PATHFINDER: KINGMAKER

Feats & abilities

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Feats & abilitiesDescription
Improved Great FortitudeYou get a +2 bonus on all Fortitude saving throws.
Improved InitiativeYour quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.
Improved Iron WillYou get a +2 bonus on all Will saving throws.
Improved Lightning ReflexesYou get a +2 bonus on all Reflex saving throws.
Improved Natural ArmorThe creature's natural armor bonus increases by +1.
Improved Precise ShotYour 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 QuarryAt 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 ReactionAt 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.
Improved Spell CombatAt 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.
Improved Spell RecallAt 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).
Improved Two-Weapon FightingYou get a second attack with your off-hand weapon, albeit at a –5 penalty.
Improved Unarmed StrikeYou are considered to be armed even when unarmed — you can make unarmed attacks that deal 1d3 bludgeoning damage (if Medium; 1d2 if Small).
Improved Uncanny DodgeThe 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 DodgeThe 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 Vital StrikeYou 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
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ImprovedStealthAmbushPlus100Fact
In Harm's WayWhen 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.
Incite Rage — EnemiesAt 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
IncorporealYou 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.
Incorporeal FormAt 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
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Increased Damage ReductionThe 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 ReductionThe 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.
Indomitable StanceAn 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.
Indomitable WillWhile 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.
Infernal Bloodline ArcanaWhenever you cast a spell of the charm subschool, increase the spell's DC by +2.
Infernal ResistancesAt 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.
Infernal ResistancesAt 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.
Infernal ResistancesAt 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
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Infuse ArrowA 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
Infused CurativeAt 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.
InfusionThe 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
InfusionAt 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 SpecializationAt 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
InquisitorAt 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 ProficienciesAn 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).
Inquisitor Spell (1st Level)You can select new known inquisitor spells when you gain a new level in mystic theurge.
Inquisitor Spell (1st Level)You can select new known inquisitor spells when you gain a new level in mystic theurge.
Inquisitor Spell (2nd Level)You can select new known inquisitor spells when you gain a new level in mystic theurge.
Inquisitor Spell (2nd Level)You can select new known inquisitor spells when you gain a new level in mystic theurge.
Feats & abilities — Page 38 — Kingmaker