PATHFINDER: KINGMAKER
Feats & abilities
851–900 of 3,685Page 18 of 74
| Feats & abilities ↑ | Description |
|---|---|
| Damage Reduction 10/slashing and magic | |
| Damage Reduction 15/adamantine | |
| Damage Reduction 15/Bludgeoning | |
| Damage Reduction 15/cold iron | |
| Damage Reduction 15/epic | |
| Damage Reduction 15/evil | |
| Damage Reduction 15/good | |
| Damage Reduction 15/magic | |
| Damage Reduction 15/Magic | |
| Damage Reduction 15/silver | |
| Damage Reduction 2/cold iron | |
| Damage Reduction 5-10/cold iron | |
| Damage Reduction 5/- | |
| Damage Reduction 5/adamantine | |
| Damage Reduction 5/bludgeoning | |
| Damage Reduction 5/cold iron | |
| Damage Reduction 5/cold iron and magic | |
| Damage Reduction 5/evil | |
| Damage Reduction 5/good | |
| Damage Reduction 5/magic | |
| Damage Reduction 5/silver | |
| Damage Reduction 5/slashing | |
| DamageResistance2Feature | |
| DamageResistance2MeleeFeature | |
| At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). | |
| At 3rd level, an archaeologist gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses | |
| At 3rd level, a barbarian gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. These bonuses increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th level). | |
| Dark Revelation | |
| Dark Studies | A dark elementalist's base Will save bonus from the kineticist class is equal to 2 + 1/2 her kineticist level, and her base Reflex and Fortitude save bonuses are equal to 1/3 her kineticist level. She gains all Knowledge and Lore skills as |
| DarkAcolytesRobeFeature | |
| DarkElementalistSoulPowerDoneFeature | |
| DarkElementalistSuccessfullSoulPowerFeature | |
| DarkForstFeature | |
| DarkMastersRobeFeature | |
| You manipulate shadows and darkness. Touch of Darkness: As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, sufferin | |
| DarknessDomainAllowed | |
| DarknessDomainSpellListFeature | |
| DarknessDomainSpellListFeatureDruid | |
| DarwenMercenaryMeleeFeatureListLevel | |
| DarwenMercenaryRangedFeatureListLevel | |
| DarwenMercenaryRogueMeleeFeatureListLevel | |
| Your skill with your favored weapon can frighten enemies. Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make a Persuasion (intimidate) check to demor | |
| Element: fire Type: substance infusion Level: 1 Burn: 1 Associated Blasts: blue flame, fire, plasma Saving Throw: Will negates Your kinetic blast shines brightly, making it harder for your foes to see. If your blast hits a foe (and penetrat | |
| Dead Man's Hat | |
| Deadly Accuracy | If the barbarian scores a critical threat while in the lethal stance, she applies double the lethal stance's bonus when rolling to confirm the critical. A barbarian must have the lethal stance rage power and be at least 4th level to select |
| You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by | |
| Element: earth Type: form infusion Level: 6 Burn: 4 Prerequisites: extended range Associated Blasts: earth, magma, metal, mud Saving Throw: none You infuse the ground in a 20-foot radius anywhere within 50 feet of you. The ground roils and | |
| A bard of 20th level can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC | |
| You can cause the living to bleed at a touch, and find comfort in the presence of the dead. Bleeding Touch: As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number o |
