60 feats, from Perfect Clarity to Pierce The Darkness.
Perfect Clarity · Perfect Clarity · Perfect Debilitation · Perfect Debilitation · Perfect Distraction · Perfect Distraction · Perfect Dive · Perfect Encore · Perfect Encore · Perfect Finisher · Perfect Finisher · Perfect Form Control · Perfect Form Control · Perfect Ki Adept · Perfect Ki Exemplar · Perfect Ki Expert · Perfect Ki Grandmaster · Perfect Mutagen · Perfect Readiness · Perfect Resistance · Perfect Shot · Perfect Shot · Perfect Strike · Perfect Weaponry · Perfection's Path · Perfection’s Path · Performance Weapon Expert · Performative Weapons Training · Performative Weapons Training · Perfume Cloud · Peri Magic · Pernicious Poison · Perpetual Breadth · Perpetual Scout · Persistent Boost · Persistent Creation · Persistent Mutagen · Persistent Mutagen · Person Of Interest · Pervasive Superstition · Pervasive Superstition · Pesh Skin · Pet · Petrified Skin · Phalanx Breaker · Phalanx Formation · Phase Arrow · Phase Bullet · Phase Out · Phenom's Verve · Phonetic Training · Phonetic Training · Physical Training · Pick Up The Pace · Pick Up the Pace · Pickpocket · Pickpocket · Pied Piping · Pied Piping · Pierce The Darkness
FEAT 18
Trigger You fail or critically fail an attack roll or Will save.
You burn out all of your rage to ensure that your attack lands and your mind remains free. Reroll the triggering attack roll or Will save with a +2 circumstance bonus, use the better result, and resolve the effect. You then immediately stop raging.
Core Rulebook, page 93.
FEAT 18
Trigger You fail or critically fail an attack roll or Will save.
You burn out all your rage to ensure that your attack lands and your mind remains free. Reroll the triggering attack roll or Will save with a +2 circumstance bonus, and use the better result.
You then immediately stop raging.
Player Core 2, page 85.
Perfect Debilitation
FEAT 18
You have perfected the formulas for bombs that impede your enemies. When you use Debilitating Bomb, your target avoids the condition the bomb imposes only if it critically succeeds at its saving throw.
Core Rulebook, page 81.
Perfect Debilitation
FEAT 18
You have perfected the formulas for bombs that impede your enemies. When you use Debilitating Bomb, your target avoids the condition the bomb imposes only if it critically succeeds at its saving throw.
Player Core 2, page 69.
FEAT 16
Prerequisites legendary in Deception
You use clever tactics to mislead your foes as you sneak away. You Sneak while leaving a decoy behind. The decoy acts as the spell mislead, though you aren't invisible, just undetected. You can continue to concentrate to move your decoy, as with the spell, whether or not you remain hidden throughout the duration. Once you use Perfect Distraction, you need to spend 10 minutes to set up another decoy before you can use it again.
This feat leads to: Reactive Distraction.
Core Rulebook, page 189.
FEAT 16
Prerequisites legendary in Deception
You use clever tactics to mislead your foes as you Sneak away.
You Sneak while leaving a decoy behind. The decoy acts as the spell mislead, though you aren’t invisible, just undetected.
You can continue to concentrate to move your decoy, as with the spell, whether or not you remain hidden throughout the duration. Once you use Perfect Distraction, you need to spend 10 minutes to set up another decoy before you can use it again.
Player Core 1, page 177.
FEAT 1
You dive into the water with exceptional skill and connection to the waves, urging the water itself to cushion your fall. You intentionally Leap or otherwise fall into the water, taking no falling damage regardless of the distance.
Azarketi Ancestry Web Supplement, page 4.
Perfect Encore
FEAT 20
Prerequisites magnum opus
You develop another incredible creation. You gain an additional 10th-level spell slot.
Core Rulebook, page 103.
Perfect Encore
FEAT 20
Prerequisites magnum opus
You develop another incredible creation. You gain an additional 10th-rank spell slot.
Player Core 1, page 107.
FEAT 14
You focus your panache into an impeccable assault. Make a Strike, rolling the attack roll twice and using the better result.
Advanced Player’s Guide, page 93.
