Feats: I (Part 1 of 5)

60 feats, from I Meant To Do That to Improbable Elixirs.

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Part: 1 2 3 4 5

I Meant To Do That · Ice Crafter · Icy Apotheosis · Idol Threat · Igneogenesis · Ignite the Sun · Illimitable Finisher · Illusion Sense · Illusion Sense · Immortal Bear · Immortal Techniques · Impaling Bone · Impaling Briars · Impaling Briars · Impaling Finisher · Impaling Finisher · Impaling Thrust · Impaling Thrust · Impassable Wall Stance · Impeccable Crafting · Impeccable Crafting · Impenetrable Fog · Imperious Aura · Impervious Vehicle · Implausible Infiltration · Implausible Infiltration · Implausible Purchase · Implausible Purchase · Implausible Purchase · Implausible Purchase · Implement Initiate · Implement's Assault · Implement's Flight · Impose Order · Impose Order · Imposing Destrier · Imposing Destrier · Impossible Flurry · Impossible Flurry · Impossible Gossip · Impossible Polymath · Impossible Riposte · Impossible Riposte · Impossible Snares · Impossible Striker · Impossible Striker · Impossible Technique · Impossible Technique · Impossible Volley · Impossible Volley · Impossible Volley · Impossible Volley · Impressive Landing · Impressive Landing · Impressive Mount · Impressive Mount · Impressive Performance · Impressive Performance · Improbable Elixirs · Improbable Elixirs

I Meant To Do That [>]

FEAT 10

archetype 

Prerequisites trained in Deception, Unexpected Sharpshooter Dedication

Frequency once per hour

Requirements Your previous action was a ranged weapon Strike that missed a foe within 60 feet.

Somehow your stray bullet causes an unintended reaction that creates a problem for your enemy: perhaps a ricochet knocks your foe's weapon away or they stumble over stray debris in an attempt to dodge your bullets. Roll a Deception check to attempt to Shove, Trip, or Disarm the foe you missed.

Guns & Gears, page 143.

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Ice Crafter

FEAT 4

archetype 

Prerequisites Pactbound Dedication

The ancient ice-crafting techniques of the graefiadeik kar awaken within you. You become trained in Crafting, or become an expert if you were already trained. You gain the Magical Crafting skill feat. You can craft permanent items out of ice instead of metal or wood; these items are a translucent crystal-blue in color, resemble icicles and glacier ice, and have the same statistics and properties as cold iron, including the price and the ability to deal additional damage to certain kinds of creatures. Any creature who wields or wears a piece of ice-crafted equipment takes 1 cold damage each round from contact with the primal cold of the crafted ice.

LOMM, page 10.

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Icy Apotheosis

FEAT 20

archetype 

You are as much a creature of cold as whatever ancestry you were born to. You are immune to cold damage and gain the cold trait. You automatically succeed on saving throws against effects that have the cold trait.

Treasure Vault, page 185.

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Idol Threat [>]

FEAT 13

tiefling 

Prerequisites Beastbrood

Requirements You're holding something sacred or precious to a creature, such as a relic or personal depiction of their deity or a precious personal memento.

You brandish the precious object you're holding menacingly, at once mocking it and threatening its safety. Attempt to Demoralize the creature whose precious item you threaten. You gain a +2 circumstance bonus to the Intimidation check to Demoralize, and on a success, the creature is flat-footed for 1 round out of distraction for the object's safety and is stupefied 1 for 1 minute (or stupefied 2 on a critical success). These conditions are both in addition to the normal effects of Demoralize. The creature is then temporarily immune to any Idol Threat using that specific object for 1 day.

LOIL, page 33.

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Igneogenesis [>>]

FEAT 4

earth impulse kineticist manipulate primal 

You can create a permanent stone object, either sculpting stone pulled directly from your kinetic gate or manipulating earth and stone around you. It must fit within one 5-foot cube that's adjacent to you and on solid ground, and you can make the object large enough to occupy the square. If you create the object underneath you or another willing creature, you cause the target to rise on top of the object; you can't create it under an unwilling creature. This impulse has an unlimited duration, but if you use Igneogenesis again, the object returns to its original location or form. You can spend 1 hour to use Igneogenesis as an exploration activity; in this case, the object is permanent and non-magical.

