55 feats, from Prevailing Position to Pushing Attack.
Prevailing Position · Preventative Treatment · Pride Hunter · Pride Hunter · Pride In Arms · Pride in Arms · Primal Aegis · Primal Aegis · Primal Breadth · Primal Breadth · Primal Evolution · Primal Evolution · Primal Focus · Primal Focus · Primal Rampage · Primal Summons · Primal Summons · Primal Wellspring · Prismatic Scales · Pristine Weapon · Pristine Weapon · Progenitor Lore · Project Persona · Project Persona · Projectile Snatching · Propeller Attachment · Propelling Sorcery · Propulsive Leap · Protect Ally · Protective Bond · Protective Claws · Protective Sheath · Protective Spirit Mask · Protective Subroutine · Prototype Companion · Provocator Dedication · Proximity Alert · Psi Burst · Psi Catastrophe · Psi Development · Psi Strikes · Psychic Dedication · Psychic Duelist Dedication · Psychic Rapport · Psychopomp Familiar · Puncturing Horn · Purge of Moments · Purge Sins · Purify Element · Purifying Breeze · Purifying Spell · Purifying Spell · Push Back the Dead! · Push It · Pushing Attack
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 flexibility with stances 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
Player Core 2, page 124.
Preventative Treatment
FEAT 8
Prerequisites Medic Dedication, Treat Condition
You provide preventative remedies and care to help your patient fight off future maladies. You Treat a Condition the target doesn't yet have, naming any condition you could normally treat with Treat Condition. The counteract check gains the secret trait, so the GM rolls it secretly. The next time within the next minute the creature would be affected by that condition, your treatment immediately attempts to reduce the condition value with the effects of Treat Condition, using the secret roll result for the check. Preventative Treatment lasts on a creature for 1 minute, until the treatment is used, or until you use Preventative Treatment again on that creature, whichever comes first.
LOKL, page 80.
Pride Hunter
FEAT 5
You avoid the attention of creatures focused on your allies. You can use lesser cover from your allies to Hide.
LOAG, page 19.
Pride Hunter
FEAT 5
You avoid the attention of creatures focused on your allies. You can use lesser cover from your allies to Hide.
FEAT 9
Trigger An ally within 30 feet brings a foe to 0 Hit Points.
With a shout of triumph, you grant inspiration to an ally fight on. The triggering ally gains temporary Hit Points equal to their Constitution modifier until the end of their next turn.
LOCG, page 51.
FEAT 9
Trigger An ally within 30 feet brings an enemy to 0 Hit Points.
With a shout of triumph, you grant inspiration to an ally fight on. The triggering ally gains temporary Hit Points equal to their Constitution modifier until the end of their next turn.
Primal Aegis
FEAT 18
You surround yourself with a thick field of protective primal energy. You and allies within 30 feet of you gain resistance equal to your Wisdom modifier to acid, cold, electricity, fire, negative, and positive damage.
Advanced Player’s Guide, page 125.
Primal Aegis
FEAT 18
You surround yourself with a thick field of protective primal energy. You and allies within 30 feet of you gain resistance equal to your Wisdom modifier to acid, cold, electricity, fire, vitality, and void damage.
Player Core 1, page 134.
Primal Breadth
FEAT 8
Prerequisites Basic Druid Spellcasting
Increase the spell slots you gain from druid archetype feats by 1 for each spell level other than your two highest Druid spell slots.
Core Rulebook, page 225.
Primal Breadth
FEAT 8
Prerequisites Basic Druid Spellcasting
Increase the spell slots you gain from druid archetype feats by 1 for each spell rank other than your two highest druid spell slots.
Player Core 1, page 218.
Primal Evolution
FEAT 4
Prerequisites bloodline that grants primal spells
You can call upon the creatures of the wild for aid. You gain an additional spell slot of your highest level, which you can use only to cast summon animal or summon plants and fungi. You can cast either of these spells using that spell slot, even if it they aren't in your spell repertoire.
This feat leads to: Greater Vital Evolution and Greater Physical Evolution.
Core Rulebook, page 199.
Primal Evolution
FEAT 4
Prerequisites bloodline that grants primal single spell
You can call upon the creatures of the Wild order for Aid. You gain an additional spell slot of your highest rank, which you can use only to Cast summon animal or summon plants and fungi. You can Cast either of these single spell using that spell slot, even if they aren’t in your Spell Repertoire.
