Feats & abilities
4,251–4,300 of 4,473Page 86 of 90
| Feats & abilities ↓ | Description |
|---|---|
| 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… |
| 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… |
| 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… |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| The magus can add the speed property to a weapon enhanced with his arcane pool, but this consumes 3 points of enhancement bonus granted to this weapon. When making a full attack,… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| The magus can add the unholy property to a weapon enhanced with his arcane pool, but this consumes 2 points of enhancement bonus granted to this weapon. An unholy weapon is… | |
| The magus can add the shock property to a weapon enhanced with his arcane pool, but this consumes 1 point of enhancement bonus granted to this weapon. A shock weapon is sheathed… | |
| The magus can add the keen property to a weapon enhanced with his arcane pool, but this consumes 1 point of enhancement bonus granted to this weapon. The keen property doubles… | |
| The magus can add the holy property to a weapon enhanced with his arcane pool, but this consumes 2 points of enhancement bonus granted to this weapon. A holy weapon is imbued… | |
| The magus can add the ghost touch property to a weapon enhanced with his arcane pool, but this consumes 1 point of enhancement bonus granted to this weapon. A ghost touch weapon… | |
| The magus can add the frost property to a weapon enhanced with his arcane pool, but this consumes 1 point of enhancement bonus granted to this weapon. A frost weapon is sheathed… | |
| The magus can add the flaming property to a weapon enhanced with his arcane pool, but this consumes 1 point of enhancement bonus granted to this weapon. A flaming weapon is… | |
| The magus can add the brilliant energy property to a weapon enhanced with his arcane pool, but this consumes 4 points of enhancement bonus granted to this weapon. A brilliant… | |
| The magus can spend 1 additional point to add the bane property to a weapon enhanced with his arcane pool. All enemies count as designated foes for this weapon. A bane weapon… | |
| The magus can add the axiomatic property to a weapon enhanced with his arcane pool, but this consumes 2 points of enhancement bonus granted to this weapon. An axiomatic weapon is… | |
| The magus can add the anarchic property to a weapon enhanced with his arcane pool, but this consumes 2 points of enhancement bonus granted to this weapon. An anarchic weapon is… | |
| 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… | |
| 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… | |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… | |
| 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… | |
| 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… |
| 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… |
| 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… | |
| 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… | |
| 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… | |
| 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… |
| 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… | |
| 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… | |
| 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. |
