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Swashbuckler Feats


Buckler Expertise Feat 1


Source Pathfinder Advanced Player's Guide

You've learned a flexible way to position your buckler to provide more protection. When you Raise a Shield to gain a circumstance bonus to AC from a Buckler, increase the bonus from +1 to +2.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Disarming Flair Feat 1


Source Pathfinder Advanced Player's Guide

It's harder for your foes to regain their grip when you knock their weapon partially out of their hands.

When you succeed at an Athletics check to Disarm, the circumstance bonus and penalty from Disarm last until the end of your next turn, instead of until the beginning of the target's next turn. The target can use an Interact action to adjust their grip and remove this effect.

If your swashbuckler's style is gymnast and you succeed at your Athletics check to Disarm a foe, you gain Panache.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Dueling Parry (Swashbuckler) One ActionFeat 1


Source Pathfinder Advanced Player's Guide

Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free.


You can parry attacks against you with your one-handed weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements.

Grants Effect: Dueling Parry


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Flying Blade Feat 1


Source Pathfinder Advanced Player's Guide
Prerequisites precise strike

You've learned to apply your flashy techniques to thrown weapons as easily as melee attacks.

When you have Panache, you apply your Precise Strike damage on ranged Strikes you make with a thrown weapon within that weapon's first range increment. The thrown weapon must be an agile or finesse weapon.

This also allows you to make a thrown weapon ranged Strike for Confident Finisher and any other finisher that includes a Strike that can benefit from your precise strike.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Focused Fascination Feat 1


Source Pathfinder Advanced Player's Guide
Prerequisites Fascinating Performance

When you use Fascinating Performance in a combat encounter, you need only a success, rather than a critical success, to Fascinate your target. This works only if you're attempting to fascinate one target.

For example, if you were an expert in Performance, you could choose to target multiple creatures normally or target one creature and fascinate it on a success.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Goading Feint Feat 1


Source Pathfinder Advanced Player's Guide
Prerequisites trained in Deception

When you trick a foe, you can goad them into overextending their next attack.

On a Feint, you can use the following success and critical success effects instead of any other effects you would gain when you Feint; if you do, other abilities that adjust the normal effects of your Feint no longer apply. You can choose whether to use the Goading Feint benefits or the normal benefits each time you Feint a given foe.


Critical Success The target takes a -2 circumstance penalty to

all attack rolls against you before the end of its next turn.

Success The target takes a -2 circumstance penalty to its next

attack roll against you before the end of its next turn.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Nimble Dodge ReactionFeat 1


Source Pathfinder Advanced Player's Guide

Trigger A creature targets you with an attack and you can see the attacker.

Requirements You are not encumbered


You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Swashbuckler

This indicates abilities from the Swashbuckler class.

One For All One ActionFeat 1


Source Pathfinder Advanced Player's Guide
Prerequisites trained in Diplomacy

With precisely the right words of encouragement, you bolster an ally's efforts.

Designate an ally within 30 feet; this action counts as sufficient preparation to Aid that ally. When you use the Aid reaction to help that ally, you can roll Diplomacy in place of the usual check.

If your swashbuckler's style is wit and your diplomacy check to Aid meets or exceeds the very hard DC for your level, you gain Panache.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Auditory

Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Emotion

This effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.

Linguistic

An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.

Swashbuckler

This indicates abilities from the Swashbuckler class.

You're Next ReactionFeat 1


Source Pathfinder Advanced Player's Guide
Prerequisites trained in Intimidation

Trigger You reduce an enemy to 0 Hit Points


After downing a foe, you menacingly remind another foe that you're coming after them next.

Attempt an Intimidation check with a +2 circumstance bonus to Demoralize a single creature that you can see and that can see you.

If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Emotion

This effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.

Fear

Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.

Rogue

This indicates abilities from the rogue class.

Swashbuckler

This indicates abilities from the Swashbuckler class.

