PATHFINDER: KINGMAKER
Feats & abilities
2,201–2,250 of 3,685Page 45 of 74
| Feats & abilities ↑ | Description |
|---|---|
| LocketOfPerfectCantripsFeatureExtended | |
| LocketOfPerfectCantripsFeatureMaximized | |
| LocketOfPerfectCantripsFeatureReach | |
| LockOfHairFeature | |
| LoneWarriorEnegyDrain | |
| Lord Protector | |
| At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge or Lore skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. | |
| LostlarnBossMimic_SlimeGeneratorFeature | |
| LostlarnBossWispMetamagicFeature | |
| LostlarnGhostMage_EmpowerFeature | |
| LostlarnGhostMage_QuickenFeature | |
| LostlarnKeep_Nymph_Illusionist_Metamagic | |
| Ekundayo's wolf gains a +4 inherent bonus to Dexterity and Constition. | |
| Ekundayo's wolf gains a +4 inherent bonus to Dexterity and Constition. | |
| LuarCottenrople_Metamagic | |
| You are infused with luck, and your mere presence can spread good fortune. Bit of Luck: You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, she may roll twice | |
| LuckDomainAllowed | |
| LuckDomainSpellListFeature | |
| LuckDomainSpellListFeatureDruid | |
| You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made. | |
| LycanthropeType | |
| MadDogRageLessResources | |
| You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others. Vision of Madness: You can give a creature a vision of madness as a melee touch attack. Ch | |
| MadnessDomainAllowed | |
| MadnessDomainSpellListFeature | |
| 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 new levels. Mage Armor: An invisible but tangible field of force | |
| You are a true student of all things mystical, and see divinity in the purity of magic. Hand of the Acolyte: You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can m | |
| 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 new levels. Magic Missile: A missile of magical energy darts for | |
| MagicalBeastType | |
| MagicDomainAllowed | |
| MagicDomainSpellListFeature | |
| Elements: earth and fire Type: composite blast Level: — Burn: 2 Prerequisites: earth blast, fire blast Blast Type: physical Damage: half bludgeoning, half fire You use your fire to superheat the earth into a flow of magma, which you send ag | |
| MagmaKineticBladeFeature | |
| Elements: air or earth Type: substance infusion Level: 2 Burn: 2 Associated Blasts: charged water, electric, metal, plasma, thunderstorm Saving Throw: none Your kinetic blast causes your foes to become mildly magnetic. Whenever an infused b | |
| Magus Arcana | As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three level |
| Magus Arcana | As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three level |
| A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spell | |
| Malevolent Corrosion | Each time this +4 corrosive heavy mace lands a hit, it gives the target vulnerability to acid. Multiple applications of this effect do not stack. |
| Malevolent Frostbite | When this +4 frost heavy mace lands a hit, it gives the target vulnerability to cold. Multiple applications of this effect do not stack. |
| Malevolent Scream | When this +5 thundering heavy mace lands a hit, it gives the target vulnerability to sound. Multiple applications of this effect do not stack. |
| Malevolent Singe | Each time this +4 flaming heavy mace lands a hit, it gives the target vulnerability to fire. Multiple applications of this effect do not stack. |
| Malevolent Storm | When this +4 shock heavy mace lands a hit, it gives the target vulnerability to electricity. Multiple applications of this effect do not stack. |
| MammothTrample | |
| Distraction: A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with this ability is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 creature's HD + creature's | |
| You gain a +2 inherent bonus to Constitution. | |
| You gain a +2 inherent bonus to Strength. | |
| You gain a +2 inherent bonus to Dexterity. | |
| When making a full attack with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using | |
| At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies for 1 minute, using her bonuses. As a swift action, the paladin chooses one target within sight to smite. If this target |
