60 feats, from Pierce The Light to Positioning Assault.
Pierce The Light · Piercing Critical · Piercing Quills · Pilgrim's Token · Pilgrim's Token · Pin To The Spot · Pinch Time · Pinning Fire · Pinning Fire · Pinpoint Poisoner · Pinpoint Poisoner · Pirate Combat Training · Pirate Dedication · Pirate Dedication · Pirate Weapon Training · Pirouette · Pistol Phenom Dedication · Pistol Twirl · Pistolero's Challenge · Piston Punch · Pit of Snakes · Pitborn · Pivot Strike · Plague Sniffer · Planar Sidestep · Planar Survival · Planar Survival · Plant Empathy · Plant Evidence · Plant Evidence · Plant Shape · Plant Shape · Plate in Treasure · Play Dead · Play To The Crowd · Play To The Crowd · Plentiful Snares · Plentiful Snares · Plot The Future · Plot The Future · Plum Deluge · Plummeting Roll · Point Blank Stance · Point-blank Shot · Poison Coat · Poison Coat · Poison Resistance · Poison Resistance · Poison Resistance · Poison Weapon · Poison Weapon · Poisoner Dedication · Poisoner Dedication · Poisoner's Twist · Poisoner’s Twist · Polearm Tricks · Portentous Spell · Portentous Spell · Positioning Assault · Positioning Assault
Pierce The Light
FEAT 17
You tear the veil between the Material Plane and its shadow. You can cast plane shift twice per week as an occult innate spell that can only target yourself; you can travel only to the Material or Shadow Planes, and your body serves as the focus component.
LOAG, page 88.
Piercing Critical
FEAT 18
Your attacks with your preferred weapons deal especially devastating wounds. When you Strike with a firearm or crossbow for which you have legendary proficiency, you critically succeed if you roll a 19 on the die, as long as that result is a success.
Guns & Gears, page 119.
Piercing Quills
FEAT 9
Prerequisites Spine Stabber
Your quills can dig particularly deep into the flesh of your opponents. Your quills unarmed attack deals 1d4 persistent bleed damage on a critical hit.
LOME, page 126.
Pilgrim's Token
FEAT 1
Prerequisites trained in Religion
You carry a small token of protection from a site holy to your faith, or you touched your religious symbol to a relic or altar at such a site. So long as this token is in your possession, when you tie an adversary's initiative roll, you go first.
Special If you select this feat at 1st level, you receive your pilgrim's token for free. Alternately, if you have a religious symbol, it is already attuned, as described above. If you select this feat at a later level, or if you lose your pilgrim's token, you must purchase or Craft a replacement and attune it at a holy site. Such a token usually costs at least 2 sp, and the attunement takes 10 minutes of prayer and requires a successful DC 20 Religion check. Your GM might adjust the price and DC depending on the token's material and quality and the religious significance of the site; the more significant the location, the easier the attunement.
Advanced Player’s Guide, page 208.
Pilgrim's Token
FEAT 1
Prerequisites trained in Religion, follower of a specific Religion
You carry a small token of protection from a site holy to your faith. You gain a wooden religious symbol for your deity for free. As long as this religious symbol is in your possession, when you tie an adversary's initiative roll, you go first.
If you lose this religious symbol, you must purchase or Craft a replacement and attune it. Such a token usually costs at least single gate sp, and the attunement takes 10 minutes of prayer. You can also attune a different religious symbol with the same amount of time, but you lose the benefit of the previous religious symbol.
FEAT 14
Prerequisites Provocator Dedication
You Strike a target within reach. If you hit and deal damage, the target is also restrained as if you had critically succeeded at an Athletics check to Grapple.
AoE3, page 78.
Pinch Time
FEAT 9
One of your parents has a human life span and another an elven life span, with your own somewhere between. As a result, you have an unusual perspective on time, which you've learned to manifest to aid yourself in moments of stress. You gain haste as a 3rd-level arcane innate spell, though you can target only yourself. You can Cast this Spell once per day.
