Feats & abilities
3,351–3,400 of 4,473Page 68 of 90
| Feats & abilities ↓ | Description |
|---|---|
| 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. | |
| While in a defensive stance, a stalwart defender gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she… | |
| While in a defensive stance, a stalwart defender gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she… | |
| 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… | |
| 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… | |
| 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… | |
| 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… |
| 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… | |
| 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… | |
| 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… |
| 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… | |
| 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… | |
| 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… | |
| 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… |
| 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… | |
| Death ward buff from the ring. | |
| A brass golem explodes when it is destroyed. All creatures within 30 feet of the golem take 12d8 points of fire damage (DC 20 Reflex for half). The save DC is Constitution-based. | |
| A gold golem melts into worthless slag when destroyed, releasing a cloud of fumes that deals 1d4 points of Constitution damage to all creatures within its 10-foot radius. A… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… |
| 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… | |
| 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… | |
| 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… |
