60 feats, from Master Spotter to Metallic Skin.
Master Spotter · Master Spotter · Master Spotter · Master Spotter · Master Spotter · Master Summoner · Master Summoner Spellcasting · Master Witch Spellcasting · Master Witch Spellcasting · Master Wizard Spellcasting · Master Wizard Spellcasting · Master's Counterspell · Masterful Companion · Masterful Companion · Masterful Obfuscation · Masterful Warden · Mastermind's Eye · Mature Animal Companion · Mature Animal Companion · Mature Animal Companion · Mature Animal Companion · Mature Beastmaster Companion · Mature Beastmaster Companion · Mature Trained Companion · Mauler Dedication · Mauler Dedication · Mazeith's Mask · Meddling Futures · Medic Dedication · Medic Dedication · Medical Researcher · Meditative Focus · Meditative Focus · Meditative Wellspring · Medusa's Wrath · Mega Bomb · Mega Bomb · Megaton Strike · Megavolt · Meld Into Eidolon · Melodious Spell · Melodious Spell · Menacing Prowess · Mental Balm · Mental Buffer · Mental Forge · Mental Static · Mental Sustenance · Merciful Elixir · Merciless Rend · Mercy · Mercy · Mesmerizing Gaze · Mesmerizing Gaze · Metabolize Element · Metabolize Element · Metal Carapace · Metal-veined Strikes · Metallic Envisionment · Metallic Skin
Master Spotter
FEAT 12
Prerequisites Investigator Dedication, expert in Perception
Your proficiency rank in Perception increases to master.
Advanced Player’s Guide, page 151.
Master Spotter
FEAT 12
Prerequisites Ranger Dedication, expert in Perception
Your proficiency rank in Perception increases to master.
Core Rulebook, page 228.
Master Spotter
FEAT 12
Prerequisites Overwatch Dedication, expert in Perception
Your incredible perception and trusty enhanced visual gear allow you to see things others miss. Your proficiency rank in Perception increases to master.
Guns & Gears, page 51.
Master Spotter
FEAT 12
Prerequisites Ranger Dedication, expert in Perception
Your proficiency rank in Perception increases to master.
Player Core 1, page 220.
Master Spotter
FEAT 12
Prerequisites Investigator Dedication, expert in Perception
Your proficiency rank in Perception increases to master.
Player Core 2, page 178.
Master Summoner
FEAT 6
During daily preparations, you can designate one of your spell slots to become two summoning slots of the same spell level, from which you can cast only summoning or incarnate spells.
This feat leads to: Legendary Summoner.
Secrets of Magic, page 69.
Master Summoner Spellcasting
FEAT 18
Prerequisites Expert Summoner Spellcasting, legendary in the skill associated with your eidolon's tradition
You gain the master bounded spellcasting benefits.
Secrets of Magic, page 77.
Master Witch Spellcasting
FEAT 18
Prerequisites Expert Witch Spellcasting, legendary in the skill associated with your patron's tradition
You gain the master spellcasting benefits.
Advanced Player’s Guide, page 154.
Master Witch Spellcasting
FEAT 18
Prerequisites Expert Witch Spellcasting, legendary in the skill associated with your patron’s tradition.
You gain the master spellcasting benefits (page 215).
Player Core 1, page 222.
Master Wizard Spellcasting
FEAT 18
Prerequisites Expert Wizard Spellcasting, legendary in Arcana
You gain the master spellcasting benefits.
Core Rulebook, page 231.
Master Wizard Spellcasting
FEAT 18
Prerequisites Expert Wizard Spellcasting, legendary in Arcana
You gain the master spellcasting benefits (page 215).
Player Core 1, page 223.
FEAT 16
Prerequisites Kostou Dedication, master in spell attack rolls and spell DCs
Trigger A creature Casts a Spell that you have prepared, and that spell was cast or created with a tradition of magic in which you have master proficiency in spell attack rolls and spell DCs.
When a foe Casts a Spell and you can see its manifestations, you can use your magic to disrupt it. If you're a prepared caster, you can expend a prepared spell to counter the triggering creature's casting of a spell. If you're a spontaneous caster, you can expend a spell slot. The level of the prepared spell or spell slot must be at least as high as the triggering spell's level. You lose your prepared spell or spell slot as if you had Cast the Spell. You then attempt to counteract the triggering spell, and you take a –2 penalty to your counteract check; for prepared casters, the GM might waive the penalty if the spell you're expending to counterspell is especially appropriate—such as countering with the same spell, or using a cone of cold to counteract a fireball.
