Feats & abilities
701–750 of 4,473Page 15 of 90
| Feats & abilities ↑ | Description |
|---|---|
| Your 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… | |
| Your 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… | |
| At 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… | |
| Your 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… | |
| At 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… | |
| Your 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… | |
| At 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… | |
| Your 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… | |
| At 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… | |
| Every 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… | |
| At 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… | |
| Instead 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… | |
| Instead 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… | |
| Instead 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 | |
| At 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… | |
| At 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… | |
| This 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… | |
| 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… | |
| A 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… | |
| Burn | At 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… |
| Burn | At 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… |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| Element: 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.… | |
| Element: 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.… | |
| At 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 | |
| At 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 | |
| Calistria, 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 | |
| A 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… | |
| A 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 Defense | When 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… |