FEAT 14
You focus your panache into an impeccable assault. Make a Strike, rolling the attack roll twice and using the better result.
Player Core 2, page 169.
Perfect Form Control
FEAT 18
Prerequisites Form Control, Strength 18
Thanks to magic and muscle memory, you can stay in your alternate forms indefinitely; you may have even forgotten your original form. When you use Form Control, instead of lasting 1 hour, wild shape is permanent until you Dismiss it.
Core Rulebook, page 139.
Perfect Form Control
FEAT 18
Prerequisites Form Control, Strength +4
Thanks to magic and muscle memory, you can stay in your alternate shapes indefinitely. When you use Form Control, instead of lasting single gate hour, Untamed Form's duration is unlimited (you can still Dismiss it).
Player Core 1, page 134.
Perfect Ki Adept
FEAT 6
Prerequisites Student of Perfection Dedication
You gain the appropriate ki spell for your School of Perfection: unblinking flame revelation for Unblinking Flame, unbreaking wave advance for Unbreaking Waves, unfolding wind rush for Unfolding Wind, or untwisting iron buffer for Untwisting Iron.
Increase the number of Focus Points in your focus pool by 1.
LOWG, page 83.
Perfect Ki Exemplar
FEAT 14
Prerequisites Student of Perfection Dedication
You gain an appropriate ki spell for your School of Perfection: unblinking flame emblem for Unblinking Flame, unbreaking wave barrier for Unbreaking Waves, unfolding wind blitz for Unfolding Wind, or untwisting iron augmentation for Untwisting Iron. Increase the number of Focus Points in your focus pool by 1. You become an expert in occult spell DCs and occult spell attack rolls.
LOIL, page 222.
Perfect Ki Expert
FEAT 10
Prerequisites Student of Perfection Dedication
You gain an appropriate ki spell for your School of Perfection: unblinking flame aura for Unblinking Flame, unbreaking wave vapor for Unbreaking Waves, unfolding wind buffet for Unfolding Wind, or untwisting iron roots for Untwisting Iron. Increase the number of Focus Points in your focus pool by 1. You become an expert in occult spell DCs and occult spell attack rolls.
LOIL, page 222.
Perfect Ki Grandmaster
FEAT 18
Prerequisites Perfect Ki Expert or Perfect Ki Exemplar
You gain an appropriate ki spell for your School of Perfection: unblinking flame ignition for Unblinking Flame, unbreaking wave containment for Unbreaking Waves, unfolding wind crash for Unfolding Wind, or untwisting iron pillar for Untwisting Iron. Increase the number of Focus Points in your focus pool by 1. You become a master in occult spell DCs and occult spell attack rolls.
LOIL, page 222.
Perfect Mutagen
FEAT 20
You have enhanced the formulas for your mutagens, aligning them perfectly to your physiology. When under the effect of a mutagen you crafted, you do not suffer its drawback.
Core Rulebook, page 81.
Perfect Readiness
FEAT 20
You prepare to fire with an instinctive speed and muscle memory that go beyond your conscious thoughts. You're permanently quickened. You can use your extra action only to Step or Interact to reload.
Guns & Gears, page 119.
Perfect Resistance
FEAT 8
Prerequisites Student of Perfection Dedication
You gain resistance equal to half your level to all damage from effects with the appropriate trait for your School of Perfection: fire for Unblinking Flame, water for Unbreaking Waves, air for Unfolding Wind, and earth for Untwisting Iron.
After using a Student of Perfection ki spell, the resistance increases to be equal to your level for 1 round.
LOIL, page 222.
FEAT 18
Requirements You are wielding a loaded ranged weapon with reload 1 or more, and you have not reloaded your weapon since your last turn.
After watching the motions of combat with incredible intensity and precision, you fire at your prey at the perfect moment to deliver maximum pain. Make a ranged Strike with the required weapon against your hunted prey. If you hit, the Strike deals maximum damage. After the Strike, your turn ends.
Core Rulebook, page 177.
FEAT 18
Requirements You are wielding a loaded ranged Weapon with reload 1 or more, and you have not reloaded your Weapon since your last turn.
