.
LOAG, page 74.
FEAT 8
Prerequisites Knight Vigilant Dedication
Trigger A foe within reach attempts to move away from you.
Requirements You have a hand free.
You attempt to snag the foe before they run away.
Attempt an Athletics check against the higher of the triggering creature's Athletics DC or Fortitude DC.
Critical Success You disrupt the movement.Success You are able to slow the triggering creature down. It takes a –10-foot circumstance penalty to its Speed for the rest of its triggering movement. This penalty might cause the triggering creature's movement to end immediately based on its affected Speed.Failure As success, but the creature instead takes a –5-foot circumstance penalty to its Speed.LOKL, page 74.
FEAT 14
Prerequisites dispel magic in your spell repertoire
You weave dispelling energy into a spell, sending both effects at a foe. If your next action is to cast a single-target spell against a creature, and you either hit the foe with the spell attack roll or the foe fails its saving throw, you can cast dispel magic on the foe as a free action, expending a spell slot as normal and targeting one spell effect affecting the foe.
Core Rulebook, page 201.
FEAT 14
Prerequisites dispel magic in your Spell Repertoire
You weave dispelling energy into a spell. If your next action is to Cast a single gate-target spell against an enemy, and you either hit the enemy with the spell attack roll or the enemy fails its saving throw, you can Cast dispel magic on the enemy as a free action, expending a spell slot as normal and targeting one spell effect affecting the enemy.
Player Core 2, page 156.
Intimidating Glare
FEAT 1
Prerequisites trained in Intimidation
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty if the creature doesn't understand your language.
This feat leads to: Terrifying Howl.
Core Rulebook, page 262.
Intimidating Glare
FEAT 1
Prerequisites trained in Intimidation
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty if the creature doesn't understand your language.
Intimidating Prowess
FEAT 2
Prerequisites Strength 16, expert in Intimidation
In situations where you can physically menace the target when you Coerce or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language. If your Strength score is 20 or higher and you are a master in Intimidation, this bonus increases to +2.
Core Rulebook, page 262.
Intimidating Prowess
FEAT 2
Prerequisites Strength +3, expert in Intimidation
In situations where you can physically menace the target when you Coerce or Demoralize, you gain a +single gate circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language. If your Strength modifier is +5 or higher and you are a master in Intimidation, this bonus increases to +2.
FEAT 2
Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit.
Core Rulebook, page 146.
FEAT 2
Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit.
Player Core 1, page 141.
FEAT 2
Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit.
Player Core 2, page 77.
FEAT 8
Prerequisites Viking Dedication
Requirements You are wielding a one-handed melee weapon in one hand and a shield in another hand.
You charge into battle with shield-splintering fury. You Leap, Stride, or Swim. Make two melee Strikes during this movement, one with your one-handed melee weapon and one with your shield or a weapon attached to the shield (like a shield boss or shield spikes). You can make these Strikes at any points during your movement, and each must target a different enemy. Both attacks count toward your multiple attack penalty, but don’t increase your penalty until you have made both attacks.
Player Core 2, page 220.
FEAT 10
Prerequisites Time Mage Dedication
You know your spell will be needed not now but in a few moments, so you cast your magic into the future. If your next action is to Cast a Spell that takes 1 or 2 actions to cast, the spell's effects occur 1 round later, at the beginning of your next turn, rather than immediately. Targets and choices about the spell must be determined when the spell is cast, and requirements, such as line of sight and line of effect, must be valid both when the spell is cast and when its effects occur. Consequences for the action of Casting the Spell itself, such as an Attack of Opportunity reaction or ending a foe's fascinated condition by taking a hostile action, aren't delayed.
Dark Archive, page 185.
Intuitive Cooperation
FEAT 1
Access Stestaith ethnicity
You are accustomed to working alongside others, relying on each other to get by. You gain a +2 circumstance bonus to checks to Aid, and your allies gain a +2 circumstance bonus to checks to Aid you.
LOCG, page 44.
Intuitive Crafting
FEAT 1
Your affinity with process and order makes you a natural artisan. You gain the trained proficiency rank in Crafting (or another skill of your choice, if you're already trained in Crafting). You gain the Specialty Crafting skill feat in a specialty of your choice.
LOAG, page 77.
FEAT 5
Prerequisites Illusion Sense
Frequency once per day
Trigger Your turn begins.
Illusion magic comes to you so naturally that you can effortlessly sustain your magical ruses. You immediately gain the effects of a Sustain a Spell action to extend the duration of one of your active illusion spells.
LOCG, page 33.
Inured to Alchemy
FEAT 4
Access You're from Tobraid or the Krougriaror Wastes.