Player Core 2, page 153.
Primal Focus
FEAT 12
Your connection to nature is particularly strong, and the spirits of nature flock around you, helping you replenish your focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.
This feat leads to: Primal Wellspring.
Core Rulebook, page 138.
Primal Focus
FEAT 8
Your connection to Nature is particularly strong, and your focus pool increases. Whenever you Refocus, completely refill your focus pool.
Player Core 1, page 132.
Primal Rampage
FEAT 13
You tap into the unstoppable, primeval strength of your ancient kin. You gain freedom of movement and stoneskin as 4th-level primal innate spells that you can cast once per day. As a 3-action activity, you can Cast a Spell twice to cast both of these innate spells, as long as they are both still available for the day.
LOCG.
Primal Summons
FEAT 12
Prerequisites Call of the Wild
Whenever you summon an ally, you can empower it with the elemental power of air, earth, fire, or water. You gain the primal summons order spell.
Core Rulebook, page 138.
Primal Summons
FEAT 12
When you summon a creature, you can empower it with the elemental might of air, earth, fire, or water. When you Cast a Spell that summons one or more creatures, you can grant all creatures summoned by that spell one of the following abilities: darkvision, a +20-foot status bonus to Speed of all types the creature has, resistance 5 to acid, cold, electricity, or fire, or a +2 status bonus to AC. This lasts for the duration of the summoning.
Player Core 1, page 133.
Primal Wellspring
FEAT 18
Prerequisites Primal Focus
Your reservoir of Focus Points is a deep wellspring. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.
Core Rulebook, page 139.
Prismatic Scales
FEAT 17
You can cause your scales to glow with scintillating, many-hued colors, protecting you from energy while dazzling foes. Once per day, you can cast prismatic armor (Secrets of Magic 122) as an occult innate spell, except the spell alters the coloration of your scales instead of causing you to be clad in armor. This difference is cosmetic, and the spell has all the same effects as normal.
LOIL, page 51.
Pristine Weapon
FEAT 10
Prerequisites Verdant Weapon
Your verdant weapon can cut through the resistances of magical creatures. The weapon is treated as cold iron and silver. If you critically hit a creature that has a weakness to cold iron or silver, the target takes 1d6 persistent bleed damage as the primal energies within your weapon slow its natural healing.
Advanced Player’s Guide, page 124.
Pristine Weapon
FEAT 10
Prerequisites Verdant Weapon
Your verdant Weapon can be enchanted to Greater effect. When you create your verdant Weapon, you can enhance it as though you had the Craft Magic uncommon weapons feat. The Weapon's maximum item rank can't exceed half your level, and you must pay the normal cost to enhance it.
Player Core 1, page 133.
Progenitor Lore
FEAT 1
You didn't just inherit your physical form from your progenitor; you also retained some of their knowledge. You're trained in Deception and Occultism. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in a Lore corresponding to your ancestry (e. g., Elf Lore if your progenitor is an elf).
Dark Archive, page 120.
FEAT 5
Where others etch their armor to serve as a conduit for their imaginations, your vivid mind and bold personality allow you to project a more fitting persona over your lackluster armor. You change the shape and appearance of your armor to appear as ordinary or fine clothes of your imagining. The armor's statistics don't change. This effect lasts as long as you remain conscious and are wearing the armor. A creature can disbelieve the illusion by Seeking or touching your armor. The DC equals your Will DC.
Advanced Player’s Guide, page 44.
FEAT 5
Where others etch their armor to serve as a conduit for their imaginations, your vivid mind and bold personality allow you to project a more fitting persona over your lackluster armor. You change the shape and appearance of your armor to appear as ordinary or fine clothes of your imagining. The armor's statistics don't change. This effect lasts as long as you remain conscious and are wearing the armor. A creature can disbelieve the illusionist by Seeking or touching your armor. The DC equals your Will DC.
Projectile Snatching
FEAT 8
Prerequisites Deflect Projectile
You pluck missiles from the air and hurl them back at their source.
When you successfully deflect an attack with Deflect Projectile, as part of that same reaction, you can then immediately make a ranged Strike against the attacker using the projectile you deflected. This is a thrown Weapon with the same range increment and effect on a hit as the triggering attack.