Advanced Player’s Guide, page 47.
FEAT 8
Trigger You use Flurry of Blows to make two ranged piercing weapon Strikes against the same target.
You target your opponent's clothing, equipment, or loose flesh with piercing projectiles to pin them to the ground or a nearby surface. If both your attacks hit, the target must succeed at a Reflex save against your class DC or become immobilized until it or an adjacent creature succeeds at a DC 10 Athletics check to remove the pinning projectiles. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.
Advanced Player’s Guide, page 129.
FEAT 8
Trigger You use Flurry of Blows to make two ranged piercing Weapon Strikes against the same target.
You target your opponent’s clothing, equipment, or loose flesh with a series of piercing projectiles to pin them to the ground or a nearby surface. If both your attacks hit, the target must succeed check to remove the pinning projectiles. The creature doesn’t become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise Escape without effort.
Player Core 2, page 123.
Pinpoint Poisoner
FEAT 8
Unsuspecting targets are especially vulnerable to your poisons. When you successfully Strike a flat-footed creature with a poisoned weapon or expose a flat-footed creature to an inhaled poison, the flat-footed condition also gives that creature a –2 circumstance penalty to its initial save against that poison.
Advanced Player’s Guide, page 107.
Pinpoint Poisoner
FEAT 8
Unsuspecting targets are especially vulnerable to your poisons. When you successfully Strike an off-guard creature with a poisoned weapon or expose an off-guard creature to an inhaled poison, that creature takes a –2 circumstance penalty to its Initial save against that poison.
Player Core 2, page 67.
Pirate Combat Training
FEAT 4
Prerequisites Pirate Dedication
You’re particularly skilled at wielding the weapons used traditionally by pirates. You gain either the Combat Climber or Underwater Marauder skill feat, even if you do not meet its prerequisites. You have familiarity with the following weapons: hatchet, rapier, scimitar, and whip—for the purposes of proficiency, you treat any of these weapons as simple weapons.
weapons to this list as appropriate for your world or region.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
Player Core 2, page 209.
Pirate Dedication
FEAT 2
Prerequisites trained in Intimidation
As a pirate, you sail the seas in search of enemy ships to plunder. You become trained in Sailing Lore, or become an expert in it if you were already trained. You ignore the effects of difficult terrain or uneven ground caused by a ship's movement. Additionally, you gain the Boarding Assault action.
Special You can't select another dedication feat until you have gained two other feats from the pirate archetype.
This feat leads to: Pirate Weapon Training, Rope Runner, and Walk The Plank.
Advanced Player’s Guide, page 185.
Pirate Dedication
FEAT 2
Prerequisites trained in Intimidation
As a pirate, you sail the seas in search of enemy ships to plunder and great adventures to embark on. You gain the Additional Lore general feat for Sailing Lore or for a specific coastal city you have a connection to (such as Zugomix Lore).
You ignore the effects of difficult terrain or uneven ground caused by unstable ground (such as the deck of a ship).
Additionally, you gain the Boarding Assault action.
Boarding Assault [two-actions] (flourish) Either Stride twice or attempt object, then Strike. If you boarded or disembarked from a boat or similar vehicle during this movement, the Strike deals one additional weapon damage die.
Player Core 2, page 209.
Pirate Weapon Training
FEAT 4
Prerequisites Pirate Dedication
You're particularly skilled at wielding traditional pirate weapons. You become trained with the following weapons: hatchet, rapier, scimitar, and whip. Whenever you gain a class feature that grants you expert or greater proficiency with a given weapon or weapons, you also gain that proficiency rank for these weapons.
Advanced Player’s Guide, page 185.
FEAT 6
Prerequisites Masquerade of Seasons Stance
Trigger An enemy targets you with a Strike.
Requirements You're in Masquerade of Seasons Stance.
