PATHFINDER: KINGMAKER
Feats & abilities
1,151–1,200 of 3,685Page 24 of 74
| Feats & abilities ↑ | Description |
|---|---|
| Earth Mastery | An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is flying, the elemental takes a –4 penalty on attack and damage rolls. |
| Earth Subtype | This subtype is usually used for outsiders with a connection to the Elemental Planes of Earth. |
| EarthDomainAllowed | |
| EarthDomainSpellListFeature | |
| EarthDomainSpellListFeatureDruid | |
| EarthKineticBladeFeature | |
| An ecclesitheurge is proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and the favored weapon of his deity, but he's not proficient with any type of armor or shield. | |
| Effortless Dual-Wielding | The fighter treats all one-handed weapons that belong to the trained weapon group as though they were light weapons when determining his penalties on attack rolls for fighting with two weapons. |
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| Elaborate Defense | At 7th level and higher, if a duelist chooses to fight defensively in melee combat, she gains an additional +1 dodge bonus to AC for every 3 levels of duelist she has attained. |
| ElderFireElementalBurnFeature | |
| ElderToothFeature | |
| At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Charisma modifier. T | |
| Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, short sword, and shortbow. An eldritch scoundrel is not proficient with any armor or shields. Armor sometimes interferes with an eldritch scoundrel's gestures, w | |
| Element: air Type: simple blast Level: — Burn: 0 Blast Type: energy Damage: electricity You shoot an arc of electricity to shock a single foe. | |
| At 1st level, the arcane bomber gains an ability nearly identical to the alchemist's bomb ability. Unlike the alchemist, at 1st level, the arcane bomber chooses one type of energy from the following list: acid, cold, fire, and electricity. | |
| At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity. | |
| At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity. | |
| Electricity Resistance 10 | Creature ignores 10 points of electricity damage per attack. It doesn't matter whether the damage has a mundane or magical source. |
| Electricity Resistance 15 | Creature ignores 15 points of electricity damage per attack. It doesn't matter whether the damage has a mundane or magical source. |
| Electricity Resistance 20 | Creature ignores 20 points of electricity damage per attack. It doesn't matter whether the damage has a mundane or magical source. |
| Electricity Resistance 25 | Creature ignores 25 points of electricity damage per attack. It doesn't matter whether the damage has a mundane or magical source. |
| Electricity Resistance 30 | Creature ignores 30 points of electricity damage per attack. It doesn't matter whether the damage has a mundane or magical source. |
| Electricity Resistance 5 | Creature ignores 5 points of electricity damage per attack. It doesn't matter whether the damage has a mundane or magical source. |
| ElectricityResistance10Feature | |
| ElectricityResistance15Feature | |
| ElectricityResistance20Feature | |
| ElectricityResistance30Feature | |
| ElectricKineticBladeFeature | |
| Elemental Bastion | At 1st level, the kinetic knight becomes proficient with medium and heavy armor and shields (except tower shields). A kinetic knight gains the elemental defense ability at 4th level, rather than 2nd. This ability alters elemental defense. |
| Elemental Blade | At 1st level, a kinetic knight gains the kinetic blade form infusion, and it costs 0 points of burn instead of 1 point. She can't use her kinetic blast without the kinetic blade form infusion or an infusion that lists kinetic blade as a pre |
| At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of cold damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that | |
| At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that | |
| At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of electricity damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatur | |
| At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of acid damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that | |
| At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and fire damage. | |
| At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and acid damage. |
