Feats & abilities

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Feats & abilities ↓Description
Infernal ResistancesAt 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…
Infernal ResistancesAt 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…
Infernal ResistancesAt 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…
Infernal Bloodline ArcanaWhenever you cast a spell of the charm subschool, increase the spell's DC by +2.
Indomitable WillWhile 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…
Indomitable StanceAn 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 ReductionThe 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 ReductionThe 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
Incorporeal FormAt 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…
IncorporealYou 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.
Incite Rage — EnemiesAt 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…
Incite Rage — EnemiesAt 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…
Incite Rage — AlliesAt 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…
Incite Rage — AllAt 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…
In Harm's WayThe 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.
In Harm's WayWhen 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
Improved Vital StrikeYou 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 DodgeThe 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…
Improved Uncanny DodgeThe 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…
Improved Unarmed StrikeYou are considered to be armed even when unarmed — you can make unarmed attacks that deal 1d3 bludgeoning damage (if Medium; 1d2 if Small).
Improved Two-Weapon FightingYou get a second attack with your off-hand weapon, albeit at a –5 penalty.
Improved Spell RecallAt 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…
Improved Spell CombatAt 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 ReactionAt 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 QuarryAt 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.
Improved Precise ShotYour 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 ArmorThe creature's natural armor bonus increases by +1.
Improved Lightning ReflexesYou get a +2 bonus on all Reflex saving throws.
Improved Iron WillYou get a +2 bonus on all Will saving throws.
Improved InitiativeYour quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.
Improved Great FortitudeYou get a +2 bonus on all Fortitude saving throws.
Improved EvasionThis 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 EvasionWhen 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…
Improved EvasionThis 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.…
Improved Critical (Unarmed)When using the weapon you selected, your threat range is doubled.
Improved Critical (Tentacle)When using the weapon you selected, your threat range is doubled.
Improved Critical (Talon)When using the weapon you selected, your threat range is doubled.
Improved Critical (Tail)When using the weapon you selected, your threat range is doubled.
Improved Critical (Sting)When using the weapon you selected, your threat range is doubled.
Improved Critical (Spear)When using the weapon you selected, your threat range is doubled.