Feats & abilities
51–100 of 4,473Page 2 of 90
| Feats & abilities ↑ | Description |
|---|---|
| AdamantineArmorHeavyFeature | |
| AdamantineArmorLightFeature | |
| AdamantineArmorMediumFeature | |
| Half-elves receive Skill Focus as a bonus feat at 1st level. | |
| At 4th level, an Aldori swordlord learns to adapt his fighting style to counter his enemy's strengths. An Aldori swordlord reduces the attack roll penalty for fighting… | |
| At 15th level, whenever you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned. | |
| Adhesive Entanglement | |
| After 10th level, a character can choose one of the advanced rogue talents in place of a rogue talent. | |
| 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… |
| 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… | |
| 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… | |
| As a standard action, the Defaced Sister can emit an agonized wail that affects all creatures within 120 feet. This wail causes those who experience it to become shaken (Will DC… | |
| Element: air Type: simple blast Level: — Burn: 0 Blast Type: physical Damage: bludgeoning You batter a single foe with a gust of air. | |
| 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. | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, in this case an acid flask. This action consumes the… | |
| At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, in this case an acid flask. This action consumes the… | |
| At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, in this case an acid flask. This action consumes the… | |
| At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, in this case alchemist's fire. This action consumes the… | |
| At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, in this case alchemist's fire. This action consumes the… | |
| At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, in this case alchemist's fire. This action consumes the… | |
| On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb… | |
| Alchemist Proficiencies | Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields. |
| You can throw a flask of alchemist's fire as a splash weapon with a range of 30 feet. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point… | |
| You can throw a flask of alchemist's fire as a splash weapon with a range increment of 10 feet. A direct hit deals 2d6 points of fire damage. Every creature within 5 feet of the… | |
| 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… | |
| 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).… | |
| 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,… |