The object can't include any intricate parts or moving pieces. You can attempt a Crafting skill check as part of using this impulse to add details to your creation, such as a symbol, short message, or pattern (with the DC determined by the GM).

Level (+3) You can add an additional 5-foot cube to the object. Each cube must be contiguous.

Rage of Elements, page 26.

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Ignite the Sun [>>]

FEAT 18

fire impulse kineticist light primal 

The fires of creation become yours to control. You create a miniature sun in a 5-foot burst within 500 feet. A creature takes 7d6 fire damage any time it's in the miniature sun, with a basic Reflex save against your class DC. A creature can take this damage no more than once per round. The sun sheds bright light in a 500-foot emanation (and dim light for another 500 feet); this is sunlight for creatures with a particular vulnerability to sunlight.

The sun lasts until the end of your next turn, but you can Sustain it up to 1 minute. The first time you Sustain the impulse each round, you can choose to increase the size of the sun's burst by 5 feet, then make it Fly up to 30 feet. The sun can move through creatures, damaging them as described above.

The sun continually channels fire into you and your allies. You and each of your allies within the sun's light deal an additional 1d6 fire damage with all Strikes, spells that deal fire damage, and impulses that deal fire damage (except for Ignite the Sun itself). These aren't cumulative with multiple suns.

Rage of Elements, page 29.

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Illimitable Finisher [>]

FEAT 20

finisher fortune swashbuckler 

Requirement You are not fatigued.

Your Strikes flow endlessly. Step and attempt a single gate one-action finisher. This Strike gains the bravado trait, possibly replenishing your panache; if you regain panache, you can immediately attempt another finisher as part of this action, ignoring the restriction of using skill action with the attack trait after a finisher.

Player Core 2, page 169.

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Illusion Sense

FEAT 1

gnome 

Your ancestors spent their days cloaked and cradled in illusions, and as a result, sensing illusion magic is second nature to you. You gain a +1 circumstance bonus to both Perception checks and Will saves against illusions. When you come within 10 feet of an illusion that can be disbelieved, the GM rolls a secret check for you to disbelieve it, even if you didn't spend an action to Interact with the illusion.

This feat leads to: Intuitive Illusions and Natural Illusionist.

Core Rulebook, page 44.

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Illusion Sense

FEAT 1

gnome 

Your ancestors spent their days cloaked and cradled in illusions, and as a result, sensing illusionist magic is second Nature to you. You gain a +single gate circumstance bonus to both Perception checks and Will saves against illusions.

When you come within 10 feet of an illusionist that can be disbelieved, the GM rolls a secret check for you to disbelieve it, even if you didn't spend an action to Interact with the illusionist.

Player Core 1.

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Immortal Bear

FEAT 20

archetype 

Prerequisites Ursine Avenger Form

Your body thrums with the primal vitality of the greatest of the ursine beasts. When in Ursine Avenger Form, you gain fast healing 5.

Treasure Vault, page 184.

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Immortal Techniques

FEAT 20

monk 

Prerequisites Master of Many Styles

You flow from technique to technique, renewing yourself as you embrace each style you have mastered. The first time each round that you use an action that has both the monk and stance traits, you gain 20 temporary Hit Points that last until the start of your next turn.

Player Core 2, page 127.

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Impaling Bone

FEAT 17

kholo 

Once per day, you can Cast impaling spike as a 7th-rank innate occult spell, except the spike is made of bone instead of cold iron. The bone from the spell has the effects of the ghost touch property rune and can immobilize incorporeal creatures as if they were corporeal.

Player Core 2.

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Impaling Briars

FEAT 16

druid 

Prerequisites Leaf order

You can fill an area with devastating briars that impale and impede your foes. You gain the impaling briars order spell. Increase the number of Focus Points in your focus pool by 1.

Core Rulebook, page 139.

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Impaling Briars

FEAT 16

druid 

Prerequisites leaf order

You can fill an area with devastating briars. You gain the impaling briars order spell (page 382).

Player Core 1, page 135.

