PATHFINDER: KINGMAKER
Feats & abilities
1,451–1,500 of 3,685Page 30 of 74
| Feats & abilities ↑ | Description |
|---|---|
| Element: fire Type: utility Burn: 1 Prerequisites: searing flesh Flickering flames surround you until the next time your burn is removed. While your searing flesh infusion is active, any creature that strikes you with a melee attack takes a | |
| 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. Flame Strike: A flame strike evokes a vertical colum | |
| Element: fire Type: substance infusion Level: 4 Burn: 3 Associated Blasts: blue flame, fire, plasma Saving Throw: Will negates Your kinetic blast is so bright that it blinds your foes. Whenever an infused blast hits a foe and penetrates its | |
| At 19th level, when a stormwalker uses flash step, he can make two ranged attacks after his movement. Both of these attacks are made at his highest base attack bonus. | |
| At 11th level, a stormwalker can move across the battlefield like a bolt of lightning. As a full-round action, he can transform into lightning and move to any unoccupied square within 50 feet without provoking attacks of opportunity. He mak | |
| At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive. Greater Invisibility: This spell functions like invisibi | |
| Flesh of Stone | Element: earth Type: defense Level: — Burn: 0 Your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine. This DR increases by 1 for every 2 kineticist levels you possess beyond 2nd. By accepting 1 point of |
| Flesh of Stone | Element: earth Type: defense Level: — Burn: 0 Your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine. This DR increases by 1 for every 2 kineticist levels you possess beyond 2nd. By accepting 1 point of |
| Flesh of Stone | Element: earth Type: defense Level: — Burn: 0 Your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine. This DR increases by 1 for every 2 kineticist levels you possess beyond 2nd. By accepting 1 point of |
| Flurry of Blows | At 1st level, a monk can make a flurry of blows as a full attack. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and o |
| Flurry of Blows | At 1st level, a monk can make a flurry of blows as a full attack. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and o |
| FlurryOfBlowsLevel11 | |
| When the character is confused and hits a creature with a melee attack that deals sneak attack damage, the character is no longer confused. | |
| When the character is shaken and hits a creature with a melee attack that deals sneak attack damage, the character is no longer shaken. | |
| When the character is sickened and hits a creature with a melee attack that deals sneak attack damage, the character is no longer sickened. | |
| When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit fr | |
| ForceResistance20 | |
| ForceResistance30 | |
| At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choo | |
| At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20. | |
| Forewarned: You receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20. Diviner's Fortune: When you activate this school power, | |
| ForewarningShieldFeature | |
| Fortification50 | |
| Crude and boorish, foulspawn take a particular delight in giving offense and scandalizing polite society. They enjoy violating taboos even more than breaking laws, especially if it means degrading or repulsing an innocent. Foulspawn have a | |
| Element: fire Type: utility Burn: 0 Prerequisites: fire blast Saving Throw: none Spell Resistance: yes You surround a creature with glowing flames that outline it, as per faerie fire. | |
| Element: fire Type: substance infusion Level: 3 Burn: 2 Prerequisites: foxfire Associated Blasts: blue flame, fire Saving Throw: Will partial Your blast leaves behind flickering flames that reveal the target's location as per faerie fire fo | |
| Elements: earth or water Type: form infusion Level: 7 Burn: 4 Prerequisites: extended range Associated Blasts: earth, ice, metal Saving Throw: none or Reflex half; see text You throw a volatile sphere of solid matter that shatters into coun | |
| At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. At 5th level a | |
| At 4th level, a freebooter forms a bond with her crewmates. This bond allows her to spend a move action to grant her allies extra combat prowess when they work as a team. All allies within 30 feet who can see or hear the freebooter gain an | |
| At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your level in the class that gave you access to this domain. Allies within this aura are not affected by difficult terrain or the confused, frighte | |
| Frightening | Whenever a thug successfully uses Persuasion to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug makes the target frightened for 1 round |
| A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard's | |
| 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. Frightful Aspect: You become a larger, awful version | |
| Full Caster | This unit is a full caster. |
| You can use strength and agility to send foes crashing to the ground. Benefit: When making a trip attack, add your Dexterity bonus to your CMB. | |
| GaetaneFeatures | |
| Gain Leverage | At 7th level, a spawn slayer learns techniques to counteract a foe's size advantage. When performing a combat maneuver against a studied target of Large or larger size, the spawn slayer gains a bonus on the check equal to the creature's siz |
| Gardener_LightningBoltMetamagic | |
| Gardener_ShieldMetamagic | |
| GargoyleTreantFirefobia | |
| If she has both hands free, a kineticist can gather energy or elemental matter as a move action. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. T | |
| Gather Power | If she has both hands free, a kineticist can gather energy or elemental matter as a move action. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. T |
| Gaze | In humanoid form, a ghaele's gaze attack slays evil creatures of 5 HD or less (range 60 feet, Will DC 18 negates, shaken for 2d10 rounds on a successful save). Non-evil creatures and evil creatures with more than 5 HD must succeed at a DC 1 |
| Gear's Rule | |
| Gear's Rule | |
| Gear's Rule | |
| Whenever the magus enhances his weapon using his arcane pool, he adds the brilliant energy and ghost touch special abilities to the list of available options. | |
| Whenever the magus enhances his weapon using his arcane pool, he adds the brilliant energy and ghost touch special abilities to the list of available options. |
