PATHFINDER: KINGMAKER
Feats & abilities
951–1,000 of 3,685Page 20 of 74
| Feats & abilities ↑ | Description |
|---|---|
| Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues. | |
| Determined Zeal | At 2nd level, a deliverer shrugs off attempts by his moral opposite to control or kill him. On any round in which deliverer attacks an opponent whose alignment is at least two steps away from his own (such as a lawful good deliverer fightin |
| Element: fire Type: form infusion Level: 4 Burn: 3 Associated Blasts: blue flame, fire Saving Throw: Reflex half Flames explode outward from your body, dealing your blast damage to all creatures within a 20 foot radius. | |
| At 19th level, as a standard action, a two-handed fighter may make a single melee attack with a two-handed weapon at a –5 penalty. If the attack hits, it is treated as a critical threat. Special weapon abilities that activate only on a crit | |
| Devil Subtype | Devils are lawful evil outsiders that hail from the plane of Hell. |
| DevilsBootsFeature | |
| DevilsSashFeature | |
| Whenever the magus enhances his weapon using his arcane pool, he adds the anarchic, axiomatic, holy, or unholy special abilities to the list of available options. A magus may only add one of these abilities if it matches his own alignment. | |
| Whenever the magus enhances his weapon using his arcane pool, he adds the anarchic, axiomatic, holy, or unholy special abilities to the list of available options. A magus may only add one of these abilities if it matches his own alignment. | |
| Devotion | An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects. |
| DevourerEnergyDrainFeature | |
| At 7th level, an Aldori swordlord does not provoke attacks of opportunity when standing up from prone. | |
| You are especially hard to kill. When your hit point total is below 0 but you are not killed, you can fight on for 1 more round as if disabled. At the end of your next turn, unless brought to above 0 hit points, you immediately fall unconsc | |
| DifficultOpponent | |
| DifficultyAdvancementBaseFeature | |
| 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. Dimension Door: You instantly transfer yourself from | |
| The magus can expend 2 points from his arcane pool as a swift action to resolve all of his melee weapon attacks until the end of his turn as melee touch attacks. | |
| The magus can expend 2 points from his arcane pool as a swift action to resolve all of his melee weapon attacks until the end of his turn as melee touch attacks. | |
| At 8th level, you can teleport up to 10 feet per level in the class that gave you access to this domain per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity | |
| At 8th level, you can use this ability to teleport up to 30 feet as a move action. You can use this ability a total number of times per day equal to your wizard level. | |
| At 6th level, a grenadier can detonate a bomb so that it splashes in a 30-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. Each creature within the cone takes | |
| A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The eff | |
| This feat gives the character an ability to perform the dirty trick combat maneuver. It also grants a +2 bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it. You can attempt to hinder a foe in melee a | |
| This feat gives the character an ability to perform the disarm combat maneuver. It also grants a +2 bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it. You can attempt to disarm a foe in melee as a s | |
| At 6th level, when a swordlord successfully disarms an opponent using a dueling sword, the swordlord also deals normal damage to the target, but without the normal Strength bonus to damage. | |
| Discovery | At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries ca |
| Disease | A trollhound's saliva is an infectious brew of filth and contagion. Creatures bitten by a trollhound are often afflicted with bloodfire fever, a disease characterized by deep internal pains, and the feeling that one's blood is on fire. Addi |
| 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. Dismissal: This spell forces an extraplanar creature | |
| 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. Dispel Magic: One object, creature, or spell is the | |
| 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. Dispel Magic: You can use dispel magic to end one on | |
| 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. Dispel Magic, Greater: This functions as a targeted | |
| 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. Dispel Magic, Greater: This functions as a targeted | |
| An opponent that is dealt sneak attack damage by a character with this ability is affected by a targeted dispel magic affecting one of the spell effects active on the target. The caster level for this ability is equal to the character's lev | |
| When the alchemist creates a bomb, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel magic spell, using the alchemist's level as th | |
| At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four levels in the class that gave you access to this domain beyo | |
| At 2nd level, an Aldori swordlord adds a bonus equal to half his class level on Persuasion skill checks made to intimidate. He also gains an additional +1 bonus on Persuasion skill checks made to intimidate while using Dazzling Display with | |
| At 6th level, a divine hunter can expend two uses of her lay on hands ability to use her lay on hands ability on a target within 5 feet per paladin level. A paladin can heal the wounds of others by touch. With one use of this ability, a pal | |
| An eldritch knight adds his level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats (if he has no fighter levels, treat his eldritch knight levels as levels of fighter). He also adds his level to | |
| Divine Anathema | At 10th level, if the studied target's alignment is at least two steps away from that of the deliverer, the deliverer's attacks deal an additional 2d6 points of damage; this damage is directly from divine power. This ability replaces the ad |
| When a target of the divine guardian's divine troth ability is attacked, she may use an attack of opportunity to provide her ally with a +4 bonus to AC. | |
| At 8th level, you can call on your deity to give you unnatural luck. This ability functions like Bit of Luck, but it affects you and lasts for a number of rounds equal to 1/2 your level in the class that gave you access to this domain. | |
| Divine Grace | At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. |
| Divine Guardian Bonus Feat | A divine guardian gains a bonus feat at 7th level, and additional bonus feats at 10th and 13th level. These bonus feats must be chosen from the following list: Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Great Fort |
| Divine Health | At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. |
| Upon reaching 5th level, a divine hunter forms a divine bond with her ranged weapon. As a standard action, she can call upon the aid of a celestial spirit for 1 minute per paladin level. At 5th level, this spirit grants the weapon a +1 enha | |
| Upon reaching 5th level, a divine hunter forms a divine bond with her ranged weapon. As a standard action, she can call upon the aid of a celestial spirit for 1 minute per paladin level. At 5th level, this spirit grants the weapon a +1 enha | |
| Divine Hunter Proficiencies | Divine hunters are proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields). |
| Divine Spellcasting | 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 |
| Once per day the divine guardian pledges her protection to a willing creature for the day. | |
| Upon reaching 5th level, a paladin forms a divine bond with her weapon. As a standard action, she can call upon the aid of a celestial spirit for 1 minute per paladin level. At 5th level, this spirit grants the weapon a +1 enhancement bonus |