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Impaling Finisher [>]

FEAT 4

finisher swashbuckler 

You stab two foes with a single thrust or bash them together with one punch. Make a bludgeoning or piercing melee Strike and compare the attack roll result against the AC of up to two foes. One foe must be adjacent to you, and the other foe must be adjacent to and directly behind the first foe, in a straight line from your space. Roll damage once and apply it to each creature you hit. An Impaling Finisher counts as two attacks when calculating your multiple attack penalty.

Advanced Player’s Guide, page 90.

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Impaling Finisher [>]

FEAT 4

finisher swashbuckler 

You stab two foes with a single gate thrust or bash them together with one punch. Make a bludgeoning or piercing melee Strike foes. One foe must be adjacent to you, and the other foe must be adjacent to and directly behind the first foe, in a straight line from your space. Roll damage once and apply it to each creature you hit. An Impaling Finisher counts as two attacks when calculating your multiple attack penalty.

Player Core 2, page 166.

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Impaling Thrust [>>]

FEAT 14

barbarian rage 

Requirements You are wielding a melee weapon that deals piercing damage.

You impale your enemy and hold them in place with your weapon. Make a melee Strike with the required weapon. If the Strike hits and deals damage, your target is grabbed until they successfully Escape, you attack with the required weapon, or you Release the required weapon, whichever comes first. When the target is no longer grabbed, they take persistent bleed damage equal to the number of weapon damage dice.

Advanced Player’s Guide, page 111.

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Impaling Thrust [>>]

FEAT 14

barbarian rage 

Requirements You are wielding a melee Weapon that deals piercing damage.

You impale your enemy and hold it in place with your Weapon, and leave it bleeding when it gets free. Make a melee Strike with a melee Weapon that deals piercing damage. If the Strike hits and deals damage, your target is grabbed until it successfully Escapes, you attack with the Weapon again, or you Release the required Weapon, whichever comes first.

When the target is no longer grabbed, it takes persistent bleed damage equal to the Weapon’s number of Weapon damage dice.

Player Core 2, page 83.

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Impassable Wall Stance [>]

FEAT 8

uncommon champion fighter stance 

Prerequisites Attack of Opportunity

You refuse to let foes past your guard. As long as you are in this stance, when you critically hit with an Attack of Opportunity triggered by a move action, you disrupt that move action.

LOCG, page 90.

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Impeccable Crafting

FEAT 7

general skill 

Prerequisites master in Crafting, Specialty Crafting

You craft flawless creations with great efficiency. Whenever you roll a success at a Crafting check to make an item of the type you chose with Specialty Crafting, you get a critical success instead.

Core Rulebook, page 262.

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Impeccable Crafting

FEAT 7

general skill 

Prerequisites master in Crafting, Specialty Crafting

You Craft flawless creations with great efficiency. Whenever you roll a success at a Crafting check to make an item of the type you chose with Specialty Crafting, you get a critical success instead.

Player Core 1.

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Impenetrable Fog [>>>]

FEAT 8

impulse kineticist manipulate overflow primal water 

Fog condenses in a chaotic, swirling pattern, thick enough that it seems to push back against you. You call forth a fog bank in a 10-foot burst within 120 feet. All creatures in the fog are concealed, and all creatures outside the fog become concealed to creatures within it. The fog is so magically dense it impedes movement, making the area difficult terrain. The fog lasts until the end of your next turn, and you can Sustain the impulse up to 1 minute.

Level (+3) You can make the radius of the burst larger. Increase its maximum size by 5 feet.

Rage of Elements, page 33.

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Imperious Aura [F]

FEAT 16

impulse kineticist primal 

Prerequisites one or more stance impulses that affect your kinetic aura

Trigger Your turn begins.

Your glowing and majestic kinetic aura marks you as a true child of the elements. Use a stance impulse that affects your kinetic aura.

Rage of Elements, page 23.

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Impervious Vehicle

FEAT 8

archetype 

Prerequisites Vehicle Mechanic Dedication

From armor plating and flexible components, to reinforced materials and backup redundant functionality, you have built safeguards to protect your vehicle from the rigors of combat.

Your signature vehicle gains a +1 circumstance bonus to AC and Fortitude saves, and increases its Hit Points by an amount equal to twice your level.

