PATHFINDER: KINGMAKER
Feats & abilities
2,401–2,450 of 3,685Page 49 of 74
| Feats & abilities ↓ | Description |
|---|---|
| EvilDomainAllowed | |
| Evil Subtype | This subtype is usually applied to Outsiders native to the evil-aligned Outer Planes. Evil Outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still re |
| You are sinister and cruel, and have wholly pledged your soul to the cause of evil. Touch of Evil: You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spell | |
| EvasiveRoundHelmetFeature | |
| Evasion | If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw. |
| A character can avoid even magical and unusual attacks with great agility. If a character makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless | |
| The words of deimaviggas are poison to the mind. Every round a deimavigga speaks (a free action), all non-devils with an Intelligence score of 3 or higher within 30 feet must make a Will save or become vulnerable to its blasphemous discours | |
| Jaethal gains a +2 inherent bonus to Wisdom, Dexterity and Charisma. | |
| Element: fire Type: form infusion Level: 3 Burn: 2 Prerequisites: extended range Associated Blasts: blue flame, fire, magma, steam Saving Throw: Reflex half Your kinetic blast erupts from the ground in a pillar centered anywhere within 50 f | |
| Erastil, also known as "Old Deadeye" and "The Stag God," is one of the oldest human gods still worshiped in the Inner Sea region, and is concerned with family, farming, hunting, and trade. During the Age of Creation, Erastil was among the g | |
| EnvelopingWindsEffectFeature | |
| Enveloping Winds | You constantly surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to protect yourself from ranged attacks. All ranged attacks made with physical weapons suffer a 20% miss chance against you. This ability |
| Elements: earth or water Type: substance infusion Level: 2 Burn: 2 Associated Blasts: blizzard, cold, earth, ice, magma, metal, mud, sandstorm Saving Throw: Reflex negates Your kinetic blast surrounds your foes in elemental matter. Whenever | |
| 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. Entangle: This spell causes tall grass, weeds, and o | |
| Enraged Warrior | Siroket has trained her mind and body to wreak as much destruction as possible, and as she causes bloodshed, she flies into a frenzy, hitting harder with each subsequent attack. Whenever Siroket hits with an attack, she adds a stacking +1 b |
| Ekundayo's wolf gains a +6 inherent bonus to Strength. | |
| Ekundayo's wolf gains a +6 inherent bonus to Strength. | |
| Enhanced Mobility | Starting at 3rd level, when wearing light or no armor and not using a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square. |
| Enhanced Attacks | All attacks made by an animal companion are treated as magic weapons for the purpose of overcoming damage reduction. An animal companion gains a +1 enhancement bonus on attack rolls and damage and +1 resistance bonus to saving throws. These |
| Enhanced Attacks | |
| Any potion that alchemist drinks functions at a caster level equal to his class level. | |
| EngelidisPoisonFeature | |
| EnergyResistance10Feature | |
| 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. Energy Drain: You point your finger and fire a black | |
| At 6th level, you gain an amount of energy absorption equal to 3 times your wizard level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing | |
| A defender of the true world gains a +2 bonus on weapon attack and damage rolls against fey. A defender of the true world can channel stored spell energy into summoning spells that she hasn't prepared ahead of time, but she cannot use summo | |
| Element: earth Type: utility Burn: — When using earth blasts, earth wild talents, or composite blasts that include earth, double the duration if it's longer than 1 round. | |
| Whenever the magus enchants his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to increase the duration of the enchantment to 1 minute per magus level. | |
| Whenever the magus enchants his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to increase the duration of the enchantment to 1 minute per magus level. | |
| Harsh conditions or long exertions do not easily tire you. Benefit: You gain +2 bonus on Athletics checks and +4 bonus on Fortitude saves against fatigue and exhaustion. You may sleep in light or medium armor without becoming fatigued. | |
| Enchanting Smile: You gain a +2 enhancement bonus on Persuasion checks and saving throws against enchantment spells. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. Dazing Touch: You | |
| EnchantersCapeFeature | |
| The magus can cast three spell per day as if those spells were modified by the Empower Spell feat. | |
| Emotional Intensity | A psychokineticist uses his Wisdom modifier instead of his Constitution modifier to determine his damage with wild talents, the DCs of Constitution-based wild talents, the durations of wild talents with Constitution-based durations, his bon |
| Masters of fire magic, emberkin feel the dual pull of their peri forebear as well as that of a fallen angel further down their ancestry, and wrestle with their urges to do both good and evil. Peri-blooded aasimars have a +2 racial bonus to | |
| Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon. | |
| Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Knowledge (Arcana) skill checks made to identify the properties of magic items. | |
| Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. | |
| This creature is freezing and takes 2d8 cold damage each turn. | |
| ElementalResistance15Feature | |
| ElementalPunisherLongbowFeature | |
| Element: universal Type: utility Burn: 0 You form a friendship with a fragment of your element. The element speaks back to you empathically, like a familiar. Pick a type of creature usually allowed as a familiar when you gain this wild tale | |
| At 8th level, once per day you can create a wall of energy. You can choose fire, cold, acid, or electricity damage. An immobile, blazing curtain of the chosen energy springs into existence. The wall deals damage of the chosen energy type wh | |
| 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. Elemental Swarm: This spell opens a portal to an Ele | |
| Elemental Subtype | An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water. |
