PATHFINDER: KINGMAKER
Feats & abilities
651–700 of 3,685Page 14 of 74
| Feats & abilities ↓ | Description |
|---|---|
| Transmuters use magic to change the world around them. Physical Enhancement: You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you p | |
| The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies. Power over Undead: You receive Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intellige | |
| Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease. Intense Spells: Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This b | |
| The conjurer focuses on the study of summoning monsters and magic alike to bend to his will. Summoner's Charm: Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (mi | |
| The abjurer uses magic against itself, and masters the art of defensive and warding magics. Resistance: You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th | |
| Specialist School | A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives |
| SpawnOfRovagug_MechanicalAdjustments | |
| SpawnOfRovagug_Fortification | |
| SpawnOfRovagug_EnergyDamageDivisor | |
| SoulsCloakResourceFeature | |
| SoulsCloakFeature | |
| SoulsCloakCurseFeature | |
| SoulEaterAbilityDrainFeature | |
| SoulEaterAbilityDamageFeature | |
| Soul Power | A dark elementalist uses the souls of others to protect herself from the dangers of burn. She can't choose to accept burn if doing so would raise her total number of points of burn above 3. However, a number of times per day equal to her In |
| Soul Power | A dark elementalist uses the souls of others to protect herself from the dangers of burn. She can't choose to accept burn if doing so would raise her total number of points of burn above 3. However, a number of times per day equal to her In |
| At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Once per day, you can cast cloak of dreams as a spell-like ability using your sorcerer level as your caster level. | |
| Sorcerer Proficiencies | Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail. |
| Sorcerer Bonus Feat | At 1st level, a sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level |
| A bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condit | |
| SonicResistance30Feature | |
| SonicResistance10Feature | |
| Sonic Resistance 5 | Creature ignores 5 points of sonic damage per attack. It doesn't matter whether the damage has a mundane or magical source. |
| Sonic Resistance 30 | Creature ignores 30 points of sonic damage per attack. It doesn't matter whether the damage has a mundane or magical source. |
| Sonic Resistance 25 | Creature ignores 25 points of sonic damage per attack. It doesn't matter whether the damage has a mundane or magical source. |
| Sonic Resistance 20 | Creature ignores 20 points of sonic damage per attack. It doesn't matter whether the damage has a mundane or magical source. |
| Sonic Resistance 15 | Creature ignores 15 points of sonic damage per attack. It doesn't matter whether the damage has a mundane or magical source. |
| Sonic Resistance 10 | Creature ignores 10 points of sonic damage per attack. It doesn't matter whether the damage has a mundane or magical source. |
| Solo Tactics | At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receiv |
| A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she make | |
| If a character can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The character's attack deals extra damage anytime her target would be denied a Dexterity bon | |
| At 9th level, you gain a +1 bonus to natural armor, a +2 racial bonus on saves against poison, and a +2 bonus on Mobility checks. At 13th level and 17th level, these bonuses increase by +1. | |
| At 9th level, you gain a +1 bonus to natural armor, a +2 racial bonus on saves against poison, and a +2 bonus on Mobility checks. At 13th level and 17th level, these bonuses increase by +1. | |
| At 9th level, you gain a +1 bonus to natural armor, a +2 racial bonus on saves against poison, and a +2 bonus on Mobility checks. At 13th level and 17th level, these bonuses increase by +1. | |
| At 9th level, you gain a +1 bonus to natural armor, a +2 racial bonus on saves against poison, and a +2 bonus on Mobility checks. At 13th level and 17th level, these bonuses increase by +1. | |
| Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to | |
| Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to | |
| Smash | While in a defensive stance, the stalwart defender may make an extra slam attack per round (even if he doesn't normally have a slam attack). If used as part of a full attack, the extra attack is made at the stalwart defender's full base att |
| SmallFireElementalBurnFeature | |
| Opponents damaged by the character‘s sneak attack can't make attacks of opportunity for 1 round. | |
| Halflings have a base speed of 20 feet. | |
| Gnomes have a base speed of 20 feet. | |
| Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. | |
| Element: water Type: utility Burn: 0 Saving Throw: Reflex negates Spell Resistance: no As a standard action, you call forth slippery water or ice, creating any of the effects of the grease spell for 1 round. You can accept 1 point of burn a | |
| SlayerStudyTargetOnSneakAttackFeature | |
| Slayer's Advance | At 13th level, a slayer can once per day increase his movement speed by 30 ft, and his movement doesn't provoke attacks of opportunity. At 17th level, he can do this twice per day. |