LOPSG, page 49.
Masterful Companion
FEAT 18
Prerequisites masterful hunter, Animal Companion
Your animal companion shares your incredible hunting skills, allowing it to take down your shared prey with ease. When you Hunt Prey, your animal companion gains the masterful hunter benefit associated with your hunter's edge, rather than just your original hunter's edge benefit.
Core Rulebook, page 177.
Masterful Companion
FEAT 18
Prerequisites masterful hunter, Animal Companion
Your Animal Companion shares your incredible hunting skills, allowing it to take down your Shared Prey with ease. When you Hunt Prey, your Animal Companion gains the masterful hunter benefit associated with your hunter’s edge, rather than just your original hunter’s edge benefit.
Player Core 1, page 163.
Masterful Obfuscation
FEAT 10
Prerequisites master in a skill with the Recall Knowledge action, Tokaikral Dedication
You've mastered the art of deceiving others about your area of study. When you gain this feat, choose one skill with the Recall Knowledge action in which you have attained master proficiency. You can attempt to deceive others about the truth of facts and knowledge related to that skill—such as by pretending to know something that you don't, planting false information, or the like—using the Lie action of the Deception skill. When you Lie in this way, attempt your skill check using the skill you selected when you gained this feat instead of Deception, applying all bonuses or penalties related from the selected skill to the check. While it's easier to convince someone who knows nothing about your chosen false information, on a critical success, you can even convince someone who has heard something contradictory, unless they have reason to be certain from direct experience. For instance, you might say, "I know you may have heard to use silver weapons against vampires, but that's a misconception based on conflating them with werewolves. According to all credible scholars, cold iron will do the trick." Once a creature realizes you've used masterful obfuscation to Lie to them, either from a failed check or due to later discovering the falsehood, you can't use this feat against them again, as it relies on blind trust in your superior knowledge. However, you can still Lie to them normally.
LOPSG, page 45.
Masterful Warden
FEAT 6
Prerequisites Initiate Warden
Your mastery of warden magic increases. You gain your choice of one warden spell from the master warden single spell on page 384 (or another you have access to).
Special You can take this feat multiple times, choosing a different master warden spell each time.
Player Core 1, page 159.
Mastermind's Eye
FEAT 6
Prerequisites Butterfly Blade Dedication
When you succeed at identifying a creature using Recall Knowledge, that creature is flat-footed against your attacks until the start of your next turn; if you critically succeed, it's flat-footed against your attacks for 1 minute. This feat serves as the rogue's mastermind racket for the purpose of meeting prerequisites.
Fists of the Ruby Phoenix #1: Despair on Danger Island, page 78.
Mature Animal Companion
FEAT 4
Prerequisites Animal Companion
Your animal companion grows up, becoming a specialized animal companion, which grants it additional capabilities. Your animal companion is better trained than most. 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 that round to Stride or Strike.
This feat leads to: Incredible Companion.
Core Rulebook, page 135.
Mature Animal Companion
FEAT 6
Prerequisites Animal Companion
Your animal companion grows up, becoming a specialized animal companion and gaining additional capabilities. If you have the Hunt Prey action, your animal companion assaults the prey even without your orders. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Stride toward or Strike your prey.
This feat leads to: Incredible Companion and Specialized Companion.
Core Rulebook, page 173.
Mature Animal Companion
FEAT 4
Prerequisites Animal Companion
Your Animal Companion grows up, becoming a mature Animal Companion. Its proficiency ranks increase to expert in Fortitude, Reflex, and Will saves, and trained in one skill of your choice. Its proficiency rank in Athletics increases to expert, and its attack modifier increases to expert. Its AC increases by single gate, and it deals 2 additional damage with its Strikes.
Player Core 1, page 131.
Mature Animal Companion
FEAT 6
Prerequisites Animal Companion
Your Animal Companion becomes a mature Animal Companion and gains additional capabilities (page 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 1, page 159.
Mature Beastmaster Companion
FEAT 4
Prerequisites Beastmaster Dedication
All of your animal companions grow up, becoming mature animal companions and gaining additional capabilities (Core Rulebook 214). 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 either Stride or Strike.
This feat leads to: Incredible Beastmaster Companion, Specialized Beastmaster Companion, and Lead The Pack.
Advanced Player’s Guide, page 160.