Player Core 2, page 123.
Propeller Attachment
FEAT 7
Prerequisites Trapsmith Dedication, master in Crafting
You've mastered attaching clockwork propellers to your daily quick-deploy snares that use gears. This allows you to place your snares in the air or underwater, where they remain in place for up to 10 minutes, after which the propeller runs out of power and they fall or sink. Unless you use additional precautions to hide it, a propeller snare's location is usually obvious.
Guns & Gears, page 54.
Propelling Sorcery
FEAT 2
The force of your magic can be used to propel yourself or another. You know the following blood magic effect.
Blood Magic—Propelling Sorcery You channel your magic outward into a rush of movement. Either you Step as a free action or move the target 5 feet in a direction of your choice.
Player Core 2, page 153.
FEAT 10
By expelling flames from your feet or levitating through electrical repulsion, you propel yourself through the air. For 1 minute, you gain a fly Speed equal to your Speed or 20 feet, whichever is greater. If you aren't on solid ground at the end of your turn, you must attempt another backlash check for your deviation, though you remain airborne even if you fail your check unless the damage from the check renders you unconscious.
Awakening You blast through the air at great speed, gaining a +15-foot status bonus to your Fly speed from Propulsive Leap.
Awakening You can use your propulsion as a makeshift weapon. The first time each round you Fly starting from the ground, all creatures adjacent to you take 1d4 damage for every 2 levels you have, with a basic Reflex save.
Dark Archive, page 78.
FEAT 8
Prerequisites Swordmaster Dedication
You place your body between your friends and your enemies, protecting your allies against oncoming attacks. You choose one adjacent ally. That ally gains a +1 circumstance bonus to AC until the start of your next turn or until that ally is no longer adjacent to you, whichever comes first. You can only protect a single ally in this way. If you choose to Protect a different Ally, the previous ally loses the bonus to AC.
LOPSG, page 52.
FEAT 10
Trigger You and your eidolon are in a damaging effect's area.
The power of your bond can protect you and your eidolon from harm. If you and your eidolon would take different amounts of damage from the area effect, you take the lower amount of damage instead of the greater amount of damage.
Special This feat has the trait matching your eidolon's tradition (arcane, divine, occult, or primal).
Secrets of Magic, page 71.
Protective Claws
FEAT 5
Prerequisites vicious goloma heritage
The chitin on your claws is so hard you can defend against attacks with them. Your claw unarmed attack from the vicious goloma heritage gains the parry weapon trait.
LOME, page 118.
Protective Sheath
FEAT 5
Prerequisites Clan's Edge
When you lash out with your clan dagger, you keep its sheath close at hand. When you use Clan's Edge, if the hand you're not holding the dagger with is empty, you can use your clan dagger's sheath to block attacks as well. The circumstance bonus to your AC from parrying increases to a +2 against any target you hit with a Strike this turn.
LOCG, page 21.
Protective Spirit Mask
FEAT 20
Prerequisites Druid Dedication or Wizard Dedication
Your mask carries the protective instincts of White Bull, the Horn Forger, and no one will hurt your allies while you have anything to say about it. Immediately after you Cast a non-cantrip Spell that targets only one ally, you can choose to have the spell also give that creature a +1 circumstance bonus to AC until the start of your next turn. You also gain the Protector's Interdiction reaction.
Protective Subroutine
FEAT 5
Prerequisites Nanite Surge
Your nanites can augment your defenses. You can choose to activate Nanite Surge when you attempt a saving throw, instead of when you attempt a skill check. If you do, you gain a +2 status bonus to the triggering saving throw.
LOAG, page 74.
Prototype Companion
FEAT 1
You have created a construct companion, and while it might not be an innovation, it serves as a trustworthy minion. You gain a prototype construct companion (page 32).
Guns & Gears, page 25.
Provocator Dedication
FEAT 10
Access Successfully defeat the ebaraks in the Sebaebre.
Prerequisites Strength 14, Charisma 14
For you, fighting is as much about style as skill. You become trained in simple weapons, martial weapons, and one advanced weapon of your choice. When you critically succeed at an attack roll using your chosen advanced weapon, you also apply the critical specialization of that weapon. You become an expert in Performance and your choice of either Acrobatics or Athletics. If you were an expert in all three of these skills, you instead become an expert in a skill of your choice.
