Feats & abilities
3,451–3,500 of 4,473Page 70 of 90
| Feats & abilities ↓ | Description |
|---|---|
| Damage Reduction 10/cold iron and magic | |
| Damage Reduction 10/cold iron and evil | |
| Damage Reduction 10/cold iron | |
| Damage Reduction 10/chaotic | |
| Damage Reduction 10/bludgeoning | |
| Damage Reduction 10/adamantine and bludgeoning | |
| Damage Reduction 10/adamantine | |
| Damage Reduction 10/- | |
| At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. Damage reduction can reduce damage to 0 but not below 0. | |
| At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack. At 10th level,… | |
| At 10th level, a mad dog gains damage reduction. At 13th level and every 3 barbarian levels thereafter, this damage reduction rises by 1, to a maximum of DR 4/— at 19th level. A… | |
| Damage Reduction | At 5th level, a stalwart defender gains DR 1/—. At 7th level, this DR increases to 3/—, and at 10th level it increases to 5/—. |
| At 10th level, a mad dog gains damage reduction. At 13th level and every 3 barbarian levels thereafter, this damage reduction rises by 1, to a maximum of DR 4/— at 19th level. A… | |
| As a gift from your daemonic patrons you gain resist acid 5 and a +2 bonus on saving throws made against poison and death effects. | |
| Daemon Subtype | Daemons are neutral evil outsiders that eat souls and thrive on disaster and ruin. |
| Element: air Type: form infusion Level: 4 Burn: 3 Associated Blasts: air, blizzard, sandstorm, thunderstorm Saving Throw: Reflex half You create a circular rush of wind. All… | |
| Element: air Type: form infusion Level: 4 Burn: 3 Associated Blasts: air, blizzard, sandstorm, thunderstorm Saving Throw: Reflex half You create a circular rush of wind. All… | |
| Element: air Type: form infusion Level: 4 Burn: 3 Associated Blasts: air, blizzard, sandstorm, thunderstorm Saving Throw: Reflex half You create a circular rush of wind. All… | |
| Element: air Type: form infusion Level: 4 Burn: 3 Associated Blasts: air, blizzard, sandstorm, thunderstorm Saving Throw: Reflex half You create a circular rush of wind. All… | |
| Element: air Type: form infusion Level: 4 Burn: 3 Associated Blasts: air, blizzard, sandstorm, thunderstorm Saving Throw: Reflex half You create a circular rush of wind. All… | |
| Cursed Wound | Cursed creatures resist magical healing. Anyone attempting to use magical healing on a creature damaged by a mud golem must pass a DC 26 caster level check, or the healing has no… |
| On a direct hit, an alchemist's cursed bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's… | |
| On a direct hit, an alchemist's cursed bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's… | |
| On a direct hit, an alchemist's cursed bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's… | |
| On a direct hit, an alchemist's cursed bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's… | |
| When an alchemist creates a bomb, he can choose to have it deliver one of the four powerful curses. A creature that takes a direct hit from a cursed bomb must succeed at a Will… | |
| When laying your hand upon a living creature, you channel positive energy that cures 4d8 points of damage + 1 point per caster level (maximum +20). Since undead are powered by… | |
| Cunning Initiative | At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. |
| A Wild Hunt scout can, as a swift action, manifest a green crystal in her free hand; this crystal vanishes as soon as it leaves her possession. As another swift action, a Wild… | |
| 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… | |
| You can make a Stunning Fist attempt as a full-round action. If successful, instead of stunning your target, you reduce the target's AC by an amount equal to your Wisdom modifier… | |
| Crusader Bonus Feat | A crusader gains a bonus feat at 1st level, then again at 5th level and every five levels thereafter (to a maximum of five at 20th level). These bonus feats must be chosen from… |
| Crusader Bonus Feat | A crusader gains a bonus feat at 1st level, then again at 5th level and every five levels thereafter (to a maximum of five at 20th level). These bonus feats must be chosen from… |
| Crusader Bonus Feat | A crusader gains a bonus feat at 1st level, then again at 5th level and every five levels thereafter (to a maximum of five at 20th level). These bonus feats must be chosen from… |
| Crusader | At 1st level, the mystic theurge selects a divine spellcasting class she belonged to before adding the prestige class. When a new mystic theurge level is gained, the character… |
| CrownOfFearFeature | |
| CrownOfElementsFeature | |
| At 9th level, a sword saint adds his Intelligence bonus (minimum 0) on critical hit confirmation rolls with his favored weapon. In addition, the sword saint may use his magus… | |
| When you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt. Normal: You can only apply the effects of one critical feat to a… | |
| You are trained in the art of causing pain. You receive a +4 circumstance bonus on attack rolls made to confirm critical hits. | |
| A character with this ability can sneak attack opponents with such precision that the blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2… | |
| When you confirm a critical hit using a light or one-handed piercing weapon, you can inflict 1d4 points of Strength damage to the target. | |
| When you confirm a critical hit using a light or one-handed piercing weapon, you can apply a –4 penalty to target's saving throws for 1 minute. | |
| When you confirm a critical hit using a light or one-handed piercing weapon, you can reduce the target's movement speed by a half for 1 minute. | |
| When you confirm a critical hit using a light or one-handed piercing weapon, you can inflict 1d4 points of Dexterity damage to the target. | |
| When you confirm a critical hit using a light or one-handed piercing weapon, you can apply 2d6 points of bleed damage to the target. Bleed will continue until the target receives… | |
| When you confirm a critical hit using a light or one-handed piercing weapon, you can apply a –4 penalty to target's Armor Class for 1 minute. | |
| When you confirm a critical hit using a light or one-handed piercing weapon, you can apply one of the following penalties in addition to the damage dealt: reduce the target's… | |
| CrazyDryadFeatureList |