Prerequisites expert in Fortitude saves
You've developed control over how your body processes alchemical poisons and drugs. Each of your successful saving throws against an alchemical poison, a drug, or an addiction reduces the stage by 2, or by 1 for a virulent alchemical poison, drug, or addiction. Each critical success reduces the stage by 3, or by 2 for a virulent alchemical poison, drug, or addiction.
OoA1, page 79.
Inured To The Heat
FEAT 5
Your have a love for extreme heat.
You gain resistance 4 to fire. You treat environmental heat effects as if they were one step less extreme (incredible heat becomes extreme, extreme heat becomes severe, and so on).
LOME, page 125.
FEAT 1
Prerequisites trained in Crafting
You can jury-rig your weapons to perform in unexpected ways. When you use this ability, add one of the following weapon traits to a melee weapon you wield: deadly d6, disarm, nonlethal, shove, trip, versatile B, versatile P, or versatile S. You cannot add a trait that the weapon already has. The weapon retains this trait until you a successfully hit and deal damage with the weapon. The weapon retains this trait only while you wield it, and you can have only one weapon modified in this way at any time.
If you have expert proficiency in Crafting, you can use this feat as a 2-action activity. If you have legendary proficiency in Crafting, you can apply two weapon traits from the list when using this feat.
LOCG, page 32.
Inventor
FEAT 7
Prerequisites master in Crafting
You are a genius at Crafting, easily able to determine how things are made and create new inventions. You can spend downtime to invent a common formula that you don't know. This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price. The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it's complete, you add the new formula you invented to your formula book.
Core Rulebook, page 262.
Inventor
FEAT 2
Prerequisites expert in Crafting
You are a genius at Crafting, easily able to determine how things are made and create new inventions. You can spend downtime to invent a common formula that you don't know. This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price.
The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it's complete, you add the new formula you invented to your formula book.
The GM might allow you to invent uncommon or rare formulas, typically with an increased DC. You need the Alchemical Crafting feat to invent alchemical formulas and the Magical Crafting feat to invent magical formulas.
Inventor Dedication
FEAT 2
Prerequisites Intelligence 14
You become trained in Crafting and inventor class DC. You gain the Inventor skill feat, even if you don't meet the skill feat's requirements. Choose an innovation. You gain that innovation, though you don't gain any other abilities that modify or use that innovation, such as modifications or Explode.
Special You cannot select another dedication feat until you have first gained two other feats from the inventor archetype.
This feat leads to: Basic Breakthrough, Advanced Breakthrough, Basic Modification, Brilliant Crafter, and Explosion.
Guns & Gears, page 49.
Investigate Haunting
FEAT 4
Prerequisites Ghost Hunter Dedication
You are skilled at noticing the telltale signs of ghosts and hauntings. Even when you aren't Investigating in exploration mode, you get a check to Recall Knowledge about incorporeal undead and haunts active in the area. You also gain a +2 circumstance bonus to skill checks to disable haunts.
AV1, page 81.
Investigator Dedication
FEAT 2
Prerequisites Intelligence 14
You gain the on the case class feature, which grants you both the Pursue a Lead activity and Clue In reaction. You become trained in Society and another skill of your choice. If you were already trained in Society, you instead become trained in an additional skill of your choice. You also become trained in investigator class DC.
Special You can't select another dedication feat until you have gained two other feats from the investigator archetype.
This feat leads to: Basic Deduction, Advanced Deduction, Investigator's Stratagem, Keen Recollection, Master Spotter, and Skill Mastery.
Advanced Player’s Guide, page 151.
Investigator Dedication
FEAT 2
Prerequisites Intelligence +2
You gain the on the case class feature (page 102), which grants you both the Pursue a Lead activity and Clue In reaction. You become trained in Society and another skill of your choice. If you were already trained in Society, you instead become trained in an additional skill of your choice.
Player Core 2, page 178.
Investigator's Stratagem
FEAT 4
Prerequisites Investigator Dedication
You play out battles in your head, allowing you to strike when the time is right. You gain the Devise a Stratagem action; however, when you substitute its result for your attack roll, you can't use your Intelligence modifier in place of your Strength or Dexterity modifier. You also can't use your Intelligence modifier on other rolls from abilities that expand Devise a Stratagem, such as the Athletic Strategist feat.
Advanced Player’s Guide, page 151.
Investigator’s Stratagem
FEAT 4
Prerequisites Investigator Dedication
You play out battles in your head, allowing you to strike when the time is right. You gain the Devise a Stratagem action (page 103); however, when you substitute its result for your attack roll, you can’t use your Intelligence modifier in place of your Strength or Dexterity modifier.
You also can’t use your Intelligence modifier on other rolls from abilities that expand Devise a Stratagem, such as the Athletic Strategist feat.