After watching the motions of combat with incredible intensity and precision, you fire at your prey at the perfect moment to deliver maximum pain. Make a ranged Strike with the required Weapon against your hunted prey. If you hit, the Strike deals maximum damage. After the Strike, your turn ends.
Player Core 1, page 163.
Perfect Strike
FEAT 4
Prerequisites Student of Perfection Dedication
You gain the perfect strike ki spell. Increase the number of Focus Points in your focus pool by 1.
LOWG, page 83.
Perfect Weaponry
FEAT 4
Prerequisites Student of Perfection Dedication
You gain the Monastic Weaponry monk class feat. You can use melee monk weapons with any Student of Perfection feats or Student of Perfection focus spells that normally require unarmed attacks.
LOIL, page 222.
Perfection's Path
FEAT 12
Prerequisites Monk Dedication, expert in at least one saving throw
Choose one saving throw (Fortitude, Reflex, or Will) in which you are an expert. Your proficiency rank in the chosen saving throw increases to master.
Core Rulebook, page 227.
Perfection’s Path
FEAT 12
Prerequisites Monk Dedication, expert in at least one saving throw Choose one saving throw (Fortitude, Reflex, or Will) in which you’re an expert.
Your proficiency rank in the chosen saving throw increases to master.
Player Core 2, page 179.
Performance Weapon Expert
FEAT 16
Prerequisites Provocator Dedication, expert in any kind of weapon or unarmed attack
Your experience has made you better with a wide variety of weapons. Your proficiency ranks for simple weapons and martial weapons increase to expert, as does your proficiency rank for your chosen advanced weapon.
AoE3, page 78.
Performative Weapons Training
FEAT 6
Prerequisites Gladiator Dedication
You're skilled with flashy weapons. You are trained with the bo staff, dueling cape, spiked chain, sword cane, and whip. 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 weapons listed.
Advanced Player’s Guide, page 175.
Performative Weapons Training
FEAT 6
Prerequisites Gladiator Dedication
You’re skilled with flashy weapons and can use them to great effect. You have familiarity with the bo staff, dueling cape (Player Core 288), spiked chain, sword cane, trident, war flail, and whip. For the purposes of proficiency, you treat these to this list as appropriate for the world or region you are playing in.
Whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
Player Core 2, page 201.
FEAT 9
Frequency once per hour
You issue a cloud of your fragrance like a full-body sneeze—but one that might save your life as the powerful perfume makes your attackers' eyes sting and water. Plants and fungi are immune to this effect, but all other creatures in a 10-foot emanation must attempt a Fortitude save against your class DC or spell DC (whichever is higher) with the following results.
Critical Success No effect.Success The creature is dazzled for 1 round.Failure The creature is dazzled and can see only 10 feet away for 1 round.Critical Failure The creature is blinded for 1 round.LOIL, page 38.
Peri Magic
FEAT 9
Prerequisites Thavrail
The shimmering embers of the righteous peris crackle at your fingertips. You can cast glitterdust and status each once per day as 2nd-level divine innate spells.
LOAG, page 11.
Pernicious Poison
FEAT 2
You can add a toxic additive to an alchemical poison to make it splash poison on its target. A poison with this additive deals an amount of poison damage equal to the poison’s level if the target succeeds at its Initial saving throw against it. A target that critically succeeds at its saving throw against this poison still takes no damage.
Player Core 2, page 63.
Perpetual Breadth
FEAT 8
Prerequisites perpetual infusions
You have expanded your supply of near-infinite items. Choose a research field. Add one item from the list of options available to that field from perpetual infusions, or two items if you choose your own field. If you have perpetual potency or perpetual perfection, you gain an additional item (or items if you chose your own field) appropriate to the field you chose, for instance a higher-level version of the bomb you chose or a new poison.
Advanced Player’s Guide, page 107.
Perpetual Scout
FEAT 6
Prerequisites Horizon Walker Dedication
You spot anything out of place in the areas you know best. While in your favored terrain, you always gain the benefits of the Scout exploration activity, even if you are performing another exploration activity. If you're legendary in Survival, you gain these benefits in any terrain.
Advanced Player’s Guide, page 177.