You twirl gracefully, spinning on one foot to evade your opponent's attack. You gain a +2 circumstance bonus to AC against the triggering attack. If the attack misses you, you can immediately Step. If the attack hits you anyway, reduce the damage it deals by an amount equal to half your level; this reduction in damage is applied after calculating immunities, resistances, and weakness.
LOIL, page 126.
Pistol Phenom Dedication
FEAT 2
Prerequisites trained in at least one type of one-handed firearm, trained in Deception, trained in Performance
You catch an opponent off-guard by spinning your weapon.
You gain the Pistol Twirl gunslinger feat, enabling you to Feint against creatures within your weapon's first range increment.
This otherwise serves as Pistol Twirl for the purpose of meeting prerequisites, although as normal, it doesn't count as another pistol phenom feat for the purpose of meeting Pistol Phenom Dedication's special entry and taking another archetype. Whenever you Feint with a one-handed firearm, you can choose to attempt a Performance check instead of a Deception check.
Special You can't select another dedication feat until you've gained at least two other feats from the pistol phenom archetype.
This feat leads to: Dazzling Bullet, Gunpowder Gauntlet, Hot Foot, Phenom's Verve, Reach For The Sky, and Whirling Knockdown.
Guns & Gears, page 136.
FEAT 2
Prerequisites trained in Deception
Requirements You're wielding a loaded one-handed ranged weapon.
Your quick gestures and flair for performance distract your opponent, leaving it vulnerable to your follow-up attacks.
You Feint against an opponent within the required weapon's first range increment, rather than an opponent within melee reach. If you succeed, the foe is flat-footed against your melee and ranged attacks, rather than only your melee attacks. On a critical failure, you're flat-footed against the target's melee and ranged attacks, rather than only its melee attacks.
This feat leads to: Showstopper.
Guns & Gears, page 112.
FEAT 6
Prerequisites way of the pistolero
With a stern call, carefully chosen barb, or some other challenging declaration, you demand your foe's attention in a duel. Choose an opponent within 30 feet who you can perceive and can hear you, and make your choice of a Deception or Intimidation check against the target's Will DC. No matter the result of the check, the foe is temporarily immune to your Pistolero's Challenge until noon the next day.
Success Both you and the opponent gain a +2 status bonus to damage rolls with Strikes made against each other. If you're a master in the skill you used for the check, the status bonus to damage rolls increases to +3, and if you're legendary, it increases to +4. You can have only one challenge in effect at a time; challenging a new opponent ends this effect on any current target. Otherwise, the effect lasts until one of you is defeated, flees, or the encounter ends.Critical Failure You become frightened 1 and can't use this ability again for 1 minute.This feat leads to: Come At Me!.
Guns & Gears, page 114.
FEAT 6
Prerequisites Sterling Dynamo Dedication
You lash out with a powerful punch, extending your dynamo to a greater length in order to attack two creatures in a row.
Make a single bludgeoning or piercing dynamo Strike and compare the attack roll result to the ACs of up to two foes. The first foe must be within your melee reach and the second foe must be adjacent to the first foe in a straight line away from you. Roll damage only once and apply it to each creature you hit. A Piston Punch counts as two attacks for your multiple attack penalty. Reduce the operational time of your sterling dynamo by 1 hour.
Guns & Gears, page 53.
FEAT 13
Frequency once per day
Mundane serpents obey your summons. You call forth a writhing mass of snakes, raising your hands to cause the snakes to emerge from the ground in a 20-foot burst within 120 feet. The snakes appear on all squares of the ground in the area and remain for 1 minute. When you use Pit of Snakes, all creatures in the area must attempt a Fortitude save against the higher of your class DC or spell DC. Any creature that fails is grabbed by a snake and takes 3d6 bludgeoning damage. Whenever a creature ends its turn in the area, the snakes attempt to Grab that creature if they aren't already grabbing it. Any creature already grabbed instead takes 2d6 bludgeoning damage.
