PATHFINDER: KINGMAKER

Feats & abilities

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Feats & abilitiesDescription
Draconic BreathAt 15th level, a scaled fist can spend 3 points from her ki pool to make a breath weapon attack as a standard action. This breath weapon deals 1d6 points of fire damage per monk level in a 60-foot line. Those caught in the area of the breat
Draconic BreathAt 15th level, a scaled fist can spend 3 points from her ki pool to make a breath weapon attack as a standard action. This breath weapon deals 1d6 points of electricity damage per monk level in a 60-foot line. Those caught in the area of th
Draconic BreathAt 15th level, a scaled fist can spend 3 points from her ki pool to make a breath weapon attack as a standard action. This breath weapon deals 1d6 points of acid damage per monk level in a 60-foot line. Those caught in the area of the breat
Draconic BreathAt 15th level, a scaled fist can spend 3 points from her ki pool to make a breath weapon attack as a standard action. This breath weapon deals 1d6 points of acid damage per monk level in a 30-foot cone. Those caught in the area of the breat
Draconic BreathAt 15th level, a scaled fist can spend 3 points from her ki pool to make a breath weapon attack as a standard action. This breath weapon deals 1d6 points of fire damage per monk level in a 30-foot cone. Those caught in the area of the breat
Draconic Bloodline Arcana — WhiteWhenever you cast a spell with cold damage, that spell deals +1 point of damage per die rolled.
Draconic Bloodline Arcana — SilverWhenever you cast a spell with cold damage, that spell deals +1 point of damage per die rolled.
Draconic Bloodline Arcana — RedWhenever you cast a spell with fire damage, that spell deals +1 point of damage per die rolled.
Draconic Bloodline Arcana — GreenWhenever you cast a spell with acid damage, that spell deals +1 point of damage per die rolled.
Draconic Bloodline Arcana — GoldWhenever you cast a spell with fire damage, that spell deals +1 point of damage per die rolled.
Draconic Bloodline Arcana — CopperWhenever you cast a spell with acid damage, that spell deals +1 point of damage per die rolled.
Draconic Bloodline Arcana — BronzeWhenever you cast a spell with electricity damage, that spell deals +1 point of damage per die rolled.
Draconic Bloodline Arcana — BrassWhenever you cast a spell with fire damage, that spell deals +1 point of damage per die rolled.
Draconic Bloodline Arcana — BlueWhenever you cast a spell with electricity damage, that spell deals +1 point of damage per die rolled.
Draconic Bloodline Arcana — BlackWhenever you cast a spell with acid damage, that spell deals +1 point of damage per die rolled.
DR15
Double SliceYour off-hand weapon while dual-wielding strikes with greater power. Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon. Normal: You normally add only half of your Strength modifier to damage rolls made with a w
Double DebilitationWhenever the character inflicts a penalty against a target using the debilitating injury class feature, they can select two penalties to inflict. The target can never be subject to more than two penalties in this way at one time. If any add
DoombringingCreaturePoisonous
DoombringingCreatureCruel
Dominate Monster
Domain SelectionA divine caster's deity influences their alignment, what magic they can perform, their values, and how others see them. The character chooses domains (in quantity depending on their class) from among those belonging to their deity. A charac
Domain SelectionA divine caster's deity influences their alignment, what magic they can perform, their values, and how others see them. The character chooses domains (in quantity depending on their class) from among those belonging to their deity. A charac
Domain MasteryAt 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain's
DomainTheir close tie to the natural world grants the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric
Dog FamiliarA familiar is a magical pet that enhances the character's skills and senses. A dog's master gains a +3 bonus on Lore (Nature) checks and a +2 bonus on Perception checks.
DodgeYou gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
DLC3_TrapActorFeature
DLC2_BossCultist_Autometamagic
Divine Weapon Bond (+6)Upon reaching 5th level, a paladin forms a divine bond with her weapon. As a standard action, she can call upon the aid of a celestial spirit for 1 minute per paladin level. At 5th level, this spirit grants the weapon a +1 enhancement bonus
Divine Weapon Bond (+5)Upon reaching 5th level, a paladin forms a divine bond with her weapon. As a standard action, she can call upon the aid of a celestial spirit for 1 minute per paladin level. At 5th level, this spirit grants the weapon a +1 enhancement bonus
Divine Weapon Bond (+4)Upon reaching 5th level, a paladin forms a divine bond with her weapon. As a standard action, she can call upon the aid of a celestial spirit for 1 minute per paladin level. At 5th level, this spirit grants the weapon a +1 enhancement bonus
Divine Weapon Bond (+3)Upon reaching 5th level, a paladin forms a divine bond with her weapon. As a standard action, she can call upon the aid of a celestial spirit for 1 minute per paladin level. At 5th level, this spirit grants the weapon a +1 enhancement bonus
Divine Weapon Bond (+2)Upon reaching 5th level, a paladin forms a divine bond with her weapon. As a standard action, she can call upon the aid of a celestial spirit for 1 minute per paladin level. At 5th level, this spirit grants the weapon a +1 enhancement bonus
Divine Weapon Bond (+1)Upon reaching 5th level, a paladin forms a divine bond with her weapon. As a standard action, she can call upon the aid of a celestial spirit for 1 minute per paladin level. At 5th level, this spirit grants the weapon a +1 enhancement bonus
Divine Weapon Bond — Additional UseUpon reaching 5th level, a paladin forms a divine bond with her weapon. As a standard action, she can call upon the aid of a celestial spirit for 1 minute per paladin level. At 5th level, this spirit grants the weapon a +1 enhancement bonus
Divine TrothOnce per day the divine guardian pledges her protection to a willing creature for the day.
Divine SpellcastingAt 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
Divine Hunter ProficienciesDivine hunters are proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).
Divine Hunter BondUpon reaching 5th level, a divine hunter forms a divine bond with her ranged weapon. As a standard action, she can call upon the aid of a celestial spirit for 1 minute per paladin level. At 5th level, this spirit grants the weapon a +1 enha
Divine Hunter BondUpon reaching 5th level, a divine hunter forms a divine bond with her ranged weapon. As a standard action, she can call upon the aid of a celestial spirit for 1 minute per paladin level. At 5th level, this spirit grants the weapon a +1 enha
Divine HealthAt 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Divine Guardian Bonus FeatA divine guardian gains a bonus feat at 7th level, and additional bonus feats at 10th and 13th level. These bonus feats must be chosen from the following list: Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Great Fort
Divine GraceAt 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Divine FortuneAt 8th level, you can call on your deity to give you unnatural luck. This ability functions like Bit of Luck, but it affects you and lasts for a number of rounds equal to 1/2 your level in the class that gave you access to this domain.
Divine BodyguardWhen 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.
Divine AnathemaAt 10th level, if the studied target's alignment is at least two steps away from that of the deliverer, the deliverer's attacks deal an additional 2d6 points of damage; this damage is directly from divine power. This ability replaces the ad
Diverse TrainingAn eldritch knight adds his level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats (if he has no fighter levels, treat his eldritch knight levels as levels of fighter). He also adds his level to
Distant MercyAt 6th level, a divine hunter can expend two uses of her lay on hands ability to use her lay on hands ability on a target within 5 feet per paladin level. A paladin can heal the wounds of others by touch. With one use of this ability, a pal
Display Weapon ProwessAt 2nd level, an Aldori swordlord adds a bonus equal to half his class level on Persuasion skill checks made to intimidate. He also gains an additional +1 bonus on Persuasion skill checks made to intimidate while using Dazzling Display with
Feats & abilities — Page 54 — Kingmaker