Player Core 2, page 178.
Invigorating Elixir
FEAT 4
You can mix an aromatic salve into an elixir with the healing trait to soothe physical maladies. In addition to its normal effects, the elixir can be imbibed by a creature prevented from doing so (such as a sickened creature). In addition to its other effects, the elixir attempts to counteract an effect imposing one of the following conditions of the imbiber’s choice: clumsy, enfeebled, sickened, or stupefied. Use half your level rounded counteract modifier. The imbiber is then temporarily immune to the effects of this additive for 10 minutes. The additive can’t counteract curses, diseases, or conditions that are part of the creature’s normal state.
Player Core 2, page 65.
Invigorating Mercy
FEAT 6
Prerequisites Mercy
Your divine touch rejuvenates the weak and tired. When you use Mercy, you can instead attempt a counteract check to remove the clumsy or enfeebled conditions, using the source of that condition to determine the counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns at the end of your next turn.
Advanced Player’s Guide, page 119.
Invincible Mutagen
FEAT 12
The fortifying additives you brew into your mutagens make your juggernaut form impervious. Whenever you're affected by a juggernaut mutagen, you gain resistance to all physical damage equal to your Intelligence modifier (minimum 0).
Core Rulebook, page 79.
Inviolable
FEAT 18
Your deity punishes creatures that harm you. Creatures that hit you with an attack take 3d6 Spirit instinct damage every time they do. If you have the holy or unholy trait, you can apply it to this damage.
Player Core 1, page 121.
Invisible Trickster
FEAT 13
You have learned how to become invisible and remain so. You can cast 4th-level invisibility as a primal innate spell once per hour.
LOAG, page 132.
Invoke Disaster
FEAT 18
Prerequisites Wind Caller
You can invoke nature's fury upon your foes. You gain the storm lord order spell. Increase the number of Focus Points in your focus pool by 1.
Core Rulebook, page 139.
Invoke Disaster
FEAT 18
Prerequisites Wind Caller
You can invoke Nature's fury upon your foes. You gain the storm lord order spell (page 382).
Player Core 1, page 134.
Invoke The Crimson Oath
FEAT 8
Prerequisites Knight Reclaimant Dedication
You can invoke the Crimson Oath to unleash blasts of ruby energy from your weapon. You gain the invoke the Crimson Oath focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the Refocus activity to recite the Crimson Oath and meditate on its teachings; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your knight reclaimant focus spells are divine spells; when you gain this feat, you become trained in divine spell attacks and spell DCs. Your key spellcasting ability for these spells is Charisma.
LOCG, page 95.
FEAT 9
Prerequisites Brine May, Snow May, Veil May, or Virga May
Frequency once per day
You summon an aura of shimmering heat, flurrying snow, crashing waves, or swirling wind and lightning. For 1 minute, you gain concealment against creatures more than 5 feet away, and any creature that ends its turn within 5 feet of you suffers 1d12 damage (basic Reflex save using your class DC or spell DC, whichever is higher). At 13th and 17th level, this damage increases by 1d12. A veil may changeling deals fire damage, a snow may changeling deals cold damage, a brine may changeling deals bludgeoning damage and the effect gains the water trait, and a virga may changeling deals electricity damage.
This feat leads to: Stormy Heart.
LOAG, page 24.
Invulnerable Juggernaut
FEAT 20
You are unstoppable, able to shrug off mortal wounds with ease. You gain resistance equal to 3 + your Constitution modifier to all damage, and your resistance from raging resistance increases to 8 + your Constitution modifier.
In addition, if you are reduced to 0 Hit Points, you can end your rage as a reaction to stay at 1 Hit Point. If you do, you become wounded 2 (or increase your wounded condition by 2 if you are already wounded).
Age of Ashes #6: Broken Promises, page 76.
Invulnerable Rager
FEAT 8
Even the heaviest armors serve only to enhance your unbridled fury. You are trained in heavy armor. Whenever you gain a barbarian class feature that grants you expert or Greater proficiency in medium armor, you also gain that proficiency in heavy armor. If you have the Quick-Tempered action, you can use it while wearing heavy armor.
Player Core 2, page 81.
Iron Fists
FEAT 1
Your fists have been forged by battle, your naturally tough skin and dense bone further hardened by conflict. Your fist unarmed attacks no longer have the nonlethal trait and gain the shove weapon trait.
Advanced Player’s Guide, page 18.
Iron Lung
FEAT 14
Prerequisites Golem Grafter Dedication
Your lungs are infused with the resilience of iron. Treat the result of your save against an inhaled poison as one degree of success better than you rolled. Additionally, you gain the following ability.
Extinction Curse #3: Life’s Long Shadows, page 74.