Guns & Gears, page 57.

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Implausible Infiltration [>>]

FEAT 18

magical move rogue 

Prerequisites legendary in Acrobatics, Quick Squeeze

Requirements You are adjacent to a floor or vertical wall.

You find tiny holes or imperfections that no one else could see and try to somehow fit yourself through them, possibly moving directly through the wall or floor from one side to the other. Your movement attempt fails if the wall or floor is made of something other than wood, plaster, or stone; is thicker than 10 feet; or contains even a thin layer of metal. If you have a climb Speed, you can use this ability to attempt to move through a ceiling.

Core Rulebook, page 189.

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Implausible Infiltration [>>]

FEAT 18

magical move rogue 

Prerequisites legendary in Acrobatics, Quick Squeeze (page 260)

Requirements You are adjacent to a floor or vertical wall.

You find tiny imperfections and somehow fit yourself through them, possibly moving directly through the wall or floor. Your movement attempt fails if the wall or floor is made of something other than wood, plaster, or stone; is thicker than 10 feet; or contains even a thin layer of metal. If you have a Climbing Speed, you can use this ability to attempt to move through a ceiling.

Player Core 1, page 177.

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Implausible Purchase

FEAT 16

investigator 

Prerequisites Predictive Purchase

It seems impossible, but you've analyzed every angle and are able to just keep pulling out exactly the item you need, even in far-flung locations. You can use Prescient Planner even if you have already used it after purchasing goods, and you can use it as a single action instead of a 2-action activity, during which you Interact to draw the item. In addition, five times per day, you can use Prescient Planner to pull out a common consumable item up to 6 levels lower than your level.

Advanced Player’s Guide, page 65.

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Implausible Purchase

FEAT 18

rogue 

Prerequisites Predictive Purchase

Even when impossible, you always have exactly what you need. You can use Prescient Planner even if you have already used it after purchasing goods, and you can Interact to draw the item as a single action instead of a 2-action activity. In addition, five times per day, you can use Prescient Planner to pull out a common consumable item up to 6 levels lower than your level.

Advanced Player’s Guide, page 137.

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Implausible Purchase

FEAT 18

rogue 

Prerequisites Predictive Purchase

You can use Prescient Planner even if you have already used it after purchasing goods, and you can Interact to draw the item as a single gate action instead of a 2-action activity. In addition, five times per day, you can use Prescient Planner to pull out a common consumable item up to 6 levels lower than your level.

Player Core 1, page 177.

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Implausible Purchase

FEAT 16

investigator 

Prerequisites Predictive Purchase

It seems impossible, but you’ve analyzed every angle and are able to just keep pulling out exactly the item you need, even in far-flung locations. You can use Prescient Planner even if you have already used it after purchasing goods, and you can use it as a single gate action instead of a 2-action activity, during which you Interact to draw the item. In addition, five times per day, you can use Prescient Planner to pull out a common consumable item up to 6 levels lower than your level.

Player Core 2, page 113.

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Implement Initiate

FEAT 6

archetype 

Prerequisites Thaumaturge Dedication

You gain your implement's initiate benefit. If the benefit affects the target of Exploit Vulnerability, for you it affects the target of Glimpse Vulnerability instead.

Dark Archive, page 49.

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Implement's Assault [>>>]

FEAT 18

evocation magical thaumaturge 

Requirements You're holding an implement.

Your implement supercharges your weapon to shoot an impossible volley or carve through your foes. Make a Strike with your weapon against each enemy within 30 feet of you. You don't increase your multiple attack penalty until after making all the attacks. If your weapon is a melee weapon and any of the attacks are outside your reach, you Release the weapon before the Strikes, and it returns to your grasp after all of them. If your hands are full when the weapon returns, it falls to the ground in your space.

Dark Archive, page 47.

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Implement's Flight

FEAT 16

primal thaumaturge transmutation 

By weakening your relation to the ground and strengthening your relation to the sky, you've learned to soar through the air, your implement carrying you as surely as any broomstick or pestle. As long as you're holding a thaumaturge implement, you gain a fly Speed equal to your land Speed.

Dark Archive, page 47.

