60 feats, from Positive Luminance to Prevailing Position.
Positive Luminance · Posse · Posse · Potent Poisoner · Poultice Preparation · Poultice Preparation · Powder Punch Stance · Power Attack · Power Slide · Powerful Alchemy · Powerful Guts · Powerful Leap · Powerful Leap · Powerful Shove · Powerful Shove · Powerful Snares · Powerful Sneak · Powerful Sneak · Practiced Defender · Practiced Guidance · Practiced Opposition · Practiced Paddler · Practiced Reloads · Prairie Rider · Prairie Rider · Prayer Attack · Prayer-Touched Weapon · Precious Alloys · Precious Ammunition · Precious Arrow · Precious Munitions · Precise Debilitations · Precise Debilitations · Precise Finisher · Precise Finisher · Predator's Growl · Predator's Growl · Predator's Pounce · Predatory Claws · Predator’s Pounce · Predictable! · Predictable! · Predictive Purchase · Predictive Purchase · Predictive Purchase · Predictive Purchase · Preemptive Reconfiguration · Premonition Of Avoidance · Premonition of Avoidance · Premonition Of Clarity · Premonition of Clarity · Preparation · Preparation · Prepare Papers · Prescient Consumable · Prescient Consumable · Prescient Planner · Prescient Planner · Preternatural Parry · Prevailing Position
Positive Luminance
FEAT 8
Prerequisites Hallowed Necromancer Dedication
You learn how to create a luminous reservoir of positive energy that you can use to punish undead who dare attack you. You gain the domain spell positive luminance. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the Refocus activity.
Book of the Dead, page 25.
Posse
FEAT 4
Prerequisites Bounty Hunter Dedication
Requirements You have designated prey with Hunt Prey.
By spending 1 minute giving guidance to help hunt down your prey, you instruct up to five willing creatures to assist you. They gain a +1 circumstance bonus to Seek your prey, to Track your prey, and to Gather Information about your prey. You and the creatures assisting you gain a +1 circumstance bonus to initiative rolls when entering combat with your prey.
This benefit lasts until you designate a new prey or your prey dies, whichever comes first. An individual creature assisting you loses this benefit if they're out of your presence for too long to benefit from your instructions. This is usually 1 hour, but is determined by the GM.
Advanced Player’s Guide, page 163.
Posse
FEAT 4
Prerequisites Bounty Hunter Dedication
Requirements You have designated prey with Hunt Prey.
By spending 1 minute giving guidance to help hunt down your prey, you instruct up to five willing creatures to assist you.
They gain a +1 circumstance bonus to Seek your prey, to Track your prey, and to Gather Information about your prey. You and the creatures assisting you gain a +1 circumstance bonus to initiative rolls when entering combat with your prey.
These benefits lasts until you designate a new prey or your prey dies, whichever comes first. An individual creature assisting you loses this benefit if they’re out of your presence for too long to benefit from your instructions. This is usually 1
Player Core 2, page 191.
Potent Poisoner
FEAT 10
Prerequisites Powerful Alchemy
By concentrating your poisons' toxic components, you make them harder for victims to resist. When you craft an alchemical item with the poison trait by any means, the DC is increased by up to 4, to a maximum of your class DC.
Core Rulebook, page 79.
Poultice Preparation
FEAT 4
Prerequisites Herbalist Dedication
When you create an herbal elixir, you can prepare it as a poultice instead. A poultice gains the oil trait (but remains alchemical, not magical) and loses the elixir and ingested traits. You can apply a poultice by Interacting with one hand.
When you apply a poultice, in addition to the item's normal effects, the recipient can attempt an immediate flat check to recover from a single source of persistent acid, bleed, or fire damage, with the DC reduction from appropriate assistance.
Advanced Player’s Guide, page 176.
Poultice Preparation
FEAT 4
Prerequisites Herbalist Dedication
When you create an elixir as an herbal item, you can prepare it as a poultice instead. A poultice gains the oil trait (but remains alchemical, not magical) and loses the elixir trait.
You can apply a poultice by Interacting with one hand.
When you apply a poultice, in addition to the item’s normal effects, the recipient can attempt an immediate flat check to recover from a single source of persistent appropriate assistance.
Player Core 2, page 202.
Powder Punch Stance
FEAT 2
Access You're from Tobraid or the Krougriaror Wastes.
Prerequisites Martial Artist Dedication
You infuse your handwraps with black powder. On your first melee Strike each round with an unarmed attack, knuckle duster, or black powder knuckle dusters, you deal an additional 1 fire damage. If you critically succeed at an attempt to Shove while in this stance, the target is pushed back an additional 5 feet.
