PATHFINDER: KINGMAKER
Feats & abilities
1,751–1,800 of 3,685Page 36 of 74
| Feats & abilities ↓ | Description |
|---|---|
| The bard gains a +1 bonus on all skill checks. | |
| IsSexuallyAttracktedToNereid | |
| IrovettiPalace_GhostMageFeatures | |
| Irori, also known as "Master of Masters", "The Enlightened One" and "The Perfect Human," is the god of enlightenment, self-perfection, knowledge, healing, and inner strength. His followers claim that he was once a mortal who achieved absolu | |
| You get a +2 bonus on all Will saving throws. | |
| A character with this talent has a cast-iron stomach or has trained themselves to withstand poisons, especially ingested ones. They gain a +1 bonus on all saves against poisons as well as a +4 bonus on saves against all spells and effects t | |
| Iomedae, also known as "The Inheritor," "Light of the Sword," and "Lady of Valor," is the goddess of righteous valor, justice, and honor. Having served as Aroden's herald, she inherited many of the Last Azlanti's followers upon his death, a | |
| At 9th level, an arcane trickster can become invisible, as if under the effects of greater invisibility, as a free action. She can remain invisible for a number of rounds per day equal to her arcane trickster level. Her caster level for thi | |
| At 8th level, you can make yourself invisible as a swift action for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility. | |
| 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. Invisibility: The touched creature becomes invisible | |
| Your physical might is intimidating to others. Benefit: Add your Strength modifier to Persuasion skill (when used to intimidate) checks in addition to your Charisma modifier. | |
| Half-orcs receive a +2 racial bonus on Persuasion checks when used to intimidate due to their fearsome nature. | |
| Internal Fortitude | The barbarian is immune to the sickened and nauseated conditions. A barbarian must be at least 8th level to select this rage power. |
| Internal Fortitude | The stalwart defender is immune to the sickened and nauseated conditions. |
| At 20th level, whenever you cast an evocation spell, you can roll twice to penetrate a creature's spell resistance and take the better result. | |
| At 8th level, you can issue an inspiring command to your allies, who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, Combat Maneuver Defense, and skill checks for a number of rounds equal to 1 | |
| A bard of 15th level or higher can inspire tremendous heroism in all allies within 30 feet. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witne | |
| A sensei of 9th level or higher can use his performance to inspire greatness in all allies within 30 feet, granting extra fighting capability. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temp | |
| A bard of 9th level or higher can use his performance to inspire greatness in all allies within 30 feet, granting extra fighting capability. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of tempor | |
| While in the reckless stance, the barbarian imparts the stance's bonus and penalty to all willing allies within 30 feet of her. A barbarian must have the reckless stance rage power to select this rage power. | |
| A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An af | |
| A 1st level bard can use his performance to inspire courage in his allies (including himself), hardening them against their fears and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. | |
| A 1st level sensei can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the sensei's performance. A | |
| A sensei of 3rd level or higher can use his performance to help allies succeed at a task. They must be within 30 feet and able to see and hear the sensei. They get a +2 competence bonus on all skill checks as long as they continue to hear t | |
| A bard of 3rd level or higher can use his performance to help allies succeed at a task. They must be within 30 feet and able to see and hear the bard. They get a +2 competence bonus on all skill checks as long as they continue to hear the b | |
| Insightful Strike | At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons. |
| You can select new known inquisitor spells when you gain a new level in mystic theurge. | |
| You can select new known inquisitor spells when you gain a new level in mystic theurge. | |
| You can select new known inquisitor spells when you gain a new level in mystic theurge. | |
| You can select new known inquisitor spells when you gain a new level in mystic theurge. | |
| You can select new known inquisitor spells when you gain a new level in mystic theurge. | |
| You can select new known inquisitor spells when you gain a new level in mystic theurge. | |
| You can select new known inquisitor spells when you gain a new level in mystic theurge. | |
| You can select new known inquisitor spells when you gain a new level in mystic theurge. | |
| You can select new known inquisitor spells when you gain a new level in mystic theurge. | |
| You can select new known inquisitor spells when you gain a new level in mystic theurge. | |
| You can select new known inquisitor spells when you gain a new level in mystic theurge. | |
| You can select new known inquisitor spells when you gain a new level in mystic theurge. | |
| Inquisitor Proficiencies | An inquisitor is proficient with all simple weapons, plus the longbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields). |
| Inquisitor | 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 |
| Infusion Specialization | At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can't reduce the total cost of the infusions used below 0. She reduces the burn cost by 1 additional |
| Infusion | At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her |
| Infusion | The infusion discovery allows an alchemist to use his extracts not only on himself but on other people as well. With this discovery, all alchemist extracts will behave exactly like spells of the same names when considering targets and range |
| At 2nd level, a chirurgeon's extracts of remove disease, remove blindness, neutralize poison, and cure spells automatically act as infusions and can be used not only on himself but on other people as well. | |
| Infuse Arrow | A Wild Hunt archer can cast a single spell-like ability, within touch range, as a part of a full attack. If he does so, the spell infuses his bow and travels with the next arrow he fires. If a creature is struck by that arrow, the target is |
| InfernalCordGreaterFeature | |
| InfernalBondRingFeature | |
| At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4. | |
| At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4. |
