PATHFINDER: KINGMAKER

Feats & abilities

2,2012,250 of 3,685Page 45 of 74
Feats & abilitiesDescription
LocketOfPerfectCantripsFeatureExtended
LocketOfPerfectCantripsFeatureMaximized
LocketOfPerfectCantripsFeatureReach
LockOfHairFeature
LoneWarriorEnegyDrain
LongbowProficiencyBracersOfArchery
Lord Protector
Lore MasterAt 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
Loyal CompanionEkundayo's wolf gains a +4 inherent bonus to Dexterity and Constition.
Loyal CompanionEkundayo's wolf gains a +4 inherent bonus to Dexterity and Constition.
LuarCottenrople_Metamagic
Luck DomainYou 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
LungeYou 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
Madness DomainYou 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
Mage ArmorAt 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
Magic DomainYou 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
Magic MissileAt 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
Magma BlastElements: 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
Magnetic InfusionElements: 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 ArcanaAs 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 ArcanaAs 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 ProficienciesA 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 CorrosionEach 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 FrostbiteWhen this +4 frost heavy mace lands a hit, it gives the target vulnerability to cold. Multiple applications of this effect do not stack.
Malevolent ScreamWhen this +5 thundering heavy mace lands a hit, it gives the target vulnerability to sound. Multiple applications of this effect do not stack.
Malevolent SingeEach 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 StormWhen this +4 shock heavy mace lands a hit, it gives the target vulnerability to electricity. Multiple applications of this effect do not stack.
MammothTrample
Mandragora SwarmDistraction: 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
ManualOfBodilyHealthPlus2_FeatureYou gain a +2 inherent bonus to Constitution.
ManualOfGainfulExercisePlus2_FeatureYou gain a +2 inherent bonus to Strength.
ManualOfQuicknessOfActionPlus2_FeatureYou gain a +2 inherent bonus to Dexterity.
ManyshotWhen 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
Mark of JusticeAt 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
Feats & abilities — Page 45 — Kingmaker