After You Free ActionFeat 2


Source Pathfinder Advanced Player's Guide

Trigger You're about to roll initiative.


You allow your foes to make the first move in a show of incredible confidence. You don't roll initiative; instead you voluntarily go last. You gain Panache.

If more than one character uses this ability or another ability to go last, use the normal rules for resolving a tie: NPCs and monsters act before PCs, and within those groups, the creatures can choose whichever order they want.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Antagonize Feat 2


Source Pathfinder Advanced Player's Guide

Your taunts and threats earn your foes ire. When you successfully Demoralize a creature, its Frightened condition can't decrease to less than 1 at the end of its turn until it either uses a hostile action against you or can no longer observe or sense you for at least 1 round.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Charmed Life ReactionFeat 2


Source Pathfinder Advanced Player's Guide
Prerequisites Charisma 14

Trigger You attempt a saving throw, but you haven't rolled yet.


When danger calls, you have a strange knack for coming out on top. You gain a +2 circumstance bonus to the triggering save.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Fane's Fourberie One ActionFeat 2


UncommonRogueStanceSwashbuckler
Source Pathfinder Lost Omens: Pathfinder Society Guide

Stella Fane has perfected a technique for using playing cards as weapons that's one part sleight of hand and one part magic.

When you enter this stance, choose whether to treat playing cards in your possession as daggers or darts; you can wield a playing card in all ways as the chosen weapon until the stance ends. As long as the majority of the deck remains in your possession, any cards that are lost or thrown can be found after 1 minute. Otherwise, the remaining cards are likely lost or destroyed.

A character who has this feat can enchant a single deck of playing cards as a magic weapon, etching fundamental and property runes directly onto the deck of cards.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Rogue

This indicates abilities from the rogue class.

Stance

A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Finishing Follow-through Feat 2


Source Pathfinder Advanced Player's Guide

Finishing a foe maintains your swagger. You gain Panache if your finisher brings the target to 0 HP (or brings the highest-level target to 0 HP, if your finisher attacks multiple targets).


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Tumble Behind (Swashbuckler) Feat 2


Source Pathfinder Advanced Player's Guide

Your tumbling catches your foe off guard. When you Tumble Through successfully, the foe you Tumbled Through is Flat-Footed against the next attack you make before the end of your turn.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Unbalancing Finisher One ActionFeat 2


Source Pathfinder Advanced Player's Guide

You attack with a flashy assault that leaves your target off balance. Make a melee Strike. If you hit and deal damage, the target is Flat-Footed until the end of your next turn.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Finisher

Finishers are spectacular finishing moves. You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher. Once you use a finisher, you can't use actions that have the attack trait for the rest of your turn. Some finisher actions also grant an effect on a failure. If your finisher succeeds, you can choose to apply the failure effect instead.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Flamboyant Athlete Two ActionsFeat 4


Source Pathfinder Advanced Player's Guide
Prerequisites expert in Athletics

Your Panache allows you to perform incredible feats: climbing, swimming, and leaping far beyond your normal capacity. While you have panache, you gain the following benefits.

  • You gain climb and swim Speeds equal to half your land Speed.
  • The DCs of your High Jumps and Long Jumps decrease by 10. This doesn't combine with other abilities that reduce those DCs.
  • The distance you can move with a vertical Leapincreases to 5 feet. Your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet, or to 20 feet if your Speed is at least 30 feet.

Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Guardian's Deflection (Swashbuckler) ReactionFeat 4


Source Pathfinder Advanced Player's Guide

Trigger An ally within your melee reach is hit by an attack, you can see the attacker, and a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss.

Requirements You are wielding a single one-handed melee weapon and have your other hand or hands free.


You use your weapon to deflect the attack against your ally, granting a +2 circumstance bonus to their AC against the triggering attack. This turns the triggering critical hit into a hit, or the triggering hit into a miss.

