PATHFINDER: KINGMAKER

Feats & abilities

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Feats & abilitiesDescription
Wild Shape (Large Elemental)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
Wild Shape (Huge Elemental)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
Wild Shape (Bear)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
Wild Hunt LinkThe monarch can remained linked to his Wild Hunt for up to a range of 1 mile. He expands the range of the Wild Hunt link ability for all members of the Wild Hunt to 1 mile as well, allowing their hunters to spread out with almost a mile bet
Wild Hunt LinkAll creatures in a Wild Hunt scout's linked party share each other's senses. As long as a creature benefits from this link, it gains a +4 insight bonus on initiative and Perception checks. If at least one creature in the link disbelieves an
Wild Hunt LinkThe weapon attacks and natural attacks of all creatures in a Wild Hunt archer's linked party ignore miss chances from concealment, as long as they target the correct square.
Wild GazeHumanoids and monstrous humanoids that fail their saves are dazed and paralyzed, while animals and magical beasts become panicked for 2d6 rounds. All other creatures are confused. Succeeding at a save against any Wild Gaze attack – even a m
Wererat_Alchemist_Spelllist
Well-VersedAt 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
WeatherDomainSpellListFeatureDruid
WeatherDomainSpellListFeature
WeatherDomainAllowed
Weather DomainWith power over storm and sky, you can call down the wrath of the gods upon the world below. Storm Burst: As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d
Weapon Training (Spears)Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. This group includes javelin, longspear, shortspear, spear, and trident.
Weapon Training (Polearms)Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. This group includes bardiche, fauchard, and glaive.
Weapon Training (Natural)Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. This group includes unarmed strike and all natural weapons.
Weapon Training (Light Blades)Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. This group includes chakram, dagger, kukri, rapier, short sword, sickle, and starknife.
Weapon Training (Heavy Blades)Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. This group includes chakram, dueling sword, bastard sword, elven curve blade, estoc, falcata, falchion, greatsword, longsword, scimita
Weapon Training (Hammers, Maces, and Flails)Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. This group includes club, earth breaker, greatclub, heavy mace, light hammer, light mace, flail, heavy flail, and warhammer.
Weapon Training (Double Weapons)Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. This group includes orc double axe, dwarven urgrosh, quarterstaff, two-bladed sword, and gnome hooked hammer.
Weapon Training (Crossbows)Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. This group includes all crossbows.
Weapon Training (Close)Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. This group includes gauntlet, heavy shield, light shield, punching dagger, spiked shield, and unarmed strike.
Weapon Training (Bows)Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. This group includes bows and longbows.
Weapon Training (Axes)Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. This group includes bardiche, battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.
Weapon TrainingStarting at 5th level, a fighter can select one group of weapons. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th, 13th, and 17th), a fighter becomes furth
Weapon TrainingStarting at 5th level, a fighter can select one group of weapons. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th, 13th, and 17th), a fighter becomes furth
Weapon Specialization (Unarmed Strike)You gain a +2 bonus on all damage rolls you make using unarmed strikes.
Weapon Specialization (Tentacle)You gain a +2 bonus on all damage rolls you make using tentacle attacks.
Weapon Specialization (Talon)You gain a +2 bonus on all damage rolls you make using talon attacks.
Weapon Specialization (Tail)You gain a +2 bonus on all damage rolls you make using tail attacks.
Weapon Specialization (Sting)You gain a +2 bonus on all damage rolls you make using sting attacks.
Weapon Specialization (Spear)You gain a +2 bonus on all damage rolls you make using spears.
Weapon Specialization (Slam)You gain a +2 bonus on all damage rolls you make using slam attacks.
Weapon Specialization (Sickle)You gain a +2 bonus on all damage rolls you make using sickles.
Weapon Specialization (Shortbow)You gain a +2 bonus on all damage rolls you make using shortbows.
Weapon Specialization (Short Sword)You gain a +2 bonus on all damage rolls you make using short swords.
Weapon Specialization (Scythe)You gain a +2 bonus on all damage rolls you make using scythes.
Weapon Specialization (Scimitar)You gain a +2 bonus on all damage rolls you make using scimitars.
Weapon Specialization (Rapier)You gain a +2 bonus on all damage rolls you make using rapiers.
Weapon Specialization (Ranged Touch)You gain a +2 bonus on all damage rolls you make using ranged touch attacks.
Weapon Specialization (Melee Touch)You gain a +2 bonus on all damage rolls you make using touch attacks.
Weapon Specialization (Longsword)You gain a +2 bonus on all damage rolls you make using longswords.
Weapon Specialization (Longbow)You gain a +2 bonus on all damage rolls you make using longbows.
Weapon Specialization (Light Shield)You gain a +2 bonus on all damage rolls you make using light shields as a weapon.
Weapon Specialization (Light Crossbow)You gain a +2 bonus on all damage rolls you make using light crossbows.
Weapon Specialization (Large Bastard Sword)You gain a +2 bonus on all damage rolls you make using large bastard swords.
Weapon Specialization (Kukri)You gain a +2 bonus on all damage rolls you make using kukri.
Weapon Specialization (Incorporeal Touch)You gain a +2 bonus on all damage rolls you make using incorporeal touch attacks.
Weapon Specialization (Heavy Mace)You gain a +2 bonus on all damage rolls you make using heavy maces.
Weapon Specialization (Heavy Crossbow)You gain a +2 bonus on all damage rolls you make using heavy crossbows.
Feats & abilities — Page 3 — Kingmaker