Persistent Boost
FEAT 16
Prerequisites offensive boost
Your innovation sets foes on fire, covers them in acid, leaves barbed thorns behind, or otherwise deals persistent damage to your foes that sticks around long after you deliver your boosted attack. When you or your construct innovation damage a foe with offensive boost, that foe also takes 1d8 persistent damage of the same damage type as the offensive boost damage.
Guns & Gears, page 31.
Persistent Creation
FEAT 8
Prerequisites Halcyon Speaker Dedication
You can cast creation as an innate spell at will, choosing whether it is arcane or primal each time. The created object lasts until you spend 1 hour not within its immediate vicinity or until it is destroyed. Such objects are called persistent creations. If you cast creation again, any persistent creation you previously created with the spell immediately disintegrates.
This feat leads to: Charged Creation.
LOCG, page 104.
Persistent Mutagen
FEAT 16
Prerequisites Extend Elixir
You've trained your physical form to remain stable within the a given altered state. Once per day, when you consume an alchemical item with the infused and mutagen traits, you can retain its effects until the next time you make your daily preparations instead of its normal duration.
Core Rulebook, page 81.
Persistent Mutagen
FEAT 16
Prerequisites Extend Elixir
You’ve trained your physical form to remain stable. Once per day, when you consume an alchemical item with the infused and mutagen traits, you can extend its duration to last until the next time you make your daily preparations instead of its normal duration. Unlike with the normal extension from Extend Elixir, this can exceed the duration of an item created with Quick Alchemy beyond its normal 10-minute limit.
Player Core 2, page 69.
FEAT 2
Once per 10 minutes. Sometimes, you need to follow the leads as they come in the middle of an investigation. Choose a creature that you can see who isn’t, to your Knowledge, tied to any of your current investigations. For the next minute, you can Devising a Stratagem against that creature as a free action.
Player Core 2, page 107.
Pervasive Superstition
FEAT 9
Prerequisites Orc Superstition
You steep yourself in superstition and practice ancient orc mental exercises for shrugging off the effects of magic. You gain a +1 circumstance bonus to saving throws against spells and magical effects at all times.
This feat leads to: Spell Devourer.
Core Rulebook, page 59.
Pervasive Superstition
FEAT 9
Prerequisites Orc Superstition
You steep yourself in superstition and practice ancient orc mental exercises for shrugging off the effects of magic. You gain a +single gate circumstance bonus to saving throws against single spell and magical effects at all times.
FEAT 12
Requirements You are transformed into a plant by a polymorph spell.
Your plant form sprouts hundreds of spines, and your blood causes mild hallucinations in creatures exposed to it. Each time a creature touches you, hits you with an unarmed attack, or hits you with a melee weapon attack while adjacent to you, that creature takes 1d6 piercing damage. Increase the damage to 2d6 if the polymorph spell is 8th level or higher, or to 3d6 if it's 10th level.
When an adjacent creature damages you with piercing or slashing damage, it must succeed at a Fortitude save against your class DC or become stupefied 1 (or stupefied 2 on a critical failure) until the end of its next turn.
These benefits last until you're no longer polymorphed into a plant.
Pet
FEAT 1
You have a pet—a Tiny Animal order of a type you choose, such as a cat, bird, or rodent. It has the minion trait, meaning it gains 2 skill action during your turn if you use the Command an Animal action to command it; this replaces the usual effects of Command an Animal, and you don't need to attempt a Nature check. A pet can't make Strikes.
Level Your pet's level is equal to yours.
Modifiers and AC Your pet's save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. It uses 3 + your level as its modifier for Perception, Acrobatics, and Stealth, and just your level as its modifier for other skill checks. It doesn't have or use its own attribute modifiers and can never benefit from item bonuses.
Hit Points Your pet has 5 Hit Points per level.
Senses Your pet has low-light vision and can gain additional senses from pet abilities.
Speed Your pet has a Speed of 25 feet. You can choose to instead have an Aquatic pet, which breathes in water instead of air and has the Aquatic trait, no land Speed, and a Swimming Speed of 25 feet.
Pet Abilities When you gain your pet, choose two of the following abilities. If your pet is an Animal order that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your pet can't be an Animal order that naturally has more pet abilities than the maximum. In some cases, the GM might add some familiar abilities described on pages 212–213 to the pet abilities you can choose.