Effect: Guardian's Deflection


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Impaling Finisher One ActionFeat 4


Source Pathfinder Advanced Player's Guide

You stab two foes with a single thrust or bash them together with one punch.

Make a bludgeoning or piercing melee Strike and compare the attack roll result against the AC of up to two foes. One foe must be adjacent to you, and the other foe must be adjacent to and directly behind the first foe, in a straight line from your space. Roll damage once and apply it to each creature you hit.

An Impaling Finisher counts as two attacks when calculating your multiple attack penalty.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Finisher

Finishers are spectacular finishing moves. You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher. Once you use a finisher, you can't use actions that have the attack trait for the rest of your turn. Some finisher actions also grant an effect on a failure. If your finisher succeeds, you can choose to apply the failure effect instead.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Leading Dance One ActionFeat 4


Source Pathfinder Advanced Player's Guide
Prerequisites trained in Performance

Requirements You are adjacent to an enemy.


You sweep your foe into your dance. Attempt a Performance check against an adjacent enemy's Will DC. If your swashbuckler's style is Battledancer and you succeed, you gain Panache.


Critical Success Your foe is swept up in your dance. You both move up to 10 feet in the same direction, remaining adjacent to one another. Your movement doesn't trigger reactions from the target (and the target's movement doesn't trigger reactions because it's forced movement).

Success As critical success, but you both move only 5 feet.

Failure The foe doesn't follow your steps. You can move 5 feet if you choose, but this movement triggers reactions normally.

Critical Failure You stumble, falling Prone in your space.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Move

An action with this trait involves moving from one space to another.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Masquerade of Seasons Stance Feat 4


RareBardRogueStanceSwashbuckler
Source Pathfinder Lost Omens: Impossible Lands
Prerequisites trained in Performance

You have mastered the opening steps to the Masquerade of Seasons, a dance that channels the power of spring, summer, winter, and autumn. Choose one of the following traits: water, fire, negative, or cold. You gain resistance 5 to damage dealt by effects with the chosen trait. You can use an action to reenter this stance at any time, changing the granted resistance to another of the available options. If you are at least 12th level, the granted resistance increases to be equal to half your level.

Stance: Masquerade of Seasons Stance


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Bard

This indicates abilities from the bard class.

Rogue

This indicates abilities from the rogue class.

Stance

A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Swaggering Initiative Free ActionFeat 4


Source Pathfinder Advanced Player's Guide

Trigger You are about to roll initiative.


You swagger readily into any fight-even an ambush. You gain a +2 circumstance bonus to your initiative roll and can Interact to draw a weapon.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Twin Parry One ActionFeat 4


Source Pathfinder Advanced Player's Guide

Requirements You are wielding two melee weapons, one in each hand


You use your two weapons to parry attacks.

You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat's requirement.

Effect: Twin Parry

Effect: Twin Parry (Parry Trait)


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Ranger

This indicates abilities from the ranger class.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Agile Maneuvers Feat 6


Source Pathfinder Advanced Player's Guide
Prerequisites expert in Athletics

You easily maneuver against your foes. Your Grapple, Shove, and Trip actions have a lower multiple attack penalty: -4 instead of -5 if they're the second attack on your turn, or -8 instead of -10 if they're the third or subsequent attack on your turn.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Attack of Opportunity ReactionFeat 6


Source Pathfinder Advanced Player's Guide

Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


You swat a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Barbarian

This indicates abilities from the barbarian class.

Champion

This indicates abilities from the champion class.

Magus

This indicates abilities from the magus class.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Combination Finisher Feat 6


Source Pathfinder Advanced Player's Guide

You combine a series of attacks with a powerful finishing blow. Your finishers' Strikes have a lower multiple attack penalty: -4 (or -3 with an agile weapon) if it's the second attack on your turn, or -8 (or -6 with an agile weapon) if it's the third or subsequent attack on your turn, instead of -5 and -10, respectively.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Pirouette ReactionFeat 6


RareBardRogueSwashbuckler
Source Pathfinder Lost Omens: Impossible Lands
Prerequisites Masquerade of Seasons Stance

Requirements You're in Masquerade of Seasons Stance.

