PATHFINDER: KINGMAKER
Feats & abilities
3,501–3,550 of 3,685Page 71 of 74
| Feats & abilities ↓ | Description |
|---|---|
| The AC bonus granted by any chain shirt that you equip increases by 1. | |
| The AC bonus granted by any breastplate that you equip increases by 1. | |
| The AC bonus granted by any banded mail that you equip increases by 1. | |
| Your familiarity with a specific type of armor increases the amount of protection you receive from it. Benefit(s): Select one type of armor. The AC bonus granted by the selected armor increases by 1. | |
| Armor Bond | A apostate devil's armor is as much a part of its body as a second skin. A apostate devil ignores its armor's speed reduction, max Dex bonus, and armor check penalty. |
| Armed Bravery | The fighter applies his bonus from bravery to all Will saving throws. |
| ArmagsBladeFeature | |
| ArcheryBonuses 1 | |
| Archery | At 2nd level, the ranger can select from Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot, Point Blank Master, and Manyshot to the list. At 10th level, he adds Improved Critical to the list. |
| Archery | At 2nd level, the ranger can select from Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot, Point Blank Master, and Manyshot to the list. At 10th level, he adds Improved Critical to the list. |
| Archery | At 2nd level, the ranger can select from Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot, Point Blank Master, and Manyshot to the list. At 10th level, he adds Improved Critical to the list. |
| Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune's favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rou | |
| God of magic's herald keeps Kalikke's mind safe from harm. She gains a +2 bonus on Will saving throws. | |
| ArcaneEnforcerFeature | |
| At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a max | |
| At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a max | |
| At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a max | |
| At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a max | |
| At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a max | |
| At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a max | |
| At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a max | |
| At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a max | |
| Spending a swift action each round, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you | |
| Arcane Spellcasting | At 2nd level, and at every level thereafter, an eldritch knight gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other |
| Arcane Spellcasting | At 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the prestige class. When a new arcane trickster level is gained, the character gains new spells per day and new spells known as if she had |
| Arcane Spellcasting | At 1st level, the mystic theurge selects an arcane spellcasting class she belonged to before adding the prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new spells known as if she had als |
| Arcane Spellcasting | At 2nd level, and at every level thereafter, with an exception for 5th and 9th levels, a Dragon Disciple gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige cla |
| At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifie | |
| At 7th level, a magus gains proficiency with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or | |
| Arcane Medium Armor | At 7th level, a magus gains proficiency with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or |
| Arcane Heavy Armor | At 13th level, a magus gains proficiency with heavy armor. A magus can cast magus spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus using a shield incurs a |
| At 13th level, a magus gains proficiency with heavy armor. A magus can cast magus spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus using a shield incurs a | |
| A bonded object can be used once per day to restore any one spell that the wizard had prepared for this day. | |
| At 1st level, you can form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances your skills and senses, while a bonded object is an item | |
| At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses, while a bonded object is | |
| Arcane Bombs | At 1st level, the arcane bomber gains an ability nearly identical to the alchemist's bomb ability. Unlike the alchemist, at 1st level, the arcane bomber chooses one type of energy from the following list: acid, cold, fire, and electricity. |
| Starting at 1st level, you can unleash a bolt of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This bolt deals 1d4 points of damage + 1 for every two sorcerer levels you possess. You can use th | |
| Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat. | |
| You have learned how to cast spells while wearing armor. Benefit: Reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast. | |
| You have mastered the ability to cast spells while wearing armor. Benefit: Reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast. This bonus replaces, and does not stack with, the bonus grant | |
| At 20th level, your body surges with arcane power. All your concentration checks made to cast a spell or use a spell-like ability are automatic successes. | |
| The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Charisma bonus on all attack rolls until the end of his turn. | |
| The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn. | |
| Apex Predator | |
| Antimagic Fangs | When a dweomercat hits an enemy with its natural weapon, it attempts to dispel one ongoing spell from the target, as if using a targeted dispel magic spell. |
| AnkouImmunities | |
| 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. Animate Dead: This spell raises 1d4+2 skeletons. Sum | |
| AnimalType | |
| AnimalDomainSpellListFeatureDruid |
