PATHFINDER: KINGMAKER
Feats & abilities
801–850 of 3,685Page 17 of 74
| Feats & abilities ↑ | Description |
|---|---|
| CorruptionFeatureIII | |
| CorruptionVisualFeatureI | |
| CorruptionVisualFeatureII | |
| At 10th level, a swordlord can make an attack of opportunity as an immediate action against an opponent who hits the swordlord with a melee attack, so long as the attacking creature is within the swordlord's reach. | |
| At 16th level, whenever an enemy within reach of the magus successfully casts a spell defensively, that enemy provokes an attack of opportunity from the magus after the spell is complete. | |
| As a full-round action, you can use a melee weapon to deliver a coup de grace to a helpless opponent. You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + attacker's bas | |
| At 3rd level a divine guardian can intercept attacks directed at the target of her divine troth as if she had the Bodyguard and In Harm's Way feats. The divine guardian's aura of courage does not grant a bonus to allies within 10 feet, but | |
| You take only a –1 penalty on attack rolls for fighting defensively. Whenever you lose the dodge bonus from Crane Wing because an attack missed you by 4 or less, the enemy provokes an attack of opportunity. | |
| You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively, you gain an additional +1 dodge bonus to your Armor Class. | |
| When fighting defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee attacks. If a melee attack misses you by 4 or less, you lose this dodge bonus until the beginning of your next turn. | |
| CrazyDryadFeatureList | |
| When you confirm a critical hit using a light or one-handed piercing weapon, you can apply one of the following penalties in addition to the damage dealt: reduce the target's movement speed by a half, 1d4 points of Strength or Dexterity dam | |
| A character with this ability can sneak attack opponents with such precision that the blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. | |
| You are trained in the art of causing pain. You receive a +4 circumstance bonus on attack rolls made to confirm critical hits. | |
| When you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt. Normal: You can only apply the effects of one critical feat to a given critical hit in addition to the damage dealt. | |
| At 9th level, a sword saint adds his Intelligence bonus (minimum 0) on critical hit confirmation rolls with his favored weapon. In addition, the sword saint may use his magus levels in place of his base attack bonuses to qualify for any fea | |
| CrownOfElementsFeature | |
| CrownOfFearFeature | |
| Crusader | At 1st level, the mystic theurge selects a divine spellcasting class she belonged to before adding the prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new spells known as if she had also |
| Crusader Bonus Feat | A crusader gains a bonus feat at 1st level, then again at 5th level and every five levels thereafter (to a maximum of five at 20th level). These bonus feats must be chosen from the following list: Heavy Armor Proficiency, Shield Bash, Marti |
| Crusader Bonus Feat | A crusader gains a bonus feat at 1st level, then again at 5th level and every five levels thereafter (to a maximum of five at 20th level). These bonus feats must be chosen from the following list: Heavy Armor Proficiency, Shield Bash, Marti |
| Crusader Bonus Feat | A crusader gains a bonus feat at 1st level, then again at 5th level and every five levels thereafter (to a maximum of five at 20th level). These bonus feats must be chosen from the following list: Heavy Armor Proficiency, Shield Bash, Marti |
| You can make a Stunning Fist attempt as a full-round action. If successful, instead of stunning your target, you reduce the target's AC by an amount equal to your Wisdom modifier for 1 minute. This penalty does not stack with other penaltie | |
| 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. Crushing Despair: An invisible cone of despair cause | |
| Cunning Initiative | At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. |
| When an alchemist creates a bomb, he can choose to have it deliver one of the four powerful curses. A creature that takes a direct hit from a cursed bomb must succeed at a Will save or be affected by one of the following curses: Curse of Fe | |
| Cursed Wound | Cursed creatures resist magical healing. Anyone attempting to use magical healing on a creature damaged by a mud golem must pass a DC 26 caster level check, or the healing has no effect on the injured creature. This curse can be removed wit |
| Element: air Type: form infusion Level: 4 Burn: 3 Associated Blasts: air, blizzard, sandstorm, thunderstorm Saving Throw: Reflex half You create a circular rush of wind. All creatures within a 20-foot-radius burst centered on you take half | |
| Daemon Subtype | Daemons are neutral evil outsiders that eat souls and thrive on disaster and ruin. |
| As a gift from your daemonic patrons you gain resist acid 5 and a +2 bonus on saving throws made against poison and death effects. | |
| At 10th level, a mad dog gains damage reduction. At 13th level and every 3 barbarian levels thereafter, this damage reduction rises by 1, to a maximum of DR 4/— at 19th level. A mad dog's war beast gains the same damage reduction as the mad | |
| Damage Reduction | At 5th level, a stalwart defender gains DR 1/—. At 7th level, this DR increases to 3/—, and at 10th level it increases to 5/—. |
| At 10th level, a mad dog gains damage reduction. At 13th level and every 3 barbarian levels thereafter, this damage reduction rises by 1, to a maximum of DR 4/— at 19th level. A mad dog's war beast gains the same damage reduction as the mad | |
| At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19 | |
| At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. Damage reduction can reduce damage to 0 but not below 0. | |
| Damage Reduction 10/- | |
| Damage Reduction 10/adamantine | |
| Damage Reduction 10/adamantine and bludgeoning | |
| Damage Reduction 10/bludgeoning | |
| Damage Reduction 10/chaotic | |
| Damage Reduction 10/cold iron | |
| Damage Reduction 10/cold iron and evil | |
| Damage Reduction 10/cold iron and magic | |
| Damage Reduction 10/evil | |
| Damage Reduction 10/good | |
| Damage Reduction 10/magic | |
| Damage Reduction 10/silver | |
| Damage Reduction 10/silver and good | |
| Damage Reduction 10/slashing | |
| Damage Reduction 10/slashing and good |
