Feats & abilities
551–600 of 4,473Page 12 of 90
| Feats & abilities ↓ | Description |
|---|---|
| TeamworkFeature | |
| Teamwork Feat | At 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 Feat | At 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… |
| At 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 | |
| A 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. | |
| A 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. | |
| A 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… | |
| On 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… | |
| You 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 | |
| This 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… | |
| The 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… | |
| 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… | |
| This judgment makes the inquisitor resistant to harm, granting DR 1/lawful. This DR increases by 1 for every five levels she possesses. | |
| This judgment makes the inquisitor resistant to harm, granting DR 1/good. This DR increases by 1 for every five levels she possesses. | |
| This judgment makes the inquisitor resistant to harm, granting DR 1/evil. This DR increases by 1 for every five levels she possesses. | |
| This judgment makes the inquisitor resistant to harm, granting DR 1/chaotic. This DR increases by 1 for every five levels she possesses. | |
| The 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… | |
| The 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… | |
| This 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… | |
| This 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… | |
| The 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… | |
| The 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. | |
| Element: air Type: substance infusion Level: 3 Burn: 2 Associated Blasts: electric, charged water, thunderstorm Saving Throw: Will negates Your blast sends strange electric… | |
| Element: air Type: substance infusion Level: 3 Burn: 2 Associated Blasts: electric, charged water, thunderstorm Saving Throw: Will negates Your blast sends strange electric… | |
| At 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… | |
| At 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… | |
| At 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… | |
| At 12th level, a tactical leader can use the tactician ability as a swift action. | |
| The 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 Whole | If 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 Spells | At 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-Footed | Halflings receive a +2 racial bonus on Atheletics and Mobility checks. |
| Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned. | |
| At 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… | |
| Supercharge | At 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 |
