PATHFINDER: KINGMAKER
Feats & abilities
651–700 of 3,685Page 14 of 74
| Feats & abilities ↑ | Description |
|---|---|
| Cantrips | Magi 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. |
| Magi 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. | |
| CapeOfDivinationFeature | |
| CaptainMartynBonusFeatures | |
| A familiar is a magical pet that enhances the charater's skills and senses. A cat's master gains a +3 bonus on Stealth checks and a +2 bonus on Perception checks. | |
| 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. Cause Fear: The affected creature becomes frightened | |
| 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. Cause Fear: The affected creature becomes frightened | |
| Valerie gains a +2 inherent bonus to Dexterity and Reflex saving throws. | |
| When fighting defensively, your dodge bonus to AC increases by 2. | |
| Cayden Cailean, the god of alcohol, bravery, and freedom, is one of the Ascended: those mortals who achieved godhood by passing the Test of the Starstone. Because legend tells that he passed the test while intoxicated, he is also known as " | |
| CaydenRapierFeature | |
| Element: air Type: utility Burn: 0 You can galvanize the flow of electricity within your allies to enhance their speed. This acts as haste except it lasts for 1 round. You can accept 1 point of burn to increase the duration to 1 round per k | |
| Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have. | |
| Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. | |
| 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. | |
| CentaurMediumSizeWeaponFeature | |
| 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. | |
| CephalLorentusFeatureList | |
| Chain Lightning | |
| 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. Changestaff: This spell changes an ordinary quarters | |
| 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. |
| 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 heal damage, depending on the type of energy channeled and the cr |
| 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 energy causes a burst that either heals all undead creatures | |
| 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 the creatures targeted. A sorcerer channels positive energy and | |
| 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 energy causes a burst that either heals all living creatures or | |
| 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 + her Charisma modifier. Using this ability does not expend uses | |
| 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. This energy can be used to cause or heal damage, depending on t | |
| 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. |
| ChannelNegativeAllowed | |
| ChannelPositiveAllowed | |
| 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. You can use this ability once per day at 8th level, and an addi | |
| 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 round, anytime the target rolls a d20, he must roll twice and take | |
| ChaosDomainAllowed | |
| ChaosDomainSpellListFeature | |
| ChaosDomainSpellListFeatureDruid | |
| ChaosHammerFeature | |
| ChaosShardDaggerFeature | |
| Chaotic Subtype | This subtype is usually applied to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change, they still retain the subtype. Any effect that |
| Elements: air and water Type: composite blast Level: — Burn: 2 Prerequisites: electric blast, water blast Blast Type: physical Damage: half bludgeoning, half electricity You slam a single foe with a stream of electrically charged water. | |
| ChargedWaterKineticBladeFeature | |
| You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine. Dazing Touch: You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your level | |
| CharmDomainAllowed | |
| CharmDomainSpellListFeature | |
| At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your level in the class that gave you access to this domain + your Wisdom modifier. Effect of charm person lasts for 1 round. You can use this ability a number | |
| CharonsTouchFalseLifeFeature | |
| A familiar is a magical pet that enhances the character's skills and senses. A chicken's master gains +3 hit points and a +2 bonus on Perception checks. | |
| Element: water Type: substance infusion Level: 5 Burn: 3 Associated Blasts: blizzard, cold, ice Saving Throw: Fortitude negates Your kinetic blast chills your foes to the bone, making their movements sluggish. Whenever an infused blast deal |
