60 feats, from Pack Hunter to Penetrating Shot.
Pack Hunter · Pack Hunter · Pack Rat · Pack Stalker · Pack Stalker · Pack Tactics · Pact of Draconic Fury · Pact of Eldritch Eyes · Pact of Fey Glamour · Pact of Infernal Prowess · Pact of the Final Breath · Pactbinder Dedication · Pactbound Dedication · Pain Tolerance · Paired Link · Paired Shots · Pale Horse · Panache Paragon · Panache Paragon · Panic the Dead · Paradoxical Mystery · Paradoxical Mystery · Paragon Battle Medicine · Paragon Companion · Paragon Reanimated Companion · Paragon's Guard · Paragon’s Guard · Parallel Breakthrough · Paralyzing Slash · Parry And Riposte · Parry And Riposte · Parthenogenic Hatchling · Parthenogenic Hatchling · Parting Shot · Parting Shot · Party Crasher · Party Crasher · Pass Through · Past Life · Patch Job · Path Of Iron · Path Of Iron · Patron's Breadth · Patron's Truth · Patron’s Breadth · Patron’s Claim · Patron’s Presence · Patron’s Truth · Peafowl Stance · Peafowl Strut · Peculiar Anatomy · Peer Beyond · Peerless Form · Peerless Warden · Pelagic Aptitude · Penetrating Fire · Penetrating Projectile · Penetrating Projectile · Penetrating Shot · Penetrating Shot
Pack Hunter
FEAT 1
You were taught how to hunt as part of a pack. You gain a +2 circumstance bonus to checks to Aid, and your allies gain a +2 circumstance bonus to checks to Aid you.
This feat leads to: Pack Stalker.
LOME, page 113.
Pack Hunter
FEAT 1
You were taught how to hunt as part of a pack. You gain a +2 circumstance bonus to checks to Aid, and your allies gain a +2 circumstance bonus to checks to Aid you.
Pack Rat
FEAT 1
Years of packing for travel have taught you how to cram vast quantities into small spaces. You can fit an additional 50% of the listed Bulk capacity into mundane storage containers or vehicles. For example, you can fit 6 Bulk in a backpack, or 12 Bulk in a chest. This doesn't alter the items' Bulk, nor does it change how much you can store in a magical or extradimensional storage space, such as a bag of holding.
Advanced Player’s Guide, page 22.
Pack Stalker
FEAT 5
Prerequisites expert in Stealth, Pack Hunter
Ambushes are an honored gnoll tradition. You gain the Terrain Stalker feat and can extend its effects to a single ally so long as they remain within 10 ft. of you. If you have master proficiency in Stealth, you can extend the effect to two allies. If you have legendary proficiency in Stealth, you can extend it to four allies.
LOME, page 114.
Pack Stalker
FEAT 5
Prerequisites expert in Stealth
Ambushes are an honored kholo tradition. You gain the Terrain Stalker feat and can extend its effects to a single gate ally so long as they remain within 10 feet of you. If you have master proficiency in Stealth, you can extend the effect to two allies. If you have legendary proficiency in Stealth, you can extend it to four allies.
Pack Tactics
FEAT 9
You have mastered how to hunt with your pack. If an enemy is within reach of you and at least two of your allies, that enemy is flat-footed against you.
LOAG, page 82.
Pact of Draconic Fury
FEAT 6
Prerequisites Pactbinder Dedication
You've sworn a pact with a dragon, giving you the ability to tap into the dragon's immeasurable power in exchange for adding to their hoard. You gain the Dragon Breath activity. In exchange, you promise to search for objects the dragon wants for its hoard upon request. These requests might be extremely specific unique objects, or they might be a broad category of objects. While the dragon agrees to pay you a fair price for the item you retrieve, the pact requires you to give your time and service.
Dark Archive, page 166.
Pact of Eldritch Eyes
FEAT 14
Prerequisites Pactbinder Dedication
You've sworn a pact with an entity beyond mortal comprehension, granting you distant visions and insights. You can cast prying eye as an occult innate spell once per hour, using the higher of your class DC and your spell DC to determine the DC.