Mature Beastmaster Companion
FEAT 4
Prerequisites Beastmaster Dedication
All of your animal companions grow up, becoming mature animal companions and gaining additional capabilities (Player Core 211).
Your animal companion has greater independence. During an encounter, even if you don’t use the Command an Animal action, your active animal companion 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 188.
Mature Trained Companion
FEAT 6
Prerequisites Animal Trainer Dedication
Your animal companion grows up, becoming a mature animal companion. Increase its proficiency rank in Performance to expert instead of one of the three skill increases for mature. It gains the Mesmerizing Performance advanced maneuver, rather than the normal advanced maneuver for its type.
Requirements The companion's last action was a successful Performance check to Perform.
The companion maintains its performance to captivate a single target within 30 feet that witnessed its successful performance. The target must attempt a Will save.
Success The target is unaffected and temporarily immune for 1 hourFailure The target is fascinated by the companion for its next action and then is temporarily immune for 1 hour.Critical Failure The target is fascinated by the companion for 1 round. While it remains fascinated, it can't use reactions.This feat leads to: Splendid Companion and Specialized Companion.
Mauler Dedication
FEAT 2
Prerequisites Strength 14
You specialize in weapons that require two hands. You become trained in all simple and martial melee weapons that require two hands to wield or have the two-hand trait. Whenever you gain a class feature that grants you expert or greater proficiency in weapons, you also gain that proficiency rank in these weapons. If you are at least an expert in such a weapon, you gain access to the critical specialization effect with that weapon.
Special You can't select another dedication feat until you have gained two other feats from the mauler archetype.
This feat leads to: Avalanche Strike, Clear The Way, Hammer Quake, and Shoving Sweep.
Advanced Player’s Guide, page 183.
Mauler Dedication
FEAT 2
Prerequisites Strength 14
You specialize in melee weapons that require two hands. You have familiarity with all melee weapons that require two hands to wield or have the two-hand trait. For the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
If you are at least an expert in such a weapon, you gain access to the critical specialization effect with that weapon.
Player Core 2, page 207.
Mazeith's Mask
FEAT 20
Prerequisites Druid Dedication or Wizard Dedication
Your mask grants you the abilities of Whistling Kite, the Vigilant Seer, who emancipated thousands. When you are attempting a check to free someone else from an effect that immobilizes, paralyzes, or controls them, roll twice and take the higher result; this is a fortune effect. The GM might decide that this fortune effect applies when attempting checks to remove other conditions or effects to free another. Immediately after you Cast a non-cantrip Spell that targets only one creature, you can choose to permit the target to make an attempt to Escape
FEAT 2
You open yourself to the guidance of whatever spirits or powers deign to help you. Roll 1d4 to see what type of Spirit instinct is drawn to you. Your next action must be the type of action the Spirit instinct prefers, but you also gain the listed benefit for the action as the Spirit instinct guides you. If you attempt to use a different action, you single gate Warrior You must attempt a Strike. You gain a +single gate status bonus to your attack roll and a +2 status bonus to damage, or a +6 status bonus to damage if you are at least cursebound 3.
2 Adept You must attempt a Perception check or a skill action.
You gain a +single gate status bonus to the check, or a +2 status bonus if you are cursebound 3.
3 Sage You must attempt to Cast a Spell. You gain a status bonus to the spell’s damage or healing equal to the spell’s rank, or equal to the spell’s rank + 3 if you are at least cursebound 3.
4 Wanderer You must attempt a Stride action, or a fly, Climb, or Burrowing action if you have the relevant speed. You gain a +10- foot status bonus to your Speed for the action, or a +20-foot status bonus if you are at least cursebound 3.
Player Core 2, page 139.
Medic Dedication
FEAT 2
Prerequisites trained in Medicine, Battle Medicine
You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use Battle Medicine on a creature that's temporarily immune. If you're a master in Medicine, you can do so once per hour.
Special You can't select another dedication feat until you gain two other feats from the medic archetype.
This feat leads to: Doctor's Visitation, Resuscitate, Treat Condition, Holistic Care, and Preventative Treatment.
Advanced Player’s Guide, page 184.
Medic Dedication
FEAT 2
Prerequisites trained in Medicine, Battle Medicine
You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target gains a circumstance bonus to the number of Hit Points they regain Once per day, you can use Battle Medicine on a creature that’s temporarily immune due to having already been treated with Battle Medicine. If you’re a master in Medicine, you can do so once per hour.
