11 feats, from Iron Repercussions to It's Alive!.
Iron Repercussions · Iron Repercussions · Ironblood Stance · Ironblood Stance · Ironblood Surge · Ironblood Surge · Irrepressible · Irrepressible · Irrepressible · Irresistible Magic · It's Alive!
Iron Repercussions
FEAT 1
Prerequisites tyrant cause
Disobeying your Iron Command has lasting consequences.
If an enemy refuses to kneel to you, you can deal persistent mental damage instead of normal mental damage. You must decide whether the mental damage will be persistent before your enemy chooses whether to kneel or not. The amount of damage is unchanged.
Advanced Player’s Guide, page 118.
Iron Repercussions
FEAT 1
Prerequisites obedience cause
Disobeying your Iron command has lasting consequences. If an enemy refuses to kneel to you, you can deal persistent mental damage instead of normal mental damage. You must decide whether the mental damage will be persistent before your enemy chooses whether to kneel or not. The amount of damage is unchanged.
Player Core 2, page 94.
FEAT 8
Requirements You are unarmored.
You enter the stance of impenetrable iron, refusing to yield to any blow. You can make iron sweep unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the nonlethal, parry, sweep, and unarmed traits.
While in Ironblood Stance, you gain resistance 2 to all damage. The resistance increases to 3 at 12th level, to 4 at 16th level, and to 5 at 20th level.
This feat leads to: Ironblood Surge.
Core Rulebook, page 163.
FEAT 8
Requirements You are unarmored.
You enter the stance of impenetrable iron, refusing to yield to any blow. You can make iron sweep unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the nonlethal, parry, sweep, and unarmed traits.
While in Ironblood Stance, you gain resistance 2 to all damage. The resistance increases to 3 at 12th level, to 4 at 16th level, and to 5 at 20th level.
Player Core 2, page 123.
FEAT 14
Prerequisites Ironblood Stance
Requirements You are in Ironblood Stance.
You steel yourself, preparing to resist oncoming attacks and using your muscles to absorb the impact. You gain the benefits of your iron sweep's parry trait (a +1 circumstance bonus to AC until the start of your next turn) and your resistance from Ironblood Stance increases to your Strength modifier (if it's higher) for the same duration.
Core Rulebook, page 164.
FEAT 14
Prerequisites Ironblood Stance
Requirements You are in Ironblood Stance.
You steel yourself, preparing to resist oncoming attacks and using your muscles to absorb the impact. You gain the benefits of your iron sweep’s parry trait (a +single gate circumstance bonus to Ironblood Stance increases to your Strength modifier (if it’s higher) for the same duration.
Player Core 2, page 125.
Irrepressible
FEAT 9
You are easily able to ward off attempts to play on your fears and emotions. When you roll a success on a saving throw against an emotion effect, you get a critical success instead. If your heritage is gutsy halfling, when you roll a critical failure on a saving throw against an emotion effect, you get a failure instead.
Core Rulebook, page 53.
Irrepressible
FEAT 1
Your contrary nature means you bounce back with prejudice. When you roll a success on a save against an emotion or fear effect, you get a critical success instead.
LOAG, page 97.
Irrepressible
FEAT 9
You are easily able to ward off attempts to play on your fears and emotions. When you roll a success on a saving throw against an emotion effect, you get a critical success instead.
If your heritage is gutsy halfling, when you roll a critical Failure on a saving throw against an emotion effect, you get a Failure instead.
Irresistible Magic
FEAT 6
You’ve studied ways of overcoming the innate defenses against magic that dragons, otherworldly beings, and certain other powerful creatures have. Any creature that has a status bonus to saving throws against magic reduces that bonus by single gate against your single spell.
Player Core 1, page 203.
It's Alive!
FEAT 6
Prerequisites Clockwork Reanimator Dedication
You've mastered the use of electrical energy to power your clockwork creations. Whenever your construct companion takes electricity damage, it gains temporary Hit Points equal to either half the electricity damage it took or your level, whichever is lower. These temporary Hit Points last for up to 1 minute.
OoA3, page 79.