In exchange, you allow the entity to peer through you at your world. The entity's touch creates strange dreams, typically nightmares. Every morning, you awaken trained in an unexpected Lore skill determined by the GM, which you retain until the next time you rest for the night. While the entity contacts you most often while you sleep, it occasionally peers at you during the day, leading to disorientation and visions. You can generally determine what's going on during these visions, so normally this occurrence imparts no mechanical penalty.
However, in the unlikely event that an encounter begins while you're experiencing visions from the entity, you might take a circumstance penalty to your initiative roll.
Special The entity isn't particularly attached to its pact with you. If you want it gone, you can retrain out of Pact of Eldritch Eyes, after which the entity withdraws its eyes to the void.
Dark Archive, page 167.
Pact of Fey Glamour
FEAT 4
Prerequisites Pactbinder Dedication
You've sworn a pact with fey powers, granting you the otherworldly appearance of your dreams in exchange for oaths of hospitality. As long as you keep your end of the bargain, your base appearance changes indefinitely to any one appearance you wish that's within the bounds of possibility for your ancestry; this effect can't be counteracted or removed except by violating the pact. Additionally, you can cast illusory disguise as a primal innate spell once per hour, using the higher of your class DC and your spell DC to determine the DC.
In exchange, you promise to accept any fey's request for hospitality, granting them food, drink, and lodging for up to 3 days and 3 nights. You also promise not to harm any creature to whom you've offered hospitality or who has shown hospitality to you, whether or not that creature is fey, unless that creature does harm first. If you refuse hospitality to a fey or violate hospitality, you lose the benefits of this feat until you atone for your transgressions, instantly reverting your appearance to the one you had before the pact.
Dark Archive, page 166.
Pact of Infernal Prowess
FEAT 8
Prerequisites Pactbinder Dedication
You've sworn a pact with devils, granting you success in life in exchange for your soul in the afterlife. Once per hour, when you critically fail a check, you can reroll the check as a free action; this is a fortune effect. Additionally, you can choose to automatically succeed at checks to Earn Income for tasks below your level, without rolling. However, when you die, your soul is consigned to Hell. You can't be returned to life except by powerful magic such as miracle, and even then, the devils responsible for the contract can track your every move for 1 year. The devils gain the effects of a discern location spell. They can also use 10th-level scrying on you at will, and you automatically critically fail your saving throw.
Special You can't retrain out of a Pact of Infernal Prowess without journeying to Hell and destroying the devil's written contract spelling out the terms of your pact.
Dark Archive, page 167.
Pact of the Final Breath
FEAT 12
Prerequisites Pactbinder Dedication
You've sworn a pact with a powerful psychopomp—typically an olethros advocate or yamaraj judge—granting you a reprieve before your soul will be collected in exchange for respect for the dead and assistance against the undead.
As long as you keep your end of the bargain, you live twice as long as you normally would before dying of natural causes. Additionally, the first time each day that you would be reduced to 0 Hit Points and gain the dying condition, you instead regain a number of Hit Points equal to twice your level (starting from 0 HP), remain conscious, and gain fast healing equal to your level for 3 rounds.
In exchange, you swear to treat the dead you come across with respect, performing last rites and final dispositions to ensure their spirits rest in peace and are less likely to rise as undead. Furthermore, you swear to destroy undead you come across, so long as it's within your power to do so without inordinate risk to yourself. Violating your part of the pact causes its protections to immediately end. If at that point you had already lived beyond your natural lifespan, the psychopomps typically give you a few moments to make any last farewells, and then you simply breathe your final breath and pass on.
Dark Archive, page 167.
Pactbinder Dedication
FEAT 2
Prerequisites trained in Diplomacy as well as either Arcana, Nature, Occultism, or Religion
The first step toward forming a successful pact is an understanding of the magic behind it, along with skill at negotiation. It doesn't hurt that you also learned how to magically bind yourself to keep your word, enabling you to bargain more easily. You increase your proficiency from trained to expert in Diplomacy and in one of the following: Arcana, Nature, Occultism, or Religion.
When you make a Request or Coerce directly in service of fulfilling your vow, you gain a +1 circumstance bonus to your check against any creatures aware of your vow.
Special You can't select another dedication feat until you've gained two other feats from the pactbinder archetype.
This feat leads to: Sociable Vow, Pact of Fey Glamour, Pact of Draconic Fury, Pact of Infernal Prowess, Pact of the Final Breath, and Pact of Eldritch Eyes.