Player Core 2, page 208.
Medical Researcher
FEAT 1
Prerequisites trained in Medicine
Stotheidor has taught you not only how to apply medicines with your medical skills but how to craft them as well. When you Craft healer's kits, vaccines, addiction suppressants, antidotes, antiplagues, elixirs of life, or other non-magical medical or healing items, you can use Medicine instead of Crafting.
LOL, page 72.
Meditative Focus
FEAT 12
Prerequisites ki spells
Your meditation is so effective that you can achieve a deep focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.
This feat leads to: Meditative Wellspring.
Core Rulebook, page 164.
Meditative Focus
FEAT 12
Prerequisites Qi single spell
Your meditation is so effective that you can achieve a deep focus with the world around you. When you Refocus, you regain all your Focus Points instead of single gate.
Player Core 2, page 125.
Meditative Wellspring
FEAT 18
Prerequisites Meditative Focus
When you clear your mind, your focus comes flowing back in a powerful rush. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.
Core Rulebook, page 165.
Medusa's Wrath
FEAT 16
Prerequisites ki spells
You learn a monstrous ki technique that infuses your blows with the petrifying power of a medusa's gaze. You gain the medusa's wrath ki spell. Increase the number of Focus Points in your focus pool by 1.
Advanced Player’s Guide, page 130.
FEAT 20
Prerequisites Expanded Splash
Requirements You are holding an infused alchemical bomb you crafted, with a level at least 3 lower than your advanced alchemy level.
You add an incredibly powerful additive to a held bomb to create a mega bomb, greatly increasing its area and power.You use an Interact action to throw the mega bomb, rather than Strike, and you don't make an attack roll. The mega bomb affects creatures in a 30-foot-radius burst, centered within 60 feet of you. The bomb deals damage as if each creature were the primary target, with a basic Reflex save. On a failed save, a creature also takes any extra effects that affect a primary target (such as flat-footed from bottled lightning). While all targets in the area take splash damage as primary targets, there is no further splash beyond that area. If your next action after creating a mega bomb isn't an Interact action to throw it, the mega bomb denatures and loses all effects.
Core Rulebook, page 81.
Mega Bomb
FEAT 20
You can add a highly explosive additive to an alchemical bomb to turn it into a mega bomb. Throwing this bomb takes a 2-action activity instead of a Strike. This isn’t a Strike, and you don’t make an attack roll. The mega bomb explodes in a 30-foot burst within 60 feet. It deals damage as if each creature were the primary target, with a basic Reflex save. On a failed save, a creature also takes any extra effects that affect a primary target (such as off-guard from bottled lightning).
Though all targets in the area take splash damage as primary targets, there is no further splash beyond that area.
Player Core 2, page 69.
FEAT 4
Prerequisites armor, construct, or weapon innovation
You activate gears, explosives, and other hidden mechanisms in your innovation to make a powerful attack. You make a Strike, dealing an extra die of weapon damage. If you're at least 10th level, increase this to two extra dice, and if you're at least 18th level, increase it to three extra dice. The type of Strike you can make depends on your innovation.
Unstable Function You put even more force into the Strike, though you risk stress fractures to your innovation. Add the unstable trait to Megaton Strike. The Strike deals another extra damage die, for a total of two extra dice at 4th level, three at 10th level, and four at 18th level.
Special If your innovation is a minion, it can take this action rather than you.
This feat leads to: Gigaton Strike.
Guns & Gears, page 27.
FEAT 6
You bleed off some electric power from your innovation in the shape of a damaging bolt. Creatures in a 20-foot line from your innovation take 3d4 electricity damage, with a basic Reflex save against your class DC. The electricity damage increases by 1d4 at 8th level and every 2 levels thereafter.
Unstable Function You overload and supercharge the voltage even higher. Add the unstable trait to Megavolt. The area increases to a 60-foot line and the damage increases from d4s to d12s.
If you have the breakthrough innovation class feature, you can choose a 60-foot or 90-foot line for the area when you use an unstable Megavolt; if you also have the revolutionary innovation class feature, you can choose a 60-foot, 90-foot, or 120-foot line.
Special If your innovation is a minion, it can take this action rather than you.
This feat leads to: Gigavolt.
Guns & Gears, page 27.
