PATHFINDER: KINGMAKER

Feats & abilities

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Feats & abilitiesDescription
Power of WyrmsAt 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and electricity damage. You also gain blindsense with a range of 60 feet.
Power of WyrmsAt 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and fire damage. You also gain blindsense with a range of 60 feet.
Power of WyrmsAt 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and acid damage. You also gain blindsense with a range of 60 feet.
Power of the PitAt 20th level, your form becomes infused with vile power. You gain immunity to fire and poison. You also gain resistance to acid 10 and cold 10.
Power AttackYou can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a
PounceWhen a creature with this special attack charges, it can perform a full attack – including rake attacks if the creature also has the rake ability.
PositiveEnergyResistance30Feature
Polar MidnightAt 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. Polar Midnight: You plunge an area into the brutal c
Polar MidnightAt 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. You plunge an area into the brutal chill of the arct
PoisonResistance4Feature
Poison ResistanceAt 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.
Poison ImmunityAt 10th level, an alchemist becomes completely immune to poison.
PoisonBite; Save: Fortitude (DC 17) Frequency: 1/round for 8 rounds Effect: 1d4 Dexterity and 1d4 Constitution damage Cure: 2 consecutive saves The save DC is Constitution-based.
PoisonBite; Save: Fortitude (DC 12) Frequency: 1/round for 2 rounds Effect: 1d2 Strength damage Cure: 1 save The save DC is Constitution-based.
Poison
PoisonBite; Save: Fortitude (DC 14) Frequency: 1/round for 6 rounds Effect: 1d4 Dexterity damage Cure: 2 consecutive saves The save DC is Constitution-based.
PoisonSlam; Save: Fortitude (DC 15) Frequency: 1/round for 4 rounds Effect: confusion and fatigue Cure: no saves but "act normally" result on the confusion behavior table ends the effect The save DC is Constitution-based.
PoisonAt 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. Poison: Calling upon the venomous powers of natural
PoisonBite; Save: Fortitude (DC 18) Frequency: 1/round for 2 rounds Effect: 1d3 Strength and Dexterity damage Cure: 2 consecutive saves The save DC is Constitution-based.
PoisonBite; Save: Fortitude (DC 14) Onset: 1 minute Frequency: 1/hour for 6 hours Effect: 1d2 Dexterity damage Cure: 1 save The save DC is Constitution-based.
PoisonBite; Save: Fortitude (DC 24) Frequency: 1/round for 10 rounds Effect: 2d6 fire damage and 1d4 Con drain Cure: 2 consecutive saves The save DC is Constitution-based.
PoisonSlam; Save: Fortitude Frequency: 1/round for 2 rounds Effect: 1d2 Strength and 1d2 Dexterity damage Cure: 1 consecutive saves The save DC is Constitution-based.
PoisonBite; Save: Fortitude (DC 22) Frequency: 1/round for 6 rounds Effect: confused for 1 round Cure: 2 consecutive saves The save DC is Constitution-based.
PoisonSlam; Save: Fortitude Frequency: 1/round for 2 rounds Effect: 1d2 Strength and 1d2 Dexterity damage Cure: 1 consecutive saves The save DC is Constitution-based.
PoisonBite; Save: Fortitude (DC 19) Frequency: 1/round for 8 rounds Effect: 1d4 Dexterity and 1d4 Constitution damage and staggered Cure: 2 consecutive saves The save DC is Constitution-based.
PoisonTouch; Save Fortitude (DC 23) Frequency: 1/round for 6 rounds Effect: 1d2 Constitution damage plus blindness Cure: 2 consecutive saves
PoisonBite; Save: Fortitude (DC 12) Frequency: 1/round for 6 rounds Effect: 1d3 Dexterity damage Cure: 2 consecutive saves The save DC is Constitution-based.
PoisonSting; Save: Fortitude (DC 17) Frequency: 1/round for 6 rounds Effect: 1d4 Constitution damage Cure: 2 consecutive saves The save DC is Constitution-based.
PoisonClaws; Save: Fortitude (DC 22) Frequency: 1/round for 6 rounds Effect: 1d4 Constitution damage Cure: 2 consecutive saves The save DC is Constitution-based.
Poison
PoisonTentacle; Save: Fortitude (DC 28) Frequency: 1/round for 10 rounds Effect: confused for 1 round Cure: 2 consecutive saves The save DC is Constitution-based.
PoisonBite; Save: Fortitude (DC 24) Frequency: 1/round for 6 rounds Effect: 1d4 Strength damage Cure: 2 consecutive saves The save DC is Constitution-based.
PoisonBite; Save: Fortitude (DC 27) Frequency: 1/round for 6 rounds Effect: paralyzed and fatigued Cure: 2 consecutive saves The save DC is Constitution-based.
PoisonAt 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. Poison: Calling upon the venomous powers of natural
PoisonBite; Save: Fortitude (DC 14) Frequency: 1/round for 6 rounds Effect: 1d4 Dexterity damage Cure: 2 consecutive saves The save DC is Constitution-based.
PoisonInjury; Save: Fortitude Frequency: 1/round for 6 rounds Effect: 1d3 Constitution damage Cure: 2 consecutive saves
Point-Blank ShotYou get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Point-Blank Master (Shortbow)Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened. Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity.
Point-Blank Master (Ranged Touch)Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened. Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity.
Point-Blank Master (Longbow)Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened. Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity.
Point-Blank Master (Light Crossbow)Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened. Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity.
Point-Blank Master (Heavy Crossbow)Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened. Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity.
Point-Blank Master (Bomb)Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened. Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity.
Point-Blank MasterBenefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened. Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity.
Plumekith (Garuda-Blooded)Their shimmering avian features make plumekith instantly recognizable. Though they can act rashly, plumekith never shirk their duty after making a commitment. Garuda-blooded aasimars have a +2 racial bonus to Dexterity and Wisdom, and a +2
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Feats & abilities — Page 23 — Kingmaker