Feats & abilities

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Feats & abilities ↓Description
TeamworkFeature
Teamwork FeatAt 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from…
Teamwork FeatAt 2nd level, a vanguard receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Once per day as a standard action, the vanguard can grant one of…
Teaching MomentAt 8th level as a swift action you can grant all allies within 30 feet special insights. Once during the next minute, each affected creature can choose to roll twice and take the…
TartukTartuccionSpellList
TartukTartuccioFeatureList
TartukQuickenedBlindness
TartukFieryBodyFeature
TartukFeatureList
TartuccioLevel1
TargetForUnicornHealing
Tarantula FamiliarA familiar is a magical pet that enhances the character's skills and senses. A tarantula's master gains a a +3 bonus on Athletics checks and a +2 bonus on Perception checks.
Tarantula FamiliarA familiar is a magical pet that enhances the character's skills and senses. A tarantula's master gains a a +3 bonus on Athletics checks and a +2 bonus on Perception checks.
Tanglefoot BombsA creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot…
Tanglefoot BombOn a direct hit, an alchemist's tanglefoot bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an…
Tandem TripYou know how to work together to trip your foes. Benefit: Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this feat, you roll twice and…
TanakaQuickenSpell
TalwynsArmorFeature
Tactical Acumen — SmitingThis judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the…
Tactical Acumen — ResistanceThe inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against all elements (acid, cold, electricity, fire, and sonic). The protection increases…
Tactical Acumen — Resiliency (Magic)This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic…
Tactical Acumen — Resiliency (Law)This judgment makes the inquisitor resistant to harm, granting DR 1/lawful. This DR increases by 1 for every five levels she possesses.
Tactical Acumen — Resiliency (Good)This judgment makes the inquisitor resistant to harm, granting DR 1/good. This DR increases by 1 for every five levels she possesses.
Tactical Acumen — Resiliency (Evil)This judgment makes the inquisitor resistant to harm, granting DR 1/evil. This DR increases by 1 for every five levels she possesses.
Tactical Acumen — Resiliency (Chaos)This judgment makes the inquisitor resistant to harm, granting DR 1/chaotic. This DR increases by 1 for every five levels she possesses.
Tactical Acumen — PurityThe inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she…
Tactical Acumen — ProtectionThe inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th…
Tactical Acumen — PiercingThis judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to…
Tactical Acumen — JusticeThis judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At…
Tactical Acumen — HealingThe inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and…
Tactical Acumen — DestructionThe inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Synaptic InfusionElement: air Type: substance infusion Level: 3 Burn: 2 Associated Blasts: electric, charged water, thunderstorm Saving Throw: Will negates Your blast sends strange electric…
Synaptic InfusionElement: air Type: substance infusion Level: 3 Burn: 2 Associated Blasts: electric, charged water, thunderstorm Saving Throw: Will negates Your blast sends strange electric…
Sylvan BloodlineAt 1st level, you form a close bond with an animal companion. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the…
Swift TacticianAt 3rd level, 9th level, and 18th level, a tactical leader gains a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the tactical…
Swift TacticianAt 3rd level, 9th level, and 18th level, a tactical leader gains a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the tactical…
Swift TacticianAt 12th level, a tactical leader can use the tactician ability as a swift action.
Swift FootThe barbarian gains a 10-foot enhancement bonus to her base speed. A barbarian can select this rage power up to three times; its effects stack.
Swarm (Tiny)A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. As a swarm of tiny creatures, a Rat Swarm takes only…
Swarm (Diminutive)A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. As a swarm of tiny creatures, a Rat Swarm takes only…
SwampWitchSpellList
SwampWitchFeatureList
Swallow WholeIf a creature with this special attack hits an opponent, it can attempt a combat maneuver check. If it succeeds, it swallows its prey. A swallowed creature is affected by the…
Surprise SpellsAt 10th level, an arcane trickster can add her sneak attack damage to any spell that deals damage, if the targets are flat-footed. This additional damage only applies to spells…
Sure-FootedHalflings receive a +2 racial bonus on Atheletics and Mobility checks.
Superior SummoningEach time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.
Superior ReflexesAt 11th level, a sword saint can make a number of attacks of opportunity in a round equal to his Intelligence modifier (minimum 1). This effect stacks with the Combat Reflexes…
SuperchargeAt 11th level, when using gather power as a move action, a kineticist can reduce the total burn cost of a single wild talent by 2 points instead of 1. When using gather power for…
SunDomainSpellListFeature
SunDomainAllowed