60 feats, from Vacate Vision to Victorious Vigor.
Part: 1 2
Vacate Vision · Vampire Dedication · Vampire Lore · Vanara Battle Clarity · Vanara Lore · Vanara Weapon Expertise · Vanara Weapon Familiarity · Vanara Weapon Trickery · Vandal · Vandal · Vantage Shot · Vanth's Weapon Execution · Vanth's Weapon Expertise · Vanth's Weapon Familiarity · Variable Core · Vegibaex's Roads · Vehicle Mechanic Dedication · Veil May · Velstrac Magic · Vengeful Hatred · Vengeful Oath · Vengeful Strike · Vengeful Strike · Venom Purge · Venom Spit · Verdant Metamorphosis · Verdant Metamorphosis · Verdant Presence · Verdant Weapon · Verdant Weapon · Versatile Blasts · Versatile Font · Versatile Font · Versatile Performance · Versatile Performance · Versatile Signature · Versatile Signature · Versatile Spellstrike · Very Sneaky · Very Sneaky · Very, Very Sneaky · Vessel's Form · Vestigial Wings · Vexing Tumble · Vexing Tumble · Vibrant Display · Vibration Sense · Vicious Debilitations · Vicious Debilitations · Vicious Evisceration · Vicious Evisceration · Vicious Fangs · Vicious Incisors · Vicious Snares · Vicious Snares · Vicious Swing · Vicious Vengeance · Vicious Vengeance · Vicious Venom · Victorious Vigor
FEAT 6
Prerequisites Oozemorph Dedication
Trigger You fail (but don't critically fail) a saving throw against an effect with the visual trait.
You cause your eyes to liquefy and run out of your eye sockets, leaving them empty. You get a success on the save against the triggering effect, but you are blinded for the duration the effect would have had on a failure. At that time, your eyes regrow and your normal vision returns.
The Slithering, page 59.
Vampire Dedication
FEAT 2
Prerequisites You were a killed by a vampire drinking your blood.
You're a newly risen vampire. You gain the undead and vampire traits and the basic undead benefits (page 44), and your undead hunger is for the blood of the living. Your incisors elongate; you gain a fangs unarmed attack that deals 1d6 piercing damage. They're in the brawling group and have the grapple and unarmed traits. You gain revulsion and sunlight vulnerabilities detailed on page 59 and the Drink Blood ability.
Special You can't select another dedication feat until you have gained two other feats from the vampire archetype.
This feat leads to: Clinging Climber, Daywalker, Predatory Claws, Vicious Fangs, Bat Form, Turn to Mist, Mist Escape, and Coffin Bound.
Book of the Dead, page 58.
Vampire Lore
FEAT 1
You were raised by your vampiric parent, or you've invested substantial time and energy researching the secrets of your undead progenitors. You gain the trained proficiency rank in Religion and Society. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Vampire Lore.
Advanced Player’s Guide, page 33.
Vanara Battle Clarity
FEAT 13
Your focus in combat is practically unshakable.
While you can act, you aren't flat-footed to hidden, undetected, or flanking creatures of your level or lower, or to creatures of your level or lower using surprise attack.
LOIL, page 57.
Vanara Lore
FEAT 1
You attained the cultural training of a ba-sadhak, a seeker of treasures and rare delights. You become trained in Survival and Thievery. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You're also trained in the Vanara Lore skill.
LOIL, page 55.
Vanara Weapon Expertise
FEAT 13
Prerequisites Vanara Weapon Familiarity
Thanks to numerous joyous practice exercises, you've become an expert in vanara weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the bo staff, chakram, katar, panabas, urumi (Gods & Magic 121), and all vanara weapons in which you're trained.
LOIL, page 57.
Vanara Weapon Familiarity
FEAT 1
You favor weapons steeped in vanaran tradition. You gain access to, and are trained with, the bo staff, chakram, katar, panabas, and urumi (Gods & Magic 121). In addition, you gain access to all uncommon vanara weapons. For the purpose of determining your proficiency, martial vanara weapons are simple weapons, and advanced vanara weapons are martial weapons.
LOIL, page 55.
Vanara Weapon Trickery
FEAT 5
Prerequisites Vanara Weapon Familiarity
You've learned how to trick your foes using vanara weapons. Whenever you critically hit using a bo staff, chakram, katar, panabas, urumi (Gods & Magic 121), or vanara weapon, you apply the weapon's critical specialization effect.
