PATHFINDER: KINGMAKER
Feats & abilities
2,751–2,800 of 3,685Page 56 of 74
| Feats & abilities ↓ | Description |
|---|---|
| An swordlord can add his Dexterity bonus (if any) to damage rolls made with a dueling sword instead of his Strength bonus. This bonus on damage rolls applies whether the swordlord is wielding a dueling sword one-handed or two-handed. An swo | |
| You get a +2 bonus on all Trickery and Use Magic Device skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. | |
| Deflect Arrows | At 9th level, a duelist gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon. The duelist does not need a free hand to use this feat. |
| You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the atta | |
| Dwarves and gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype. | |
| Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype. | |
| At 1st level, a stalwart defender can enter a defensive stance, a position of readiness and trance-like determination. A stalwart defender can maintain this stance for a number of rounds per day equal to 4 + his Constitution modifier. At ea | |
| The monk spins about, confounding his foe. If the attack hits, the monk gains a +4 dodge bonus to AC against any attacks made by the target of the style strike until the start of his next turn. This bonus does not stack with itself. | |
| Defensive Powers | As a stalwart defender gains levels, he augments his defensive stance. Starting at 2nd level, the stalwart defender gains a defensive power. He gains another defensive power for every two levels of stalwart defender attained after 2nd level |
| At 3rd level, when a swordlord makes a full attack with a dueling sword, he gains a +1 bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd. | |
| At 3rd level, an Aldori swordlord gains a +1 bonus to his AC against melee attacks when making a full attack with a dueling sword. This AC bonus increases to +2 at 7th level. If an Aldori swordlord is also a fighter with the Aldori defender | |
| You excel at defending yourself from all manner of combat maneuvers. Benefit: You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense. | |
| DefendersBulwarkShieldFeature | |
| DefacedSisterFeature | |
| DefacedSister_TorturousTouchFeature | |
| Deepest Fear | A bogeyman is cloaked in a 30-foot aura of fear. This aura manifests as a shifting haze of images that reflect the viewer's deepest fears. The first time it ends its turn within the aura, a creature must succeed at a DC 25 Will save or beco |
| 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. Deep Slumber: This spell causes a magical slumber to | |
| A herald caller depends on summoned allies to overcome her foes, which affords her little experience with the martial pursuits typical of other clerics and a narrower spiritual focus. A herald caller can choose only one domain from her deit | |
| Deceiver's Hat | |
| You get a +2 bonus on all Persuasion and Trickery skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. | |
| Debilitating Injury | At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special abil |
| DeathDomainSpellListFeatureDruid | |
| DeathDomainSpellListFeature | |
| DeathDomainGreaterUndead | |
| DeathDomainGreaterLiving | |
| DeathDomainAllowed | |
| At 3rd level, you gain resist cold 5 and DR 5/magic. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/magic. | |
| At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area. If you are undead, then you instead do not take damage | |
| Death From Afar | |
| You can cause the living to bleed at a touch, and find comfort in the presence of the dead. Bleeding Touch: As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number o | |
| A bard of 20th level can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC | |
| Element: earth Type: form infusion Level: 6 Burn: 4 Prerequisites: extended range Associated Blasts: earth, magma, metal, mud Saving Throw: none You infuse the ground in a 20-foot radius anywhere within 50 feet of you. The ground roils and | |
| You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by | |
| Deadly Accuracy | If the barbarian scores a critical threat while in the lethal stance, she applies double the lethal stance's bonus when rolling to confirm the critical. A barbarian must have the lethal stance rage power and be at least 4th level to select |
| Dead Man's Hat | |
| Element: fire Type: substance infusion Level: 1 Burn: 1 Associated Blasts: blue flame, fire, plasma Saving Throw: Will negates Your kinetic blast shines brightly, making it harder for your foes to see. If your blast hits a foe (and penetrat | |
| Your skill with your favored weapon can frighten enemies. Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make a Persuasion (intimidate) check to demor | |
| DarwenMercenaryRogueMeleeFeatureListLevel | |
| DarwenMercenaryRangedFeatureListLevel | |
| DarwenMercenaryMeleeFeatureListLevel | |
| DarknessDomainSpellListFeatureDruid | |
| DarknessDomainSpellListFeature | |
| DarknessDomainAllowed | |
| You manipulate shadows and darkness. Touch of Darkness: As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, sufferin |