This feat leads to: Black Powder Flash and Thunder Clap.
OoA1, page 79.
FEAT 1
You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you're at least 10th level, increase this to two extra dice, and if you're at least 18th level, increase it to three extra dice.
This feat leads to: Furious Focus.
Core Rulebook, page 144.
FEAT 4
Prerequisites Trick Driver Dedication
Requirements You are piloting a vehicle.
You throw the vehicle into a barely controlled skid, turning sharply to evade pursuit or bring your weapons to bear. You Drive with a –2 penalty to your piloting check, gaining the effects of the Drive action for the same number of actions you spent to Power Slide. At the end of the movement, if you succeed, you can turn the vehicle up to 90 degrees. If you critically succeed at your piloting check, you can instead turn the vehicle up to 180 degrees.
Guns & Gears, page 55.
Powerful Alchemy
FEAT 8
Alchemical items you create on the fly are particularly potent. When you use Quick Alchemy to create an infused alchemical item that allows a saving throw, you can change its DC to your class DC.
This feat leads to: Potent Poisoner.
Core Rulebook, page 79.
Powerful Guts
FEAT 5
Your stomach is particularly durable. When you succeed at a Fortitude save to reduce your sickened value, you reduce it by 2 (or by 3 on a critical success).
LOAG, page 93.
Powerful Leap
FEAT 2
Prerequisites expert in Athletics
When you Leap, you can jump 5 feet up with a vertical Leap, and you increase the distance you can jump horizontally by 5 feet.
Core Rulebook, page 264.
Powerful Leap
FEAT 2
Prerequisites expert in Athletics
You can jump 5 feet up with a vertical Leap without making a High Jump. You also increase the horizontal distance when you Leap, including as part of a High Jump or Long Jump, by 5 feet.
Powerful Shove
FEAT 4
Prerequisites Aggressive Block or Brutish Shove
You can push larger foes around with your attack. You can use Aggressive Block or Brutish Shove against a creature up to two sizes larger than you.
When a creature you Shove has to stop moving because it would hit an object, it takes damage equal to your Strength modifier (minimum 1). This happens regardless of how you Shoved the creature.
Core Rulebook, page 146.
Powerful Shove
FEAT 4
Prerequisites Aggressive Block or Brutish Shove
You can push larger foes around with your attack. You can use Aggressive Block or Brutish Shove against a creature up to two sizes larger than you.
When a creature you shove or knock back with a shield, polearm, or club’s critical specialization effect has to stop moving because it would hit an object, it takes damage equal to your Strength modifier (minimum single gate).
Player Core 1, page 143.
Powerful Snares
FEAT 8
Prerequisites master in Crafting, Snare Specialist
Your snares are particularly difficult for enemies to avoid. When you set a snare, the saving throw DC for that snare is equal to its normal DC or your class DC, whichever is higher.
Core Rulebook, page 174.
Powerful Sneak
FEAT 18
You have learned to exploit your enemies' lowered defenses. When you succeed or critically succeed at a Strike using your Strength modifier on the attack roll and you would deal sneak attack damage, you can change the additional damage from sneak attack into ordinary damage of the same type as your Strike, rather than precision damage.
Core Rulebook, page 189.
Powerful Sneak
FEAT 18
You’ve learned to exploit your enemies’ openings. Your Sneak attack damage ignores any immunity or resistance the target has to precision damage. In addition, when you Sneak, you can designate one creature you’re undetected by at the end of that action. On the next attack you make against that creature before the end of your next turn, any Sneak attack die you roll that’s less than 3 is a 3 instead. This has no benefit if your next attack against the creature doesn’t deal Sneak attack damage, and if you designate a new creature you lose the benefit on any previous one.
Player Core 1, page 177.
Practiced Defender
FEAT 10
Prerequisites Swordmaster Dedication
After extensive practice with the Swords, you're comfortable enough with your shield to move at a normal pace with it raised. You may use the Defend exploration activity while traveling at your full travel speed instead of half your travel speed.
LOPSG, page 52.
Practiced Guidance
FEAT 8
Prerequisites Bellflower Dedication
Making one's way to safety can be harrowing, but you have extensive practice at helping others along that path. When you roll a success to Aid a member of your crop, you get a critical success instead.
Age of Ashes #3: Tomorrow Must Burn, page 75.
FEAT 6
Prerequisites Sitreiku Sentry Dedication
You've battled more undead than you care to remember, often with little time to prepare between foes, forcing you to rely on experience and muscle memory to guide your blade. Attempt a check to Recall Knowledge about an undead you can see and then Strike that undead. If your attempt to Recall Knowledge is successful, your Strike treats the target's resistances as 5 lower. The target is then immune to your Practiced Opposition for 24 hours.