The snakes' Escape DC is equal to the higher of your class DC or spell DC. A creature can attack a snake in an attempt to release its grip. The snake's AC is equal to the higher of your class DC or spell DC, and it's destroyed if it takes 12 or more damage. Even if a specific snake is destroyed, additional snakes continue to cavort in the area until the duration ends. You can Dismiss the effect.
LOIL, page 51.
Pitborn
FEAT 1
Your blood bears the mark of a demon, a living embodiment of sin from the fetid depths of the Abyss. Demonic power pulses through your veins and manifests in a different way for each pitborn, whether you have webbed fingers and thrive in the water, large hands capable of wrestling larger foes, or some other manifestation. You are trained in Athletics. If you were already trained in Athletics (from your background or class, for example), you instead become trained in a skill of your choice.
You also gain any one common 1st-level skill feat with a prerequisite of trained in Athletics, as reflects the manifestation of your Abyssal blood.
This feat leads to: Demon Magic.
Advanced Player’s Guide, page 40.
FEAT 14
Prerequisites Staff Acrobat Dedication
Requirements You are wielding your staff.
You Leap and then Strike using your staff.
You gain a circumstance bonus to damage for the Strike equal to twice the number of weapon damage dice. Regardless of whether your Strike hit, you can then attempt to Shove or Trip the target.
Extinction Curse #1: The Show Must Go On, page 75.
Plague Sniffer
FEAT 5
Prerequisites longsnout rat heritage
You can sniff out the pungent tang of disease. When you detect a creature by scent, you can also detect if that creature is suffering from a disease at a non-carrier state. If the disease is particularly subtle, you might need to attempt a Perception check against the disease's DC (subject to the GM's discretion).
LOAG, page 56.
FEAT 13
Frequency once per day
Trigger A creature hits you with a melee Strike.
You shift your body briefly between planes, reducing the damage from your foe's attack. You gain resistance 25 to all damage against the triggering attack. Observers simply see you shimmer with elemental energy for a moment, just as the attack lands.
LOIL, page 31.
Planar Survival
FEAT 7
Prerequisites master in Survival
You can Subsist using Survival on different planes, even those without resources or natural phenomena you normally need. For instance, you can forage for food even if the plane lacks food that could normally sustain you. A success on your check to Subsist can also reduce the damage dealt by the plane, at the GM's discretion.
Core Rulebook, page 264.
Planar Survival
FEAT 7
Prerequisites master in Survival
You can Subsist using Survival on different planes, even those without resources or natural phenomena you normally need. For instance, you can forage for food without penalty even if the plane lacks food that could normally Sustain you. A success on your check to Subsist also prevents damage done by the plane to you and anyone else you support with Subsist. This applies only to damage dealt by the general conditions of the plane, not smaller hazards.
Plant Empathy
FEAT 1
You have a connection to flora that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers from, and use the Diplomacy skill with plants and fungus.
Player Core 1, page 127.
FEAT 1
Prerequisites Pickpocket
You can put a single item you're holding of light or negligible Bulk onto a person without them noticing by succeeding at a Thievery check against their Perception DC. If you have the ruffian racket, you can do this as a free action when you successfully Shove a target.
Advanced Player’s Guide, page 134.
FEAT 1
Prerequisites Pickpocket
You can put a single gate item you’re holding of light or negligible Bulk onto a person without them noticing by succeeding at the Ruffian racket, you can do this as a free action when you successfully shove a target.
Player Core 1, page 169.
Plant Shape
FEAT 10
Prerequisites Leaf order or Wild Shape
You can take the form of a plant creature. Add the forms listed in plant form to your wild shape list; if you don't have wild shape, you can instead cast plant form once per day, heightened to the highest spell level you can cast. Whenever you're polymorphed into another form using wild shape, you gain resistance 5 to poison.
