PATHFINDER: KINGMAKER
Feats & abilities
1,551–1,600 of 3,685Page 32 of 74
| Feats & abilities ↑ | Description |
|---|---|
| GoblinRogueFeatureListLevel8 | |
| GoblinRogueFeatureListLevel9 | |
| GoldenHallucinationBracersFeature | |
| GolemAutumnImmunity | |
| GolemGoldBoss_PrismaticSprayFeature | |
| GolemIronBoss_PoisonOnAttack | |
| You have pledged your life and soul to goodness and purity. Touch of Good: You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your level in t | |
| Good Subtype | This subtype is usually applied to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depen |
| GoodDomainAllowed | |
| GoodDomainSpellListFeature | |
| GoodDomainSpellListFeatureDruid | |
| Gorum, also known as "Our Lord in Iron," is a god of battle above all other pursuits; it is said that he would rust away into nothingness if there was ever a time with no more conflicts to be fought. His faithful believe he is present in ev | |
| Gozreh is a dualistic deity of nature, a god of the storm and sky and also a goddess of the wave and surf. Born of the ocean's fury and the wind's wrath, Gozreh is a fickle deity. Domains: Air, Animal, Plant, Water, Weather. Favored Weapon: | |
| Grace | At 4th level, a duelist gains an additional +2 competence bonus on all Reflex saving throws. |
| The alchemist's cognatogen now grants a +6 natural armor bonus, a +8 alchemical bonus to one mental ability score (Intelligence, Wisdom, or Charisma), a +6 alchemical bonus to a second mental ability score, and a +4 alchemical bonus to a th | |
| At 20th level, the alchemist makes a grand discovery. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work. | |
| Grand Mutagen | The alchemist's mutagen now grants a +6 natural armor bonus, a +8 alchemical bonus to one ability score (Strength, Dexterity, or Constitution), a +6 alchemical bonus to a second physical ability score, and a +4 alchemical bonus to a third p |
| Element: universal Type: substance infusion Level: 5 Burn: 3 Associated Blasts: any Saving Throw: Reflex negates Anyone affected by your cloud, deadly earth, or wall blast must make a Reflex save. If the save fails, the creature gains the g | |
| At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorce | |
| Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this abili | |
| As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is a | |
| You get a +2 bonus on all Fortitude saving throws. | |
| At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6. | |
| Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with total concealment as if they had normal concealment (20% miss chance instead of 50%). You may still reroll a miss chance percentile roll | |
| You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from you and all of your allies. | |
| The alchemist's cognatogen now grants a +4 natural armor bonus, a +6 alchemical bonus to one mental ability score (Intelligence, Wisdom, or Charisma), and a +4 alchemical bonus to a second mental ability score. The alchemist takes a –2 pena | |
| You receive a +2 bonus on checks made to attempt a dirty trick. This bonus stacks with the bonus granted by Dirty Trick. Whenever you successfully perform a dirty trick, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which yo | |
| You receive a +2 bonus on checks made to attempt a disarm. This bonus stacks with the bonus granted by Disarm. Whenever you successfully perform a disarm, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack excee | |
| Greater Domain Power | At 8th level, you can use your domain's greater power. |
| Choose an energy type to which you have already applied the Elemental Focus feat. Any spells you cast of this energy type are very hard to resist. Prerequisite: Elemental Focus. Benefit: Add +1 to the Difficulty Class for all saving throws | |
| Add +1 to the Difficulty Class for all saving throws against spells that deal acid damage. This bonus stacks with the bonus from Elemental Focus. | |
| Add +1 to the Difficulty Class for all saving throws against spells that deal cold damage. This bonus stacks with the bonus from Elemental Focus. | |
| Add +1 to the Difficulty Class for all saving throws against spells that deal electricity damage. This bonus stacks with the bonus from Elemental Focus. | |
| Add +1 to the Difficulty Class for all saving throws against spells that deal fire damage. This bonus stacks with the bonus from Elemental Focus. | |
| Greater Mutagen | The alchemist's mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a –2 |
| Your attacks made with weapons selected with Weapon Focus ignore up to 10 points of damage reduction. | |
| At 15th level, when using Power Attack with a two-handed melee weapon, the bonus damage from Power Attack is doubled (+100%) instead of increased by half (+50%). | |
| At 11th level, a barbarian's bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +3. In addition, the amount of temporary hit points gained when entering a rage increases to | |
| At 9th level, an Aldori swordlord's saving slash has a 50% chance of reducing a critical hit to a normal hit. | |
| You are skilled at deflecting blows with your shield. Benefit: Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus. | |
| At 19th level, the magus gains access to an expanded spell list. He learns 6 spells of any levels from 1st to 6th from the wizard's spell list and places them into his spellbook as magus spells of their wizard level. | |
| At 14th level, the magus gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus from Improved Spell Combat increases to +4. | |
| Choose a school of magic to which you have already applied the Spell Focus feat. Any spells you cast of this school are very hard to resist. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of mag | |
| Add +1 to the Difficulty Class for all saving throws against spells from the Abjuration school of magic. This bonus stacks with the bonus from Spell Focus. | |
| Add +1 to the Difficulty Class for all saving throws against spells from the Conjuration school of magic. This bonus stacks with the bonus from Spell Focus. | |
| Add +1 to the Difficulty Class for all saving throws against spells from the Divination school of magic. This bonus stacks with the bonus from Spell Focus. | |
| Add +1 to the Difficulty Class for all saving throws against spells from the Enchantment school of magic. This bonus stacks with the bonus from Spell Focus. | |
| Add +1 to the Difficulty Class for all saving throws against spells from the Evocation school of magic. This bonus stacks with the bonus from Spell Focus. | |
| Add +1 to the Difficulty Class for all saving throws against spells from the Illusion school of magic. This bonus stacks with the bonus from Spell Focus. | |
| Add +1 to the Difficulty Class for all saving throws against spells from the Necromancy school of magic. This bonus stacks with the bonus from Spell Focus. |
