Feats & abilities
101–150 of 4,473Page 3 of 90
| Feats & abilities ↓ | Description |
|---|---|
| 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… |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| Return to your normal form. | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| Wild Hunt Link | The 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… |
| Wild Hunt Link | All 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… |
| Wild Hunt Link | The 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 Gaze | Humanoids 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… |
| Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. A creature in whirlwind form cannot make its normal… | |
| You can transform yourself into a whirlwind and back again. The whirlwind is 15 feet wide, and every creature that spends a round in the whirlwind must succeed at a Reflex save… | |
| Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. A creature in whirlwind form cannot make its normal… | |
| You can transform yourself into whirlwind and back again. A whirlwind is 20 feet wide, and every creature that spends a round in the whirlwind must succeed at a Reflex save or… | |
| Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. A creature in whirlwind form cannot make its normal… | |
| Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. A creature in whirlwind form cannot make its normal… | |
| You can transform yourself into a whirlwind and back again. The whirlwind is 20 feet wide, and every creature that spends a round in the whirlwind must succeed at a Reflex save… | |
| Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. A creature in whirlwind form cannot make its normal… | |
| You can transform yourself into a whirlwind and back again. The whirlwind is 15 feet wide, and every creature that spends a round in the whirlwind must succeed at a Reflex save… | |
| Wererat_Alchemist_Spelllist | |
| At 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… | |
| WeatherDomainSpellListFeatureDruid | |
| WeatherDomainSpellListFeature | |
| WeatherDomainAllowed | |
| With 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… | |
| 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,… |
| 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… |
| 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… |
| 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,… |
| 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… |
| 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,… |
| Starting 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… | |
| Starting 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… | |
| You gain a +2 bonus on all damage rolls you make using unarmed strikes. |