Dark Archive, page 166.
Pactbound Dedication
FEAT 2
Prerequisites Kiadok or Giant language, trained in Nature, must have earned the trust of a graefiadeik kar who initiates you into the archetype
You befriended one of the last graefiadeik kar and were infused with a fraction of their power, granting you the potential to become a guardian of their ancient pact. You gain cold resistance equal to half your level. You can Hide and Sneak while it's snowing even lightly, even if it wouldn't be thick enough to normally grant concealment. Finally, all graefiadeik kar can sense the mark of their pact upon you, and their attitude toward you is typically one step better than it would be otherwise (hostile to unfriendly, unfriendly to indifferent, etc.) Most graefiadeik kar are unfriendly to outsiders; this would make them indifferent to you.
Special You can't select another dedication feat until you have gained two other feats from the pactbound archetype.
This feat leads to: Crown of the Graefiadeik Kar, Frostbite Runes, Bound in Ice, Curse of the Graefiadeik Kar, and Ice Crafter.
LOMM, page 10.
Pain Tolerance
FEAT 6
Access You're from Tobraid or the Krougriaror Wastes.
Prerequisites expert in Fortitude saves
You gain resistance to mental damage equal to half your level and a +1 circumstance bonus to saving throws against effects that would make you clumsy, drained, or enfeebled.
OoA1, page 79.
Paired Link
FEAT 4
You break a trinket such as a lodestone or jade pendant in two, creating a sympathetic link between the halves that bridges distance. During your daily preparations, you perform a short ceremony where you gift one of the two halves to a willing ally.
On that ally, you can cast spells and use thaumaturge abilities that have a range of touch at a range of 30 feet instead, and the ally can cast spells that have a range of touch on you from a range of 30 feet. These effects last as long as you and the ally have their half; if either half leaves either of your possession for even a moment, or if you establish a link with a new ally during your next daily preparations, the link breaks.
Dark Archive, page 44.
FEAT 4
Requirements You're wielding two weapons, each of which can be either a loaded one-handed firearm or loaded one-handed crossbow.
Your shots hit simultaneously. Make two Strikes, one with each of your two ranged weapons, each using your current multiple attack penalty. Both Strikes must have the same target.
If both attacks hit, combine their damage and then add any applicable effects from both weapons. You add any precision damage, only once, to the attack of your choice.
Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty.
Guns & Gears, page 112.
Pale Horse
FEAT 12
Prerequisites divine ally (steed), tenets of evil
Your mount becomes a grotesque creature of foreboding when you ride it. Its appearance transforms as flames erupt from its skin, a whorl of negative energy surrounds it, or poison leaks from its flesh. When you Mount your steed ally, you can choose fire, negative, or poison. As long as you ride it, your steed gains resistance 10 to the chosen damage type, and any creature that touches your steed takes 1d6 damage of the chosen type; this includes hitting the steed with unarmed attacks or with a melee weapon Strike while adjacent to the steed. This damage increases to 2d6 at 16th level and 3d6 at 20th level.
Advanced Player’s Guide, page 121.
Panache Paragon
FEAT 20
You find opportunities to perform stylish feats in the moments between others' heartbeats and eye blinks. You are permanently quickened. You can use the extra action only to Tumble Through or perform the skill action listed in your swashbuckler's style as one that allows you to gain panache, or other actions that would allow you to gain panache at the GM's discretion.
Advanced Player’s Guide, page 93.
Panache Paragon
FEAT 20
You find opportunities to Perform stylish wizard in the moments between others’ heartbeats and eye blinks. You are permanently quickened. You can use the extra action only to Perform a bravado action.
Player Core 2, page 169.
Panic the Dead
FEAT 2
Vitality Strikes terror in the undead. When you use a heal spell to damage undead, any undead that fails its saving throw is also frightened 1. If it critically failed, the creature also gains the fleeing condition until the start of your next turn. Mindless undead are not immune to this effect due to being mindless.
Player Core 1, page 115.
Paradoxical Mystery
FEAT 20
Prerequisites Greater Revelation
The truest depths of your divine mystery are fathomless and contradictory, granting you changing powers that even you can barely begin to fathom. Each day during your daily preparations, choose one basic or advanced domain spell from any domain from the Core Rulebook or another domain to which you have access, or any initial or advanced revelation spell from another mystery. You gain that spell as a revelation spell until your next daily preparations, and it has the cursebound trait.
