PATHFINDER: KINGMAKER
Feats & abilities
3,451–3,500 of 3,685Page 70 of 74
| Feats & abilities ↓ | Description |
|---|---|
| BanditAlchemistFeatureListLevel3 | |
| Any creature within 60 feet of the Defaced Sister must roll a DC 20 Fortitude save or suffer 1d4 points of Strength, Constitution, and Charisma drain. Whatever the result of the saving throw, the creature cannot be affected by the same Defa | |
| At 7th level, when a two-handed fighter makes a full attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first. | |
| Your ally's eyes are your own, and yours are his. Benefit: While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus to AC against attacks from opponents flanking you. | |
| Azata Subtype | Azatas are a race of celestials, or good outsiders, native to chaotic good-aligned outer planes. |
| The alchemist's constant exposure to strange chemicals has expanded his mind. His Intelligence score permanently increases by 2 points. | |
| AuthorityHeavyMaceFeature | |
| At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while the | |
| At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the paladin is conscious, not if s | |
| At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your level in the class that gave you access to this domain. You and your allies within this aura gain a +1 deflection bonus to AC and resistanc | |
| At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your level in the class that gave you access to this domain. Enemies within this aura are affected by confusion unless they succeed at a Will save | |
| At 11th level, a hospitaler is immune to death effects. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against death effects. This ability functions only while the paladin is conscious, not if she is unconscious or | |
| At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your level in the class that gave you access to this domain. Using this ability is a swift action. Allies in the area are treated as if they were u | |
| At 9th level, you can apply an aura of heaven on yourself for a minute. This aura provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws against attacks made or effects created by evil creatures to all allies within | |
| At 14th level, a paladin's weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming damage reductio | |
| At 8th level, your Aura of Efficiency grants your allies DR 1/—. This DR increases by +1/— for every three levels you possess in the class that gave you access to this domain beyond 8th. | |
| At 8th level, you can emit a 30-foot aura of despair for a number of rounds per day equal to your wizard level. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These | |
| At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is uncon | |
| This weapon emits a magic circle against evil effect. All creatures within the area gain the effects of a protection from evil spell. | |
| At 8th level, a paladin is immune to blindness (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against blindness effects. | |
| This protective aura provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws against attacks made or effects created by evil creatures to anyone within 20 feet. Otherwise, it functions as a magic circle against evil | |
| Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. | |
| Atrocities | |
| Atheism | On Golarion, "atheism" usually denotes the belief that those beings commonly called "gods" are not worthy of the authority and reverence bestowed upon them by others. Atheists rarely doubt the existence of deities, and generally acknowledge |
| AthachMiniboss_SwiftPotionsFeature | |
| AstradaemonEnergyDrainFeature | |
| AssassinsChainshirtFeature | |
| Asmodeus, also known as "King of Hell", "Master of Witches" and "Prince of Law", is the most powerful of the nine archdevils that inhabit Hell, and the only one of Hell's rulers to claim full divinity. It was he who is credited with the pen | |
| At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification, resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison. | |
| ArtificeDomainSpellListFeature | |
| ArtificeDomainAllowed | |
| You can repair damage to objects, animate objects with life, and create objects from nothing. Aura of Efficiency You can emit a 30-foot-radius aura that grants your allies a +4 bonus on all saving throws against effects that inflict the fat | |
| Artifact_TigerArmorFeature | |
| Arsonist's Slingstaff | |
| ArrowguardBucklerFeature | |
| ArmorOfWealthFeature | |
| At 2nd level, an armored hulk moves 5 feet faster than normal in medium and heavy armor. | |
| Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by | |
| You become proficient with Medium Armor. | |
| You become proficient with Light Armor. | |
| You become proficient with Heavy Armor. | |
| At 19th level, a fighter gains damage reduction 5/— whenever he is wearing armor or using a shield. | |
| The AC bonus granted by any studded leather that you equip increases by 1. | |
| The AC bonus granted by any scale mail that you equip increases by 1. | |
| The AC bonus granted by any padded armor that you equip increases by 1. | |
| The AC bonus granted by any leather armor that you equip increases by 1. | |
| The AC bonus granted by any hide armor that you equip increases by 1. | |
| The AC bonus granted by any half-plate that you equip increases by 1. | |
| The AC bonus granted by any full plate that you equip increases by 1. | |
| The AC bonus granted by any chainmail that you equip increases by 1. |
