PATHFINDER: KINGMAKER
Feats & abilities
901–950 of 3,685Page 19 of 74
| Feats & abilities ↓ | Description |
|---|---|
| RecommendedAnimal | |
| RecommendedAlchemist | |
| The barbarian can attack with abandon at the expense of her defense. She gains a +1 bonus on attack rolls, but takes a –1 penalty to AC. This bonus and penalty increase by 1 at 4th level and every 4 levels thereafter. This is a stance rage | |
| The magus can cast three spell per day as if those spells were modified by the Reach Spell feat. | |
| RayCalculateFeature | |
| Distraction: A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with this ability is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 creature's HD + creature's | |
| RatSquirrelSwarm_ShoutFeature | |
| Distraction: A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with this ability is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 creature's HD + creature's | |
| A familiar is a magical pet that enhances the character's skills and senses. A rat's master gains a +2 bonus on Fortitude saves and a +2 bonus on Perception checks. | |
| Element: earth Type: substance infusion Level: 3 Burn: 2 Associated Blast: metal Saving Throw: none You can control the properties of metal, allowing your metal blast to bypass damage reduction as if it were adamantine, cold iron, or silver | |
| When making a full attack with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot. | |
| Ranger Proficiencies | A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). |
| Ranger | At 1st level, the mystic theurge selects a divine spellcasting class she belonged to before adding the prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new spells known as if she had also |
| At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver t | |
| Instead of a melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn't need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to ca | |
| An arcane trickster can use Trickery at a range of 30 feet. Working at a distance increases the normal skill check DC by 5. | |
| An arcane trickster can use Trickery at a range of 30 feet. Working at a distance increases the normal skill check DC by 5. | |
| Rage Power | As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benef |
| At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Rage: Each affected creature gains a +2 morale bonus | |
| A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st sh | |
| A familiar is a magical pet that enhances the character's skills and senses. A rabbit's master gains a +2 bonus on Reflex saves and a +2 bonus on Perception checks. | |
| QuicklingCreature | |
| The magus can cast three spell per day as if those spells were modified by the Quicken Spell feat. | |
| Quicken Spell-Like Ability (Dispel Magic) | |
| A character can, as a standard action, denote one target within his line of sight as his quarry. He receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A character can h | |
| Elements: air, earth or water Type: substance infusion Level: 1 Burn: 1 Associated Blasts: air, blizzard, charged water, earth, magma, metal, mud, sandstorm, steam, water Saving Throw: none The momentum of your kinetic blast knocks foes bac | |
| PurpleWormPoisonFeature | |
| At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. | |
| Element: fire Type: substance infusion Level: 7 Burn: 4 Associated Blast: blue flame Saving Throw: none You open a direct conduit to the purest elemental fire and send it surging forth. Your infused blast ignores spell resistance. | |
| Your unarmed strikes weave together in an effortless combo, focusing on the spots you've weakened with the last hit. Benefit: Whenever you use a full attack or flurry of blows to make multiple attacks against a single opponent with unarmed | |
| Your charge ends with a mighty haymaker. Benefit: You can charge and make a full attack or flurry of blows at the end of your charge as part of the charge action. You can use Pummeling Charge in this way only if all of your attacks qualify | |
| When you use Pummeling Style to make an entire full attack or flurry of blows against a single target, if you hit with any of your attacks, you attempt a trip combat maneuver check as a free action. | |
| ProtectorOfUnjustArmorFeatureSecond | |
| ProtectorOfUnjustArmorFeatureFirst | |
| As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to | |
| ProtectionDomainSpellListFeature | |
| ProtectionDomainAllowed | |
| At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Protection from Good: The subject gains a +2 deflect | |
| At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Protection from Energy: This spell grants temporary | |
| At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given at new levels. Protection from Energy: This spell grants temporary | |
| Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess. Resistant Touch: As a | |
| Protect Vitals | While in the guarded stance, the barbarian gains an additional +4 dodge bonus to AC against attack rolls made to confirm critical hits. A barbarian must have the guarded stance rage power and be at least 8th level to select this rage power. |
| Professor's Hat | |
| Preserve Organs | The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated |
| The magus can expend 1 point from his arcane pool as a swift action, allowing him to anticipate his opponent's defenses. Enemies are denied their Dexterity bonus against the magus's attacks until the end of the magus's next turn. | |
| The magus can expend 1 point from his arcane pool as a swift action, allowing him to anticipate his opponent's defenses. Enemies are denied their Dexterity bonus against the magus's attacks until the end of the magus's next turn. | |
| PregenWizardSpellList | |
| PregenWizardFeatureList9 |