Advanced Player’s Guide, page 81.
Paradoxical Mystery
FEAT 20
Prerequisites Greater revelation
The truest depths of your divine mystery are fathomless and contradictory, granting you changing powers that even you can barely begin to fathom. Each day during your daily preparations, choose one basic or Advanced Domain spell from any domain from Player Core, one of the Table 8\u20132: Domains granted by your mystery, another domain to which you have access, or any Initial or Advanced revelation spell from another mystery. You gain that spell as a revelation spell until your next daily preparations.
Player Core 2, page 143.
Paragon Battle Medicine
FEAT 7
Prerequisites Battle Medicine, master in Medicine
Stotheidor Falaraeleth taught you her techniques that originated the modern use of Battle Medicine.
When you successfully use Battle Medicine, you can also reduce the target's sickened, enfeebled, or clumsy condition by 1 (this has no effect if you are subject to an effect continually applying the clumsy condition, like enlarge). If you are legendary in Medicine, you can choose to reduce the target's frightened or stunned condition by 1 instead, and if you have the Godless Healing feat, you can choose to reduce the target's stupefied or drained condition by 1 instead. If you have the Mortal Healing feat, you can reduce all available conditions by 1 for a target who hasn't benefited from positive or healing magic in the last 24 hours, and if you roll a critical success before applying the effects of the feat, you reduce all available conditions by 2 for that target instead.
LOL, page 72.
Paragon Companion
FEAT 14
Prerequisites Incredible Companion
Your construct companion has reached the pinnacle of form and function. Your construct companion becomes a paragon construct companion.
Guns & Gears, page 30.
Paragon Reanimated Companion
FEAT 14
Prerequisites Incredible Reanimated Companion
You have reached the pinnacle of necromantic science, creating a mechanical zombie unlike any the world has seen before. Your reanimated construct companion becomes a paragon construct companion.
OoA3, page 79.
FEAT 12
Requirements You are wielding a shield.
Once you've had a moment to set your stance, you always have your shield ready without a thought. While you are in this stance, you constantly have your shield raised as if you'd used the Raise a Shield action, as long as you meet that action's requirements.
Core Rulebook, page 151.
FEAT 12
Requirements You are wielding a shield.
Once you’ve had a moment to set your stance, you always have your shield Ready without a thought. While you are in this stance, you constantly have your shield raised as if you’d used the shield raised action.
Player Core 1, page 149.
Parallel Breakthrough
FEAT 6
You expand your mind beyond your area of psychic specialty. You gain a 1st-level psi cantrip for a conscious mind other than your own; this can be either the unique surface cantrip or one of the common cantrips and the accompanying amp. If you choose a common cantrip, you also gain the special benefit granted by that conscious mind when casting the cantrip without an amp. You don't gain any other benefits of that conscious mind, such as additional spells known.
Dark Archive, page 25.
FEAT 8
Prerequisites Feverish Enzymes
Your enzymes can paralyze your foes rather than merely making it harder for them to heal their wounds. Strike with your claw or jaws. If you hit a living non-elf creature, it becomes paralyzed unless it succeeds at a Fortitude save against your class DC or spell DC, whichever is higher. Regardless of the result of the save, the creature is temporarily immune to Paralyzing Slash for 24 hours. A creature that becomes paralyzed can attempt a new save to end the paralysis at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.
Book of the Dead, page 49.
Parry And Riposte
FEAT 18
Prerequisites Opportune Riposte
Your parries and finishers allow you to riposte with the slightest provocation. You can use Opportune Riposte against an enemy who fails at a Strike against you (not just critically fails), provided you have both damaged that creature with a finisher on your last turn and currently have a circumstance bonus to AC from the parry weapon trait, Dueling Parry, or Twin Parry.
Advanced Player’s Guide, page 93.
Parry And Riposte
FEAT 18
Prerequisites Opportune Riposte
Your parries and finishers allow you to riposte with the slightest provocation. You can use Opportune Riposte against an enemy who fails at a Strike against you (not just critically fails), provided you have both damaged that creature with a finisher from the parry Weapon trait, or Extravagant parry.
