PATHFINDER: KINGMAKER
Feats & abilities
1,201–1,250 of 3,685Page 25 of 74
| Feats & abilities ↓ | Description |
|---|---|
| You find solace in the green, can grow defensive thorns, and can communicate with plants. Enlarge: As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this power a numbe | |
| Plaguebearer | Starting at 13th level, any creature that strikes a blight druid with a touch attack, unarmed strike, or natural weapon must succeed at a Fortitude save with a DC of 10 + 1/2 the druid's level + the druid's Wisdom modifier or become nauseat |
| Pitborn delight in destruction, especially while unleashing their havoc on what others consider valuable or precious. Perhaps because of this volatility, others tend to simply defer to pitborn, an act that often grants them the dominance th | |
| When wielding a light weapon or any other weapon that can be used with Weapon Finesse, you 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 dama | |
| At 11th level, as a standard action, a two-handed fighter can make a single melee attack with a two-handed weapon. If the attack hits, he may make a bull rush or trip combat maneuver against the target of his attack as a free action that do | |
| Physical Prowess | Animal companions receive bonuses to their Strength, Dexterity, and Constitution. |
| 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 possess to a maximum of +5 at 20th level. At 20th level, | |
| PhomandalaSorcererFeature | |
| At 20th level, the flamewarden gains immunity to fire, and once per day, the flamewarden rises from the ashes of his own destruction 1 round after dying. The flamewarden's body re-forms with all his equipment, and he returns to life with ha | |
| At 16th level, if a flamewarden dies, his body explodes in a conflagration in a 20-foot spread. Each hostile creature in the area takes 10d6 points of fire damage unless it succeeds at a Reflex save (DC = 10 + half the ranger's level + his | |
| Philosopher's hat | |
| Pharasma's Gift | Jaethal gains access to Cure Light, Moderate, Serious and Critical Wounds spells. |
| "The Lady of Graves", "Mother of Souls", "Gray Lady", Pharasma is the goddess of birth, death, and prophecy. She shepherds Golarion's recently departed souls to their final reward. Upon death, souls migrate via the River of Souls to Pharasm | |
| You get a +2 bonus on all Persuasion and Perception skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. | |
| Persistent Mutagen | At 14th level, the effects of a mutagen last for 1 hour per level. |
| PerfectDefenseFeature | |
| Jubilost gains +10 on all Knowledge: Arcana skill checks. | |
| At 4th level, when a sword saint hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don't roll for damage — the weapon deals maximum damage. This affects only the weapon's base dam | |
| At 19th level, a sword saint's initiative roll is automatically a natural 20. | |
| Your attacks made with weapons selected with Weapon Focus ignore up to 5 points of damage reduction. | |
| Penalty | |
| At 2nd level, a duelist learns to parry melee attacks of other creatures, causing them to miss. Whenever the duelist makes a full attack with a light or one-handed piercing weapon, she can attempt to parry the first attack against her or th | |
| ParagonOfWinterRingFeature | |
| ParagonOfDefendersFeature | |
| Paladin Proficiencies | Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). |
| Paladin | 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, a mad dog and her war beast gain a +4 bonus on attack rolls while flanking the same opponent (instead of the normal +2 bonus). | |
| At 2nd level, a mad dog and her war beast gain a +4 bonus on attack rolls while flanking the same opponent (instead of the normal +2 bonus). | |
| At 2nd level, a mad dog and her war beast gain a +4 bonus on attack rolls while flanking the same opponent (instead of the normal +2 bonus). | |
| Owlbear Fur Helmet | |
| 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. Overwhelming Presence: Your presence inspires incred | |
| OverthrowFeature | |
| At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. | |
| OutsiderType | |
| Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of oppor | |
| Druids can cast a number of orisons, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again. | |
| Clerics can cast a number of orisons, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again. | |
| Orisons | Inquisitors can cast a number of orisons, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again. |
| Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon. | |
| When a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious. | |
| Transmutation spells change the properties of some creature, thing, or condition. | |
| Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school. | |
| Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. | |
| Evocation spells manipulate magical energy or tap an unseen source of power to produce a desired end. In effect, an evocation draws upon magic to create something out of nothing. Many of these spells produce spectacular effects, and evocati | |
| Enchantment spells affect the minds of others, influencing or controlling their behavior. | |
| Divination spells enable you to learn secrets long forgotten, predict the future, find hidden things, and foil deceptive spells. | |
| Conjurations transport creatures from another plane of existence to your plane (calling); create objects or effects on the spot (creation); heal (healing); bring manifestations of objects, creatures, or forms of energy to you (summoning); o |
