Feats & abilities
751–800 of 4,473Page 16 of 90
| Feats & abilities ↑ | Description |
|---|---|
| When 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… | |
| When a character with this talent makes a Perception check, they gain a +4 bonus. | |
| CannyDefense | |
| Eldritch 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. | |
| Cantrips | Wizards 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. |
| Bards 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. | |
| Cantrips | Sorcerers 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. |
| Cantrips | Sorcerers 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. |
| Cantrips | Sorcerers 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. |
| 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. | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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. | |
| 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 | |
| Twice per day, as a swift action, a dweomerlion can increase its size to Large. This functions as enlarge person spell, and it lasts for 10 minutes or until the dweomerlion ends… | |
| You become a Large bear. You gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus. Your movement speed is increased by 10 feet. You… | |
| You become a Medium leopard. You gain a +2 size bonus to your Strength and a +2 natural armor bonus. You also gain two 1d3 claw attacks and one 1d6 bite attack. | |
| You become a medium air elemental. You gain a +4 size bonus to your Dexterity, a +3 natural armor bonus, resist electricity 20, and vulnerability to acid. Your movement speed is… | |
| You become a medium earth elemental. You gain a +4 size bonus to your Strength, a +5 natural armor bonus, and a +1 bonus to your attack, damage rolls, and combat maneuvers. You… | |
| You become a medium fire elemental. You gain a +4 size bonus to your Dexterity, a +3 natural armor bonus, resist fire 20, and vulnerability to cold. Your movement speed is… | |
| You become a medium water elemental. You gain a +4 size bonus to your Constitution, a +5 natural armor bonus, resist cold 20, and vulnerability to fire. Your movement speed is… | |
| You become a small air elemental. You gain a +2 size bonus to your Dexterity, a +2 natural armor bonus, resist electricity 20, and vulnerability to acid. Your movement speed is… | |
| You become a small earth elemental. You gain a +2 size bonus to your Strength, a +4 natural armor bonus, and a +1 bonus to your attack, damage rolls, and combat maneuvers. You… | |
| You become a small fire elemental. You gain a +2 size bonus to your Dexterity, a +2 natural armor bonus, resist fire 20, and vulnerability to cold. Your movement speed is… | |
| You become a small water elemental. You gain a +2 size bonus to your Constitution, a +4 natural armor bonus, resist cold 20, and vulnerability to fire. Your movement speed is… | |
| 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… | |
| 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… |
| 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… | |