Player Core 2, page 169.
Parthenogenic Hatchling
FEAT 1
You were hatched from an unfertilized egg during hard times for your people, and you are a biological copy of your mother. You gain a +1 circumstance bonus to saving throws against diseases. Each of your successful saving throws against a disease reduces its stage by 2, or by 1 for a virulent disease. Each critical success against an ongoing disease reduces its stage by 3, or by 2 for a virulent disease. You take damage only every 2 hours from thirst and every 2 days from starvation, rather than every hour and every day.
Special You can take this feat only at 1st level.
LOCG, page 58.
Parthenogenic Hatchling
FEAT 1
You were hatched from an unfertilized egg during hard times for your people, and are a biological copy of your mother. You gain a +single gate circumstance bonus to saving throws against diseases. If you roll a success on a saving throw against a disease, you get a critical success instead. If you have a different ability that would improve the save in this way (such as the battle hardened fighter class feature), if you roll a critical Failure on the save you get a Failure instead.
You take damage only every 2 hours from thirst and every 2 days from starvation, rather than every hour and every day.
Special You can select this feat only at 1st level.
FEAT 4
Requirements You are wielding a loaded ranged weapon or a ranged weapon with reload 0.
You jump back and fire a quick shot that catches your opponent off guard. You Step and then make a ranged Strike with the required weapon. Your target is flat-footed against the attack.
Advanced Player’s Guide, page 126.
FEAT 4
Requirements You are wielding a loaded ranged Weapon or a ranged Weapon with reload 0.
You jump back and make a quick shot that catches your opponent by surprise. You Step and then make a ranged Strike with the required Weapon. Your target is off-guard against the attack.
Player Core 1, page 143.
Party Crasher
FEAT 7
Prerequisites Dandy Dedication, master in Society
You attend all the fashionable society parties, no matter how exclusive they might be. Any time you encounter a social event you would ordinarily be denied access to, such as a coronation, royal gala, or other society function, you can spend 1d4 hours to secure entry without the need for a skill check. You find invitations, invitees looking for fashionable dates, temporary jobs with the caterers, event staff willing to look the other way, or some other mode of access for yourself and your allies.
This ability doesn't apply to secret events or other small private gatherings with no staff, dates, or outsiders involved.
Advanced Player’s Guide, page 167.
Party Crasher
FEAT 7
Prerequisites Dandy Dedication, master in Society
You attend all the fashionable society parties, no matter how exclusive they might be. Any time you encounter a social event you would ordinarily be denied access to, such as a coronation, royal gala, or other society function, you can spend 1d4 hours to secure entry without the need for a skill check. You find invitations, invitees looking for fashionable dates, temporary jobs with the caterers, event staff willing to look the other way, or some other mode of access for yourself and your allies. This ability doesn’t apply to secret events or other small private gatherings with no staff, dates, or outsiders involved.
Player Core 2, page 195.
FEAT 10
Prerequisites master in Acrobatics, Ghost Dedication
Frequency once per 10 minutes
Filtering your form through the substance of an object, you can pass through walls, doors, and more. You Fly up to your Speed. During this movement, you can try to move through one object. Attempt an Acrobatics check as you try to enter its space. The DC is typically 30 to move through a wall of up to 5 feet, 15 for an ordinary door, and 10 for thinner structures like windows; the GM might set the DC higher for especially dense materials like adamantine or lead, or for barriers that are magically reinforced. You can't Pass Through an obstacle made of magical force, such as a wall of force.
Success You move through the object, treating the square within it as difficult terrain. If you end your turn inside an object, you can move out of it only if you Pass Through again or use some other means of moving through a solid object. As normal for being incorporeal, starting your turn inside an object makes you slowed 1 for that turn.Failure Your movement ends, and you trigger reactions as if you moved out of the square you started in.Book of the Dead, page 47.
Past Life
FEAT 5
Flashes of your life become clearer and more frequent, allowing you to apply skills you developed while alive. You become trained in a skill of your choice and gain the Additional Lore feat for a Lore subcategory tied to your life.
Book of the Dead, page 56.
Patch Job
FEAT 4
Prerequisites Vehicle Mechanic Dedication
You can patch up damage to an object with a quick fix. You gain the Improvised Repair general feat. When you use Improvised Repair, you can attempt a Crafting check with the same DC as Repair. If you succeed, you can use the object as a normal object of its type until it takes damage rather than as a shoddy object of its type.