Core Rulebook, page 138.
Plant Shape
FEAT 10
Prerequisites Untamed Form
You can take the form of various plants. Add the shapes listed in plant form to your Untamed Form list.
Player Core 1, page 130.
FEAT 4
Precious metal flows from your fingers to plate an object. This has the effects of a clad in metal spell with a rank equal to half your level rounded up. While you're wearing or holding an item of light Bulk or greater that's Plated in Treasure, any metal created by one of your impulses is plated with the metal. If you use Plate in Treasure again, any previous one ends.
Rage of Elements, page 30.
FEAT 1
You lie prone and pretend to be an ordinary skeleton. As long as you don't move or take any actions requiring anything other than your mind, you appear dead. To see through your ruse, another creature must succeed at a check against your Deception DC, either by Seeking or Recalling Knowledge (typically using Religion or an appropriate Lore skill). This ability doesn't work against creatures that already know you're an animate undead unless you have changed your appearance.
Book of the Dead, page 56.
FEAT 4
Prerequisites Gladiator Dedication
Trigger You reduce an enemy to 0 Hit Points during a non-trivial combat encounter with spectators.
You show off for the crowd. Attempt a Performance check; the DC is determined by the GM but is typically the standard DC for your level or the DC to Make an Impression on the spectators, whichever is higher. On a success, choose one of the following benefits; on a critical success, choose two benefits:
This feat leads to: Call Your Shot.
Advanced Player’s Guide, page 175.
FEAT 4
Prerequisites Gladiator Dedication
Trigger You reduce an enemy to 0 Hit Points during a combat encounter with spectators.
You show off for the crowd. Attempt a Performance check; spectators, whichever is higher. On a success, choose one of the following benefits to gain; on a critical success, choose two benefits: • A number of temporary Hit Points equal to your character level. These last for 1 minute.
next turn.
• A +1 circumstance bonus to your next attack roll before the end of your next turn.
Player Core 2, page 201.
Plentiful Snares
FEAT 12
Prerequisites Snarecrafter Dedication
You can prepare incredible numbers of snares each day out of simple ingredients. Double the number of prepared snares granted by Snarecrafter Dedication.
Advanced Player’s Guide, page 194.
Plentiful Snares
FEAT 12
Prerequisites Snarecrafter Dedication
You can prepare incredible numbers of snares each day out of simple ingredients. Double the number of prepared snares granted by Snarecrafter Dedication.
Player Core 2, page 216.
Plot The Future
FEAT 14
You spend 10 minutes in contemplation to uncannily predict how events will play out. Choose a particular goal or activity you plan to engage in within 1 week, or an event you expect might happen within 1 week. You analyze whether it's likely to come to pass, learning whether it's highly likely, somewhat likely, somewhat unlikely, or highly unlikely. You also gain a piece of advice suggesting a course of action you or your allies could take that might make the chosen event more or less likely, whichever you prefer. The GM determines the likeliness of the event and the piece of advice you learn.
Advanced Player’s Guide, page 64.
Plot The Future
FEAT 14
You spend 10 minutes in contemplation to uncannily predict how events will play out. Choose a particular goal or activity you plan to engage in within single gate week, or an event you expect might happen within single gate week. You analyze whether it’s likely to come to pass, learning whether it’s highly likely, somewhat likely, somewhat unlikely, or highly unlikely. You also gain a piece of advice suggesting a course of action you or your allies could take that might make the chosen event more or likeliness of the event and the piece of advice you learn.
Player Core 2, page 112.
FEAT 20
Requirements You have at least three of the same contact poison.
You have learned to saturate an area with poison in imitation of the techniques of your rival, Blue Viper. As part of this ability, you Interact to draw three vials of the same contact poison and throw them in the air, where they shatter and spread a poisonous deluge affecting a 20-foot burst within 60 feet.
