PATHFINDER: KINGMAKER

Feats & abilities

601650 of 3,685Page 13 of 74
Feats & abilitiesDescription
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of fire damage per sorcerer level in 30-foot cone. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of cold damage per sorcerer level in 30-foot cone. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of cold damage per sorcerer level in 30-foot cone. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of electricity damage per sorcerer level in 60-foot line. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of electricity damage per sorcerer level in 60-foot line. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of cold damage per sorcerer level in 30-foot cone. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of electricity damage per sorcerer level in 60-foot line. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of cold damage per sorcerer level in 30-foot cone. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of electricity damage per sorcerer level in 60-foot line. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal
Breath WeaponAt 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of fire damage per sorcerer level in 30-foot cone. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10
Breath Weapon BombInstead of drawing the components of, creating, and throwing a bomb, the alchemist can draw the components, drink them, mix them within his body, and then expel them as a breath weapon as a standard action. This breath weapon is a 15-foot c
BrevoyMageAssaultLevel6
BrevoyMageAssaultLevel8
BrevoyMageSupportLevel5
BrevoyMageSupportLevel7
BrevoySoldierMeleeLevel5
BrevoySoldierMeleeLevel8
BrevoySoldierMeleeSpearLevel5
BrevoySoldierMeleeSpearLevel8
BrevoySoldierRangedLevel5
BrevoySoldierRangedLevel8
Brutal BeatingAt 3rd level, whenever a thug deals sneak attack damage, she can choose to forgo 1d6 points of sneak attack damage to make the target sickened for a number of rounds equal to 1/2 her rogue level. This ability does not stack with itself — on
Bull Rush
Bull RushThis feat gives the character an ability to perform the bull rush combat maneuver. It also grants a +2 bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it. A bull rush attempts to push an opponent str
Bull's StrengthAt 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. Bull's Strength: The subject becomes stronger. The s
BurnAt 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, w
BurnAt 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, w
Burning HandsAt 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. Burning Hands: Any creature in the area of the flame
Burning Hands (Acid)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. Burning Hands (Acid): This spell always deals a type
Burning Hands (Cold)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. Burning Hands (Cold): This spell always deals a type
Burning Hands (Electricity)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. Burning Hands (Electricity): This spell always deals
Burning InfusionElement: fire Type: substance infusion Level: 1 Burn: 1 Associated Blasts: blue flame, fire, magma, plasma Saving Throw: Reflex negates Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resi
Burning RenewalAt 12th level, a flamewarden can use the cleansing power of fire to remove afflictions from his body, mind, and soul. When the flamewarden takes 10 or more points of fire damage, he removes the following conditions: fatigued, shaken, sicken
BurnPerRoundRenewFeature
Burst BarrierAt 2nd level, a tower shield specialist can use his shield to screen himself from burst spells and effects, gaining a +1 bonus on Reflex saves against them while employing a tower shield. This bonus increases by +1 for every four levels aft
C61_NyrissaQuickenedHealFeature
CalistriaCalistria, also known as "The Savored Sting" and "The Unquenchable Fire," is the goddess of lust and revenge who takes on many faces and guises. She is held in especially high regard by elves, who often identify with her mercurial moods and
CalistriaRapierFeature
Call HeraldsA herald caller can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can lose a prepared spell in order to cast any summon monster spell of the same level.
CamouflageA ranger of 12th level or higher can, as a move action, use the Stealth skill to hide in any of his favored terrains, even in combat.
Canny DefenseWhen wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or ot
Canny DefenseWhen wearing light or no armor, wielding his chosen weapon, and not using a shield, a sword saint adds 1 point of Intelligence bonus (if any) per magus class level as a dodge bonus to her Armor Class. If a sword saint is caught flat-footed
Canny ObserverWhen a character with this talent makes a Perception check, they gain a +4 bonus.
CannyDefense
CantripsEldritch scoundrels can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.
CantripsWizards can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.
CantripsBards can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.
CantripsSorcerers can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.
CantripsSorcerers can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.
CantripsSorcerers can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Feats & abilities — Page 13 — Kingmaker