PATHFINDER: KINGMAKER

Feats & abilities

151200 of 3,685Page 4 of 74
Feats & abilitiesDescription
Arcane BondAt 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses, while a bonded object is
Arcane BondAt 1st level, you can form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances your skills and senses, while a bonded object is an item
Arcane Bond — ObjectA bonded object can be used once per day to restore any one spell that the wizard had prepared for this day.
Arcane Heavy ArmorAt 13th level, a magus gains proficiency with heavy armor. A magus can cast magus spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus using a shield incurs a
Arcane Heavy ArmorAt 13th level, a magus gains proficiency with heavy armor. A magus can cast magus spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus using a shield incurs a
Arcane Medium ArmorAt 7th level, a magus gains proficiency with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or
Arcane Medium ArmorAt 7th level, a magus gains proficiency with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or
Arcane PoolAt 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifie
Arcane SpellcastingAt 2nd level, and at every level thereafter, with an exception for 5th and 9th levels, a Dragon Disciple gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige cla
Arcane SpellcastingAt 1st level, the mystic theurge selects an arcane 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 als
Arcane SpellcastingAt 1st level, an arcane trickster selects an arcane spellcasting class she belonged to before adding the prestige class. When a new arcane trickster level is gained, the character gains new spells per day and new spells known as if she had
Arcane SpellcastingAt 2nd level, and at every level thereafter, an eldritch knight gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other
Arcane StrikeSpending a swift action each round, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you
Arcane Weapon (+2)At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a max
Arcane Weapon (+2)At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a max
Arcane Weapon (+3)At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a max
Arcane Weapon (+3)At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a max
Arcane Weapon (+4)At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a max
Arcane Weapon (+4)At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a max
Arcane Weapon (+5)At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a max
Arcane Weapon (+5)At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a max
ArcaneEnforcerFeature
Arcanotheign's BenedictionGod of magic's herald keeps Kalikke's mind safe from harm. She gains a +2 bonus on Will saving throws.
Archaeologist's LuckFortune favors the archaeologist. As a swift action, an archaeologist can call on fortune's favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rou
ArcheryAt 2nd level, the ranger can select from Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot, Point Blank Master, and Manyshot to the list. At 10th level, he adds Improved Critical to the list.
ArcheryAt 2nd level, the ranger can select from Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot, Point Blank Master, and Manyshot to the list. At 10th level, he adds Improved Critical to the list.
ArcheryAt 2nd level, the ranger can select from Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot, Point Blank Master, and Manyshot to the list. At 10th level, he adds Improved Critical to the list.
ArcheryBonuses 1
ArmagsBladeFeature
Armed BraveryThe fighter applies his bonus from bravery to all Will saving throws.
Armor BondA apostate devil's armor is as much a part of its body as a second skin. A apostate devil ignores its armor's speed reduction, max Dex bonus, and armor check penalty.
Armor FocusYour familiarity with a specific type of armor increases the amount of protection you receive from it. Benefit(s): Select one type of armor. The AC bonus granted by the selected armor increases by 1.
Armor Focus (Banded Mail)The AC bonus granted by any banded mail that you equip increases by 1.
Armor Focus (Breastplate)The AC bonus granted by any breastplate that you equip increases by 1.
Armor Focus (Chain Shirt)The AC bonus granted by any chain shirt that you equip increases by 1.
Armor Focus (Chainmail)The AC bonus granted by any chainmail that you equip increases by 1.
Armor Focus (Full Plate)The AC bonus granted by any full plate that you equip increases by 1.
Armor Focus (Half-Plate)The AC bonus granted by any half-plate that you equip increases by 1.
Armor Focus (Hide Armor)The AC bonus granted by any hide armor that you equip increases by 1.
Armor Focus (Leather Armor)The AC bonus granted by any leather armor that you equip increases by 1.
Armor Focus (Padded Armor)The AC bonus granted by any padded armor that you equip increases by 1.
Armor Focus (Scale Mail)The AC bonus granted by any scale mail that you equip increases by 1.
Armor Focus (Studded Leather)The AC bonus granted by any studded leather that you equip increases by 1.
Armor MasteryAt 19th level, a fighter gains damage reduction 5/— whenever he is wearing armor or using a shield.
Armor Proficiency (Heavy Armor)You become proficient with Heavy Armor.
Armor Proficiency (Light Armor)You become proficient with Light Armor.
Armor Proficiency (Medium Armor)You become proficient with Medium Armor.
Armor TrainingStarting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by
Armored SwiftnessAt 2nd level, an armored hulk moves 5 feet faster than normal in medium and heavy armor.
ArmorOfWealthFeature
Feats & abilities — Page 4 — Kingmaker