PATHFINDER: KINGMAKER

Feats & abilities

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Feats & abilitiesDescription
Inquisitor Spell (3rd Level)You can select new known inquisitor spells when you gain a new level in mystic theurge.
Inquisitor Spell (3rd Level)You can select new known inquisitor spells when you gain a new level in mystic theurge.
Inquisitor Spell (4th Level)You can select new known inquisitor spells when you gain a new level in mystic theurge.
Inquisitor Spell (4th Level)You can select new known inquisitor spells when you gain a new level in mystic theurge.
Inquisitor Spell (5th Level)You can select new known inquisitor spells when you gain a new level in mystic theurge.
Inquisitor Spell (5th Level)You can select new known inquisitor spells when you gain a new level in mystic theurge.
Inquisitor Spell (6th Level)You can select new known inquisitor spells when you gain a new level in mystic theurge.
Inquisitor Spell (6th Level)You can select new known inquisitor spells when you gain a new level in mystic theurge.
InquisitorBaneNormalFeature
Insightful StrikeAt 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons.
Inspire CompetenceA bard of 3rd level or higher can use his performance to help allies succeed at a task. They must be within 30 feet and able to see and hear the bard. They get a +2 competence bonus on all skill checks as long as they continue to hear the b
Inspire CompetenceA sensei of 3rd level or higher can use his performance to help allies succeed at a task. They must be within 30 feet and able to see and hear the sensei. They get a +2 competence bonus on all skill checks as long as they continue to hear t
Inspire CourageA 1st level sensei can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the sensei's performance. A
Inspire CourageA 1st level bard can use his performance to inspire courage in his allies (including himself), hardening them against their fears and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance.
Inspire CourageA 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An af
Inspire FerocityWhile in the reckless stance, the barbarian imparts the stance's bonus and penalty to all willing allies within 30 feet of her. A barbarian must have the reckless stance rage power to select this rage power.
Inspire GreatnessA bard of 9th level or higher can use his performance to inspire greatness in all allies within 30 feet, granting extra fighting capability. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of tempor
Inspire GreatnessA sensei of 9th level or higher can use his performance to inspire greatness in all allies within 30 feet, granting extra fighting capability. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temp
Inspire HeroicsA bard of 15th level or higher can inspire tremendous heroism in all allies within 30 feet. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witne
Inspiring CommandAt 8th level, you can issue an inspiring command to your allies, who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, Combat Maneuver Defense, and skill checks for a number of rounds equal to 1
Intense Spells — Spell PenetrationAt 20th level, whenever you cast an evocation spell, you can roll twice to penetrate a creature's spell resistance and take the better result.
Internal FortitudeThe stalwart defender is immune to the sickened and nauseated conditions.
Internal FortitudeThe barbarian is immune to the sickened and nauseated conditions. A barbarian must be at least 8th level to select this rage power.
IntimidatingHalf-orcs receive a +2 racial bonus on Persuasion checks when used to intimidate due to their fearsome nature.
Intimidating ProwessYour physical might is intimidating to others. Benefit: Add your Strength modifier to Persuasion skill (when used to intimidate) checks in addition to your Charisma modifier.
InvisibilityAt 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. Invisibility: The touched creature becomes invisible
Invisibility FieldAt 8th level, you can make yourself invisible as a swift action for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility.
Invisible ThiefAt 9th level, an arcane trickster can become invisible, as if under the effects of greater invisibility, as a free action. She can remain invisible for a number of rounds per day equal to her arcane trickster level. Her caster level for thi
IomedaeIomedae, also known as "The Inheritor," "Light of the Sword," and "Lady of Valor," is the goddess of righteous valor, justice, and honor. Having served as Aroden's herald, she inherited many of the Last Azlanti's followers upon his death, a
Iron GutsA character with this talent has a cast-iron stomach or has trained themselves to withstand poisons, especially ingested ones. They gain a +1 bonus on all saves against poisons as well as a +4 bonus on saves against all spells and effects t
Iron WillYou get a +2 bonus on all Will saving throws.
IroriIrori, also known as "Master of Masters", "The Enlightened One" and "The Perfect Human," is the god of enlightenment, self-perfection, knowledge, healing, and inner strength. His followers claim that he was once a mortal who achieved absolu
IrovettiPalace_GhostMageFeatures
IsSexuallyAttracktedToNereid
Jack of All TradesThe bard gains a +1 bonus on all skill checks.
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Feats & abilities — Page 39 — Kingmaker