All creatures in the burst are automatically exposed to the poison, immediately bypassing any onset time, and must attempt a saving throw against that poison. The three vials must be identical, even if the poison can come in multiple types or different levels.
Fists of the Ruby Phoenix #3: King of the Mountain, page 76.
Plummeting Roll
FEAT 1
Prerequisites trained in Acrobatics
Trigger You fall.
Through nimble movements, a graceful landing, and a bit of luck, you can manage to fall from spectacular heights without a scratch. You gain the Cat Fall skill feat and the following reaction.
Plummeting Roll [reaction] Trigger You fall at least 10 feet and take no damage from the fall; Effect You tuck and roll with the motion.
You land on your feet and Stride up to half your Speed.
Player Core 2, page 164.
FEAT 1
Requirements You are wielding a ranged Weapon.
You take aim to pick off nearby enemies quickly. When using a ranged volley Weapon while you are in this stance, you don’t take the penalty to your attack rolls from the volley trait. When using a ranged Weapon that doesn’t have the volley trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the Weapon’s first range increment.
Player Core 1, page 140.
FEAT 1
Requirements You are wielding a ranged weapon.
You take aim to pick off nearby enemies quickly. When using a ranged volley weapon while you are in this stance, you don't take the penalty to your attack rolls from the volley trait. When using a ranged weapon that doesn't have the volley trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the weapon's first range increment.
Core Rulebook, page 144.
FEAT 6
Prerequisites Poisoner Dedication
Trigger A creature adjacent to you hits you with a melee unarmed Strike.
Requirements You have prepared your clothing to poison attackers (see below).
In nature, certain animals are covered in venomous spines, such that even touching them is deadly. To use this reaction, you must have brushed poison onto your clothing or woven sharp poisoned needles into the garment's fabric. This takes 10 minutes and uses one dose of contact or injury poison. You can have only one such poison suffused into your clothing at a time.
When you use this reaction, the triggering creature is exposed to the suffused poison.
Advanced Player’s Guide, page 186.
Poison Coat
FEAT 6
Prerequisites Poisoner Dedication
In nature, certain animals are covered in venomous spines, and just brushing against them can prove deadly. You expend a contact or injury poison and spend 10 minutes brushing that poison onto your clothing or weaving sharp, poisoned needles into the garment’s fabric. You can have only one poison suffused into your clothing at a time. You can use the Once Bitten reaction while you have a poison suffused in this way.
Once Bitten [reaction] Trigger A creature adjacent to you hits you with a melee unarmed Strike; Requirements You have prepared your clothing to poison attackers; Effect The triggering creature is exposed to the suffused poison, and the poison becomes inert.
Player Core 2, page 210.
Poison Resistance
FEAT 2
Repeated exposure to toxic reagents has fortified your body against poisons of all kinds. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.
Core Rulebook, page 77.
Poison Resistance
FEAT 2
Your affinity for the natural world grants you protection against some of its dangers. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.
Core Rulebook, page 135.
Poison Resistance
FEAT 2
Your affinity for the natural world grants you protection against some of its dangers. You gain poison resistance equal to half your level, and you gain a +single gate status bonus to saving throws against poisons.
Player Core 1, page 129.
FEAT 4
Requirements You are wielding a piercing or slashing weapon.
You apply a poison to the required weapon; if you're not holding a poison and have a free hand, you can Interact to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal.
Special During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These poisons deal 1d4 poison damage. Only you can apply these poisons properly, and they expire the next time you prepare.
This feat leads to: Improved Poison Weapon and Deadly Poison Weapon.
Core Rulebook, page 185.
FEAT 4
Requirements You are wielding a Weapon.
You apply a contact poison or injury poison to the required Weapon; if you have a free hand, you can Interact to draw a poison as part of this action. This poison can be one of the simple injury poisons you can create due to this feat (see Special), or another contact or injury poison you’ve acquired Special During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level.
except that they deal 1d4 poison damage with no saving throw. Only you can apply these poisons properly, and they expire the next time you prepare.
