PATHFINDER: KINGMAKER
Feats & abilities
51–100 of 3,685Page 2 of 74
| Feats & abilities ↓ | Description |
|---|---|
| XavornsCrossFeature | |
| WyrmwallShieldFeature | |
| WrigglingManSummonedCreatureFeatures | |
| WrigglingManFeatures | |
| WrigglingManCast | |
| At 3rd level, you can move through any sort difficult terrain at your normal speed and without taking damage or suffering any other impairment. | |
| WolfFeatureList | |
| WizardSchoolSelection | |
| Wizard Proficiencies | Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail |
| Wizard Bonus Feat | At 1st, 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The wizard must still meet all prerequisites for a bonus feat, |
| WispYellowSonicBuffImmunity | |
| Wisdom Drain | A deimavigga drains 1d6 points of Wisdom each time it hits with its claw attack. |
| You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain. | |
| You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain. | |
| You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain. | |
| You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain. | |
| You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain. | |
| You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain. | |
| You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain. | |
| You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain. | |
| You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain. | |
| You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain. | |
| You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain. | |
| You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain. | |
| You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain. | |
| You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain. | |
| At 4th level, a stormwalker can wreathe his weapon in lightning. As a standard action, he can grant a single weapon he holds the shock special ability for 1 minute; while under this effect, the weapon counts as magic for the purpose of over | |
| WillOWispSpellImmunity | |
| WillOWispInvisibilityReset | |
| WildShapeIIISmilodonPounce | |
| WildShapeExtraUse | |
| This creature is freezing and takes 2d6 cold damage each turn. | |
| WildShapeElementalMediumFeature | |
| WildShapeElementaLargeFeature | |
| Wildhunt_Monarch_CastingLevel | |
| WildGazeMonarchFeature | |
| Wild Talents | A kineticist can use wild talents — magical abilities similar to spells but drawn from the kineticist's innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and |
| At 4th level, a druid gains the ability to turn herself into a wolf and back again once per day. The effect lasts for 1 hour per druid level, or until she changes back. Changing form is a standard action and doesn't provoke an attack of opp | |
| At 4th level, a druid gains the ability to turn herself into a wolf and back again once per day. The effect lasts for 1 hour per druid level, or until she changes back. Changing form is a standard action and doesn't provoke an attack of opp | |
| At 4th level, a druid gains the ability to turn herself into a wolf and back again once per day. The effect lasts for 1 hour per druid level, or until she changes back. Changing form is a standard action and doesn't provoke an attack of opp | |
| At 4th level, a druid gains the ability to turn herself into a wolf and back again once per day. The effect lasts for 1 hour per druid level, or until she changes back. Changing form is a standard action and doesn't provoke an attack of opp | |
| At 4th level, a druid gains the ability to turn herself into a wolf and back again once per day. The effect lasts for 1 hour per druid level, or until she changes back. Changing form is a standard action and doesn't provoke an attack of opp | |
| At 4th level, a druid gains the ability to turn herself into a wolf and back again once per day. The effect lasts for 1 hour per druid level, or until she changes back. Changing form is a standard action and doesn't provoke an attack of opp |
