PATHFINDER: KINGMAKER
Feats & abilities
1,201–1,250 of 3,685Page 25 of 74
| Feats & abilities ↑ | Description |
|---|---|
| At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and electricity damage. | |
| At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and cold damage. | |
| 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. Elemental Body I: When you cast this spell, you can | |
| 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. Elemental Body II: When you cast this spell, you can | |
| 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. Elemental Body III: When you cast this spell, you ca | |
| 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. Elemental Body IV: When you cast this spell, you can | |
| Elemental Focus | At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents and additional class skills. She gains he |
| Elemental Focus | At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents and additional class skills. She gains he |
| Your spells of a certain element are more difficult to resist. Benefit: Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you s | |
| Add +1 to the Difficulty Class for all saving throws against spells that deal acid damage. | |
| Add +1 to the Difficulty Class for all saving throws against spells that deal cold damage. | |
| Add +1 to the Difficulty Class for all saving throws against spells that deal electricity damage. | |
| Add +1 to the Difficulty Class for all saving throws against spells that deal fire damage. | |
| At 15th level, you become immune to to grapple, entangle, slow, and difficult terrain. | |
| At 15th level, you gain immunity to combat maneuvers. | |
| At 15th level, you gain +30 feet to your base speed. | |
| Elemental Overflow | At 3rd level, a kineticist's body surges with energy from her chosen element whenever she accepts burn. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, |
| Elemental Overflow | At 3rd level, a kineticist's body surges with energy from her chosen element whenever she accepts burn. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, |
| Elemental Overflow | At 3rd level, a kineticist's body surges with energy from her chosen element whenever she accepts burn. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, |
| Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of electricity damage + 1 for every two sorcerer levels you possess. You can | |
| Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use thi | |
| Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire damage + 1 for every two sorcerer levels you possess. You can use thi | |
| Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of cold damage + 1 for every two sorcerer levels you possess. You can use thi | |
| At 3rd level, you gain acid resistance 10. At 9th level, your acid resistance increases to 20. | |
| At 3rd level, you gain cold resistance 10. At 9th level, your cold resistance increases to 20. | |
| At 3rd level, you gain fire resistance 10. At 9th level, your fire resistance increases to 20. | |
| At 3rd level, you gain electricity resistance 10. At 9th level, your electricity resistance increases to 20. | |
| At 3rd level, you gain cold resistance 10. At 9th level, your cold resistance increases to 20. | |
| At 3rd level, you gain acid resistance 10. At 9th level, your acid resistance increases to 20. | |
| At 3rd level, you gain electricity resistance 10. At 9th level, your electricity resistance increases to 20. | |
| At 3rd level, you gain cold resistance 10. At 9th level, your cold resistance increases to 20. | |
| At 3rd level, you gain fire resistance 10. At 9th level, your fire resistance increases to 20. | |
| At 3rd level, you gain fire resistance 10. At 9th level, your fire resistance increases to 20. | |
| At 3rd level, you gain acid resistance 10. At 9th level, your acid resistance increases to 20. | |
| At 3rd level, you gain electricity resistance 10. At 9th level, your electricity resistance increases to 20. | |
| Elemental Subtype | An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water. |
| 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. Elemental Swarm: This spell opens a portal to an Ele | |
| At 8th level, once per day you can create a wall of energy. You can choose fire, cold, acid, or electricity damage. An immobile, blazing curtain of the chosen energy springs into existence. The wall deals damage of the chosen energy type wh | |
| Element: universal Type: utility Burn: 0 You form a friendship with a fragment of your element. The element speaks back to you empathically, like a familiar. Pick a type of creature usually allowed as a familiar when you gain this wild tale | |
| ElementalPunisherLongbowFeature | |
| ElementalResistance15Feature | |
| This creature is freezing and takes 2d8 cold damage each turn. | |
| Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. | |
| Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Knowledge (Arcana) skill checks made to identify the properties of magic items. | |
| Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon. |
