PATHFINDER: KINGMAKER
Feats & abilities
2,351–2,400 of 3,685Page 48 of 74
| Feats & abilities ↑ | Description |
|---|---|
| MonsterTacticianSummonAddition1 | |
| MonsterTacticianSummonAddition2 | |
| MonsterTacticianSummonAddition3 | |
| MonsterTacticianSummonAddition4 | |
| MonsterTacticianSummonAddition5 | |
| MonsterTacticianSummonAddition6 | |
| MonsterTacticianSummonAddition7 | |
| MonsterTacticianSummonAddition8 | |
| MonstrousHumanoidType | |
| At 8th level, as a standard action you can shoot a blast of divine moonlight from your eyes, as a ranged touch attack against a single target within 30 feet. Moonfire deals 1d8 points of damage per 2 levels in the class that gave you access | |
| Morbid Stare | |
| No woman survives the birth of a babe whose qlippoth ancestry has emerged. At best, qlippoth-spawn rip their mothers apart during labor. At worst, they tear themselves out even earlier. Motherless have a +2 racial bonus to Strength and Wisd | |
| MovanicDevaFeatures | |
| Elements: earth and water Type: composite blast Level: — Burn: 2 Prerequisites: earth blast, water blast Blast Type: physical Damage: bludgeoning You infuse your water into the earth to create a powerful ball of mud and slam a single foe. | |
| MudBowlBossParalysisFeature | |
| MudKineticBladeFeature | |
| Mummification | The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undead-like creature. The alchemist's type does not change, but he becomes immune to cold, paralysis, and sleep. |
| The musetouched epitomize freedom and joy, and travel the world to liberate less fortunate individuals. Azata-blooded aasimars have a +2 racial bonus to Dexterity and Charisma, and a +2 racial bonus on Persuasion and Mobility checks and can | |
| Mutagen | At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the |
| Mystic Powers | At 6th level, a sensei may use his advice ability when spending points from his ki pool to activate a class ability (using the normal actions required for each) in order to have that ability affect one ally within 30 feet rather than the se |
| Mystic Powers | At 6th level, a sensei may use his advice ability when spending points from his ki pool to activate a class ability (using the normal actions required for each) in order to have that ability affect one ally within 30 feet rather than the se |
| Mystic Wisdom | At 10th level, a sensei may spend 1 point from his ki pool (as a swift action) while using advice to provide a single ally within 30 feet with evasion, fast movement, high jump, purity of body, or slow fall. At 14th level, a sensei may spen |
| Mystic Wisdom | At 10th level, a sensei may spend 1 point from his ki pool (as a swift action) while using advice to provide a single ally within 30 feet with evasion, fast movement, high jump, purity of body, or slow fall. At 14th level, a sensei may spen |
| As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect. At 1st, 4th, and 7th level, a dragon disciple gains a +1 increase to the character's existing natural armor (if any). These armor bonuses st | |
| You can cast spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. | |
| At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. | |
| A druid gains a +2 bonus on Lore (Nature) checks. | |
| This spell curses the creature touched, making it inimical to the natural world. All animals have an initial attitude of hostile toward the target. If the target has an animal companion, it does not become hostile, but as long as the target | |
| The alchemist's body is suffused with poison. Any creature that bites the alchemist must make a Fortitude saving throw or be nauseated for 1d4 rounds. | |
| NecklaceOfDoubleCorssesFeature | |
| NecromancersStaffFeature | |
| NegativeEnergyImmunityFeature | |
| NegativeEnergyImmunityFeature | |
| NegativeEnergyResistance10Feature | |
| NegativeEnergyResistance20Feature | |
| NegativeEnergyResistance30Feature | |
| NegatorAmuletFeature | |
| NereidAbilityDC | |
| NereidLairBoss_MetamagicFeature | |
| Nethys, also known as "The All-Seeing Eye", is a Garundi god who holds knowledge and magic above all things. He gained enough power to witness all things, and this both fueled his divinity and shattered his mind. He is a god of magic, torn | |
| At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level. | |
| At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level. | |
| At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level. | |
| NightmareHoofFeature | |
| NightmareWispMissileTrigger | |
| NightmareWispSpellList | |
| At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your level in the class that gave you access to this domain. Any hostile creature within this radius must succeed at a Fortitude save to resist the | |
| NirdCottetroppleMetamagic | |
| No Retreat | At 9th level, enemies adjacent to the duelist that take a withdraw action provoke an attack of opportunity from the duelist. |
| You are a great leader, an inspiration to all who follow the teachings of your faith. Inspiring Word: As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rol |
