Feats & abilities

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Feats & abilities ↑Description
Breath WeaponYour breath weapon deals 12d8 points of electricity damage in a 100-foot line and allows a Reflex save for half damage. You can use it as often as you like, but you must wait 1d4…
Breath WeaponYour breath weapon deals 8d8 points of cold damage in a 40-foot cone and allows a Reflex save for half damage. When you use it, the duration of your breath weapon ability is…
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…
Breath Weapon
Breath WeaponYour breath weapon deals 12d8 points of acid damage in a 100-foot line and allows a Reflex save for half damage. You can use it as often as you like, but you must wait 1d4 rounds…
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…
Breath WeaponYour breath weapon deals 8d8 points of fire damage in an 80-foot line and allows a Reflex save for half damage. When you use it, the duration of your breath weapon ability is…
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…
Breath WeaponYour breath weapon deals 8d8 points of acid damage in an 80-foot line and allows a Reflex save for half damage. When you use it, the duration of your breath weapon ability is…
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…
Breath WeaponEvery mephit can unleash a breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus. The breath weapon of an earth mephit is…
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…
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…
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…
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…
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…
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…
Bull Rush
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…
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…
BurbleA jabberwock can burble once every 1d4 rounds as a standard action. This blast of strange noises and nonsense in various languages known to the jabberwock (and invariably some…
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…
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…
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…
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…
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…
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…
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.…
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.…
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,…
BurnPerRoundRenewFeature
Burrow
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…
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…
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…
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…