LOIL, page 56.
Vandal
FEAT 5
You have a knack for breaking and dismantling things. Putting them back together is the boring part, so you largely don't bother with that. You become trained in Thievery. If you would automatically become trained in Thievery (from your background or class, for example), you instead become trained in a skill of your choice. In addition, whenever you hit with a Strike against a trap or an unattended object, you ignore the first 5 points of the object's Hardness.
Advanced Player’s Guide, page 45.
Vandal
FEAT 5
You have a knack for breaking and dismantling things. Putting them back together is the boring part, so you largely don't bother with that. You become trained in Thievery. If you would automatically become trained in Thievery (from your background or class, for example), you instead become trained in a skill of your choice.
In addition, whenever you hit with a Strike against a trap or an unattended object, you ignore the first 5 points of the object's Hardness.
Vantage Shot
FEAT 8
Prerequisites Sniping Duo Dedication
You and your spotter take advantage of each other's attacks to momentarily hide and throw your foes off-balance against your follow-up attack. When you successfully make a ranged Strike against a foe, your spotter can use a reaction to attempt a Stealth check against the foe's Perception DC.
On a success, the foe is flat-footed against the spotter's next attack before the end of your spotter's next turn. Similarly, when your spotter successfully makes a ranged Strike against a foe, you can use a reaction to attempt a Stealth check against the foe's Perception DC. On a success, the foe is flat-footed against your next attack against them before the end of your next turn.
Guns & Gears, page 139.
Vanth's Weapon Execution
FEAT 5
Prerequisites Vanth's Weapon Familiarity
You've trained in the finer points of dealing death. Whenever you critically hit using a bo staff, longbow, composite longbow, scythe, or staff, you apply the weapon's critical specialization effect.
LOAG, page 31.
Vanth's Weapon Expertise
FEAT 13
Prerequisites Vanth's Weapon Familiarity
Vanths themselves recognize you as an honorary reaper.
Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in bo staves, longbows, composite longbows, scythes, and staves.
LOAG, page 32.
Vanth's Weapon Familiarity
FEAT 1
You seek to emulate vanth reapers' fighting styles. You are trained with bo staves, longbows, composite longbows, scythes, and staves.
This feat leads to: Vanth's Weapon Execution and Vanth's Weapon Expertise.
LOAG, page 31.
Variable Core
FEAT 1
You adjust your innovation's core, changing the way it explodes. When you choose this feat, select acid, cold, or electricity. Your innovation's core runs on that power source.
When using the Explode action, or any time your innovation explodes on a critical failure and damages you, change the damage type from fire damage to the type you chose.
If you have the offensive boost class feature and retrain Variable Core to a different damage type, you can also switch to a different offensive boost that deals the same damage type if you wish.
Guns & Gears, page 25.
Vegibaex's Roads
FEAT 17
Vegibaex has granted you limited access to the Stone Roads, attuning you to the tiniest sliver of the Onyx Key. You gain plane shift as a primal innate spell. You can cast it twice per week. This can be used only to travel back and forth between the Plane of Earth and the Material Plane. Due to your attunement to the Onyx Key, you can act as the spell focus, and you do not require a tuning fork.
LOL, page 28.
Vehicle Mechanic Dedication
FEAT 2
Prerequisites Intelligence 14, trained in Crafting
You are adept at designing and maintaining mechanical vehicles, and you lavish your attention and ingenuity on one vehicle in particular. You become an expert in Crafting, and you choose one vehicle you own—or your party owns collectively—to be your signature vehicle: the vehicle you spend time customizing to grant it various advantages.
You can spend 1 week of downtime with a new vehicle to designate it as your signature vehicle instead. Due to your amazing customizations and adjustments, pilots gain a +1 circumstance bonus to any piloting checks they make to control your signature vehicle. If you are a master in Crafting, this bonus increases to +2.
Special You cannot select another dedication feat until you have gained two other feats from the mechanic archetype.
This feat leads to: Efficient Controls, Engine Bay, Impervious Vehicle, Miraculous Flight, Patch Job, and Superior Propulsion.
Guns & Gears, page 56.