Trigger An enemy targets you with a Strike.


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.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Bard

This indicates abilities from the bard class.

Rogue

This indicates abilities from the rogue class.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Precise Finisher Feat 6


Source Pathfinder Advanced Player's Guide
Prerequisites Confident Finisher

Even when your foe avoids your Confident Finisher, you can still hit a vital spot. On a failure with Confident Finisher, you apply your full precise strike damage instead of half.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Stella's Stab and Snag Two ActionsFeat 6


UncommonRogueSwashbuckler
Source Pathfinder Lost Omens: Pathfinder Society Guide
Prerequisites expert in Thievery

Requirements You are wielding a piercing or slashing melee weapon.


You dart towards your opponent, seeking to stab them and slice their purse-strings with a single movement. Stride up to your Speed; this movement does not trigger reactions triggered by movement. At any point during this movement you can Strike an opponent within reach. If this Strike is successful, you can attempt a Thievery check to Steal from the target.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Rogue

This indicates abilities from the rogue class.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Vexing Tumble One ActionFeat 6


Source Pathfinder Advanced Player's Guide

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Bleeding Finisher One ActionFeat 8


Source Pathfinder Advanced Player's Guide

Your blow inflicts profuse bleeding. Make a slashing or piercing Strike with a weapon or unarmed attack that allows you to add your precise strike damage.

If you hit, the target also takes Persistent Bleed Damage equal to your precise strike finisher damage.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Finisher

Finishers are spectacular finishing moves. You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher. Once you use a finisher, you can't use actions that have the attack trait for the rest of your turn. Some finisher actions also grant an effect on a failure. If your finisher succeeds, you can choose to apply the failure effect instead.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Dual Finisher One ActionFeat 8


Source Pathfinder Advanced Player's Guide

Requirements You wield two melee weapons, one in each hand.


You split your attacks. Make two melee Strikes, one with each required weapon, each against a different foe. If the second Strike is made with a non-agile weapon, it takes a -2 penalty.

Increase your multiple attack penalty only after attempting both Strikes.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Finisher

Finishers are spectacular finishing moves. You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher. Once you use a finisher, you can't use actions that have the attack trait for the rest of your turn. Some finisher actions also grant an effect on a failure. If your finisher succeeds, you can choose to apply the failure effect instead.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Flamboyant Cruelty Feat 8


RareSwashbuckler
Source Pathfinder Lost Omens: Legends

You love to kick your enemies when they're down, and you look fabulous when you do.

When you make a melee weapon Strike against a foe that has at least two of the following conditions, you gain a circumstance bonus to your damage roll equal to the number of these conditions the foe has.

The qualifying conditions are Clumsy, Drained, Enfeebled, Frightened, Sickened, and Stupefied.

If you hit such a foe, you gain a +1 circumstance bonus to skill checks to Tumble Through and to perform your style's Panache-granting actions until the end of your turn.

Effect: Flamboyant Cruelty


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Grand Dance Two ActionsFeat 8


RareBardRogueSwashbuckler
Source Pathfinder Lost Omens: Impossible Lands
Prerequisites Masquerade of Seasons Stance

Requirements You're in Masquerade of Seasons Stance.


You can summon the full magic of Bhopan's grand dance. Stride up to your Speed; during this Stride, you can walk on air as if it were solid ground. You can ascend and descend in this way at a maximum of a 45-degree angle. You must end your Stride on a surface that can support you or you fall.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Bard

This indicates abilities from the bard class.

Rogue

This indicates abilities from the rogue class.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Knight's Retaliation ReactionFeat 8


UncommonFighterSwashbuckler
Source Pathfinder Lost Omens: Knights of Lastwall
Prerequisites trained in Athletics

Trigger An undead creature within your reach critically fails a Strike against you.


