Feats & abilities
1,201–1,250 of 4,473Page 25 of 90
| Feats & abilities ↑ | Description |
|---|---|
| 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,… |
| 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… | |
| 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… | |
| 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… | |
| 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… |
| Once per day the divine guardian pledges her protection to a willing creature for the day. | |
| 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… | |
| 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… | |
| A paladin can add the axiomatic property to a weapon enhanced with her divine weapon bond, but this consumes 2 points of enhancement bonus granted to this weapon. An axiomatic… | |
| A paladin can add the brilliant energy property to a weapon enhanced with her divine weapon bond, but this consumes 4 points of enhancement bonus granted to this weapon. A… | |
| A paladin can add the disruption property to a weapon enhanced with her divine weapon bond, but this consumes 2 points of enhancement bonus granted to this weapon. A disruption… | |
| A paladin can add the flaming property to a weapon enhanced with her divine weapon bond, but this consumes 1 point of enhancement bonus granted to this weapon. A flaming weapon… | |
| A paladin can add the holy property to a weapon enhanced with her divine weapon bond, but this consumes 2 points of enhancement bonus granted to this weapon. A holy weapon is… | |
| A paladin can add the keen property to a weapon enhanced with her divine weapon bond, but this consumes 1 point of enhancement bonus granted to this weapon. The keen property… | |
| A paladin can add the speed property to a weapon enhanced with her divine weapon bond, but this consumes 3 points of enhancement bonus granted to this weapon. When making a full… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| 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… | |
| DLC2_BossCultist_Autometamagic | |
| DLC3_TrapActorFeature | |
| You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. | |
| A familiar is a magical pet that enhances the character's skills and senses. A dog's master gains a +3 bonus on Lore (Nature) checks and a +2 bonus on Perception checks. | |
| A familiar is a magical pet that enhances the character's skills and senses. A dog's master gains a +3 bonus on Lore (Nature) checks and a +2 bonus on Perception checks. | |
| Their close tie to the natural world grants the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and… | |
| At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his… | |
| A divine caster's deity influences their alignment, what magic they can perform, their values, and how others see them. The character chooses domains (in quantity depending on… | |
| A divine caster's deity influences their alignment, what magic they can perform, their values, and how others see them. The character chooses domains (in quantity depending on… | |
| DoombringingCreatureCruel | |
| DoombringingCreaturePoisonous | |
| Whenever the character inflicts a penalty against a target using the debilitating injury class feature, they can select two penalties to inflict. The target can never be subject… | |
| Your off-hand weapon while dual-wielding strikes with greater power. Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon. Normal: You normally add… | |
| DR15 | |
| Whenever you cast a spell with acid damage, that spell deals +1 point of damage per die rolled. | |
| Whenever you cast a spell with electricity damage, that spell deals +1 point of damage per die rolled. | |
| Whenever you cast a spell with fire damage, that spell deals +1 point of damage per die rolled. | |
| Whenever you cast a spell with electricity damage, that spell deals +1 point of damage per die rolled. | |
| Whenever you cast a spell with acid damage, that spell deals +1 point of damage per die rolled. | |
| Whenever you cast a spell with fire damage, that spell deals +1 point of damage per die rolled. | |
| Whenever you cast a spell with acid damage, that spell deals +1 point of damage per die rolled. | |
| Whenever you cast a spell with fire damage, that spell deals +1 point of damage per die rolled. | |
| Whenever you cast a spell with cold damage, that spell deals +1 point of damage per die rolled. |