LOKL, page 79.
Practiced Paddler
FEAT 5
Prerequisites paddler shoony
You're skilled at navigating bogs and marshes, even for a paddler shoony. You gain a swim Speed of 15 feet.
Extinction Curse #3: Life’s Long Shadows, page 73.
Practiced Reloads
FEAT 10
Prerequisites Gunslinger Dedication
You've mastered the reloading techniques and methods usually practiced by only the most dedicated firearm professionals. You gain the slinger's reload for the way you selected with Gunslinger's Dedication.
Guns & Gears, page 127.
Prairie Rider
FEAT 1
You grew up riding your clan's shaggy ponies and riding dogs. You become trained in Nature. If you would automatically become trained in Nature (from your background or class, for example), you instead become trained in a skill of your choice. You also get a +1 circumstance bonus to Command an Animal if the target is a traditional halfling mount, such as a pony or riding dog.
Advanced Player’s Guide, page 46.
Prairie Rider
FEAT 1
You grew up riding your clan's shaggy ponies and riding dogs. You become trained in Nature. If you would automatically become trained in Nature (from your background or class, for example), you instead become trained in a skill of your choice. You also get a +single gate circumstance bonus to Command an Animal if the target is a traditional halfling Mount, such as a pony or riding dog.
FEAT 14
Prerequisites Tranithair Mantis Assassin Dedication
Requirements You are wielding a sawtooth saber in each hand.
You've mastered the signature assassination style of the Tranithair Mantis. Attempt to Feint an enemy within 30 feet. If your Feint is successful, when you use Prayer Attack on subsequent turns you automatically make the target flat-footed against your melee attacks for that turn without rolling a check to Feint, so as long as you remain visible to the target and the target remains within 30 feet of you. If you use your Prayer Attack against a different target, you must attempt to Feint the target normally.
When you use Prayer Attack, your next successful Strike with a sawtooth saber that turn deals 2d6 persistent bleed damage to the target.
LOL, page 58.
FEAT 4
Access Kaetiarn have access to this feat.
Prerequisites divine spells, you follow a good-aligned deity
Frequency once per turn
Requirements Your most recent action was to cast a non-cantrip divine spell.
You coat a weapon you're wielding in prayers and the divine power given to you by your deity. Until the end of your turn, the weapon deals an extra 1d6 positive damage. As usual for positive damage, this damage harms only undead and creatures with negative healing.
LOKL, page 83.
Precious Alloys
FEAT 5
Choose cold iron or silver. Your melee unarmed attacks have the special properties of a weapon made of that metal. If you are at least 13th level, you can choose adamantine instead of just cold iron or silver.
Special You can take this ancestry feat multiple times, choosing a different metal each time.
Rage of Elements, page 53.
FEAT 8
Prerequisites Eldritch Archer Dedication
You have learned to mimic the power that lies between magic and material. You enchant a piece of ammunition on your person with the magical essence of a precious material, allowing you to leverage certain creatures’ weaknesses.
Choose cold iron or silver; if you shoot the arrow or bolt before the end of your turn, it counts as that material. At 14th level, add adamantine to the list of materials you can choose from.
Player Core 2, page 199.
FEAT 8
Prerequisites Eldritch Archer Dedication
You enchant a piece of ammunition with the magical essence of a precious material, allowing you to leverage certain creatures' weaknesses. Choose cold iron or silver; if you shoot the arrow before the end of your turn, it counts as that material. At 14th level, add adamantine to the list of materials you can choose from.
Advanced Player’s Guide, page 173.
Precious Munitions
FEAT 10
Prerequisites Munitions Machinist
You mix flecks of precious materials you've gathered on your journeys into your custom bullets to bring out those properties in your temporary ammunition. You can use advanced alchemy to create standard-grade adamantine, cold iron, or silver ammunition, spending 1 batch of reagents per piece of ammunition. At 15th level, you can create high-grade adamantine, cold iron, or silver ammunition.
Guns & Gears, page 115.
Precise Debilitations
FEAT 10
Prerequisites Thief racket, Debilitating Strike
You carefully aim and gracefully deliver your debilitations. Add the following debilitations to the list you can choose from when you use Debilitating Strike.
Core Rulebook, page 187.
Precise Debilitations
FEAT 10
Prerequisites Thief racket, Debilitating Strike
You attack with great precision. Add the following debilitations to the list you can choose from when you use Debilitating Strike.
• Debilitation The target takes an additional 2d6 precision damage from your attacks.
• Debilitation The target becomes off-guard.
Player Core 1, page 175.
