Feats & abilities
3,651–3,700 of 4,473Page 74 of 90
| Feats & abilities ↓ | Description |
|---|---|
| Chaos Flare deals 20d12 damage to all targets within a 60 foot cone. Half the damage is fire damage, but the other half results directly from divine power and is therefore not… | |
| Your touch infuses life and weapons with chaos, and you revel in all things anarchic. Touch of Chaos: You can imbue a target with chaos as a melee touch attack. For the next… | |
| At 8th level, you can give a weapon touched the anarchic special weapon quality for a number of rounds equal to 1/2 your level in the class that gave you access to this domain.… | |
| ChannelPositiveAllowed | |
| ChannelNegativeAllowed | |
| This rod grants its wielder the ability to make up to three kinetic blasts they cast per day quickened as though using the Quicken Spell feat. | |
| Channel Resistance +4 | Creatures with channel resistance gain a bonus on Will saves made against channeled energy. They add their bonus to any Will saves made to halve the damage and resist the effect. |
| Channeling positive energy causes a burst that heals all living creatures in a 30-foot radius centered on the cleric. The amount of damage healed is equal to 1d6 points of damage… | |
| Channeling positive energy causes a burst that heals all living creatures in a 30-foot radius centered on the paladin. The amount of damage healed is equal to 1d6 points of… | |
| Channeling positive energy causes a burst that heals all living creatures in a 30-foot radius centered on the sorcerer. The amount of damage healed is equal to 3d6 points of… | |
| Channeling positive energy causes a burst that heals all living creatures in a 30-foot radius centered on the hospitaler. The amount of damage healed is equal to 1d6 points of… | |
| Channeling positive energy causes a burst that damages all undead creatures in a 30-foot radius centered on the sorcerer. The amount of damage inflicted is equal to 3d6 points of… | |
| Channeling positive energy causes a burst that damages all undead creatures in a 30-foot radius centered on the hospitaler. The amount of damage inflicted is equal to 1d6 points… | |
| Channeling positive energy causes a burst that damages all undead creatures in a 30-foot radius centered on the paladin. The amount of damage inflicted is equal to 1d6 points of… | |
| Channeling positive energy causes a burst that damages all undead creatures in a 30-foot radius centered on the cleric. The amount of damage inflicted is equal to 1d6 points of… | |
| When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability.… | |
| When a hospitaler reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. She can use this ability a number of times per day equal to 3 +… | |
| A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. Channeling… | |
| At 9th level, your bloodline makes you a natural receptacle of divine energy. You can channel energy once per day. This energy can be used to cause or heal damage, depending on… | |
| Channeling negative energy causes a burst that heals all undead creatures in a 30-foot radius centered on the cleric. The amount of damage healed is equal to 1d6 points of damage… | |
| Channeling negative energy causes a burst that damages all living creatures in a 30-foot radius centered on the cleric. The amount of damage inflicted is equal to 1d6 points of… | |
| An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. Channeling… | |
| Channel Energy | Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or… |
| Channel Destruction | A graveknight's weapon always seethes with energy, and deals an additional 1d6 points of damage for every 4 of the graveknight's Hit Dice. |
| 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 become a small water elemental. You gain a +2 size bonus to your Constitution, a +4 natural armor bonus, resist cold 20, and vulnerability to fire. Your movement speed is… | |
| You become a small fire elemental. You gain a +2 size bonus to your Dexterity, a +2 natural armor bonus, resist fire 20, and vulnerability to cold. Your movement speed is… | |
| You become a small earth elemental. You gain a +2 size bonus to your Strength, a +4 natural armor bonus, and a +1 bonus to your attack, damage rolls, and combat maneuvers. You… | |
| You become a small air elemental. You gain a +2 size bonus to your Dexterity, a +2 natural armor bonus, resist electricity 20, and vulnerability to acid. Your movement speed is… | |
| You become a medium water elemental. You gain a +4 size bonus to your Constitution, a +5 natural armor bonus, resist cold 20, and vulnerability to fire. Your movement speed is… | |
| You become a medium fire elemental. You gain a +4 size bonus to your Dexterity, a +3 natural armor bonus, resist fire 20, and vulnerability to cold. Your movement speed is… | |
| You become a medium earth elemental. You gain a +4 size bonus to your Strength, a +5 natural armor bonus, and a +1 bonus to your attack, damage rolls, and combat maneuvers. You… | |
| You become a medium air elemental. You gain a +4 size bonus to your Dexterity, a +3 natural armor bonus, resist electricity 20, and vulnerability to acid. Your movement speed is… | |
| You become a Medium leopard. You gain a +2 size bonus to your Strength and a +2 natural armor bonus. You also gain two 1d3 claw attacks and one 1d6 bite attack. | |
| You become a Large bear. You gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus. Your movement speed is increased by 10 feet. You… | |
| Twice per day, as a swift action, a dweomerlion can increase its size to Large. This functions as enlarge person spell, and it lasts for 10 minutes or until the dweomerlion ends… | |
| Chain Lightning | |
| CephalLorentusFeatureList | |
| A familiar is a magical pet that enhances the character's skills and senses. A centipede's master gains a +2 bonus on Will saves and a +2 bonus on Perception checks. | |
| A familiar is a magical pet that enhances the character's skills and senses. A centipede's master gains a +2 bonus on Will saves and a +2 bonus on Perception checks. | |
| CentaurMediumSizeWeaponFeature | |
| At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10. | |
| At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10. | |
| At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10. | |
| Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. |