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Impose Order [>]

FEAT 10

fortune psyche psychic 

Requirements precise discipline subconscious mind

You bring discipline to your mind and magic, ensuring that you don't under-perform. Until the end of your turn, instead of rolling dice for damage, count each damage die as average damage rounded up (3 for d4, 4 for d6, 5 for d8, 6 for d10, and 7 for d12).

Dark Archive, page 27.

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Impose Order [R]

FEAT 13

aphorite fortune 

Frequency once per day

Trigger You would critically fail a skill check or suffer an effect with the misfortune trait.

You shift the underlying fabric of reality to impose a baseline of order.

If the trigger was a skill check, you instead receive a result of 10 + your proficiency bonus (don't apply any other bonuses, penalties, or modifiers). If the trigger was an effect with the misfortune trait, the misfortune and fortune effects cancel each other out as normal, negating the triggering misfortune effect.

LOAG, page 78.

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Imposing Destrier

FEAT 10

champion 

Prerequisites divine ally (steed), Loyal Warhorse

Under your care, your mount has realized its innate potential. The mount you gained through the divine ally class feature is now a nimble or savage animal companion. During an encounter, even if you don't use the Command an Animal action, your mount can still use 1 action on your turn to Stride or Strike.

This feat leads to: Auspicious Mount.

Core Rulebook, page 113.

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Imposing Destrier

FEAT 10

champion 

Prerequisites Loyal Warhorse

Under your care, your Mount has realized its innate potential.

The Mount you gained with Faithful Steed is now a nimble or savage Animal Companion (Player Core 211).

Your Animal Companion has Greater independence. During an encounter, even if you don’t use the Command an Animal action, your Animal Companion can still use single gate action that round on your turn to Stride or Strike. It can do this at any point during your turn, as long as you aren’t currently taking an action. If it does, that’s all the skill action it gets that round—you can’t command it later.

Player Core 2, page 97.

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Impossible Flurry [>>>]

FEAT 18

flourish open ranger 

Requirements You are wielding two melee weapons, each in a different hand.

You forgo precision to attack at an impossible speed. Make three melee Strikes with each of the required weapons. All of these Strikes take the maximum multiple attack penalty, as if you had already made two or more attacks this turn.

This feat leads to: Accurate Flurry.

Core Rulebook, page 177.

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Impossible Flurry [>>>]

FEAT 18

flourish ranger 

Requirements You are wielding two melee weapons, each in a different hand.

You forgo precision to attack at an impossible speed. Make three melee Strikes with each of the required weapons. Your first attack with each Weapon takes the multiple attack penalty as though you had already made one attack this turn. All of the remaining Strikes take the maximum multiple attack penalty.

Player Core 1, page 163.

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Impossible Gossip

FEAT 13

uncommon poppet 

You can speak to inanimate objects, finding a magical spark within them similar to the one that animated you. You can cast stone tell once per day as an arcane innate spell, but instead of speaking with natural or worked stone, you speak with toys, statues, or other three-dimensional inanimate objects crafted to mimic a creature's appearance, regardless of their composition. The GM has discretion over which objects you can speak with and what they know, although objects generally have a good opinion of those who have cared for them and a poor opinion of those who have neglected or ignored them.

LOTGB, page 65.

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Impossible Polymath

FEAT 18

bard 

Prerequisites trained in Arcana, Nature, or Religion; Esoteric Polymath

Your esoteric formulas are so unusual that they allow you to dabble in magic from diverse traditions that other bards don't understand. As long as you're trained in Arcana, you can add arcane spells to your book from Esoteric Polymath; as long as you're trained in Nature, you can add primal spells to your book; and as long as you are trained in Religion, you can add divine spells to your book.

Like your other spells in your book, you can add one of these spells from another tradition to your repertoire as an occult spell each day using Esoteric Polymath, but you can't retain any spells from another tradition when you prepare again, even if you have Eclectic Polymath.

Core Rulebook, page 103.

