PATHFINDER: KINGMAKER

Feats & abilities

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Feats & abilitiesDescription
Coordinated ManeuversYou are skilled at working with your allies to perform dangerous combat maneuvers. Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This bonus increases t
Coordinated DefenseWhenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger than both you and your ally.
ConvictionAt 15th level, you gain spell resistance against evil spells and spells cast by evil creatures equal to 11 + your sorcerer level.
ConstructType
Constricting VinesA shambling mound's vines coil around any creature it hits with a slam attack. The shambling mound attempts a grapple maneuver check against its target, and on a successful check its vines deal 2d6+5 damage and the foe is grappled. Grappled
Constricting VinesA golem's vines coil around any creature it hits with a slam attack. The golem attempts a grapple maneuver check against its target, and on a successful check its vines deal its slam damage plus 1.5 Strength modifier damage and the foe is g
Confounding DuelistAt 10th level, the penalty from Aldori swordlord's shatter confidence increases to -2. The target also loses all insight and competence bonuses to these checks.
Confounding BladesWhen a character with this talent hits a creature with a melee weapon that deals sneak attack damage, the target cannot make attacks of opportunity for 1d4+1 rounds.
Confident ExplorerAt 6th level, an archaeologist can always take 10 on Trickery checks. A bard can choose not to take 10 and can instead roll normally.
Cone of Cold
ConditioningThis armor is cursed to steer the wearer towards evil, choking the life out of them every time they or one of their associates does a good action, reducing their Constitution by 2 each time, to a minimum of 1. Only committing an evil act ca
Composite SpecializationAt 16th level, a kineticist becomes more adept at creating composite blasts. She reduces the burn cost of all composite blasts by 1 point. This can't reduce the cost of a composite blast below 0 points.
CommunityDomainSpellListFeature
CommunityDomainAllowed
Community DomainYour touch can heal wounds, and your presence instills unity and strengthens emotional bonds. Calming Touch: You can touch a creature as a standard action to heal it of 1d6 points of damage + 1 point per level in the class that gave you acc
Combined Spells (5th Level)A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally
Combined Spells (4th Level)A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally
Combined Spells (3rd Level)A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally
Combined Spells (2nd Level)A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally
Combined Spells (1st Level)A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally
Combat TrickA character that selects this talent gains a bonus combat feat.
Combat Style FeatAt 2nd level, a ranger must select one combat style to pursue. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have
Combat Style FeatAt 2nd level, a ranger must select one combat style to pursue. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have
Combat Style FeatAt 2nd level, a ranger must select one combat style to pursue. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have
Combat ReflexesYou may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Combat MobilityYou can easily move through a dangerous melee. Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to
Combat Maneuver DefenseWhen the fighter is wielding weapons from the trained weapon group, his weapon training bonus applies to his CMD against all combat maneuvers attempted against him.
Combat ExpertiseYou can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bo
Combat Casting AdeptCombat Casting Adept: At 3rd level, you get a +2 bonus on concentration checks made to cast a spell or use a spell-like ability. At 9th level, your concentration check bonus increases to +3, and at 15th level, it increases to +4. At 20th le
Combat Casting AdeptCombat Casting Adept: At 3rd level, you get a +2 bonus on concentration checks made to cast a spell or use a spell-like ability. At 9th level, your concentration check bonus increases to +3, and at 15th level, it increases to +4. At 20th le
Combat Casting AdeptCombat Casting Adept: At 3rd level, you get a +2 bonus on concentration checks made to cast a spell or use a spell-like ability. At 9th level, your concentration check bonus increases to +3, and at 15th level, it increases to +4. At 20th le
Combat Casting AdeptCombat Casting Adept: At 3rd level, you get a +2 bonus on concentration checks made to cast a spell or use a spell-like ability. At 9th level, your concentration check bonus increases to +3, and at 15th level, it increases to +4. At 20th le
Combat CastingYou are adept at spellcasting when threatened or distracted. You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability.
ColdResistance30Feature
ColdResistance25Feature
ColdResistance15Feature
ColdResistance15Feature
ColdResistance10Feature
ColdResistance10Feature
ColdMidnightFeature
ColdKineticBladeFeature
Cold SubtypeA creature with the cold subtype has immunity to cold and vulnerability to fire.
Cold Resistance 5Creature ignores 5 points of cold damage per attack. It doesn't matter whether the damage has a mundane or magical source.
Cold Resistance 30Creature ignores 30 points of cold damage per attack. It doesn't matter whether the damage has a mundane or magical source.
Cold Resistance 25Creature ignores 25 points of cold damage per attack. It doesn't matter whether the damage has a mundane or magical source.
Cold Resistance 20Creature ignores 20 points of cold damage per attack. It doesn't matter whether the damage has a mundane or magical source.
Cold Resistance 15Creature ignores 15 points of cold damage per attack. It doesn't matter whether the damage has a mundane or magical source.
Cold Resistance 10Creature ignores 10 points of cold damage per attack. It doesn't matter whether the damage has a mundane or magical source.
Cold ResistanceAt 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.
Cold ImmunityAt 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.
Feats & abilities — Page 59 — Kingmaker