Guns & Gears, page 56.
FEAT 14
Prerequisites Martial Artist Dedication
Frequency once per minute
With a burst of effort, you weave a path through your enemies, striking each in turn as you move past them. You Stride; this movement doesn't trigger reactions. You can Strike up to three times at any point during your movement, each against a different enemy. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you have made all your attacks.
Advanced Player’s Guide, page 182.
FEAT 14
Prerequisites Martial Artist Dedication
Once per minute. With a burst of effort and speed, you weave a nimble path through your many enemies, striking each in turn as you move past them. You Stride; this movement doesn’t trigger reactions. You can attempt a melee Strike up to three times at any point during your movement, each against a different enemy.
Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn’t increase until you have made all your attacks.
Player Core 2, page 206.
Patron's Breadth
FEAT 8
Prerequisites Basic Witch Spellcasting
You can cast more spells each day. Increase the spell slots you gain from witch archetype feats by 1 for each spell level other than your two highest spell levels.
Advanced Player’s Guide, page 154.
Patron's Truth
FEAT 19
Prerequisites patron's gift
You have mastered the greatest secrets of your patron's magic and learned a fundamental truth about your patron, even if their identity still remains a mystery. You gain an additional 10th-level spell slot.
Advanced Player’s Guide, page 105.
Patron’s Breadth
FEAT 8
Prerequisites Basic Witch Spellcasting
You can cast more spells each day. Increase the spell slots you gain from witch archetype feats by 1 for each spell rank other than your two highest spell ranks.
Player Core 1, page 222.
Patron’s Claim
FEAT 18
Your patron partially manifests itself through your familiar to claim a foe’s power for its own. Your familiar gains the following activity.
Patron’s Claim [two-skill action] Frequency once per hour; Effect Your familiar’s mouth opens impossibly wide before your patron’s grasping limb stretches forth from it at a creature within 30 feet, dealing 10d10 Spirit instinct damage with a basic Fortitude save damage, it is also drained 2 (or drained 4 on a critical Failure) and you regain single gate Focus Point, up to your usual maximum, as your patron grants you additional magic in exchange for your gift of your opponent’s Spirit instinct.
Player Core 1, page 191.
Patron’s Presence
FEAT 14
Your patron can direct its attention through your familiar, and its mere presence becomes an ominous weight on the minds of other beings to distract them and blot out their magic. Your familiar gains the following activity.
Patron’s Presence [two-skill action] (aura) Frequency once per hour; Effect A palpable weight extends from your familiar in a 15-foot emanation. Enemies who enter or start their turn within the become stupefied 2 as long as they remain within the aura, or stupefied 3 on a critical Failure. The aura lasts until the end of your next turn, but the familiar can Sustain it up to single gate minute.
Player Core 1, page 190.
Patron’s Truth
FEAT 20
Prerequisites patron’s gift
You have mastered the greatest secrets of your patron’s magic and learned a fundamental truth about your patron, even if their identity still remains a mystery. You gain an additional 10th-rank spell slot.
Player Core 1, page 191.
FEAT 4
Prerequisites Monastic Weaponry
Requirements You are wielding a sword that has the monk trait in one hand.
You enter a tall and proud stance while remaining mobile, with all the grace and composure of a peafowl. While in this stance, the only Strikes you can make are melee Strikes with the required sword. Once per round, after you hit with a monk sword Strike, you can Step as a free action as your next action.
This feat leads to: Peafowl Strut.
Advanced Player’s Guide, page 128.
FEAT 10
Prerequisites Peafowl Stance
Requirements You are in Peafowl Stance.
You slowly move across the battlefield with dangerous grace. Step twice and then Strike. The Strike must be made with the sword required by Peafowl Stance.
Advanced Player’s Guide, page 129.
Peculiar Anatomy
FEAT 14
Prerequisites Disturbing Defense
Your circulatory system contains viscous protoplasmic fluid instead of ordinary blood. You gain a +2 circumstance bonus to saving throws against disease and poison, and resistance to poison damage equal to half your level.