Veil May
FEAT 1
Born of a blood hag, a fiery blood drinker hidden behind a false skin, you have one blood-red eye and the ability to slough off your appearance in an instant. You gain the Lie to Me skill feat, and you can shed a disguise quickly by peeling off the outer layer of your skin. Changing from a disguise used to Impersonate back to your true appearance is a 3-action activity for you; if you're an expert in Deception, it's a 2-action activity, and if you're legendary in Deception, it takes only a single action. This doesn't allow you to don or remove armor or other equipment any faster, but your physical appearance otherwise returns to its normal state.
This feat leads to: Invoke The Elements and Stormy Heart.
LOAG, page 23.
Velstrac Magic
FEAT 9
Prerequisites Saidounae
You know there's so much more to sensation than whips and chains—but whips and chains also have their place. You can cast telekinetic maneuver and web once per day each as 2nd-level divine innate spells; in both cases, the spells manifest shadowy chains rather than their usual visual signifiers.
LOAG, page 66.
Vengeful Hatred
FEAT 1
You heart aches for vengeance against those who have wronged your people. Choose one of the following dwarven ancestral foes when you gain Vengeful Hatred: drow, duergar, giant, or orc. You gain a +1 circumstance bonus to damage with weapons and unarmed attacks against creatures with that trait. If your attack would deal more than one weapon die of damage (as is common at higher levels than 1st), the bonus is equal to the number of weapon dice or unarmed attack dice. In addition, if a creature critically succeeds at an attack against you and deals damage to you, you gain your bonus to damage against that creature for 1 minute regardless of whether it has the chosen trait.
Special Your GM can add appropriate creature traits to the ancestral foes list if your character is from a community that commonly fights other types of enemies.
Core Rulebook, page 36.
Vengeful Oath
FEAT 2
Prerequisites Paladin cause
You've sworn an oath to hunt down wicked evildoers and bring them to judgment. Add the following tenet to your code after the others: "You must hunt down and exterminate evil creatures that have committed heinous atrocities as long as you have a reasonable chance of success and aren't engaged in a mission that would prevent your doing so."
You can use lay on hands to damage a creature you witness harming an innocent or a good ally as if it were undead; in this case, lay on hands deals good damage instead of positive damage and gains the good trait. This good damage can affect non-evil creatures. This doesn't prevent you from healing such a creature with lay on hands; you choose whether to heal or harm.
This feat leads to: Aura Of Vengeance.
Core Rulebook, page 111.
FEAT 14
Prerequisites Come and Get Me
Trigger A creature within your reach succeeds or critically succeeds at an attack against you.
Requirements You're under the effect of Come and Get Me.
When struck by an enemy, you respond in turn. Make a melee Strike against the triggering creature. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
Core Rulebook, page 93.
FEAT 14
Prerequisites Come and Get Me
Trigger A creature within your reach succeeds at an attack against you.
Requirements You’re under the effect of Come and Get Me.
When struck by an enemy, you respond in turn. Make a melee Strike against the triggering creature. If the triggering attack was a critical success, you can use Vengeful Strike as a free action instead of a reaction.
Player Core 2, page 83.
FEAT 13
Prerequisites trained in Medicine
Frequency once per day
You produce a specialized venom that burns out other toxins and impurities in your body. For each disease or poison currently affecting you, attempt a Medicine check to counteract that disease or poison. As normal, your counteract level is equal to half your level rounded up.
LOIL, page 63.
Venom Spit
FEAT 5
You've learned the art of lobbing toxic spittle at vulnerable spots on your foes, especially the eyes. You gain a venomous spit ranged unarmed attack with a range increment of 10 feet that deals 1d4 poison damage. On a critical hit, the target takes persistent poison damage equal to the number of weapon damage dice. Your spit doesn't have a weapon group, nor a critical specialization effect.
Special If you have the hooded nagaji heritage, in addition to your venomous spit's normal critical hit effect, the target is also dazzled until the start of your next turn.
LOIL, page 50.
Verdant Metamorphosis
FEAT 14
Prerequisites Leaf order
You transform into a plant version of yourself. You gain the plant trait and lose any trait that's inappropriate for your new form (typically humanoid for a PC, but also possibly animal or fungus). You can change from a form that looks mostly like your old self into a tree or any other non-creature plant as a single action, which has the concentrate trait. This has the same effect as tree shape, except you can turn into any kind of non-creature plant and your AC is 30.