You knock the enemy's blow aside and twist, unbalancing your foe. You attempt to Disarm, Shove, or Trip the triggering creature.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Fighter

This indicates abilities from the fighter class.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Nimble Roll Feat 8


Source Pathfinder Advanced Player's Guide
Prerequisites Nimble Dodge

You can use Nimble Dodge before attempting a Reflex save, in addition to its original trigger. If you do, the circumstance bonus applies to your Reflex save against the triggering effect.

When you use Nimble Dodge and the triggering attack fails or critically fails, or when you succeed or critically succeed at the saving throw, you can also Stride up to 10 feet as part of the reaction. If you do, the reaction gains the move trait.

You can use Nimble Roll while Flying or Swimming instead of Striding if you have the corresponding movement type.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Rogue

This indicates abilities from the rogue class.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Stunning Finisher One ActionFeat 8


Source Pathfinder Advanced Player's Guide

You attempt a dizzying blow. Make a melee Strike. If you hit, your foe must attempt a Fortitude save against your class DC with the following results; the save has the incapacitation trait.


Critical Success The target is unaffected.

Success The target can't use reactions until its next turn.

Failure The target is Stunned 1.

Critical Failure The target is Stunned 3.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Finisher

Finishers are spectacular finishing moves. You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher. Once you use a finisher, you can't use actions that have the attack trait for the rest of your turn. Some finisher actions also grant an effect on a failure. If your finisher succeeds, you can choose to apply the failure effect instead.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Vivacious Bravado One ActionFeat 8


Source Pathfinder Advanced Player's Guide

Requirements You gained Panache this turn.


Your ego swells, granting you a temporary reprieve from your pain. You gain temporary Hit Points equal to your level plus your Charisma modifier that last until the start of your next turn.

Effect: Vivacious Bravado


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Buckler Dance One ActionFeat 10


Source Pathfinder Advanced Player's Guide

Requirements You are wielding a Buckler.


You spin your buckler defensively toward every attack. While you are in this stance, you constantly have your buckler raised as if you'd used Raise a Shield, as long as you meet that action's requirements.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Stance

A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Corpse-Killer's Defiance ReactionFeat 10


UncommonBarbarianSwashbuckler
Source Pathfinder Lost Omens: Knights of Lastwall

Trigger You destroy an undead foe.


You defy Tar-Baphon with every undead you destroy, using your victory to rally your allies. Allies that can see you gain a +1 status bonus to attack and damage rolls against undead for 1 round, or a +2 status bonus to attack and damage rolls against undead for 2 rounds if the undead foe destroyed was a creature of your level or higher.

Effect: Corpse-Killer's Defiance (Lower Level)

Effect: Corpse-Killer's Defiance


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Barbarian

This indicates abilities from the barbarian class.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Derring-do Feat 10


Source Pathfinder Advanced Player's Guide

When you compound Panache with even more derring-do, it somehow tends to work out.

When you already have panache, you can roll twice and use the higher result on checks to which the circumstance bonus for having panache applies (Tumble Through and any skill actions listed in your swashbuckler's style).


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fortune

A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Dueling Dance (Swashbuckler) One ActionFeat 10


Source Pathfinder Advanced Player's Guide
Prerequisites Dueling Parry

Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free.


Using your free hand as pivot and balance, you both attack and defend with your weapon.


While you are in this stance, you constantly have the benefits of Dueling Parry.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Stance

A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Reflexive Riposte Feat 10


Source Pathfinder Advanced Player's Guide
Prerequisites Opportune Riposte

You can riposte almost without a thought. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to perform an Opportune Riposte.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Targeting Finisher One ActionFeat 10


Source Pathfinder Advanced Player's Guide

Your attack harms and hinders your foe. Choose a particular part of your foe from the list below and Strike.

