PATHFINDER: KINGMAKER
Buffs
101–150 of 1,456Page 3 of 30
| Buffs ↑ | Description |
|---|---|
| You are in smilodon form now. You have a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus. Your movement speed is increased by 10 feet. You also have four 1d6 claw attacks, one 1d8 bite attack, an | |
| You are in smilodon form now. You have a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus. Your movement speed is increased by 10 feet. You also have four 1d6 claw attacks, one 1d8 bite attack, an | |
| BeastTotemGreaterRageBuff | |
| BeastTotemLesserRageBuff | |
| BeastTotemRageBuff | |
| You channel the power of good and law into the target, temporarily giving it powers similar to those of a paladin. The target gains immunity to diseases and immunity to fear. It adds its Charisma bonus to all its saving throws. This spell h | |
| Save: Fortitude Frequency: 1/round for 6 rounds Effect: 1d2 Constitution damage Cure: 1 save | |
| Eating a black linnorm stew provides you with a +2 bonus to maximum HP per character level and fast healing 1 for a day. | |
| BlackDragonFrightfulPresenceBuff | |
| BlackDragonFrightfulPresenceCooldownBuff | |
| Blakemoor_BattleStartBuff | |
| This creature takes 2d6 hit point damage each turn. Bleeding can be stopped through the application of any spell that cures hit point damage (even if the bleed is ability damage). | |
| This creature takes 1d4 hit point damage each turn. Bleeding can be stopped through the application of any spell that cures hit point damage (even if the bleed is ability damage). | |
| This creature takes 1d6 hit point damage each turn. Bleeding can be stopped through the application of any spell that cures hit point damage (even if the bleed is ability damage). | |
| BleedImmunity | |
| Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels bane. | |
| You have received Tsanna's blessing, and with it, Lamashtu's benediction. You gain a +2 natural armor bonus and +4 to Constitution. | |
| This creature has a +2 morale bonus on saving throws against fear effects. If it has the fearless racial trait, it is immune to fear instead. If the target fails a saving throw against fear, it rerolls the save with a +4 morale bonus and ta | |
| As a standard action, the ecclesitheurge can bless one ally within close range (30 ft). A blessed ally gains a +2 sacred bonus on attack rolls, skill checks, ability checks, saving throws, and to AC until the ecclesitheurge's next turn. The | |
| When you cast this on a creature, its skin turns slick and clammy and it is able to regenerate damage each round. While under the effects of the spell, the creature gains fast healing 5, fire resistance 20, and a +2 competence bonus to its | |
| BlightMiasmaImmunity | |
| BlightPlaguebearerImmunity | |
| Frequency: 1/day; Save Fortitude Effect: 1d4 Str damage, target must make an additional Fort save or be permanently blinded Cure: 2 consecutive saves | |
| The creature cannot see. It takes a –2 penalty to Armor Class and loses its Dexterity bonus to AC (if any). All opponents are considered to have total concealment (50% miss chance) against the blinded creature. Blindness can be removed by r | |
| The creature cannot see. It takes a –2 penalty to Armor Class and loses its Dexterity bonus to AC (if any). All opponents are considered to have total concealment (50% miss chance) against the blinded creature. Blindness can be removed by r | |
| The creature cannot see. It takes a –2 penalty to Armor Class and loses its Dexterity bonus to AC (if any). All opponents are considered to have total concealment (50% miss chance) against the blinded creature. Blindness can be removed by r | |
| The creature cannot see. It takes a –2 penalty to Armor Class and loses its Dexterity bonus to AC (if any). All opponents are considered to have total concealment (50% miss chance) against the blinded creature. Blindness can be removed by r | |
| Bleed damage dealt by a vilderavn's natural and manufactured weapons stacks with itself and other sources of bleed damage. In addition, the bleeding it causes is difficult to stanch. It doesn't stop when the battle ends. When using a magica | |
| Save: Fortitude (DC 14) Onset: 1 day Frequency: 1/day Effect: 1d3 Strength damage, 1d3 Dexterity damage, fatigue Cure: 2 consecutive saves The save DC is Constitution-based. | |
| BloodlineCelestialArcanaBuff | |
| BloodlineCelestialHeavenlyFireCooldownBuff | |
| BloodlineSerpentineDenOfSpidersSpiderSwarmDamageEffectImmunity | |
| Save: Fortitude (DC 20) Frequency: 1/round for 6 rounds Effect: 1d4 Wisdom damage, 1d4 Intelligence damage and confusion Cure: 2 consecutive saves The save DC is Constitution-based. | |
| BossWickedChanter_RageBuff | |
| BossWickedChanter_RageEffectBuff | |
| BossWickedChanter_RageMarkBuff | |
| Element: earth Type: substance infusion Level: 2 Burn: 2 Associated Blasts: earth, magma, metal, mud You bowl your foes over with the sheer mass of your kinetic blast. Attempt a trip combat maneuver check against each target damaged by your | |
| Branded Troll Dead | |