If you rest for 10 minutes while transformed into a noncreature plant during daylight hours under direct sunlight, you recover half your maximum Hit Points. If you take your daily rest in this way, the rest restores you to maximum Hit Points and removes all non-permanent drained, enfeebled, clumsy, and stupefied conditions, as well as all poisons and diseases of 19th level or lower.
Core Rulebook, page 139.
Verdant Metamorphosis
FEAT 14
Prerequisites leaf order
You have turned into a plant version of yourself, gaining the plant trait and losing traits inappropriate for your new form (typically humanoid). You also gain the Verdant Rest action.
Verdant Rest [one-action] (concentrate) You turn into a tree or other noncreature plant. This has the effect of using one with plants to turn into a plant, except that your AC is 30. You can Dismiss this effect to turn back. If you rest for 10 minutes in this form in natural sunlight, you recover half your maximum Hit Points. If you take your daily rest in this form, the rest restores you to maximum Hit Points and removes all non-permanent drained, enfeebled, clumsy, and stupefied conditions, as well as all poisons and diseases of 19th level or lower.
Player Core 1, page 135.
FEAT 20
Frequency once per hour
Trigger You take damage or cast a primal spell.
The life-giving properties of the aeon orbs flourish within you. Small plants or fungi magically appear on all surfaces in a 60-foot emanation around you. This life withers after 1 day unless the environment can support it. You can choose one of the following options each time you use this feat.
Verdant Weapon
FEAT 1
You cultivate a seed that can sprout into a wooden staff, vine whip, or another weapon. You spend 10 minutes focusing primal energy into a seed, imprinting it with the potential of a single level 0 weapon you are trained with and that has no mechanical parts or metal components. When holding the imprinted seed, you can spend a single Interact action to cause it to immediately grow into that weapon; a second Interact action returns it to seed form. Your verdant weapon functions as the imprinted weapon and can be etched with runes or affixed with talismans as normal, which are suppressed when the weapon is in seed form. It also becomes a primal focus.
You can have only one verdant seed at a time. If you prepare a second, your first verdant seed immediately becomes a mundane specimen; any runes on the previous seed that are valid for the new seed transfer between them at no cost, but you lose any inapplicable runes unless you transfer them to a runestone or another weapon.
This feat leads to: Pristine Weapon.
Advanced Player’s Guide, page 124.
Verdant Weapon
FEAT 1
You cultivate a seed that can sprout into a wooden staff, vine whip, or another Weapon. You spend 10 minutes focusing primal energy into a seed, imprinting it with the potential of a single level 0 Weapon you are trained with and that has no mechanical parts or metal components. When holding the imprinted seed, you can use an Interact action to cause it to immediately grow into that Weapon; a second Interact action returns it to seed form. The verdant Weapon can be etched with runes or affixed with talismans as normal, which are suppressed when the Weapon is in seed form.
You can have only one verdant seed at a time. If you prepare a second, your first verdant seed immediately becomes a mundane seed; any runes on the previous seed transfer to the new seed at no cost, but inapplicable runes are suppressed.
Player Core 1, page 128.
Versatile Blasts
FEAT 1
Accessing a wider realm of elemental manifestations, you can make blasts with rare forms of your elements. Add the following damage types to those you can choose for Elemental Blasts of that element: air cold, earth poison, fire cold, metal electricity, water acid, wood poison.
Rage of Elements, page 21.
Versatile Font
FEAT 2
Prerequisites harmful font or healing font, deity that allows clerics to have both fonts
As you explore your deity's aspects, you move beyond restrictions on healing or harming. You can prepare either harm or heal in the spell slots gained from the harmful font or healing font.
This feat leads to: Ebb And Flow.
Core Rulebook, page 122.
Versatile Font
FEAT 2
Prerequisites harmful font or healing font, deity that allows clerics to have both fonts
As you explore your deity's aspects, you move beyond restrictions on healing or harming. You can prepare either harm or heal in the spell slots gained from the harmful font or healing font.
Player Core 1, page 115.
Versatile Performance
FEAT 1
Prerequisites Polymath muse
You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. You can use your proficiency rank in Performance to meet the requirements of skill feats that require a particular rank in Deception, Diplomacy, or Intimidation.
Core Rulebook, page 100.
