Feats & abilities

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Feats & abilities ↑Description
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…
Marksman's Headset
Martial Weapons ProficiencyYou become proficient with all Martial Weapons.
MaskOfNethysFeature
Master HunterA ranger of 20th level becomes a master hunter. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the…
Master SlayerAt 20th level, the slayer becomes a master at capturing or killing his studied targets. As a standard action, he can make a single attack against a studied target at his full…
Master SlayerAt 20th level, the slayer becomes a master at capturing or killing his studied targets. As a standard action, he can make a single attack against a studied target at his full…
Master SlayerAt 20th level, the slayer becomes a master at capturing or killing his studied targets. As a standard action, he can make a single attack against a studied target at his full…
Master StrikeUpon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can slay the target. The target…
Master StrikeUpon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can slay the target. The target…
Master's IllusionAt 8th level, you can make yourself and any number of allies within 30 feet invisible for 1 round per level in the class that gave you access to this domain. The rounds do not…
Master's IllusionAt 8th level, you can make yourself and any number of allies within 30 feet invisible for 1 round per level in the class that gave you access to this domain. The rounds do not…
Mastery of the UndeadJaethal now can cast animate dead spell three times per day with a duration of 1 minute per character level.
MasteryBullRushImmunityFeature
MasteryDamageOnCombMan
MasteryGrappleImmunityFeature
MasteryTripImmunityFeature
Maximize Metamagic RodThis rod grants its wielder the ability to make up to three spells they cast per day maximized as though using the Maximize Spell feat. Regular rods can be used with spells of…
Maximized MagicThe magus can cast three spell per day as if those spells were modified by the Maximize Spell feat.
Maximized MagicThe magus can cast three spell per day as if those spells were modified by the Maximize Spell feat.
MaximumDexterityFeature
MayasCharmFeature
Medical DiscoveryAt 2nd level, and then again every 2 levels thereafter (up to 18th level), a vivestctionist makes an incredible medical discovery. The DC of any saving throw called for by a…
Medium Armor FocusThe AC bonus granted by any medium armor that you equip increases by 1.
MediumFireElementalBurnFeature
MedusaSorcererFeature
MelianseFeatureList
Menace Storm
MenacingAt 2nd level, the ranger can select from Dazzling Display, Power Attack, and Intimidating Prowess. At 6th level, he adds Cornugon Smash and Shatter Defenses to the list. At 10th…
MenacingAt 2nd level, the ranger can select from Dazzling Display, Power Attack, and Intimidating Prowess. At 6th level, he adds Cornugon Smash and Shatter Defenses to the list. At 10th…
MenacingAt 2nd level, the ranger can select from Dazzling Display, Power Attack, and Intimidating Prowess. At 6th level, he adds Cornugon Smash and Shatter Defenses to the list. At 10th…
Mental OverflowGain +2 alchemical bonus to Intelligence and Charisma
Mental OverflowGain +4 alchemical bonus to Wisdom and +2 alchemical bonus to Intelligence and Charisma
Mental OverflowGain +2 alchemical bonus to Wisdom and Charisma
Mental OverflowA psychokineticist's elemental energy sends strange elemental humors and planar echoes through his brain instead of reshaping his body with matter from his element. Instead of…
Mental OverflowGain +6 alchemical bonus to Wisdom, +4 alchemical bonus to Charisma and +2 alchemical bonus to Intelligence
Mental OverflowGain +4 alchemical bonus to Intelligence and +2 alchemical bonus to Charisma and Wisdom
Mental OverflowGain +6 alchemical bonus to Wisdom, +4 alchemical bonus to Intelligence, and +2 alchemical bonus to Charisma
Mental OverflowGain +4 alchemical bonus to Charisma and +2 alchemical bonus to Intelligence and Wisdom
Mental OverflowGain +6 alchemical bonus to Charisma, +4 alchemical bonus to Intelligence and +2 alchemical bonus to Wisdom
Mental OverflowGain +6 alchemical bonus to Intelligence, +4 alchemical bonus to Wisdom and +2 alchemical bonus to Charisma
Mental OverflowGain +6 alchemical bonus to Intelligence, +4 alchemical bonus to Charisma and +2 alchemical bonus to Wisdom
Mental OverflowGain +6 alchemical bonus to Charisma, +4 alchemical bonus to Wisdom and +2 alchemical bonus to Intelligence
Mental OverflowGain +2 alchemical bonus to Intelligence and Wisdom
MephitWaterImmunities
MercyAt 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on…
Mercy — BlindedWhenever the paladin uses lay on hands to heal damage to one target, the target is no longer blinded.
Mercy — ConfusedWhenever the paladin uses lay on hands to heal damage to one target, the target is no longer confused.
Mercy — CursedWhenever the paladin uses lay on hands to heal damage to one target, the paladin's lay on hands ability also acts as remove curse, using the paladin's level as the caster level.
Mercy — DazedWhenever the paladin uses lay on hands to heal damage to one target, the target is no longer dazed.