Staff Acrobat Dedication Feat 2
Source Pathfinder #151: The Show Must Go On
Prerequisites Dexterity +3, trained in Acrobatics, trained in Athletics, trained with at least one of the following weapons: staff, bo staff, halfling sling staff, or any weapon in the spear or polearm group (referred to in this archetype as "your staff")
When you High Jump, Leap, or Long Jump while wielding your staff, you gain a +2 circumstance bonus to any Athletics check required and add 5 feet to the distance you can Leap vertically and horizontally. You can Shove and Trip even if you don't have a free hand, provided you are wielding your staff. Finally, when you roll a success on a check to Balance while wielding your staff, you get a critical success instead.
You can perform amazing acts in and out of combat when you have a spear, staff, or polearm.
Staff Acrobat Dedication Feat 2
Prerequisites Dexterity +3, trained in Acrobatics, trained in Athletics, trained with at least one of the following weapons: staff, bo staff, halfling sling staff, or any weapon in the spear or polearm group (referred to in this archetype as "your staff")
When you High Jump, Leap, or Long Jump while wielding your staff, you gain a +2 circumstance bonus to any Athletics check required and add 5 feet to the distance you can Leap vertically and horizontally. You can Shove and Trip even if you don't have a free hand, provided you are wielding your staff. Finally, when you roll a success on a check to Balance while wielding your staff, you get a critical success instead.
Source: Pathfinder #151: The Show Must Go On
Bullying Staff Feat 4
Source: Pathfinder #151: The Show Must Go On
Staff Sweep Feat 6
Source: Pathfinder #151: The Show Must Go On
Levering Strike Feat 8
Source: Pathfinder #151: The Show Must Go On
Whirlwind Stance Feat 10
Source: Pathfinder #151: The Show Must Go On
Pivot Strike Feat 14
Source: Pathfinder #151: The Show Must Go On
Traits
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.
ArchetypeThis feat belongs to an archetype.
DedicationEach archetype's dedication feat represents your character's dedicated effort learning a new set of abilities, making it impossible to split your focus and pursue another archetype at the same time. Once you take a dedication feat, you can't select a different dedication feat until you complete your dedication by taking two other feats from your current archetype. You can't retrain a dedication feat as long as you have any other feats from that archetype.