• Amphibious It gains the amphibious trait, allowing it to breathe in both air and water, and has both a land Speed and a Swimming Speed, each equal to its highest land Speed or Swimming Speed.
• Burrower It gains a Burrowing Speed of 5 feet, allowing it to dig Tiny holes.
• Climber It gains a Climbing Speed of 25 feet.
• darkvision It gains darkvision.
• Echolocation Your pet can use hearing as a precise sense within 20 feet.
• Fast Movement Increase one of the pet's Speeds from 25 feet to 40 feet.
• Flier It gains a fly Speed of 25 feet.
• Manual Dexterity It can use up to two of its limbs as if they were hands to Perform manipulate skill action.
• scent Your pet can use scent as an imprecise sense within 30 feet.
• Tough Your pet's max HP increase by 2 per level.
Special You can gain a new pet by retraining this feat, releasing any previous pet you have. If you later gain a familiar or other companion that uses the Pet feat, you can immediately retrain this feat.
Petrified Skin
FEAT 12
Prerequisites You have been petrified by an enemy.
It might have been a medusa, dracolisk, or even a fossil golem; regardless of the source, you were the target of some petrifying effect, and an element of that stony gaze has remained with you, both protecting and slowly consuming you. Your limbs are coated with a layer of stone that rests atop your skin and covers more of your body as you lose health. You gain a stone fist unarmed attack that deals 1d8 bludgeoning damage, has the shove trait, and is in the brawling weapon group (unlike a normal fist, it doesn't have the agile or finesse traits). Additionally, you become more petrified as your life force ebbs. When you have fewer than half your maximum Hit Points, you increase the damage die size of your stone fist from 1d8 to 1d10 and gain resistance to physical damage (except adamantine) equal to your Constitution modifier.
If you would gain the dying condition, you can choose to instead be permanently petrified and avoid the risk of death. When you do, you enter your petrified form with your full maximum Hit Points instead of the normal number. If you become unpetrified, you return to 0 Hit Points, as normal. You can't voluntarily end this petrification. Counteracting this petrification requires a casting of stone to flesh of a spell level equal to at least half your level, and a successful counteract check against the hard DC for your level. Other effects like stone to flesh have similar limitations, as determined by the GM. Each time you recover from this petrification, you gain a new scar on your skin in the shape of a long, thin crack.
Dark Archive, page 56.
FEAT 6
Prerequisites way of the vanguard
Requirements You're wielding a two-handed firearm or a two-handed crossbow.
You know that to take out an enemy formation, you must punch a hole through its center. Make a ranged Strike with the required weapon against a target within the weapon's first range increment. The target is pushed directly back 10 feet (20 feet on a critical hit), and if this pushes the target into an obstacle, the target takes bludgeoning damage equal to half your level.
Guns & Gears, page 113.
Phalanx Formation
FEAT 8
Prerequisites Knight Vigilant Dedication
You know how to clear a line of fire for your allies. You don't provide lesser cover to enemies against your allies' attacks.
LOKL, page 74.
FEAT 16
Prerequisites Eldritch Archer Dedication
Frequency once per day
You can concentrate an immense amount of magic to create a piece of ammunition that phases through everything but your target. Make a bow Strike against a foe who is observed or hidden to you (but not undetected). The ammunition travels to your target in a straight line, passing through any non-magical barriers or walls in its way, though magical barriers stop the arrow. The shot ignores all cover, the concealed condition, the hidden condition, and circumstance bonuses to AC from shields. It has a +4 status bonus to hit creatures wearing any type of armor. The Strike's damage can't be reduced with a Shield Block reaction using a non-magical shield.
Advanced Player’s Guide, page 173.
FEAT 14
Prerequisites Spellshot Dedication
Frequency once per day
You can aim your bullets not just in three normal dimensions, but in additional dimensions as well, allowing you to fire a magical shot that phases through everything but your target. Make a crossbow or firearm Strike against a foe who's observed or hidden to you (but not undetected). The ammunition travels to your target in a straight line, passing through any non-magical barriers or walls in its way, though magical barriers and force effects stop the bullet. The shot ignores all cover, the concealed condition, the hidden condition, and circumstance bonuses to AC from shields. It has a +4 status bonus to hit creatures wearing any type of armor. The Strike's damage can't be reduced with a Shield Block reaction using a non-magical shield.
