Feats & abilities
2,151–2,200 of 4,473Page 44 of 90
| Feats & abilities ↓ | Description |
|---|---|
| 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… | |
| 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… | |
| 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… | |
| Whenever you cast a spell of the charm subschool, increase the spell's DC by +2. | |
| While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale… | |
| An armored hulk gains a +1 bonus on combat maneuver checks and to CMD, and on Reflex saves against trample attacks. She also gains a +1 bonus to her AC against charge attacks and… | |
| Increased Damage Reduction | The barbarian's damage reduction increases by 2/—. A barbarian can select this rage power up to three times. Its effects stack. A barbarian must be at least 8th level to select… |
| Increased Damage Reduction | The stalwart defender's damage reduction from this class increases by 1/—. This increase is always active while the stalwart defender is in a defensive stance. He can select this… |
| IncorporealACFeature8 | |
| IncorporealACFeature7 | |
| IncorporealACFeature6 | |
| IncorporealACFeature5 | |
| IncorporealACFeature4 | |
| IncorporealACFeature3 | |
| IncorporealACFeature2 | |
| IncorporealACFeature1 | |
| At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You take no damage from non-magic weapons. You… | |
| Incorporeal | You take no damage from non-magic weapons, you also take only half damage from any source which deals neither ghost, holy, divine or force damage. |
| At 6th level, the thundercaller can induce a furious rage in all enemies within 30 feet. This effect functions as the rage spell and lasts as long as the target can hear the… | |
| At 6th level, the thundercaller can induce a furious rage in all enemies within 30 feet. This effect functions as the rage spell and lasts as long as the target can hear the… | |
| At 6th level, the thundercaller can induce a furious rage in all allies within 30 feet. This effect functions as the rage spell and lasts as long as the target can hear the… | |
| At 6th level, the thundercaller can induce a furious rage in all creatures within 30 feet. This effect functions as the rage spell and lasts as long as the target can hear the… | |
| The divine guardian can intercept a successful attack against the target of her divine troth ability once per round, taking full damage from that attack and any associated effects. | |
| When a target of the divine guardian's divine troth ability is attacked, she may use an attack of opportunity to provide her ally with a +4 bonus to AC. | |
| ImprovedStealthAmbushPlus100Fact | |
| ImprovedStealthAmbushFact | |
| You can make a single attack that deals a large amount of damage. Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals additional… | |
| Improved Uncanny Dodge | The character can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more… |
| The character can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more… | |
| You are considered to be armed even when unarmed — you can make unarmed attacks that deal 1d3 bludgeoning damage (if Medium; 1d2 if Small). | |
| You get a second attack with your off-hand weapon, albeit at a –5 penalty. | |
| At 11th level, the magus's ability to recall spells using his arcane pool becomes more efficient. Whenever he recalls a spell with spell recall, he expends a number of points… | |
| At 8th level, the magus's ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration… | |
| Improved Reaction | At 2nd level, a duelist gains a +2 bonus on initiative checks. At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat. |
| Improved Quarry | At 19th level, the character's ability to hunt his quarry improves. He can now select a quarry as a free action and his insight bonus to attack his quarry increases to +4. |
| Your ranged attacks ignore anything but total concealment and cover. Benefit: Your ranged attacks ignore the miss chance granted to targets by anything less than total… | |
| Improved Natural Armor | The creature's natural armor bonus increases by +1. |
| You get a +2 bonus on all Reflex saving throws. | |
| You get a +2 bonus on all Will saving throws. | |
| Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks. | |
| You get a +2 bonus on all Fortitude saving throws. | |
| This ability works like evasion, except that while the character still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage… | |
| Improved Evasion | When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half… |
| This works like evasion, except while the character still takes no damage on a successful Reflex saving throw against an attack, they also take only half damage on a failed save.… | |
| When using the weapon you selected, your threat range is doubled. | |
| When using the weapon you selected, your threat range is doubled. | |
| When using the weapon you selected, your threat range is doubled. | |
| When using the weapon you selected, your threat range is doubled. | |
| When using the weapon you selected, your threat range is doubled. | |
| When using the weapon you selected, your threat range is doubled. |
