PATHFINDER: KINGMAKER

Feats & abilities

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Feats & abilitiesDescription
Immunity to Compulsion
Immunity to Charm
Immunity to Bleed
Immunity (Sonic)A creature with energy immunity never takes damage from that energy type.
Immunity (Fire)A creature with energy immunity never takes damage from that energy type.
Immunity (Electricity)A creature with energy immunity never takes damage from that energy type.
Immunity (Cold)A creature with energy immunity never takes damage from that energy type.
Immunity (Acid)A creature with energy immunity never takes damage from that energy type.
Immune to Trip
Illusion ResistanceGnomes gain a +2 racial saving throw bonus against illusion spells and effects.
IllthuliakFeatures
Idyllkin (Agathion-Blooded)Idyllkin possess bestial aspects and calm dispositions, and often act as peaceful intermediaries between lawful and chaotic agents of good. Agathion-blooded aasimars have a +2 racial bonus to Constitution and Charisma, and a +2 racial bonus
IdentifyingGlassesFeature
IceKineticBladeFeature
Ice BlastElement: water Type: composite blast Level: — Burn: 2 Prerequisites: primary element (water), expanded element (water) Blast Type: physical Damage: half piercing, half cold You shoot a chilling icicle to stab a single foe.
HypnotismAt 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. Hypnotism: Your gestures and droning incantation fas
Hunter's BondAt 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant
Hunter's BondA ranger forms a bond with his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus la
Hunter's BondA ranger forms a bond with his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus la
Hunter's BlessingAt 11th level, a divine hunter can expend a use of her smite evil ability as a swift action to grant herself and all allies within 10 feet the Deadly Aim, Precise Shot, and Improved Precise Shot feats, even if they lack the prerequisites. T
Hunter TacticsAt 3rd level, a sacred huntsmaster automatically grants her teamwork feats to her animal companion. The companion doesn't need to meet the prerequisites of these teamwork feats.
Hungerseed (Oni-Spawn)Endowed with brawny muscles and thick bones, hungerseed always seem poised to explode into some larger, more powerful form, and have a voracious appetite for sensory pleasures and carnal delights. Hungerseed have a +2 racial bonus to Streng
Humane WisdomTristian gains +2 inherent bonus to Wisdom and Charisma.
HugeFireElementalBurnFeature
Horrid WiltingAt 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. Horrid Wilting: This spell evaporates moisture from
HoragnamonFeatureList
Holy LanceAt 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your level in the class that gave you access to this domain.
Holy ChampionAt 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/evil and whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.
Holy BombsWhen the alchemist creates a bomb, he can choose to have it deal good divine damage. Evil creatures that take a direct hit from a holy bomb must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, holy
Hold PersonAt 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. Hold Person: The subject becomes paralyzed and freez
Hold MonsterAt 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. Hold Monster: This spell functions like hold person,
HodagHideFeature
Hideous LaughterAt 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. Hideous Laughter: This spell afflicts the subject wi
Hide in Plain SightA ranger of 17th level or higher can use the Camouflage in any terrain.
HermitKnightBracersFeature
HeritageMost aasimars do not know exactly where their celestial powers came from, and the similar qualities of many such celestially touched beings hint at a relatively indistinct or all-encompassing heavenly force in their lineage. Some, however,
HelmOfBattlefieldClarityFeature
HelmOfBattleAlertnessFeature
HelmetOfTheGuidingLightFeature
HelmetOfTheDuskFeature
Hellspawn (Devil-Spawn)While often rigid, stubborn, and highly focused on sticking to plans and schedules, hellspawn also have a rare talent for penetrating others' facades. They know a lie when they hear one, and can often determine what hidden vice or secret sh
HellknightArcaneArmorProficiency
Hellish BloodHellfire burns in Kanerah's blood, making her ancestral powers more potent than ever. She gains fire resistance 20. Her racial ability to cast scorching ray is replaced with the ability to cast hellfire ray.
Hellish BloodHellfire burns in Kalikke's blood, making her ancestral powers more potent than ever. She gains fire resistance 20. Her racial ability to cast scorching ray is replaced with the ability to cast hellfire ray.
Hellfire RayAt 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. Hellfire Ray: A blast of hellfire blazes from your h
HellfireAt 9th level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Good creatures that fail their
Heavy Armor FocusThe AC bonus granted by any heavy armor that you equip increases by 1.
HeavenlyVestFeature
Heavenly FireStarting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you
Heat AdaptationElements: fire or water Type: utility Burn: 0 You gain an amount of fire resistance equal to twice your current amount of burn.
Feats & abilities — Page 39 — Kingmaker