PATHFINDER: KINGMAKER
Buffs
251–300 of 1,456Page 6 of 30
| Buffs ↓ | Description |
|---|---|
| Element: water Type: defense Level: — Burn: 0 You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functi | |
| Element: water Type: defense Level: — Burn: 0 You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functi | |
| ShrineOfLamashtu | |
| You may attack with light and heavy shields. This incurs standard penalties for two-weapon fighting if you have a weapon in your other hand. A light shield deals 1d3 damage and is considered a light weapon. A heavy shield deals 1d4 damage a | |
| Eating a shepherd's pie provides you with +1 bonus on all saving throws for a day. | |
| ShatterConfidenceBuffCaster | |
| Amiri sharpens her weapons, increasing their damage by +1 in the first battle within the next 12 hours. The effect extends to +1 additional battle for every four levels that Amiri gains after reaching Level 3. | |
| Shared Precision | At 3rd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against that target for 1 round. Her allies must remain within 10 feet of her, and mus |
| At 3rd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against that target for 1 round. Her allies must remain within 10 feet of her, and mus | |
| At 3rd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against that target for 1 round. Her allies must remain within 10 feet of her, and mus | |
| At 3rd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against that target for 1 round. Her allies must remain within 10 feet of her, and mus | |
| ShamblingMound_MaximizedElectricFortitudeBuff | |
| ShamblingMound_ElectricFortitudeEffectBuff | |
| ShamanLayDown | |
| ShamanBarks | |
| Frequency: 1/day; Save Fortitude Effect: 1d8 Dex damage Cure: 2 consecutive saves | |
| A shaken character suffers a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked. | |
| ShadyDealer_WaitAWeekBuff | |
| Deals 4d6 points of cold damage per round for 1d4 rounds. Each round, the target can attempt a Will save to disbelieve and take only 60% damage. | |
| Deals 4d6 points of acid damage per round for 1d4 rounds. Each round, the target can attempt a Will save to disbelieve and take only 60% damage. | |
| Deals 4d6 points of electricity damage per round for 1d4 rounds. Each round, the target can attempt a Will save to disbelieve and take only 60% damage. | |
| Deals 4d6 points of fire damage per round for 1d4 rounds. Each round, the target can attempt a Will save to disbelieve and take only 60% damage. | |
| This character is covered in acid and takes acid damage each round unless the acid is dispelled. Each round, this creature can make a Will save to disbelieve and take only 60% damage. | |
| This character now has serpent's fang. | |
| This character now has serpent's fang. | |
| This character now has serpent's fang. | |
| This character now has serpent's fang. | |
| This character now has serpent's fang. | |
| This character now has serpent's fang. | |
| This character now has serpent's fang. | |
| This character now has serpent's fang. | |
| This character now has serpent's fang. | |
| At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. | |
| This ability works like evasion, except that while the character still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless character does not gain the benefi | |
| At 3rd level, a monk gains a +10 enhancement bonus to his base speed, which increases by 10 feet every 3 levels thereafter. A monk in armor loses this extra speed. | |
| A character can avoid even magical and unusual attacks with great agility. If a character makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless | |
| A monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance. | |
| A monk gains immunity to poisons of all kinds. | |
| This secret subdues all hostile creatures within range. Humanoid creatures whose number of Hit Dice is less or equal to half your caster level (maximum 10) lose their will to fight completely, leave their worldly possessions and weapons on | |
| This secret subdues all hostile creatures within range. Humanoid creatures whose number of Hit Dice is less or equal to half your caster level (maximum 10) lose their will to fight completely, leave their worldly possessions and weapons on |
