PATHFINDER: KINGMAKER

Feats & abilities

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Feats & abilitiesDescription
Burst BarrierAt 2nd level, a tower shield specialist can use his shield to screen himself from burst spells and effects, gaining a +1 bonus on Reflex saves against them while employing a tower shield. This bonus increases by +1 for every four levels aft
BurnPerRoundRenewFeature
Burning RenewalAt 12th level, a flamewarden can use the cleansing power of fire to remove afflictions from his body, mind, and soul. When the flamewarden takes 10 or more points of fire damage, he removes the following conditions: fatigued, shaken, sicken
Burning InfusionElement: fire Type: substance infusion Level: 1 Burn: 1 Associated Blasts: blue flame, fire, magma, plasma Saving Throw: Reflex negates Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resi
Burning Hands (Electricity)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. Burning Hands (Electricity): This spell always deals
Burning Hands (Cold)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. Burning Hands (Cold): This spell always deals a type
Burning Hands (Acid)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. Burning Hands (Acid): This spell always deals a type
Burning HandsAt 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. Burning Hands: Any creature in the area of the flame
BurnAt 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, w
BurnAt 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, w
Bull's StrengthAt 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. Bull's Strength: The subject becomes stronger. The s
Bull RushThis feat gives the character an ability to perform the bull rush combat maneuver. It also grants a +2 bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it. A bull rush attempts to push an opponent str
Bull Rush
Brutal BeatingAt 3rd level, whenever a thug deals sneak attack damage, she can choose to forgo 1d6 points of sneak attack damage to make the target sickened for a number of rounds equal to 1/2 her rogue level. This ability does not stack with itself — on
BrevoySoldierRangedLevel8
BrevoySoldierRangedLevel5
BrevoySoldierMeleeSpearLevel8
BrevoySoldierMeleeSpearLevel5
BrevoySoldierMeleeLevel8
BrevoySoldierMeleeLevel5
BrevoyMageSupportLevel7
BrevoyMageSupportLevel5
BrevoyMageAssaultLevel8
BrevoyMageAssaultLevel6
Breath Weapon BombInstead of drawing the components of, creating, and throwing a bomb, the alchemist can draw the components, drink them, mix them within his body, and then expel them as a breath weapon as a standard action. This breath weapon is a 15-foot c
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of fire damage per sorcerer level in 30-foot cone. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of electricity damage per sorcerer level in 60-foot line. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of cold damage per sorcerer level in 30-foot cone. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of electricity damage per sorcerer level in 60-foot line. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of cold damage per sorcerer level in 30-foot cone. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of electricity damage per sorcerer level in 60-foot line. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of electricity damage per sorcerer level in 60-foot line. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of cold damage per sorcerer level in 30-foot cone. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of cold damage per sorcerer level in 30-foot cone. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of fire damage per sorcerer level in 30-foot cone. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of fire damage per sorcerer level in 30-foot cone. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of acid damage per sorcerer level in 60-foot line. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of fire damage per sorcerer level in 30-foot cone. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of electricity damage per sorcerer level in 60-foot line. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of acid damage per sorcerer level in 30-foot cone. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of fire damage per sorcerer level in 30-foot cone. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of acid damage per sorcerer level in 60-foot line. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of fire damage per sorcerer level in 30-foot cone. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of fire damage per sorcerer level in 60-foot line. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of acid damage per sorcerer level in 60-foot line. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of electricity damage per sorcerer level in 60-foot line. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of acid damage per sorcerer level in 60-foot line. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of fire damage per sorcerer level in 60-foot line. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of acid damage per sorcerer level in 30-foot cone. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of acid damage per sorcerer level in 60-foot line. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10
Feats & abilities — Page 62 — Kingmaker