Versatile Performance
FEAT 1
Prerequisites Polymath muse
You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate.
In addition, you can use your proficiency rank in Performance to meet the prerequisites of skill wizard that require a particular proficiency rank in Deception, Diplomacy, or Intimidation.
Player Core 1, page 101.
Versatile Signature
FEAT 4
Prerequisites Polymath muse
While most bards are known for certain signature performances and spells, you're always tweaking your available repertoire. When you make your daily preparations, you can change one of your signature spells to a different spell of that level from your repertoire.
Core Rulebook, page 101.
Versatile Signature
FEAT 4
Prerequisites Polymath muse
While most bards are known for certain signature performances and single spell, you're always tweaking your available repertoire. When you make your daily preparations, you can change one of your signature single spell to a different spell of that rank from your repertoire.
Player Core 1, page 102.
Versatile Spellstrike
FEAT 18
Prerequisites Spellstrike
You can channel the entire realm of possibilities of your spellbook into an attack. Once during your daily preparations, you can use a spell slot to hold that infinite potential, rather than using it to prepare a spell. When you make a Spellstrike, you can expend this special spell slot to immediately prepare and cast a spell from your spellbook at 2 levels lower than the slot's level. (As normal for preparing spells, you can use a spell of an even-lower level, heightening it accordingly.) You don't have any spell prepared in that slot until you cast from that slot.
Secrets of Magic, page 49.
Very Sneaky
FEAT 1
Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of this. You can move 5 feet farther when you take the Sneak action, up to your Speed. In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don't become observed if you don't have cover or greater cover and aren't concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn.
This feat leads to: Very, Very Sneaky.
Core Rulebook, page 49.
Very Sneaky
FEAT 1
Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of this. You can move 5 feet farther when you take the Sneak action, up to your Speed.
In addition, as long as you continue to use Sneak skill action and succeed at your Stealth check, you don't become observed if you don't have cover or Greater cover and aren't concealed at the end of the Sneak action, as long as you have cover or Greater cover or are concealed at the end of your turn.
Very, Very Sneaky
FEAT 13
Prerequisites Very Sneaky
You can move up to your Speed when you use the Sneak action, and you no longer need to have cover or greater cover or be concealed to Hide or Sneak.
Core Rulebook, page 49.
FEAT 16
Prerequisites Living Vessel Dedication
Frequency once per day
You symbiotically combine your form with that of the entity within you, taking a powerful hybrid form to temporarily boost your abilities in combat while maintaining control. For 1 minute, you gain the following effects.
Special This action has the tradition trait appropriate to your entity, typically divine for a demon, occult for an aberration or outer entity, or primal for a fey.
Dark Archive, page 141.
Vestigial Wings
FEAT 1
You possess small, weak wings that aid in balance. You gain the Steady Balance and Cat Fall skill feats as bonus feats, even if you aren't trained in Acrobatics.
LOAG, page 97.
FEAT 6
You tumble around your foes, expertly avoiding their reactions. Stride up to half your Speed and roll an Acrobatics check. Compare the result to the Reflex DC of each foe whose reach you began in or enter during the movement, in sequence.
Critical Success This movement doesn't trigger reactions from the foe, the foe is flat-footed to you until the end of your turn, and you gain panache.Success This movement doesn't trigger reactions from the foe, and you gain panache.Critical Failure Your movement immediately stops when you enter the creature's reach; if you began in the creature's reach, you don't move.Advanced Player’s Guide, page 91.
FEAT 6
You tumble around your foes, expertly avoiding their reactions.
Stride up to half your Speed and roll an Acrobatics check.
you began in or enter during the movement, in sequence.
Critical Success This movement doesn’t trigger reactions from the enemy, and the enemy is off-guard to you until the end of your turn Success This movement doesn’t trigger reactions from the enemy.
Critical Failure Your movement immediately stops when you enter the creature’s reach; if you began in the creature’s reach, you don’t move.
Player Core 2, page 166.
Vibrant Display
FEAT 1
Prerequisites chameleon gnome heritage
Frequency once every 10 minutes
Whereas most gnomes' coloration is static or changes slowly, you can cause your hair, eye, and skin color to scintillate in brief and disorienting bursts. Once every 10 minutes, when you use the Feint action, you can compare your Deception check result to the Perception DCs of all adjacent creatures rather than just one creature within melee reach. It's possible to get a different degree of success for each target.
