PATHFINDER: KINGMAKER
Feats & abilities
3,601–3,650 of 3,685Page 73 of 74
| Feats & abilities ↓ | Description |
|---|---|
| AmiriFeatureListLevel3 | |
| AmiriFeatureListLevel2 | |
| AmiriFeatureListLevel10 | |
| AmiriFeatureListLevel1 | |
| AmiriFeatureList | |
| Ambrosial Attire of Arcane Annihilation | |
| With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells. Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 bonus on concentration checks and level checks | |
| All-Around Vision | The creature sees in all directions at once. It cannot be flanked. |
| A paladin who ceases to be lawful good loses all paladin spells and class features. She cannot thereafter gain levels as a paladin until she changes the alignment back. | |
| A druid who changes to a prohibited alignment loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she returns t | |
| You get a +2 bonus on Perception skill checks. If you have 10 or more ranks in that skill, the bonus increases to +4. | |
| You gain a +2 bonus on initiative checks as long as you start combat with a dueling sword. As long as you wield only a single dueling sword in one hand (not using a shield or an off-hand weapon), you gain a +2 shield bonus to your AC. Altho | |
| Alchemist Proficiencies | Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields. |
| At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as an acid flask or alchemist's fire. This action consumes the alchemical item, but transfers its effect to the wea | |
| At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as an acid flask or alchemist's fire. This action consumes the alchemical item, but transfers its effect to the wea | |
| At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as an acid flask or alchemist's fire. This action consumes the alchemical item, but transfers its effect to the wea | |
| AirKineticBladeFeature | |
| AirDomainSpellListFeatureDruid | |
| AirDomainSpellListFeature | |
| AirDomainAllowed | |
| Airborne | |
| Element: air Type: utility Burn: — When using air blasts, air wild talents, or composite blasts that include air, double the blast's effective range. This effect applies after altering the range due to effects such as the extended range inf | |
| Air Subtype | This subtype is usually used for outsiders with a connection to the Elemental Planes of Air. |
| Air Mastery | Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental. |
| You can manipulate lightning, mist, and wind, and are resistant to electricity damage. Lightning Arc: As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electri | |
| Air Class Skills | An aerokineticist adds Lore (nature) to her list of class skills. |
| Element: air Type: simple blast Level: — Burn: 0 Blast Type: physical Damage: bludgeoning You batter a single foe with a gust of air. | |
| Air Blast | Element: air Type: simple blast Level: — Burn: 0 Blast Type: physical Damage: bludgeoning You batter a single foe with a gust of air. |
| You've learned to use your quickness in place of brute force when performing combat maneuvers. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Streng | |
| Element: air Type: utility Burn: 1 Prerequisites: enveloping winds You use wind to buffet yourself away from area attacks. Until the next time your burn is removed, you gain evasion ability. Evasion: Whenever you make a Reflex saving throw | |
| Element: air Type: utility Burn: 0 You gain an amount of electricity resistance equal to twice your current amount of burn. | |
| At 7th level, a sensei can start a bardic performance as a swift action. | |
| At 13th level, a sensei can start a bardic performance as a move action. | |
| Advice | A sensei's advice is identical to bardic performance, allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei's level, usable a total number of rounds per da |
| After 10th level, a character can choose one of the advanced rogue talents in place of a rogue talent. | |
| Adhesive Entanglement | |
| At 15th level, whenever you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned. | |
| At 4th level, an Aldori swordlord learns to adapt his fighting style to counter his enemy's strengths. An Aldori swordlord reduces the attack roll penalty for fighting defensively or using Combat Expertise by 1 at 4th level and by 2 at 8th | |
| Half-elves receive Skill Focus as a bonus feat at 1st level. | |
| AdamantineArmorMediumFeature | |
| AdamantineArmorLightFeature | |
| AdamantineArmorHeavyFeature | |
| Acrobatic Movement | At 6th level, a duelist movement speed is no longer reduced on difficult terrain. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain. |
| AcidResistance30Feature | |
| AcidResistance15Feature | |
| AcidResistance10Feature | |
| Acidic Spray | |
| Acid Resistance 5 | Creature ignores 5 points of acid damage per attack. It doesn't matter whether the damage has a mundane or magical source. |
| Acid Resistance 30 | Creature ignores 30 points of acid damage per attack. It doesn't matter whether the damage has a mundane or magical source. |
