PATHFINDER: KINGMAKER
Feats & abilities
51–100 of 3,685Page 2 of 74
| Feats & abilities ↑ | Description |
|---|---|
| Advice | A sensei's advice is identical to bardic performance, allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei's level, usable a total number of rounds per da |
| At 13th level, a sensei can start a bardic performance as a move action. | |
| At 7th level, a sensei can start a bardic performance as a swift action. | |
| Element: air Type: utility Burn: 0 You gain an amount of electricity resistance equal to twice your current amount of burn. | |
| Element: air Type: utility Burn: 1 Prerequisites: enveloping winds You use wind to buffet yourself away from area attacks. Until the next time your burn is removed, you gain evasion ability. Evasion: Whenever you make a Reflex saving throw | |
| You've learned to use your quickness in place of brute force when performing combat maneuvers. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Streng | |
| Air Blast | Element: air Type: simple blast Level: — Burn: 0 Blast Type: physical Damage: bludgeoning You batter a single foe with a gust of air. |
| Element: air Type: simple blast Level: — Burn: 0 Blast Type: physical Damage: bludgeoning You batter a single foe with a gust of air. | |
| Air Class Skills | An aerokineticist adds Lore (nature) to her list of class skills. |
| You can manipulate lightning, mist, and wind, and are resistant to electricity damage. Lightning Arc: As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electri | |
| Air Mastery | Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental. |
| Air Subtype | This subtype is usually used for outsiders with a connection to the Elemental Planes of Air. |
| Element: air Type: utility Burn: — When using air blasts, air wild talents, or composite blasts that include air, double the blast's effective range. This effect applies after altering the range due to effects such as the extended range inf | |
| Airborne | |
| AirDomainAllowed | |
| AirDomainSpellListFeature | |
| AirDomainSpellListFeatureDruid | |
| AirKineticBladeFeature | |
| At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as an acid flask or alchemist's fire. This action consumes the alchemical item, but transfers its effect to the wea | |
| At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as an acid flask or alchemist's fire. This action consumes the alchemical item, but transfers its effect to the wea | |
| At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as an acid flask or alchemist's fire. This action consumes the alchemical item, but transfers its effect to the wea | |
| Alchemist Proficiencies | Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields. |
| You gain a +2 bonus on initiative checks as long as you start combat with a dueling sword. As long as you wield only a single dueling sword in one hand (not using a shield or an off-hand weapon), you gain a +2 shield bonus to your AC. Altho | |
| You get a +2 bonus on Perception skill checks. If you have 10 or more ranks in that skill, the bonus increases to +4. | |
| A druid who changes to a prohibited alignment loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she returns t | |
| A paladin who ceases to be lawful good loses all paladin spells and class features. She cannot thereafter gain levels as a paladin until she changes the alignment back. | |
| All-Around Vision | The creature sees in all directions at once. It cannot be flanked. |
| With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells. Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 bonus on concentration checks and level checks | |
| Ambrosial Attire of Arcane Annihilation | |
| AmiriFeatureList | |
| AmiriFeatureListLevel1 | |
| AmiriFeatureListLevel10 | |
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| AmiriFeatureListLevel9 | |
| AmuletOfEvilDoomFeature | |
| AmuletOfFourElementsEnchant | |
| AmuletOfInnerVirtueFeature | |
| AncestralDwarwenShieldFeature | |
| Angel Subtype | Angels are a race of celestials, or good outsiders, native to the good-aligned outer planes. |
| As a move action, Tristian can adopt his angelic form. All cure spells and spells from Fire domain he casts in this form are maximized, as if using Maximize Spell feat, and he gains immunity to fire. Also, in this form he has wings, which g | |
| Angelkin are mortal paragons of exceptional beauty, and they serve as exemplars of good and light regardless of the myriad forms they may take. Angel-blooded aasimars have a +2 racial bonus to Strength and Charisma, and a +2 racial bonus on | |
| Animal Companion |