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Impossible Riposte

FEAT 14

swashbuckler 

Prerequisites Opportune Riposte

Your ripostes can deflect attacks back at their source. You can use Opportune Riposte with a trigger of "A foe outside of your reach critically fails an attack roll against you" in addition to its usual trigger. When you use Opportune Riposte with this new trigger against a ranged attack, your Strike deflects some of the triggering effect back toward its source. Compare the result of your attack roll to the AC of the triggering foe. On a hit, you deal the normal amount of damage for your Strike, but the damage type changes to that of the triggering attack.

For instance, if you used Opportune Riposte to deflect a ray of frost, your Strike would deal cold damage instead of its normal damage type.

Advanced Player’s Guide, page 93.

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Impossible Riposte

FEAT 14

swashbuckler 

Prerequisites Opportune Riposte

Your ripostes can deflect attacks back at their source. You can use Opportune Riposte with an additional trigger: ‘A foe outside your reach critically fails an attack roll against you.’ When using Opportune Riposte with this trigger against a ranged attack, your Strike deflects part of the attack back toward its source. Compare your attack roll result to the triggering foe's AC. On a hit, you deal your normal damage for the Strike, but the damage type matches that of the triggering attack. For example, deflecting a blazing bolt would cause your Strike to deal fire damage instead of its normal type.

Player Core 2, page 169.

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Impossible Snares

FEAT 20

ranger 

Prerequisites Ubiquitous Snares

You can create endless shorter-lived snares, protecting your lair or using them against foes. Once per minute, you can Craft one of the snares you've prepared for quick deployment without expending the prepared snare. Once deployed, such a snare lasts for 10 minutes before losing its effectiveness.

Advanced Player’s Guide, page 133.

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Impossible Striker

FEAT 20

rogue 

Prerequisites Sly Striker

Your attacks are swift and deadly beyond explanation. Nothing can prevent you from making a sneak attack, even if your opponent can see every blow coming. Instead of dealing the damage from Sly Striker, you can deal your full sneak attack damage to a target even if the target isn't flat-footed.

Core Rulebook, page 189.

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Impossible Striker [>>]

FEAT 20

rogue 

Prerequisites Sly Striker

Nothing can prevent you from making a Sneak attack, even if your opponent can see every blow coming. Instead of dealing the damage from Sly Striker, you can deal your full sneak attack damage to a target even if the target isn’t off-guard.

Player Core 1, page 177.

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Impossible Technique [R]

FEAT 20

fortune monk 

Trigger An enemy's attack hits you or you fail a saving throw against an enemy's ability.

Requirements You are not armored or fatigued.

You execute a maneuver that defies possibility. If the triggering effect was an enemy's attack hitting you, the enemy rerolls the attack roll and uses the lower result. If the triggering effect was you failing a saving throw, you reroll the saving throw and use the higher result.

Core Rulebook, page 165.

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Impossible Technique [R]

FEAT 20

fortune monk 

Trigger An enemy’s attack hits you or you fail a saving throw against an enemy’s ability.

Requirements You are not armored or fatigued.

You execute a maneuver that defies possibility. If the triggering effect was an enemy’s attack hitting you, the enemy rerolls the attack roll and uses the lower result. If the triggering effect was you failing a saving throw, you reroll the saving throw and use the higher result.

Player Core 2, page 127.

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Impossible Volley [>>>]

FEAT 18

fighter flourish open 

Requirements You are wielding a ranged weapon with the volley trait and reload 0.

You fire a volley at all foes in an area. Make one Strike with a –2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon's volley range. Roll the damage only once for all targets.

Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.

Core Rulebook, page 153.

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Impossible Volley [>>>]

FEAT 18

flourish open ranger 

Requirements You are wielding a ranged weapon with the volley trait and reload 0.

You fire a volley at all foes in an area. Make one Strike with a –2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon's volley range. Roll the damage only once for all targets.

Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.

Core Rulebook, page 177.

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Impossible Volley [>>>]

FEAT 18

fighter flourish 

Requirements You are wielding a ranged Weapon with the volley trait and reload 0.

You fire a volley at all foes in an area. Make one Strike with a –2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your Weapon’s volley range. Roll the damage only once for all targets. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.

Player Core 1, page 150.

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Impossible Volley [>>>]

FEAT 18

flourish ranger 

Requirements You are wielding a ranged Weapon with the volley trait and reload 0.

