Feats & abilities
1,451–1,500 of 4,473Page 30 of 90
| Feats & abilities ↓ | Description |
|---|---|
| You gain a +1 enhancement bonus to Constitution. This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. At 20th level, this bonus… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| At 19th level, a sword saint's initiative roll is automatically a natural 20. | |
| At 4th level, when a sword saint sword saint confirms a critical hit, he can spend 1 point from his arcane pool to increase his weapon's critical multiplier by 1. | |
| 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… | |
| 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… | |
| 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… | |
| Any living creature that a lich strikes with its touch attack must succeed at a Fortitude saving throw or be permanently paralyzed. The effect cannot be dispelled. However,… | |
| 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… |
| 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… | |
| 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… | |
| 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,… | |
| 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… | |
| 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.… | |
| 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… | |
| Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to… |