FEAT 1
Your physical form can combine with that of your eidolon, granting benefits but limiting your capabilities. You Manifest your Eidolon, but instead of summoning it into an adjacent open space, you become it. While Manifested in this way, you use its statistics, and you can't act except to direct it to use Manifest an Eidolon to unmanifest it. Since you can't act, you can't Cast Spells, activate or benefit from magic items that normally benefit you and not your eidolon, perform actions that have the tandem trait, or use other abilities that require you, and not the eidolon, to act. Your can't be separately targeted while you are melded into it. When you reach 0 HP, your eidolon unmanifests, leaving your body behind, unconscious and dying.
Secrets of Magic, page 67.
FEAT 4
You subtly weave your spellcasting into your performance. If the next action you take is to Cast a Spell, attempt a Performance check against all observers' Perception DCs. If your Performance check is successful against an observer's Perception DC, that observer doesn't notice that you are Casting a Spell, even though normally spells have sensory manifestations that would make spellcasting obvious to those around you, and verbal, somatic, and material components are extremely overt. You hide all of these as part of an ordinary performance.
This hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish.
Core Rulebook, page 101.
FEAT 4
You subtly weave your spellcasting into a Performance. If the next action you use is to Cast a Spell, the spell gains the subtle trait, hiding the shining runes, sparks of magic, and other manifestations that would usually give away your spellcasting. The trait hides only the spell's spellcasting skill action and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.
As part of using Melodious Spell, you can choose to Create a Diversion, Demoralize, Perform, or Requests. If you do so, the spell you cast must have the auditory, emotion, sonic, or visual trait to gain the subtle trait.
Player Core 1, page 102.
Menacing Prowess
FEAT 10
Prerequisites Golden League Xun Dedication, expert in Intimidation
Scaring off multiple people at once is your specialty. When you Demoralize, you can target up to 2 creatures within 30 feet of you at once. If you are a master of Intimidation, you can Demoralize up to 4 creatures at once; if you're legendary, you can Demoralize up to 8 creatures at once.
Mental Balm
FEAT 2
Your spells release soothing mental waves. Use this amp in place of a psi cantrip's normal amp entry. You can use this amp only on a psi cantrip that targets or affects you or one or more of your allies and doesn't target or affect any enemies.
Amp You or one ally within 30 feet gains a +2 status bonus to Will saves against emotion effects for 1 minute. You can also have the amped psi cantrip attempt to counteract one effect imposing the frightened condition on yourself or the chosen ally, or an effect imposing the stupefied condition that has a duration of 1 hour or less. If you successfully counteract the effect, you remove only the frightened and stupefied conditions, not any other part of the effect.
Dark Archive, page 24.
Mental Buffer
FEAT 1
Your mind deflects some amount of harm from attacks that induce pain or manipulate your mind directly. You gain resistance to mental damage equal to half your level (minimum 1). This resistance increases to equal to your level while your Psyche is Unleashed.
Dark Archive, page 24.
Mental Forge
FEAT 4
Prerequisites Mind Smith Dedication
Your experiences in combat shape your mind's capability to strengthen and shape your weapon to match the way you move in combat. Choose two of the following weapon traits to give your mind weapon: grapple, modular (B, P, S), nonlethal, shove, or trip. Once chosen, these weapon traits can't be changed unless you spend 1 week retraining your fighting style to swap one property for another from the list.
This feat leads to: Malleable Mental Forge.
Dark Archive, page 205.
FEAT 8
Trigger You roll a critical success on a Will save against a mental effect from a creature.
Your thoughts sting back when a lesser mind tries to invade your own. You deal mental damage equal to your level to the triggering creature. If you so desire, you can also send the creature a single mental image to coincide with the damage, such as a watchful eye or the dread of floating in an infinite sea.
Dark Archive, page 27.
Mental Sustenance
FEAT 1
You can sustain yourself with the power of your mind. You need only a single serving of food and water each week to avoid starvation or dehydration. You can hold your breath for an additional 5 rounds before running out of air.
LOIL, page 43.
FEAT 10
Frequency once per round
Trigger You craft an elixir of life using Quick Alchemy, and that elixir is at least 2 levels lower than your advanced alchemy level.
You mix a special additive into your elixir that calms the drinker's body and mind. The elixir of life attempts to counteract one fear effect or one effect imposing the paralyzed condition on the drinker using the item's level and a counteract modifier equal to your class DC – 10.
This feat leads to: Greater Merciful Elixir.
Core Rulebook, page 79.
