Feats & abilities
2,951–3,000 of 4,473Page 60 of 90
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| At 20th level, your form begins to rot and undead see you as one of them. You gain immunity to cold, paralysis, and sleep. You also gain DR 5/—. You receive a +4 morale bonus on… | |
| At 16th level, a stormwalker gains immunity to electricity. | |
| The character can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of… | |
| Opposition School | A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore… |
| Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to… | |
| Conjurations transport creatures from another plane of existence to your plane (calling); create objects or effects on the spot (creation); heal (healing); bring manifestations… | |
| Divination spells enable you to learn secrets long forgotten, predict the future, find hidden things, and foil deceptive spells. | |
| Enchantment spells affect the minds of others, influencing or controlling their behavior. | |
| Evocation spells manipulate magical energy or tap an unseen source of power to produce a desired end. In effect, an evocation draws upon magic to create something out of nothing.… | |
| Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things… | |
| Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school. | |
| Transmutation spells change the properties of some creature, thing, or condition. | |
| When a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points,… | |
| Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon. | |
| Orisons | Inquisitors can cast a number of orisons, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again. |
| Clerics can cast a number of orisons, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again. | |
| Druids can cast a number of orisons, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again. | |
| Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical… | |
| OutsiderType | |
| At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. | |
| OverthrowFeature | |
| 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… | |
| Owlbear Fur Helmet | |
| At 2nd level, a mad dog and her war beast gain a +4 bonus on attack rolls while flanking the same opponent (instead of the normal +2 bonus). | |
| At 2nd level, a mad dog and her war beast gain a +4 bonus on attack rolls while flanking the same opponent (instead of the normal +2 bonus). | |
| At 2nd level, a mad dog and her war beast gain a +4 bonus on attack rolls while flanking the same opponent (instead of the normal +2 bonus). | |
| Paladin | At 1st level, the mystic theurge selects a divine spellcasting class she belonged to before adding the prestige class. When a new mystic theurge level is gained, the character… |
| Paladin Proficiencies | Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). |
| ParagonOfDefendersFeature | |
| ParagonOfWinterRingFeature | |
| Any living creature that a lich strikes with its touch attack must succeed at a Fortitude saving throw or be permanently paralyzed. The effect cannot be dispelled. However,… |