Player Core 1, page 171.
Poisoner Dedication
FEAT 2
Prerequisites trained in Crafting
You make a point of always having a few toxins near at hand—you never know when some arsenic or the like might prove useful. You gain the basic alchemy benefits (page 150), though they can be used only for alchemical poisons. You gain batches of infused reagents per day equal to your level. Your advanced alchemy level for creating these is 1 and doesn't increase on its own.
Special You can't select another dedication feat until you have gained at least two other feats from the poisoner archetype.
This feat leads to: Acquired Tolerance, Expert Poisoner, Poison Coat, and Poisoner's Twist.
Advanced Player’s Guide, page 186.
Poisoner Dedication
FEAT 2
Prerequisites trained in Crafting
You make a point of always having a few toxins near at hand—you never know when some arsenic or the like might prove useful. You gain the advanced alchemy benefits (page 58). You can use advanced alchemy to create four alchemical poison consumables each day. You remember alchemical poison formulas and don’t need a formula book for them.
Player Core 2, page 210.
FEAT 4
Prerequisites Poisoner Dedication, trained in Medicine
Requirements Your last action was a successful melee Strike that dealt damage against a target that is afflicted by a poison, and you know which poison.
Poisons attack specific parts of the body—one venom might target the lungs, another the circulatory system, while another deteriorates the nerves. You know how to take advantage of such weaknesses. You deal 1d6 damage of the required Strike's damage type and 1d6 poison damage to the target. If you're at least 18th level, you deal 2d6 damage of each type.
Advanced Player’s Guide, page 186.
FEAT 4
Prerequisites Poisoner Dedication, trained in Medicine
Requirements Your last action was a successful melee Strike that dealt damage against a target afflicted by a poison, and you know which poison.
Poisons attack specific parts of the body—one venom might target the lungs, another the circulatory system, while another deteriorates the nerves. You know how to take advantage of such weaknesses. You deal 1d6 damage of the required Strike’s damage type and 1d6 poison damage to the target. If you’re at least 18th level, you deal 2d6 damage of each type.
Player Core 2, page 210.
Polearm Tricks
FEAT 6
Prerequisites Sigilarch Dedication
Your connection to rune magic has revealed tricks to make polearms deadlier in your hands. You gain the critical specialization effects of polearms.
Secrets of Magic, page 240.
FEAT 16
Your spellcasting is rife with strange lights, esoteric gestures, and other captivating effects that befuddle your foes. If the next action you use is to Cast a Spell, any creature that attempts to use a reaction triggered by your Cast a Spell activity takes a –2 circumstance penalty to attack rolls and skill checks rolled as part of the reaction. In addition, if the spell includes a spell attack roll or requires a saving throw, creatures you hit or that fail their saves are fascinated with you until the start of your next turn.
Advanced Player’s Guide, page 81.
FEAT 16
Your spellcasting is rife with strange lights, mild fumes, and other captivating effects that befuddle your foes. If the next action you use is to Cast a Spell, any creature that attempts to use a reaction triggered by your Cast a Spell activity takes a –2 circumstance penalty to attack rolls and skill checks rolled as part of the reaction. In addition, if the spell includes a spell attack or requires a saving throw, creatures you hit or that fail their saves are fascinated with you until the start of your next turn.
Player Core 2, page 143.
FEAT 8
Requirements You are wielding a two-handed melee weapon and your target is within your reach.
With punishing blows, you force your opponent into position. Make a Strike with the required weapon. If you hit, you move the target 5 feet into a space in your reach. This follows the forced movement rules found on page 475.
Core Rulebook, page 149.
FEAT 8
Requirements You are wielding a two-handed melee Weapon and your target is within your reach.
With punishing blows, you force your opponent into position.
Make a Strike with the required Weapon. If you hit, you Reposition the target 5 feet.
Player Core 1, page 146.