Precise Finisher
FEAT 6
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.
Advanced Player’s Guide, page 91.
Precise Finisher
FEAT 6
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.
Player Core 2, page 166.
FEAT 9
Prerequisites expert in Intimidation
Trigger You successfully Seek a hidden or undetected creature.
You give a throaty growl to attempt to Demoralize a creature you just found. You don't take the –4 penalty for not sharing a language with the creature.
LOAG, page 20.
FEAT 9
Prerequisites expert in Intimidation
Trigger You successfully Seek a hidden or undetected creature.
You give a throaty growl to attempt to Demoralize a creature you just found. You don't take the –4 penalty for not sharing a language with the creature.
FEAT 12
Prerequisites Animal instinct
Requirements You are unarmored or wearing light armor.
You close the distance to your prey in a blur, pouncing on the creature before it can react. You Stride up to your Speed and make a Strike at the end of your movement.
Core Rulebook, page 92.
Predatory Claws
FEAT 6
Prerequisites Vampire Dedication
Your nails grow into sharp claws, perfect for seizing and tearing your prey. You gain a claw unarmed attack that deals 1d4 slashing damage. Your claws are in the brawling group and have the agile, finesse, and unarmed traits.
If you hit the same enemy with two consecutive claw Strikes in the same round, you can attempt to Grapple that same target as a free action, provided you take that action immediately after the second Strike.
Book of the Dead, page 59.
FEAT 12
Prerequisites Animal instinct
Requirements You are unarmored or wearing light armor.
You close the distance to your prey in a blur, pouncing on the creature before it can react. You Stride up to your Speed and make a Strike at the end of your movement.
Player Core 2, page 82.
FEAT 4
By observing an opponent, you can get a sense of their next move and prepare to counter or resist it. Choose one target and attempt a Perception check to Sense Motive against the foe's Deception DC or a hard DC of the foe's level, whichever is higher.
Critical Success You precisely discern the target's strategy, gaining a +2 circumstance bonus to AC against the creature until the start of your next turn and a +2 circumstance bonus to your next saving throw against the creature before the start of your next turn.Success You deduce the gist of the target's strategy; as critical success, except the circumstance bonus is only +1.Failure You fail to discern the target's strategy and gain no benefit.Critical Failure You misinterpret the target's strategy and take a –1 circumstance penalty to AC against the creature until the start of your next turn, and a –1 circumstance penalty to your next saving throw against the creature before the start of your next turn.Advanced Player’s Guide, page 135.
FEAT 4
By observing an opponent, you can get a sense of their next move and prepare to counter or resist it. Choose one target and attempt a Perception check to Sense the Motives against the foe’s Critical Success You precisely discern the target’s strategy, to your next saving throw against the creature before the start of your next turn.
Success You deduce the gist of the target’s strategy; as critical success, except the circumstance bonus is only +single gate.
Failure You fail to discern the target’s strategy and gain no benefit.
Critical Failure You misinterpret the target’s strategy and take a start of your next turn, and a –single gate circumstance penalty to your next saving throw against the creature before the start of your next turn.
Player Core 1, page 171.
Predictive Purchase
FEAT 6
You have just the thing for the situation. You gain the Prescient Planner and Prescient Consumable feats. When using Prescient Planner, you can pull out the item as a 2-action activity to remove your backpack (or a similar container) and draw the item, rather than taking 1 minute.
Advanced Player’s Guide, page 63.
Predictive Purchase
FEAT 8
You somehow manage to have just the thing for the situation. You gain the Prescient Planner and Prescient Consumable feats. When using Prescient Planner, you can draw the item from your backpack (or a similar container) as a 2-action activity, instead of taking 1 minute to do so.
Advanced Player’s Guide, page 136.
Predictive Purchase
FEAT 8
You somehow manage to have just the thing for the situation.
You gain the Prescient Planner and Prescient Consumable wizard (page 260). When using Prescient Planner, you can draw the item from your backpack (or a similar container) as a 2-action activity, instead of taking single gate minute to do so.
Player Core 1, page 174.
Predictive Purchase
FEAT 6
You have just the thing for the situation. You gain the Prescient Planner and Prescient Consumable wizard (Player Core 260).
When using Prescient Planner, you can pull out the item as a 2-action activity to remove your backpack (or a similar container) and draw the item, rather than taking single gate minute.
Player Core 2, page 109.
FEAT 9
Frequency once per day
Trigger You would take bludgeoning, piercing, or slashing damage.
Your body anticipates the blow. The impact area briefly reorganizes into a strengthened tissue lattice that blunts the attack. You gain resistance equal to your level to the triggering damage type, which applies against the triggering damage.
