PATHFINDER: KINGMAKER
Feats & abilities
1,351–1,400 of 3,685Page 28 of 74
| Feats & abilities ↑ | Description |
|---|---|
| Favored Terrain | At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 bonus on initiative checks and Lore (Nature), Perception, and Stealth skill checks when he is in this terrain. At 8th level and every five levels thereafter, the ran |
| Favored Terrain — First World | At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 bonus on initiative checks and Lore (Nature), Perception, and Stealth skill checks when he is in this terrain. At 8th level and every five levels thereafter, the ran |
| Favored Terrain — Forest | At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 bonus on initiative checks and Lore (Nature), Perception, and Stealth skill checks when he is in this terrain. At 8th level and every five levels thereafter, the ran |
| Favored Terrain — Highlands | At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 bonus on initiative checks and Lore (Nature), Perception, and Stealth skill checks when he is in this terrain. At 8th level and every five levels thereafter, the ran |
| Favored Terrain — Plains | At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 bonus on initiative checks and Lore (Nature), Perception, and Stealth skill checks when he is in this terrain. At 8th level and every five levels thereafter, the ran |
| Favored Terrain — Underground | At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 bonus on initiative checks and Lore (Nature), Perception, and Stealth skill checks when he is in this terrain. At 8th level and every five levels thereafter, the ran |
| Favored Terrain — Urban | At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 bonus on initiative checks and Lore (Nature), Perception, and Stealth skill checks when he is in this terrain. At 8th level and every five levels thereafter, the ran |
| 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. Fear: An invisible cone of terror causes each living | |
| Fear Gaze | Causes fear for 1d6 rounds to all creatures within 30 feet. This effect is negated by a successful Will DC 21 check. This is a mind-affecting fear effect, and the save DC is Charisma-based. |
| Fearless | Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. |
| Fearless Defense | While in a defensive stance, the stalwart defender is immune to the shaken and frightened conditions. He must be at least 4th level before selecting this power. |
| Fearless Rage | The barbarian is immune to the shaken and frightened conditions. A barbarian must be at least 12th level to select this rage power. |
| A feat is an ability a character has mastered. Feats often allow characters to circumvent rules or restrictions. Characters gain one feat at the 1st level and every two levels thereafter. Humans receive a bonus feat at 1st level. | |
| Your dashing style and fluid fencing forms allow you to use agility rather than brute force to fell your foes. Benefits: Choose one kind of light or one-handed piercing weapon (such as the rapier). When wielding your chosen weapon one-hande | |
| Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist's full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is | |
| Under the effects of feral mutagen the alchemist gains bat-like wings that give him a +3 dodge bonus to AC against melee attacks and immunity to the effects of difficult terrain. | |
| At 5th level, a mad dog's war beast gains Improved Trip as a bonus feat. Improved Trip: You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than one size category larger than you. I | |
| Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2. | |
| Fey Magic | At 1st level, a feyspeaker allows the strange idylls of the fey to guide her magic. The feyspeaker uses her Charisma score instead of her Wisdom score as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, |
| At 15th level, you get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from the Spell Penetration and Greater Spell Penetration feats. | |
| Fey Magic | At 1st level, a feyspeaker allows the strange idylls of the fey to guide her magic. The feyspeaker uses her Charisma score instead of her Wisdom score as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, |
| At 3rd level, the defender of the true world's animal companion and any creatures she summons with summon nature's ally gain a +1 morale bonus on attack and damage rolls against fey creatures. This bonus increases to +2 at 8th level, +3 at | |
| At 3rd level, the defender of the true world's animal companion and any creatures she summons with summon nature's ally gain a +1 morale bonus on attack and damage rolls against fey creatures. This bonus increases to +2 at 8th level, +3 at | |
| Starting at 4th level, a defender of the true world gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. She treats her natural attacks as cold iron for the purpose of overcoming damage reduction, and | |
| Feyspeaker | 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 |
| FeyType | |
| Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. | |
| Fighter Proficiencies | A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields). |
| Starting at 10th level, a magus counts 1/2 his total magus level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack. | |
| Starting at 7th level, a magus counts his magus level –3 as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack. | |
| Fighter Training | Starting at 10th level, a magus counts 1/2 his total magus level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack. |
| Fighter's Reflexes | As long as he is wielding a weapon from the trained weapon, the fighter applies his weapon training bonus to Reflex saving throws. |
| Fighter's Tactics | All of the fighter's allies are treated as if they had the same teamwork feats as the fighter for the purpose of determining whether the fighter receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feat |
| You can choose to take a –4 penalty on attack rolls and combat maneuver checks to gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility, you gain a +3 dodge bonus to AC when fighting defensively instead. | |
| FinalDeathDaggerFeature | |
| FinalDungeon_GolemAdamantine_QuickenAbilities | |
| FinalDungeon_GolemAdamantine_UpgradeLizards | |
| FinalDungeon_GolemAdamantine_UpgradeVordakai | |
| Finesse Training | At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be |
| Whenever the rogue makes a successful melee attack with a bite natural attack, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to t | |
| Whenever the rogue makes a successful melee attack with a claw natural attack, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to t | |
| Whenever the rogue makes a successful melee attack with a dagger, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage rol | |
| Whenever the rogue makes a successful melee attack with a dueling sword, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the dam | |
| Whenever the rogue makes a successful melee attack with an elven curve blade, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to th | |
| Whenever the rogue makes a successful melee attack with an estoc, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage rol | |
| Whenever the rogue makes a successful melee attack with a handaxe, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage ro | |
| Whenever the rogue makes a successful melee attack with a kama, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, | |
| Whenever the rogue makes a successful melee attack with a kukri, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll | |
| Whenever the rogue makes a successful melee attack with a light hammer, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the dama |