FEAT 10
Requirements Your eidolon hit the same enemy with two consecutive Strikes with its secondary attack this turn and dealt slashing damage with both.
Your eidolon rends its foes. It automatically deals the damage from its secondary attack to the enemy.
Secrets of Magic, page 71.
FEAT 4
Prerequisites devotion spell (lay on hands)
Your touch relieves fear and restores movement. If the next action you use is to cast lay on hands, you can attempt to counteract a fear effect or an effect imposing the paralyzed condition on the target, in addition to the other benefits of lay on hands.
This feat leads to: Affliction Mercy, Greater Mercy, Ultimate Mercy, Blessed Spell, Elucidating Mercy, and Invigorating Mercy.
Core Rulebook, page 111.
Mercy
FEAT 4
Prerequisites lay on hands
Your touch soothes the body or mind. You can Cast lay on hands targeting a living creature using 2 skill action instead of single gate.
If you do, you can attempt to counteract one condition of your choice affecting the target. When you select this feat, choose one of the following options, which determines the conditions you can choose: Mercy of the Body blinded, dazzled, deafened, enfeebled, sickened; Mercy of Grace clumsy, grabbed, paralyzed; Mercy of the Mind fleeing, frightened, stupefied.
Special You can select this feat up to three times. Each time, choose a different type of Mercy and add its options to those you can choose when you Cast a 2-action lay on hands.
Player Core 2, page 95.
FEAT 6
Prerequisites Celebrity Dedication
When you meet someone's gaze, they are unable to look away. Choose one target creature. That creature must succeed at a Will save or be fascinated until the end of your next turn; the DC for this save is equal to your class DC or spell DC, whichever is higher. If the creature succeeds at its save or its fascination ends due to a hostile action, it becomes temporarily immune to your Mesmerizing Gaze for 1 day.
When you select this feat, it gains either the arcane or occult trait; once you make this choice, you can't change it.
Advanced Player’s Guide, page 166.
FEAT 6
Prerequisites Celebrity Dedication
When you meet someone’s gaze, they’re unable to look away from you. Choose one target creature you can see and that can see you. That creature must succeed at a Will save or be fascinated with you until the end of your next turn; the succeeds at its save or its fascination ends due to a hostile action, it becomes temporarily immune to your Mesmerizing Gaze for 1 day.
Player Core 2, page 194.
FEAT 8
Prerequisites Elementalist Dedication
Trigger You take damage from a foe's spell or magical ability with a trait of one of the elements in your elemental philosophy.
Your rapidly metabolize the elemental particles in your opponent's spell to gain a boost of energy. You gain the quickened condition until the end of your next turn. You can use the extra action only to Step or Stride.
Rage of Elements, page 60.
FEAT 8
Prerequisites Elementalist Dedication
Trigger You take damage from a foe's spell or magical ability with the air, earth, fire, or water trait.
Your rapidly metabolize the elemental particles in your opponent's spell to gain a boost of energy. You gain the quickened condition until the end of your next turn.
You can use the extra action only to Step or Stride.
Secrets of Magic, page 207.
FEAT 1
Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC Bonus +3; Dex Cap +2; Check Penalty –2; Speed Penalty –5 feet; Strength 14; Bulk 2; Group plate; Armor Traits noisy. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it.
When you use this impulse, you can also create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a free hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp.
The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends.
The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends.
Level (+3) The shield's Hardness increases by 1, its HP by 4, and its BT by 2.
Rage of Elements, page 30.
Metal-veined Strikes
FEAT 13
Metallic veins grow throughout your body, giving your unarmed attacks a metallic sheen. Choose either cold iron or silver. Your unarmed attacks are treated as the chosen type of metal.
LOAG, page 108.
Metallic Envisionment
FEAT 12
Prerequisites Mind Smith Dedication
You always account for every weakness, allowing your mind to imagine just the right physical form to take advantage of your opponents. Choose between cold iron or silver; all your mind weapon Strikes are treated as the chosen type of metal.
Dark Archive, page 205.
FEAT 17
Frequency once per day
Duration 1 minute You fortify your natural resistances with elemental metal, covering your skin with thick metal. You gain a +2 status bonus to AC and resistance 10 to physical damage (except adamantine), but you take a –10-foot penalty to Speed. If you take fire damage while this ability is active, until the end of your next turn, you deal an additional 2d6 fire damage with all your unarmed melee Strikes.
Rage of Elements, page 53.