Alchemist | Barbarian | Bard | Champion | Cleric | Druid | Fighter | Gunslinger | Inventor | Investigator | Kineticist | Magus | Monk | Oracle | Psychic | Ranger | Rogue | Sorcerer | Summoner | Swashbuckler | Thaumaturge | Witch | Wizard

Animal Companions | Construct Companions | Eidolons | Familiar Abilities | Specific Familiars | Undead Companions


There is a Legacy version here.

PFS StandardStunning Finisher [one-action] Feat 8

Finisher Swashbuckler 
Source Player Core 2 pg. 167

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

Finisher:

Finishers are spectacular finishing moves that use your panache. Finishers can be used only with weapons that deal additional damage with precise strike (agile or finesse melee weapons or unarmed attacks, for most swashbucklers). 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. Effects added on a failure don't apply on a critical failure. If your finisher action succeeds, you can still choose to apply the failure effect instead. For example, you might do this when an attack deals no damage due to resistance.