PATHFINDER: KINGMAKER
Feats & abilities
151–200 of 3,685Page 4 of 74
| Feats & abilities ↑ | Description |
|---|---|
| At 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 | |
| At 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 | |
| A bonded object can be used once per day to restore any one spell that the wizard had prepared for this day. | |
| At 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 Armor | At 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 Armor | At 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 |
| At 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 | |
| At 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 Spellcasting | At 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 Spellcasting | At 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 Spellcasting | At 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 Spellcasting | At 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 |
| Spending 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| God of magic's herald keeps Kalikke's mind safe from harm. She gains a +2 bonus on Will saving throws. | |
| Fortune 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 | |
| Archery | At 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. |
| Archery | At 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. |
| Archery | At 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 Bravery | The fighter applies his bonus from bravery to all Will saving throws. |
| Armor Bond | A 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. |
| Your 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. | |
| The AC bonus granted by any banded mail that you equip increases by 1. | |
| The AC bonus granted by any breastplate that you equip increases by 1. | |
| The AC bonus granted by any chain shirt that you equip increases by 1. | |
| The AC bonus granted by any chainmail that you equip increases by 1. | |
| The AC bonus granted by any full plate that you equip increases by 1. | |
| The AC bonus granted by any half-plate that you equip increases by 1. | |
| The AC bonus granted by any hide armor that you equip increases by 1. | |
| The AC bonus granted by any leather armor that you equip increases by 1. | |
| The AC bonus granted by any padded armor that you equip increases by 1. | |
| The AC bonus granted by any scale mail that you equip increases by 1. | |
| The AC bonus granted by any studded leather that you equip increases by 1. | |
| At 19th level, a fighter gains damage reduction 5/— whenever he is wearing armor or using a shield. | |
| You become proficient with Heavy Armor. | |
| You become proficient with Light Armor. | |
| You become proficient with Medium Armor. | |
| Starting 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 | |
| At 2nd level, an armored hulk moves 5 feet faster than normal in medium and heavy armor. | |
| ArmorOfWealthFeature |
