PATHFINDER: KINGMAKER
Feats & abilities
1,851–1,900 of 3,685Page 38 of 74
| Feats & abilities ↑ | Description |
|---|---|
| You get a +2 bonus on all Fortitude saving throws. | |
| Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks. | |
| You get a +2 bonus on all Will saving throws. | |
| You get a +2 bonus on all Reflex saving throws. | |
| Improved Natural Armor | The creature's natural armor bonus increases by +1. |
| Your ranged attacks ignore anything but total concealment and cover. Benefit: Your ranged attacks ignore the miss chance granted to targets by anything less than total concealment. Total concealment provides their normal benefits against yo | |
| Improved Quarry | At 19th level, the character's ability to hunt his quarry improves. He can now select a quarry as a free action and his insight bonus to attack his quarry increases to +4. |
| Improved Reaction | At 2nd level, a duelist gains a +2 bonus on initiative checks. At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat. |
| At 8th level, the magus's ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks. | |
| At 11th level, the magus's ability to recall spells using his arcane pool becomes more efficient. Whenever he recalls a spell with spell recall, he expends a number of points from his arcane pool equal to 1/2 the spell's level (minimum 1). | |
| You get a second attack with your off-hand weapon, albeit at a –5 penalty. | |
| You are considered to be armed even when unarmed — you can make unarmed attacks that deal 1d3 bludgeoning damage (if Medium; 1d2 if Small). | |
| The character can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. | |
| Improved Uncanny Dodge | The character can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. |
| You can make a single attack that deals a large amount of damage. Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three time | |
| ImprovedStealthAmbushFact | |
| ImprovedStealthAmbushPlus100Fact | |
| When a target of the divine guardian's divine troth ability is attacked, she may use an attack of opportunity to provide her ally with a +4 bonus to AC. | |
| At 6th level, the thundercaller can induce a furious rage in all enemies within 30 feet. This effect functions as the rage spell and lasts as long as the target can hear the thundercaller's performance. Unwilling creatures can be affected i | |
| Incorporeal | You take no damage from non-magic weapons, you also take only half damage from any source which deals neither ghost, holy, divine or force damage. |
| At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You take no damage from non-magic weapons. You also take only half damage from any source not dealing ghost, hol | |
| IncorporealACFeature1 | |
| IncorporealACFeature2 | |
| IncorporealACFeature3 | |
| IncorporealACFeature4 | |
| IncorporealACFeature5 | |
| IncorporealACFeature6 | |
| IncorporealACFeature7 | |
| IncorporealACFeature8 | |
| Increased Damage Reduction | The stalwart defender's damage reduction from this class increases by 1/—. This increase is always active while the stalwart defender is in a defensive stance. He can select this power up to two times. Its effects stack. The stalwart defend |
| Increased Damage Reduction | The barbarian's damage reduction increases by 2/—. A barbarian can select this rage power up to three times. Its effects stack. A barbarian must be at least 8th level to select this rage power. |
| An armored hulk gains a +1 bonus on combat maneuver checks and to CMD, and on Reflex saves against trample attacks. She also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures. | |
| While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage. | |
| Whenever you cast a spell of the charm subschool, increase the spell's DC by +2. | |
| At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4. | |
| At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4. | |
| At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4. | |
| InfernalBondRingFeature | |
| InfernalCordGreaterFeature | |
| Infuse Arrow | A Wild Hunt archer can cast a single spell-like ability, within touch range, as a part of a full attack. If he does so, the spell infuses his bow and travels with the next arrow he fires. If a creature is struck by that arrow, the target is |
| At 2nd level, a chirurgeon's extracts of remove disease, remove blindness, neutralize poison, and cure spells automatically act as infusions and can be used not only on himself but on other people as well. | |
| Infusion | The infusion discovery allows an alchemist to use his extracts not only on himself but on other people as well. With this discovery, all alchemist extracts will behave exactly like spells of the same names when considering targets and range |
| Infusion | At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her |
| Infusion Specialization | At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can't reduce the total cost of the infusions used below 0. She reduces the burn cost by 1 additional |
| Inquisitor | 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 |
| Inquisitor Proficiencies | An inquisitor is proficient with all simple weapons, plus the longbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields). |
| You can select new known inquisitor spells when you gain a new level in mystic theurge. | |
| You can select new known inquisitor spells when you gain a new level in mystic theurge. | |
| You can select new known inquisitor spells when you gain a new level in mystic theurge. | |
| You can select new known inquisitor spells when you gain a new level in mystic theurge. |
