Feats & abilities

2,251–2,300 of 4,473Page 46 of 90
Feats & abilities ↑Description
Improved Critical (Dagger)When using the weapon you selected, your threat range is doubled.
Improved Critical (Falchion)When using the weapon you selected, your threat range is doubled.
Improved Critical (Gore)When using the weapon you selected, your threat range is doubled.
Improved Critical (Greataxe)When using the weapon you selected, your threat range is doubled.
Improved Critical (Greatclub)When using the weapon you selected, your threat range is doubled.
Improved Critical (Greatsword)When using the weapon you selected, your threat range is doubled.
Improved Critical (Heavy Crossbow)When using the weapon you selected, your threat range is doubled.
Improved Critical (Heavy Mace)When using the weapon you selected, your threat range is doubled.
Improved Critical (Incorporeal Touch)When using the weapon you selected, your threat range is doubled.
Improved Critical (Kukri)When using the weapon you selected, your threat range is doubled.
Improved Critical (Large Bastard Sword)When using the weapon you selected, your threat range is doubled.
Improved Critical (Light Crossbow)When using the weapon you selected, your threat range is doubled.
Improved Critical (Light Shield)When using the weapon you selected, your threat range is doubled.
Improved Critical (Longbow)When using the weapon you selected, your threat range is doubled.
Improved Critical (Longsword)When using the weapon you selected, your threat range is doubled.
Improved Critical (Melee Touch)When using the weapon you selected, your threat range is doubled.
Improved Critical (Ranged Touch)When using the weapon you selected, your threat range is doubled.
Improved Critical (Rapier)When using the weapon you selected, your threat range is doubled.
Improved Critical (Scimitar)When using the weapon you selected, your threat range is doubled.
Improved Critical (Scythe)When using the weapon you selected, your threat range is doubled.
Improved Critical (Short Sword)When using the weapon you selected, your threat range is doubled.
Improved Critical (Shortbow)When using the weapon you selected, your threat range is doubled.
Improved Critical (Slam)When using the weapon you selected, your threat range is doubled.
Improved Critical (Spear)When using the weapon you selected, your threat range is doubled.
Improved Critical (Sting)When using the weapon you selected, your threat range is doubled.
Improved Critical (Tail)When using the weapon you selected, your threat range is doubled.
Improved Critical (Talon)When using the weapon you selected, your threat range is doubled.
Improved Critical (Tentacle)When using the weapon you selected, your threat range is doubled.
Improved Critical (Unarmed)When using the weapon you selected, your threat range is doubled.
Improved EvasionThis works like evasion, except while the character still takes no damage on a successful Reflex saving throw against an attack, they also take only half damage on a failed save.…
Improved EvasionWhen subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half…
Improved EvasionThis ability works like evasion, except that while the character still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage…
Improved Great FortitudeYou get a +2 bonus on all Fortitude saving throws.
Improved InitiativeYour quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.
Improved Iron WillYou get a +2 bonus on all Will saving throws.
Improved Lightning ReflexesYou get a +2 bonus on all Reflex saving throws.
Improved Natural ArmorThe creature's natural armor bonus increases by +1.
Improved Precise ShotYour ranged attacks ignore anything but total concealment and cover. Benefit: Your ranged attacks ignore the miss chance granted to targets by anything less than total…
Improved QuarryAt 19th level, the character's ability to hunt his quarry improves. He can now select a quarry as a free action and his insight bonus to attack his quarry increases to +4.
Improved ReactionAt 2nd level, a duelist gains a +2 bonus on initiative checks. At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.
Improved Spell CombatAt 8th level, the magus's ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration…
Improved Spell RecallAt 11th level, the magus's ability to recall spells using his arcane pool becomes more efficient. Whenever he recalls a spell with spell recall, he expends a number of points…
Improved Two-Weapon FightingYou get a second attack with your off-hand weapon, albeit at a –5 penalty.
Improved Unarmed StrikeYou are considered to be armed even when unarmed — you can make unarmed attacks that deal 1d3 bludgeoning damage (if Medium; 1d2 if Small).
Improved Uncanny DodgeThe character can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more…
Improved Uncanny DodgeThe character can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more…
Improved Vital StrikeYou can make a single attack that deals a large amount of damage. Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals additional…
ImprovedStealthAmbushFact
ImprovedStealthAmbushPlus100Fact
In Harm's WayWhen a target of the divine guardian's divine troth ability is attacked, she may use an attack of opportunity to provide her ally with a +4 bonus to AC.