Special You can't select another dedication feat until you have gained two other feats from the provocator archetype.
This feat leads to: Cartwheel Dodge, Flourishing Finish, Murderer's Circle, Performance Weapon Expert, and Pin To The Spot.
AoE3, page 78.
Proximity Alert
FEAT 1
You're unnaturally in tune with your surroundings and react instinctively to danger. You gain a +2 circumstance bonus to Perception checks made as initiative rolls.
LOAG, page 73.
FEAT 2
Frequency once per round
With a passing thought, you direct violent psychic energies at a nearby creature. Target one creature within 30 feet. It takes 1d4 bludgeoning damage with a basic Reflex save. At 3rd level and every 2 levels thereafter, the damage increases by 1d4.
Dark Archive, page 24.
FEAT 12
You stop holding your power back, unleashing it all in a catastrophic blast. All creatures in a 20-foot emanation take 1d6 bludgeoning damage per level with a basic Reflex save. Your psyche subsides as your power is expended.
Dark Archive, page 28.
Psi Development
FEAT 6
Prerequisites Psychic Dedication
You've found a new mental form. You gain another psi cantrip from your conscious mind: either the standard cantrip you didn't take with Psychic Dedication, or the unique surface psi cantrip.
You gain the benefits and the amp for this second psi cantrip. Increase the number of Focus Points in your focus pool by 1.
Dark Archive, page 48.
FEAT 4
Frequency once per turn
Requirements Your most recent action was to Cast a Spell or to Unleash your Psyche.
You siphon residual psychic energies from your spell into one weapon you're wielding or one of your unarmed attacks and when you unleash your mind, the energies flare to match. The attack deals an extra 1d6 force damage until the end of the current turn. If your Psyche is Unleashed, this benefit instead lasts until your psyche subsides.
Dark Archive, page 25.
Psychic Dedication
FEAT 2
Prerequisites Intelligence 14 or Charisma 14
You feel something awaken within your mind. You become trained in Occultism; if you were already trained in Occultism, you become trained in a skill of your choice. You cast spells like a psychic and gain the Cast a Spell activity; as you don't have a subconscious mind, your thought components are simple intentions. Choose a conscious mind. You gain a spell repertoire with one standard psi cantrip of your choice from your conscious mind, which you cast as a psi cantrip. You gain the normal benefits and the amp for this psi cantrip, but not any other benefits from the conscious mind. If you don't have one, you gain a focus pool of 1 Focus Point, which you can use to amp your psi cantrips, and you can Refocus by meditating on your new powers. If you already have a focus pool, increase the number of points in your pool by 1. You're trained in occult spell attack rolls and occult spell DCs. Your key spellcasting ability for psychic archetype spells is the ability you used to qualify for the archetype, and they are occult psychic spells.
Special You can't select another dedication feat until you have gained two other feats from the psychic archetype.
This feat leads to: Basic Thoughtform, Advanced Thoughtform, Basic Psychic Spellcasting, Expert Psychic Spellcasting, Master Psychic Spellcasting, and Psi Development.
Dark Archive, page 48.
Psychic Duelist Dedication
FEAT 4
Prerequisites trained in Occultism, you have been in a psychic duel
Through experience and in-depth visualizations of mental battles, you've grown adept at psychic duels. You gain a +2 circumstance bonus to your initiative rolls for psychic duels. Each time you enter a psychic duel, choose one of the following benefits for the duration of that duel.
Special You can't select another dedication feat until you have gained two other feats from the psychic duelist archetype.
This feat leads to: Duel Spell Advantage, Supreme Psychic Center, and Instigate Psychic Duel.
Dark Archive, page 203.
Psychic Rapport
FEAT 1
Your telepathic sensitivity intensifies when you're affected by mental magic, making it easier for you to link to other creatures. After you Cast a Spell with the mental trait, until the start of your next turn, you gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks, and to Perception checks to Sense Motive.
Dark Archive, page 24.
Psychopomp Familiar
FEAT 4
Prerequisites Soul Warden Dedication, familiar
Your familiar becomes a masked psychopomp—an extraplanar guardian of the cycle of souls. This familiar continues to use all the same rules as other familiars, but one of its abilities must always be speech and it has the monitor and psychopomp traits. As normal when a familiar must always have a certain ability, the speech ability counts against your familiar's abilities each day.