If you hit and damage the target, apply the effect corresponding to the chosen part. This hindrance lasts until the end of your next turn. On a critical hit, you also apply a lesser effect lasting for 1 minute.

  • Arm (or another limb used for attacks, such as a tentacle) The target is Enfeebled 2. On a critical hit, it is also Enfeebled 1 for 1 minute.
  • Head The target is Stupefied 2. On a critical hit, it is also Stupefied 1 for 1 minute.
  • Legs The target takes a -10-foot status penalty to its Speeds. On a critical hit, it also takes a -5-foot status penalty to its Speeds for 1 minute.

Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Finisher

Finishers are spectacular finishing moves. You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher. Once you use a finisher, you can't use actions that have the attack trait for the rest of your turn. Some finisher actions also grant an effect on a failure. If your finisher succeeds, you can choose to apply the failure effect instead.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Cheat Death ReactionFeat 12


Source Pathfinder Advanced Player's Guide

Trigger You take damage that would reduce you to 0 Hit Points.


Somehow you always escape the reaper by a hair's breadth. You avoid being knocked out or killed and remain at 1 Hit Point, but you become Doomed 1 (or increase your doomed value by 1 if you were already doomed).

You can't reduce or ignore the doomed condition from Cheating Death. The doomed condition from Cheating Death lasts for 10 minutes, though this doesn't affect the duration of any other doomed condition you have.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Mobile Finisher One ActionFeat 12


Source Pathfinder Advanced Player's Guide

You attack in motion. Stride and then Strike.

You can use Mobile Finisher while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Finisher

Finishers are spectacular finishing moves. You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher. Once you use a finisher, you can't use actions that have the attack trait for the rest of your turn. Some finisher actions also grant an effect on a failure. If your finisher succeeds, you can choose to apply the failure effect instead.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Flamboyant Leap Two ActionsFeat 14


Source Pathfinder Advanced Player's Guide
Prerequisites master in Athletics, Flamboyant Athlete

Requirements You are capable of using a finisher.


You stylishly leap and deliver a powerful finisher.

Make a Leap, High Jump, or Long Jump and attempt one single-action finisher at any point during your jump; the finisher can't be one that includes other movement, such as Mobile Finisher.

Immediately after the finisher, you fall to the ground if you're in the air, even if you haven't reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright.

When attempting a High Jump or Long Jump during a Flamboyant Leap, determine the DC using the Long Jump DCs, and increase the maximum distance to double your Speed, rather than just your Speed.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Impossible Riposte Feat 14


Source Pathfinder Advanced Player's Guide
Prerequisites Opportune Riposte

Your ripostes can deflect attacks back at their source.

You can use Opportune Riposte with a trigger of "A foe outside of your reach critically fails an attack roll against you" in addition to its usual trigger.

When you use Opportune Riposte with this new trigger against a ranged attack, your Strike deflects some of the triggering effect back toward its source. Compare the result of your attack roll to the AC of the triggering foe. On a hit, you deal the normal amount of damage for your Strike, but the damage type changes to that of the triggering attack.

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


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Perfect Finisher One ActionFeat 14


Source Pathfinder Advanced Player's Guide

You focus your panache into an impeccable assault. Make a Strike, rolling the attack roll twice and using the better result.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Finisher

Finishers are spectacular finishing moves. You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher. Once you use a finisher, you can't use actions that have the attack trait for the rest of your turn. Some finisher actions also grant an effect on a failure. If your finisher succeeds, you can choose to apply the failure effect instead.

Fortune

A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Twinned Defense (Swashbuckler) One ActionFeat 14


Source Pathfinder Advanced Player's Guide
Prerequisites Twin Parry

Requirements You are wielding two melee weapons, one in each hand


You're always ready to use your off-hand weapon to interfere with attacks against you. While you are in this stance, you constantly gain the benefits of the Twin Parry action.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Stance

A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Deadly Grace Feat 16


Source Pathfinder Advanced Player's Guide

Your graceful attacks are especially powerful.