If you have the Crystalline Dust feat, you can use Preemptive Reconfiguration without expending a usage of the reaction for the purpose of the feat's Frequency limit. Instead, the usage counts toward your number of Crystalline Dust uses per day, as if you had used that feat instead.
LOAG, page 78.
FEAT 1
Trigger You attempt a saving throw against a hazard, but you haven't rolled yet.
Your deity grants you limited foresight, warning you of dangers an instant before they occur. You gain a +2 circumstance bonus to the triggering saving throw.
This feat leads to: Shared Avoidance.
Advanced Player’s Guide, page 122.
FEAT 1
Trigger You are about to roll a saving throw against a hazard.
Your deity grants you a moment's foresight. You gain a +2 circumstance bonus to the triggering saving throw.
Player Core 1, page 114.
FEAT 14
Frequency once per hour
Trigger You fail a saving throw against a mental effect.
Your deity sends you a vision of faith to steel you against mental attacks. Reroll the triggering saving throw with a +2 circumstance bonus. You must use the second result, even if it's worse.
This feat leads to: Shared Clarity.
Advanced Player’s Guide, page 123.
FEAT 14
Trigger You fail a saving throw against a mental effect.
Once per hour.Your deity sends you a vision of faith to steel you against mental attacks. Reroll the triggering saving throw with a +2 circumstance bonus. You must use the second result, even if it's worse.
Player Core 1, page 120.
FEAT 12
You survey the battlefield, calculating the possibilities. You gain one additional reaction, which you can use before the beginning of your next turn for any rogue reaction.
Advanced Player’s Guide, page 136.
FEAT 12
You survey the battlefield, calculating the possibilities. You gain one additional reaction, which you can use before the beginning of your next turn for any rogue reaction.
Player Core 1, page 176.
Prepare Papers
FEAT 7
Prerequisites Tobraid Agent Dedication, master in Society
You're practiced at creating forgeries that establish your outlaw credentials or augment your legal authority. You can Create a Forgery as an exploration activity. It takes you about 1 hour per page of the document that you're forging. This time is reduced to 10 minutes per page if you're legendary in Society.
OoA1, page 78.
Prescient Consumable
FEAT 7
Prerequisites Prescient Planner
You can predict which consumables you might need in advance. When using Prescient Planner, you can procure a consumable item from your backpack, instead of a piece of adventuring gear. The consumable item must still be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn't have made you encumbered.
Advanced Player’s Guide, page 208.
Prescient Consumable
FEAT 7
Prerequisites Prescient Planner
You can predict which consumables you might need in advance. When using Prescient Planner, you can procure a consumable item from your backpack, instead of a piece of adventuring gear. The consumable item must still be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn't have made you encumbered.
Prescient Planner
FEAT 3
Cost the Price of the chosen item
Requirements You haven't used this ability since the last time you were able to purchase goods.
You regularly create convoluted plans and contingencies, using your resources to enact them. You take 1 minute to remove your backpack, then carefully remove an item you hadn't previously declared that you purchased—you intuited that you would come to need the item and purchased it at the latest opportunity. The item must be a piece of adventuring gear, and can't be a weapon, armor, alchemical item, magic item, or other treasure. It must be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn't have made you encumbered.
This feat leads to: Prescient Consumable.
Advanced Player’s Guide, page 208.
Prescient Planner
FEAT 3
Cost the Price of the chosen item
Requirements You haven't used this ability since the last time you were able to purchase goods.
You regularly create convoluted plans and contingencies, using your resources to enact them. You take single gate minute to remove your backpack, then carefully remove an item you hadn't previously declared that you purchased—you intuited that you would come to need the item and purchased it at the latest opportunity. The item must be a piece of adventuring gear (from the table on page 291 or other sources of adventuring gear), and can't be a Weapon, armor, alchemical item, magic item, or other treasure. It must be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn't have made you encumbered.
FEAT 14
Prerequisites Spell Parry
Trigger You're targeted by a Strike or a spell attack roll, or you're about to roll a saving throw against a spell effect.
Requirements You have one or more hands free.
You snap your weapon or limb into place to ward off harm at the last second. You gain a +2 circumstance bonus to AC and saving throws against the triggering effect until the start of your next turn.
Secrets of Magic, page 49.
FEAT 10
Prerequisites at least one stance feat
Trigger You are targeted by an attack or attempt a Reflex saving throw against a damaging effect, and you are in a stance.
Your willingness to flow from one stance to another lets you sacrifice their benefits to better protect yourself. You leave the stance you were in, gaining a +4 circumstance bonus to the triggering saving throw or to your AC against the triggering attack.
Advanced Player’s Guide, page 130.