These changes are imprecise and usually short-lived, so while they allow you to periodically change your appearance in unpredictable ways, they are of little use in providing camouflage or aiding a disguise.
LOCG, page 33.
Vibration Sense
FEAT 4
Your eidolon gains tremorsense as an imprecise sense with a range of 30 feet. If aquatic, it gains wavesense as an imprecise sense with a range of 30 feet instead. If amphibious, it gains both.
Secrets of Magic, page 69.
Vicious Debilitations
FEAT 10
Prerequisites Ruffian racket, Debilitating Strike
The debilitations you dish out seriously impair your foes. Add the following debilitations to the list you can choose from when you use Debilitating Strike.
Core Rulebook, page 187.
Vicious Debilitations
FEAT 10
Prerequisites Ruffian racket, Debilitating Strike
The debilitations you dish out seriously impair your foes. Add the following debilitations to the list you can choose from when you use Debilitating Strike.
• Debilitation The target gains weakness 5 to your choice of bludgeoning, piercing, or slashing damage.
• Debilitation The target becomes clumsy 1.
Player Core 1, page 175.
FEAT 18
You make a vicious attack that maims your enemy. Make a melee Strike. If the Strike hits and deals damage, the target is drained 1, or drained 2 on a critical success.
Core Rulebook, page 93.
FEAT 18
You make a vicious attack that maims your enemy. Make a melee Strike. If the Strike hits and deals damage, the target is drained 1, or drained 2 on a critical success.
Player Core 2, page 85.
Vicious Fangs
FEAT 8
Prerequisites Vampire Dedication
You aim for your victim's prominent arteries. Your fangs Strike deals an additional 1d6 persistent bleed damage on a critical hit.
At 14th level, the persistent bleed damage increases to 2d6, and at 20th level, the persistent bleed damage increases to 3d6.
Book of the Dead, page 59.
Vicious Incisors
FEAT 1
You've let your incisors grow long enough to serve as formidable weapons. You gain a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group and have the finesse and unarmed traits. Unlike most creatures, you can file down your teeth and regrow them later on, enabling you to select this feat at any level, and to retrain into and out of this feat.
This feat leads to: Gnaw.
Advanced Player’s Guide, page 22.
Vicious Snares
FEAT 13
Prerequisites expert in Crafting, Snare Crafting
You've learned how to create traps that cause greater injuries. You deal an additional 1d6 precision damage with damaging snares you craft.
This increases to 2d6 additional precision damage if you're legendary in Crafting.
LOAG, page 40.
Vicious Snares
FEAT 13
Prerequisites expert in Crafting, Snare Crafting
You deal an additional 1d6 precision damage with damage snares you Craft. This increases to 2d6 additional precision damage if you're legendary in Crafting.
FEAT 1
You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike.
This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal 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.
Player Core 1, page 141.
Vicious Vengeance
FEAT 1
Prerequisites antipaladin cause
While your vengeance is painful for both you and your foe, none can doubt that your enemies suffer more. You gain a circumstance bonus to the damage you deal from Destructive Vengeance equal to the number of damage dice from the reaction. This only applies to the damage the enemy takes, not the damage to yourself or the extra damage you gain after using the reaction.
Advanced Player’s Guide, page 118.
Vicious Vengeance
FEAT 1
Prerequisites iniquity cause
While your vengeance is painful for both you and your foe, none can doubt that your enemies suffer more. You gain a circumstance bonus to the damage you deal from Destructive Vengeance equal to the number of damage dice from the reaction. This applies to only the damage the enemy takes, not the damage to yourself or the extra damage you gain after using the reaction.
Player Core 2, page 94.
Vicious Venom
FEAT 17
Prerequisites Envenom
The venom you produce is exceptionally potent and difficult to overcome. Your tegoux venom gains the virulent trait, requiring two consecutive saves to reduce the venom's stage by 1. A critical success reduces your venom's stage by only 1 instead of by 2.
LOIL, page 63.
FEAT 5
Trigger You bring a foe to 0 Hit Points.
Your victories in battle fill you with pride and imbue you with the energy to fight a bit longer despite your wounds. You gain temporary Hit Points equal to your Constitution modifier until the end of your next turn.
Core Rulebook, page 59.
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