When you score a critical hit with an agile or finesse melee weapon that has the deadly trait, you double the number of dice from that trait. When you wield an agile or finesse melee weapon that doesn't have the deadly trait, it gains the deadly d8 trait instead.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Felicitous Riposte Feat 16


Source Pathfinder Advanced Player's Guide

You take advantage of your foe's openings with uncanny odds.

When you make an Opportune Riposte, roll twice on the attack roll and take the better result.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fortune

A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Incredible Luck (Swashbuckler) Feat 18


Source Pathfinder Advanced Player's Guide
Prerequisites Charmed Life

You always seem to bounce back from the worst. When you use Charmed Life, roll the save twice (including the +2 circumstance bonus from Charmed Life) and use the better result.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fortune

A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Lethal Finisher One ActionFeat 18


Source Pathfinder Advanced Player's Guide
Prerequisites precise strike 6d6

You stab your foe in a vital organ, possibly killing them outright. Make a Strike. On a success, you forego your precise strike damage from the finisher.

Instead, your target takes additional precision damage based on a Fortitude save against your class DC. If your Strike was a critical hit, the target's saving throw outcome is one degree worse.


Critical Success You deal 6 precision damage.

Success You deal 6d6 precision damage.

Failure You deal 12d6 precision damage.

Critical Failure You deal 18d6 precision damage.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Death

An effect with the death trait kills you immediately if it reduces you to 0 HP. Some death effects can bring you closer to death or slay you outright without reducing you to 0 HP.

Finisher

Finishers are spectacular finishing moves. You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher. Once you use a finisher, you can't use actions that have the attack trait for the rest of your turn. Some finisher actions also grant an effect on a failure. If your finisher succeeds, you can choose to apply the failure effect instead.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Parry And Riposte Feat 18


Source Pathfinder Advanced Player's Guide
Prerequisites Opportune Riposte

Your parries and finishers allow you to riposte with the slightest provocation.

You can use Opportune Riposte against an enemy who fails at a Strike against you (not just critically fails), provided you have both damaged that creature with a finisher on your last turn and currently have a circumstance bonus to AC from the parry weapon trait, Dueling Parry, or Twin Parry.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Inexhaustible Countermoves Feat 20


Source Pathfinder Advanced Player's Guide

You can react whenever a foe leaves a gap in their defenses. At the start of each enemy's turn, you gain an extra reaction you can use only during that turn to perform an Opportune Riposte, or an Attack of Opportunity if you have that reaction.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Panache Paragon Feat 20


Source Pathfinder Advanced Player's Guide

You find opportunities to perform stylish feats in the moments between others' heartbeats and eye blinks. You are permanently Quickened.

You can use the extra action only to Tumble Through or perform the skill action listed in your swashbuckler's style as one that allows you to gain Panache, or other actions that would allow you to gain panache at the GM's discretion.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Vivacious Afterimage One ActionFeat 20


UncommonIllusionOccultSwashbucklerVisual
Source Pathfinder #168: King of the Mountain
Prerequisites vivacious speed

Requirements You have panache.


You move so quickly that you create a short-lived afterimage, looks exactly like you, in front of you or behind you. You Stride. At any point along your movement, you leave an afterimage of yourself behind. Alternatively, you can stop moving and send your afterimage forward instead, up to the remainder of your Speed. A creature that spends actions to engage with your afterimage can attempt to disbelieve it with a Will save against your class DC. Once an enemy has disbelieved any of your afterimages, they are temporarily immune to all of your Vivacious Afterimages for 10 minutes. As long as a creature has not disbelieved the afterimage, the afterimage counts as a creature for flanking. The afterimage lasts until the beginning of your next turn or until you use Vivacious Afterimage again, whichever comes first.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Illusion

Effects and magic items with this trait are associated with the illusion school of magic, typically involving false sensory stimuli.

Occult

This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Visual

A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.