You can select three familiar or master abilities each day, instead of two, but one must be one of the following psychopomp familiar abilities.
This feat leads to: Enhanced Psychopomp Familiar.
Book of the Dead, page 27.
Puncturing Horn
FEAT 1
While many kashrishi never use their horns for more than cracking open hard-shelled fruits or amplifying their psychic powers, you've practiced using yours offensively. You gain a horn unarmed attack that deals 1d6 piercing damage. Your horn is in the brawling group and has the finesse and unarmed traits.
Special If you have the xyloshi heritage, your horn instead deals 1d8 piercing damage.
LOIL, page 43.
FEAT 16
Prerequisites Time Mage Dedication
Frequency once per hour
All things eventually end, a truth that you can put into practice by accelerating your passage through time to shake off harmful effects. Five rounds of apparent time occur for you. No one, including you, can act during this time, but effects on you run their course, including beneficial effects, negative effects, afflictions, conditions, and persistent damage. Roll saving throws, flat checks, damage, and any other rolls for those effects normally as if the time had passed. Excessive use of this technique is responsible for more than a few premature gray hairs among time mages.
Dark Archive, page 185.
FEAT 13
Frequency once per day
You call on your celestial forebears to rid your body of all toxins and impurities. For each disease or poison currently affecting you, attempt a Religion check to counteract that disease or poison. As normal, your counteract level is equal to half your level, rounded up.
LOAG, page 12.
FEAT 8
You turn an element into its purest form. Choose one of your kinetic elements and target up to 1 cubic foot of that element within 30 feet. (One cubic foot of liquid is roughly 8 gallons.) You remove toxins and pollutants from the element as well as anything intruding into the element, such as plant roots in soil. This can't change the grade of a material, alter the form of a manufactured object, or change the structural integrity of the element. If the purification would remove an alchemical or magical pollutant (such as a poison or curse), Purify Element attempts to counteract that impurity, using your class DC — 10 for the counteract check. If it fails to counteract a particular impurity, any further attempt you make to counteract that impurity with Purify Element fails as well.
Rage of Elements, page 22.
FEAT 14
Access Kaetiarn have access to this feat.
Prerequisites divine spells
Requirements Your most recent action was to cast a non-cantrip spell with the healing trait.
You transfer the divine essence of your magic to the air around you, cleansing it of toxins. Attempt a counteract check against each airborne disease or poison effect in a 15-foot radius around you. Regardless of your success or failure, until the beginning of your next turn, all creatures in the purified area gain a +1 status bonus to Fortitude saving throws.
LOKL, page 85.
FEAT 14
You purify the natural magic in your spell to remove one type of affliction. If your next action is to Cast a Spell, choose one of the following: disease, paralyzed, poisoned, or slowed. You can attempt to counteract that condition on one target of your spell in addition to the spell's other effects. If the spell already allows you to attempt to counteract that type of affliction, you gain a +2 circumstance bonus to your counteract check against one such affliction.
Player Core 1, page 133.
FEAT 12
Prerequisites wave order
You purify the water within a creature's body to cleanse them of illness. If the next action you use is to cast heal targeting a single living creature, you can attempt to counteract a disease or poison affecting the target, in addition to the other benefits of heal. If you do, heal gains the water trait.
Secrets of Magic, page 200.
FEAT 4
Prerequisites Marshal Dedication
You call to your ally and strengthen their resolve and abilities to defend against the horrific tricks undead bring to bear. The ally gains a +2 circumstance bonus to saves against effects originating from undead. It also gains resistance to damage from Strikes made by undead creatures equal to half your Charisma modifier.
LOKL, page 80.
Push It
FEAT 7
Prerequisites Trick Driver Dedication, master in Driving Lore
You can push your vehicle's performance beyond the limits envisioned by its makers. Whenever you succeed at a piloting check, the vehicle you are piloting gains a +5-foot circumstance bonus to all its Speeds until the end of your turn. If you critically succeed, this bonus increases to +10 feet.
Guns & Gears, page 55.
Pushing Attack
FEAT 10
Your eidolon has an attack that pushes away enemies.
Choose one of the eidolon's unarmed attacks with the shove trait. It gains the Push action for that attack.
Secrets of Magic, page 71.