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Titan Swing [two-actions] Feat 2

This Feat may contain spoilers from the Gatewalkers Adventure Path

Legacy Content

Rare Deviant Magical Transmutation 
Source Gatewalkers Player's Guide pg. 10, Dark Archive pg. 101

Your limbs tense as you deliver a mighty swing. Make a melee Strike. If it hits, you deal an extra die of weapon damage and push the target back by 5 feet. If you're at least 10th level, increase this to two extra dice and push the target by 10 feet, and if you're at least 18th level, increase it to three extra dice and push the target by 15 feet.

Awakening On a critical hit, you push the target back double the normal distance and knock it prone.
Awakening On a hit, you deal 1d6 persistent bleed damage. This increases to 2d6 at 10th level and 3d6 at 18th level.

Traits

Deviant:

This trait describes strange supernatural or paranormal abilities.

Magical:

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic.

Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

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.

Transmutation:

Effects and magic items with this trait are associated with the transmutation school of magic, typically changing something’s form.