In addition, your resistance to precision damage from Disturbing Defense increases to an amount equal to 7 + your number of class feats from the oozemorph archetype, and the DC of your flat checks to recover from persistent bleed damage is 8 rather than 13.
The Slithering, page 60.
Peer Beyond
FEAT 8
Prerequisites Ghost Hunter Dedication
You have uncanny insight into the way ghosts and haunts manifest, manipulate the mind, and rejuvenate. You gain a +2 circumstance bonus to saving throws against mental effects caused by incorporeal undead and haunts, and you can roll a Spirit Lore or Haunt Lore check for initiative if you know that an incorporeal undead or a haunt is present.
If you are present when a spirit or haunt is defeated, you instantly gain a flash of insight into how it can be permanently put to rest. Typically, this flash manifests as a vision that presents a quick scene closely linked to the source of the spirit or haunt's creation. Attempt a Spirit Lore or Haunt Lore check, respectively, with a DC appropriate for the spirit or haunt's level. On a success, you gain a hint about how to put the spirit to rest or permanently disable the haunt; on a critical success, you learn the exact method of doing so.
AV1, page 81.
Peerless Form
FEAT 14
Your mastery over your body is perfect enough to hold back the ravages of time. You cease aging, though you still die when your time is up. In addition, you gain a +2 status bonus to Fortitude and Will saving throws.
Player Core 2, page 126.
Peerless Warden
FEAT 10
Prerequisites Initiate Warden
Your mastery of primal magic has given you access to the greatest secrets of warden magic. You gain your choice of one warden spell from the peerless warden single spell on page 384 (or another you have access to).
Special You can take this feat multiple times, choosing a different peerless warden spell each time.
Player Core 1, page 161.
Pelagic Aptitude
FEAT 1
You've learned special tricks to survive underwater. You gain the trained proficiency rank in Survival. When in an aquatic environment, if you roll a critical failure on a Survival skill check to Sense Direction or Subsist, you get a failure instead.
LOAG, page 15.
FEAT 10
Requirements You're wielding a loaded firearm or crossbow.
You blast a bullet through one foe and into another. Choose two targets, one of which would give the other lesser cover against your ranged attacks. Make a single ranged Strike with the required weapon against both targets. This attack ignores any lesser cover the nearer target provides the other. Roll damage only once and apply it to each creature you hit. Penetrating Fire counts as two attacks for your multiple attack penalty.
Guns & Gears, page 115.
FEAT 16
Requirements You are wielding a ranged or thrown weapon that deals piercing damage.
Your projectiles are unhindered by flesh and bone. Make a ranged Strike against each creature in a 30-foot line. These attacks ignore lesser cover, cover, and greater cover granted by creatures. Roll damage only once and apply it to each creature you hit. Each attack counts toward your multiple attack penalty, but don't increase your penalty until you have made all your attacks.
Advanced Player’s Guide, page 111.
FEAT 16
Requirements You are wielding a ranged or thrown Weapon that deals piercing damage.
Your projectiles are unhindered by flesh and bone. Make a ranged Strike with a ranged or thrown Weapon that deals piercing damage against each creature in a 30-foot line (this uses only one projectile despite the number of Strikes). These Strikes ignore all cover granted by creatures. Roll damage only once and apply it to each creature you hit. Each attack counts toward your multiple attack penalty, but don’t increase your penalty until you have made all your attacks.
Player Core 2, page 85.
FEAT 10
Requirements You are wielding a ranged weapon.
You shoot clear through an intervening creature to hit your prey. Choose a target that is giving lesser cover to your hunted prey. Make a single ranged Strike with the required weapon against the chosen target and your hunted prey. This attack ignores any lesser cover the chosen target provides your hunted prey. Roll damage only once, and apply it to each creature you hit. A Penetrating Shot counts as two attacks for your multiple attack penalty.
Core Rulebook, page 175.
FEAT 10
Requirements You are wielding a ranged Weapon.
You shoot clear through an intervening creature to hit your prey. Choose a target that is giving lesser cover to your hunted prey. Make a single gate ranged Strike with the required Weapon against the chosen target and your hunted prey. This attack ignores any lesser cover the chosen target provides your hunted prey. Roll damage only once, and apply it to each creature you hit. A Penetrating Shot counts as two attacks for your multiple attack penalty.
Player Core 1, page 161.