Feats & abilities
151–200 of 4,473Page 4 of 90
| Feats & abilities ↑ | Description |
|---|---|
| AnimalDomainAllowed | |
| AnimalDomainSpellListFeature | |
| AnimalDomainSpellListFeatureDruid | |
| AnimalType | |
| At 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… | |
| This spell raises 1d4+2 undead skeletal champions. They appear where you designate and act according to their initiative check results. They attack your opponents to the best of… | |
| AnkouImmunities | |
| Antimagic Fangs | When a dweomercat hits an enemy with its natural weapon, it attempts to dispel one ongoing spell from the target, as if using a targeted dispel magic spell. |
| Apex Predator | |
| The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn. | |
| The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn. | |
| The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Charisma bonus on all attack rolls until the end of his turn. | |
| The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Charisma bonus on all attack rolls until the end of his turn. | |
| At 20th level, your body surges with arcane power. All your concentration checks made to cast a spell or use a spell-like ability are automatic successes. | |
| You have mastered the ability to cast spells while wearing armor. Benefit: Reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast.… | |
| You have learned how to cast spells while wearing armor. Benefit: Reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast. | |
| Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does… | |
| Starting at 1st level, you can unleash a bolt of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This bolt deals 1d4 points of damage… | |
| Arcane Bombs | At 1st level, the arcane bomber gains an ability nearly identical to the alchemist's bomb ability. Unlike the alchemist, at 1st level, the arcane bomber chooses one type of… |
| 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… | |
| 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… | |
| 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… | |
| 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… |
| 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… |
| 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… | |
| 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… | |
| 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… |
| 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… |
| 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… |
| 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… |
| 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… | |
| 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… | |
| The magus can add the anarchic property to a weapon enhanced with his arcane pool, but this consumes 2 points of enhancement bonus granted to this weapon. An anarchic weapon is… | |
| The magus can add the axiomatic property to a weapon enhanced with his arcane pool, but this consumes 2 points of enhancement bonus granted to this weapon. An axiomatic weapon is… | |
| The magus can spend 1 additional point to add the bane property to a weapon enhanced with his arcane pool. All enemies count as designated foes for this weapon. A bane weapon… | |
| The magus can add the brilliant energy property to a weapon enhanced with his arcane pool, but this consumes 4 points of enhancement bonus granted to this weapon. A brilliant… | |
| The magus can add the flaming property to a weapon enhanced with his arcane pool, but this consumes 1 point of enhancement bonus granted to this weapon. A flaming weapon is… | |
| The magus can add the frost property to a weapon enhanced with his arcane pool, but this consumes 1 point of enhancement bonus granted to this weapon. A frost weapon is sheathed… | |
| The magus can add the ghost touch property to a weapon enhanced with his arcane pool, but this consumes 1 point of enhancement bonus granted to this weapon. A ghost touch weapon… | |
| The magus can add the holy property to a weapon enhanced with his arcane pool, but this consumes 2 points of enhancement bonus granted to this weapon. A holy weapon is imbued… | |
| The magus can add the keen property to a weapon enhanced with his arcane pool, but this consumes 1 point of enhancement bonus granted to this weapon. The keen property doubles… |
