PATHFINDER: KINGMAKER
Feats & abilities
2,901–2,950 of 3,685Page 59 of 74
| Feats & abilities ↓ | Description |
|---|---|
| You 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 | |
| Whenever 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. | |
| At 15th level, you gain spell resistance against evil spells and spells cast by evil creatures equal to 11 + your sorcerer level. | |
| ConstructType | |
| Constricting Vines | A 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 Vines | A 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 |
| At 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. | |
| When 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. | |
| At 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 | |
| Conditioning | This 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 Specialization | At 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 | |
| Your 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 |
| A character that selects this talent gains a bonus combat feat. | |
| Combat Style Feat | At 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 Feat | At 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 Feat | At 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 |
| You 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. | |
| You 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 Defense | When 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. |
| You 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 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 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 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 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 | |
| You 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 Subtype | A creature with the cold subtype has immunity to cold and vulnerability to fire. |
| Cold Resistance 5 | Creature ignores 5 points of cold damage per attack. It doesn't matter whether the damage has a mundane or magical source. |
| Cold Resistance 30 | Creature ignores 30 points of cold damage per attack. It doesn't matter whether the damage has a mundane or magical source. |
| Cold Resistance 25 | Creature ignores 25 points of cold damage per attack. It doesn't matter whether the damage has a mundane or magical source. |
| Cold Resistance 20 | Creature ignores 20 points of cold damage per attack. It doesn't matter whether the damage has a mundane or magical source. |
| Cold Resistance 15 | Creature ignores 15 points of cold damage per attack. It doesn't matter whether the damage has a mundane or magical source. |
| Cold Resistance 10 | Creature ignores 10 points of cold damage per attack. It doesn't matter whether the damage has a mundane or magical source. |
| At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold. | |
| At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold. |
