PATHFINDER: KINGMAKER

Buffs

401450 of 1,456Page 9 of 30
BuffsDescription
Dragon ClawsThis character now has dragon claws.
Dragonkind III (Bronze)You are in a dragon-like creature form now. You have a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus, immunity to difficult terrain, blindsense with a range of 60 feet, a breath weapon, damage reducti
Dragonkind III (Copper)You are in a dragon-like creature form now. You have a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus, immunity to difficult terrain, blindsense with a range of 60 feet, a breath weapon, damage reducti
Dragonkind III (Green)You are in a dragon-like creature form now. You have a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus, immunity to difficult terrain, blindsense with a range of 60 feet, a breath weapon, damage reducti
Dragonkind III (Red)You are in a dragon-like creature form now. You have a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus, immunity to difficult terrain, blindsense with a range of 60 feet, a breath weapon, damage reducti
Dragonkind III (White)You are in a dragon-like creature form now. You have a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus, immunity to difficult terrain, blindsense with a range of 60 feet, a breath weapon, damage reducti
DreamProtectionBuff
Drunken MeleeFor honor, for glory, for free drinks! Defeat your opponents without using weapons, special abilities, or casting spells.
Duck FamiliarA familiar is a magical pet that enhances the character's skills and senses. A duck's master gains a +3 bonus on Knowledge (World) checks and a +2 bonus on Perception checks.
Dying Dwarf's Curse
Eagle's SplendorThe transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Bards,
EcholocationBuff
EdictBuff
Effortless ArmorArmor you wear no longer reduces your speed. You also reduce the armor's armor check penalty by 1 + 1 per five caster levels (maximum 5).
Electric CreatureElectric creatures have an increased resistance against electricity damage and spells with electricity descriptor, deal additional electricity damage with their weapons, and can inflict staggered or stunned conditions on the targets of thei
ElectroColumn
Elemental AssessorDeals 4d6 points of cold damage per round for 1d4 rounds.
Elemental AssessorDeals 4d6 points of electricity damage per round for 1d4 rounds.
Elemental AssessorDeals 4d6 points of acid damage per round for 1d4 rounds.
Elemental AssessorDeals 4d6 points of fire damage per round for 1d4 rounds.
Elemental BastionAt 1st level, the kinetic knight becomes proficient with medium and heavy armor and shields (except tower shields). A kinetic knight gains the elemental defense ability at 4th level, rather than 2nd. This ability alters elemental defense.
Elemental Bloodline Arcana — AirAll spells that deal energy damage that you cast will deal electricity damage instead. This also changes the spell's type to an electricity spell.
Elemental Bloodline Arcana — EarthAll spells that deal energy damage that you cast will deal acid damage instead. This also changes the spell's type to an acid spell.
Elemental Bloodline Arcana — FireAll spells that deal energy damage that you cast will deal fire damage instead. This also changes the spell's type to a fire spell.
Elemental Bloodline Arcana — WaterAll spells that deal energy damage that you cast will deal cold damage instead. This also changes the spell's type to a cold spell.
Elemental Body I (Air)You are in small air elemental form now. You have a +2 size bonus to your Dexterity, a +2 natural armor bonus, resist electricity 20, and vulnerability to acid. Your movement speed is increased by 30 feet. You also gain one 1d4 slam attack
Elemental Body I (Earth)You are in small earth elemental form now. You have a +2 size bonus to your Strength, a +4 natural armor bonus, and a +1 bonus to your attack, damage rolls, and combat maneuvers. You also have one 1d6 slam attack, resist acid 20, and vulner
Elemental Body I (Fire)You are in small fire elemental form. You have a +2 size bonus to your Dexterity, a +2 natural armor bonus, resist fire 20, and vulnerability to cold. Your movement speed is increased by 20 feet. You also have one 1d4 slam attack and the bu
Elemental Body II (Air)You are in medium air elemental form now. You have a +4 size bonus to your Dexterity, a +3 natural armor bonus, resist electricity 20, and vulnerability to acid. Your movement speed is increased by 30 feet. You also have one 1d6 slam attack
Elemental Body II (Earth)You are in medium earth elemental form now. You have a +4 size bonus to your Strength, a +5 natural armor bonus, and a +1 bonus to your attack, damage rolls, and combat maneuvers. You also have one 1d8 slam attack, resist acid 20, and vulne
Elemental Body II (Fire)You are in medium fire elemental form now. You have a +4 size bonus to your Dexterity, a +3 natural armor bonus, resist fire 20, and vulnerability to cold. Your movement speed is increased by 20 feet. You also have one 1d6 slam attack and t
Elemental Body III (Air)You are in Large air elemental form now. You have a +2 size bonus to your Strength, a +4 size bonus to your Dexterity, a +4 natural armor bonus, resist electricity 20, and vulnerability to acid. You also have two 1d8 slam attacks and the wh
Elemental Body III (Earth)You are in Large earth elemental form now. You have a +6 size bonus to your Strength, a –2 penalty to your Dexterity, a +2 size bonus to your Constitution, a +6 natural armor bonus, and a +1 bonus to your attack, damage rolls, and combat ma
Elemental Body III (Fire)You are in large fire elemental form now. You have a +4 size bonus to your Dexterity, a +2 size bonus to your Constitution, a +4 natural armor bonus, resist fire 20, and vulnerability to cold. You also have two 1d8 slam attacks and the burn
Elemental Body IV (Air)You are in huge air elemental form now. You have a +4 size bonus to your Strength, a +6 size bonus to your Dexterity, a +4 natural armor bonus, resist electricity 20, and vulnerability to acid. You also have two 2d6 slam attacks and the whi
Elemental Body IV (Earth)You become a huge earth elemental. You gain a +8 size bonus to your Strength, a –2 penalty to your Dexterity, a +4 size bonus to your Constitution, a +6 natural armor bonus, and a +1 bonus to your attack, damage rolls, and combat maneuvers.
Elemental Body IV (Fire)You are in huge fire elemental form now. You have a +6 size bonus to your Dexterity, a +4 size bonus to your Constitution, a +4 natural armor bonus, resist fire 20, and vulnerability to cold. You also have two 2d6 slam attacks and the burn
Elemental MovementYou have a +8 bonus to your AC and total concealment, but you can't take any actions except moving.
ElementalOverflowBuff
ElementalOverflowBuff 1
ElementalOverflowBuff 2
ElementalOverflowBuff 3
ElementalOverflowBuff 4
ElementalOverflowBuff 5
ElementalOverflowEffectFeatureBuff
ElementalOverflowLevel11ConBuff
ElementalOverflowLevel11DexBuff
ElementalOVerflowLevel11EffectBuff
ElementalOverflowLevel11StrBuff
ElementalOverflowLevel16ConDexStrBuff
Buffs — Page 9 — Kingmaker