Guns & Gears, page 141.
FEAT 6
Prerequisites your eidolon is a phantom
Your eidolon phases out of reality slightly, gaining resistance to all damage (except force and negative) equal to half your level. It's not incorporeal, but it can't use Strikes or actions that require a fully physical form, such as Grapple, Shove, or Trip. Your eidolon can return to its normal form with a single action, which has the concentrate trait.
Secrets of Magic, page 70.
Phenom's Verve
FEAT 10
Prerequisites Pistol Phenom Dedication
You're possessed with an incredibly vivacious spark that separates you not only from ordinary gun users and gunslingers, but even from other phenoms. Using that distinctive verve, when you perform impeccably and control the scene with your abilities, you also manage to set up your foes for disaster and ensure they remain in your sights for any follow-up attacks you want to make against them. If you critically succeed at a Performance check for Pistol Twirl or a pistol phenom archetype feat, you gain a +1 status bonus to your attack rolls with one-handed firearms and one-handed melee weapons until the end of your turn.
Guns & Gears, page 137.
Phonetic Training
FEAT 4
Prerequisites Linguist Dedication, expert in Society
You can pronounce and repeat words with near-perfect accuracy even if you don't understand their meaning, and you can write them down in a phonetic script that allows you or another creature with Phonetic Training to read it later. Even if the words are in a language with sound you can't pronounce, you can faithfully transcribe them.
Memorizing long sequences of words remains just as difficult as it is normally.
Advanced Player’s Guide, page 178.
Phonetic Training
FEAT 4
Prerequisites Linguist Dedication, expert in Society
You can pronounce and repeat words with near-perfect accuracy even if you don’t understand their meaning, and you can write them down in a phonetic script that allows you or another creature with Phonetic Training to read it later. Even if the words are in a language with sounds you can’t pronounce, you can faithfully transcribe them. Memorizing long sequences of words remains just as difficult as it is normally.
Player Core 2, page 203.
Physical Training
FEAT 8
Prerequisites Swordmaster Dedication, expert in Athletics and Acrobatics
You spend a lot of time focusing on your physical fitness. You increase your proficiency rank in Acrobatics and Athletics from expert to master.
LOPSG, page 52.
Pick Up The Pace
FEAT 3
Prerequisites Constitution 14
You lead by example and can help others push themselves beyond their normal limits. When Hustling in a group during exploration mode, your group can Hustle for up to 20 additional minutes, to a maximum of the amount of time the character with the highest Constitution modifier could Hustle alone.
This feat leads to: Caravan Leader.
Advanced Player’s Guide, page 208.
Pick Up the Pace
FEAT 3
Prerequisites Constitution +2
You lead by example and can help others push themselves beyond their normal limits. When Hustling in a group during exploration mode, your group can Hustle for as long as the member who could Hustle longest on their own.
Pickpocket
FEAT 1
Prerequisites trained in Thievery
You can Steal or Palm an Object that's closely guarded, such as in a pocket, without taking the –5 penalty. You can't steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you're a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.
This feat leads to: Legendary Thief, Steal Spell, Plant Evidence, and Larcenous Hand.
Core Rulebook, page 264.
Pickpocket
FEAT 1
Prerequisites trained in Thievery
You can Steal or Palm an Object that's closely guarded, such as in a pocket, without taking the –5 penalty. You can't Steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you're a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 skill action instead of single gate, and you take a –5 penalty.
Pied Piping
FEAT 20
You learn the pied piping composition spell, which enables you to control the actions of weak-minded individuals.
Advanced Player’s Guide, page 115.
Pied Piping
FEAT 20
You learn the pied piping composition spell (page 371), which enables you to control the skill action of weak-minded individuals.
Player Core 1, page 107.
Pierce The Darkness
FEAT 1
Prerequisites low-light vision
Your eyes have adapted to see in all circumstances, even without the assistance of light.
You gain darkvision, allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness you see in black and white only.
Special You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat.
LOME, page 117.