You fire a volley at all foes in an area. Make one Strike with a –2 penalty against each enemy within a 10-foot burst centered at or beyond your Weapon’s volley range. Roll the damage only once for all targets.

Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.

Player Core 1, page 163.

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Impressive Landing [R]

FEAT 10

barbarian 

Trigger You fall at least 10 feet and land on a solid surface.

You slam into the ground, shattering it around you. Treat the fall as 10 feet shorter. You land on your feet. All adjacent spaces become difficult terrain, and creatures in those spaces when you land take 5 bludgeoning damage as the debris hits them and are flat-footed until the start of their next turn.

Advanced Player’s Guide, page 110.

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Impressive Landing [R]

FEAT 10

barbarian 

Trigger You fall at least 10 feet and land on a solid surface.

You slam into the ground, shattering it around you. Treat the fall as 10 feet shorter. You land on your feet. The ground in a 5-foot emanation becomes difficult terrain. Any creature in the emanation when you land takes 5 bludgeoning damage as the debris hits it and is off-guard until the start of its next turn.

Player Core 2, page 82.

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Impressive Mount

FEAT 4

archetype 

Prerequisites Cavalier Dedication

You've trained your mount to become a powerful force on the battlefield. The mount you gained through the Cavalier Dedication feat becomes a mature animal companion, granting it additional capabilities. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action on your turn to Stride or Strike.

This feat leads to: Incredible Mount and Specialized Mount.

Advanced Player’s Guide, page 164.

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Impressive Mount

FEAT 4

archetype 

Prerequisites Cavalier Dedication

You’ve trained your mount to become a powerful force on the battlefield. The mount you gained through the Cavalier Dedication feat becomes a mature animal companion, granting it additional capabilities.

Your mount has greater independence.

During an encounter, even if you don’t use the Command an Animal action, your mount can still use 1 action that round on your turn to Stride or Strike. It can do this at any point during your turn, as long as you aren’t currently taking an action. If it does, that’s all the actions it gets that round—you can’t Command it later.

Player Core 2, page 192.

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Impressive Performance

FEAT 1

general skill 

Prerequisites trained in Performance

Your performances inspire admiration and win you fans. You can Make an Impression using Performance instead of Diplomacy.

This feat leads to: Gladiator Dedication, Fancy Moves, Performative Weapons Training, Play To The Crowd, Call Your Shot, and Stage Fighting.

Core Rulebook, page 262.

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Impressive Performance

FEAT 1

general skill 

Prerequisites trained in Performance

Your performances inspire admiration and win you fans. You can Make an Impression using Performance instead of Diplomacy. If you spend at least 10 minutes performing in front of an audience, you can Make an Impression targeting up to 10 members of the audience who were there for the whole Performance, without taking the normal penalty. The number of targets increases to 20 for a 1-hour Performance and 50 for a 2-hour Performance.

Player Core 1.

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Improbable Elixirs

FEAT 18

alchemist 

Your mastery of alchemical secrets enables you to replicate effects most believe can be achieved only via magic. Select a number of potions equal to your Intelligence modifier (minimum 1) of 9th level or lower. You gain formulas to create these potions as alchemical items with the elixir trait. When making these alchemical elixirs, you can substitute alchemical reagents for an equal value of magical components, and you can use alchemist's tools (for Quick Alchemy) or an alchemist's lab (for the Craft activity) instead of any other required tool kits. Other than that, the formula does not change. Once you've chosen the potion formulas, they can't be changed.

Core Rulebook, page 81.

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Improbable Elixirs

FEAT 18

alchemist 

Your mastery of alchemical secrets enables you to replicate effects most believe can be achieved only via magic. Select a number of potions equal to your Intelligence modifier (minimum single gate); these potions must be of 9th level or lower. You gain formulas to create these potions as alchemical consumables with the elixir trait. When making these alchemical elixirs, you can substitute alchemical reagents for an equal value of magical components, and you can use an alchemist’s toolkit (for Quick Alchemy) or an alchemist’s lab (for the Craft activity) instead of any other required toolkits. Other than that, the formula doesn’t change.

Once you’ve chosen the potion formulas, they can’t be changed.

Player Core 2, page 69.

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