Feats & abilities
801–850 of 4,473Page 17 of 90
| Feats & abilities ↑ | Description |
|---|---|
| Channeling negative energy causes a burst that damages all living creatures in a 30-foot radius centered on the cleric. The amount of damage inflicted is equal to 1d6 points of… | |
| Channeling negative energy causes a burst that heals all undead creatures in a 30-foot radius centered on the cleric. The amount of damage healed is equal to 1d6 points of damage… | |
| 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… | |
| 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… | |
| 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 +… | |
| 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.… | |
| Channeling positive energy causes a burst that damages all undead creatures in a 30-foot radius centered on the cleric. The amount of damage inflicted is equal to 1d6 points of… | |
| Channeling positive energy causes a burst that damages all undead creatures in a 30-foot radius centered on the paladin. The amount of damage inflicted is equal to 1d6 points of… | |
| Channeling positive energy causes a burst that damages all undead creatures in a 30-foot radius centered on the hospitaler. The amount of damage inflicted is equal to 1d6 points… | |
| Channeling positive energy causes a burst that damages all undead creatures in a 30-foot radius centered on the sorcerer. The amount of damage inflicted is equal to 3d6 points of… | |
| Channeling positive energy causes a burst that heals all living creatures in a 30-foot radius centered on the hospitaler. The amount of damage healed is equal to 1d6 points of… | |
| Channeling positive energy causes a burst that heals all living creatures in a 30-foot radius centered on the sorcerer. The amount of damage healed is equal to 3d6 points of… | |
| Channeling positive energy causes a burst that heals all living creatures in a 30-foot radius centered on the paladin. The amount of damage healed is equal to 1d6 points of… | |
| Channeling positive energy causes a burst that heals all living creatures in a 30-foot radius centered on the cleric. The amount of damage healed is equal to 1d6 points of damage… | |
| 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. |
| This rod grants its wielder the ability to make up to three kinetic blasts they cast per day quickened as though using the Quicken Spell feat. | |
| 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.… | |
| 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… | |
| Chaos Flare deals 20d12 damage to all targets within a 60 foot cone. Half the damage is fire damage, but the other half results directly from divine power and is therefore not… | |
| 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… |
| 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… | |
| 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… | |
| Element: universal Type: form infusion Level: 1 Burn: 1 Associated Blasts: any Saving Throw: none You form a weapon using your kinetic abilities. You create a nonreach, light or… | |
| 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… | |
| 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… | |
| 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… | |
| 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. | |
| 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,… | |
| 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,… | |
| Instead of dealing damage, this bomb exposes creatures around it to choking gas. Creatures that take a direct hit or are in the splash area must succeed at a Fortitude save or… | |
| Instead of dealing damage, this bomb exposes creatures around it to choking gas. Creatures that take a direct hit or are in the splash area must succeed at a Fortitude save or… | |
| Chosen of Sarenrae | Sarenrae will automatically save Tristian from dying and teleport him to a safe location should he fall in battle. |
| Chosen Weapon | A sword saint is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A sword saint is not proficient with armor or shields and suffers… |
| A sword saint is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A sword saint is not proficient with armor or shields and suffers… | |
| 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… | |
| Additional class skill from the Abyssal bloodline. |
