PATHFINDER: KINGMAKER
Feats & abilities
3,151–3,200 of 3,685Page 64 of 74
| Feats & abilities ↑ | Description |
|---|---|
| Studied Spawn — Colossal | A spawn slayer specializes in fighting against larger, single targets. At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, and damage rolls, as do the DCs of slayer abilities against a studied target. At 5th level, if t |
| Studied Spawn — Gargantuan | A spawn slayer specializes in fighting against larger, single targets. At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, and damage rolls, as do the DCs of slayer abilities against a studied target. At 5th level, if t |
| Studied Spawn — Huge | A spawn slayer specializes in fighting against larger, single targets. At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, and damage rolls, as do the DCs of slayer abilities against a studied target. At 5th level, if t |
| Studied Spawn — Large | A spawn slayer specializes in fighting against larger, single targets. At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, and damage rolls, as do the DCs of slayer abilities against a studied target. At 5th level, if t |
| Studied Target | A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. If a slayer deals sneak attack |
| Studied Target (Swift) | A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. If a slayer deals sneak attack |
| You know just where to strike to temporarily stun a foe. You must use this feat before you make your attack (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving | |
| This ability works as Stunning Fist, but it makes the target fatigued for 1 minute on a failed save instead of stunning for 1 round. | |
| This ability works as Stunning Fist, but it makes the target fatigued for 1 minute on a failed save instead of stunning for 1 round. | |
| This ability works as Stunning Fist, but it makes the target sickened for 1 minute on a failed save instead of stunning for 1 round. | |
| This ability works as Stunning Fist, but it makes the target sickened for 1 minute on a failed save instead of stunning for 1 round. | |
| Style Strike | At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the |
| SubtypeAquatic | |
| 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 new levels. Summon Hamadryad: This spell summons to your side a | |
| Starting at 1st level, a monster tactician can cast summon monster I as a spell-like ability a number of times per day equal to 3 + her Wisdom modifier. She can cast this spell as a standard action, and the creatures remain for 1 minute per | |
| This spell summons an extraplanar dog. It appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | |
| This spell summons an extraplanar wolf or 1d3 extraplanar dogs. The summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | |
| This spell summons an extraplanar monitor lizard, 1d3 extraplanar wolves, or 1d4+1 extraplanar dogs. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of | |
| 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 new levels. Summon Monster III: This spell summons an extraplana | |
| This spell summons an extraplanar dire wolf, 1d3 extraplanar monitor lizards, or 1d4+1 extraplanar wolves. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the b | |
| 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 new levels. Summon Monster IX: This spell summons 1d3 extraplana | |
| 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 new levels. Summon Monster IX: This spell summons 1d3 extraplana | |
| This spell summons 1d3 extraplanar frost giants if you are evil and 1d3 extraplanar movanic devas if you are not, 1d4+1 bogeymen, or one thanadaemon if you are evil and one ghaele azata if you are not. Summoned monsters appear where you des | |
| This spell summons 1d3 extraplanar dire wolves, 1d4+1 extraplanar monitor lizards, or one extraplanar redcap if you are evil or one extraplanar bralani azata if you are not. Summoned monsters appear where you designate and act according to | |
| This spell summons 1d3 extraplanar redcaps if you are evil or 1d3 extraplanar bralani azatas if you are not, 1d4+1 extraplanar dire wolves, or one extraplanar soul eater if you are evil or one extraplanar axiomite if you are not. Summoned m | |
| 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 new levels. Summon Monster VII: This spell summons 1d3 extraplan | |
| 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 new levels. Summon Monster VII: This spell summons 1d3 extraplan | |
| This spell summons 1d3 extraplanar soul eaters if you are evil and 1d3 extraplanar axiomites if you are not, 1d4+1 extraplanar redcaps if you are evil and 1d4+1 extraplanar bralani azatas if you are not, or one bogeyman. Summoned monsters a | |
| This spell summons 1d3 extraplanar bogeymen, 1d4+1 extraplanar soul eaters if you are evil and 1d4+1 extraplanar axiomites if you are not, or one frost giant if you are evil and one movanic deva if you are not. Summoned monsters appear wher | |
| 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 new levels. Summon Monster VIII: This spell summons 1d3 extrapla | |
| 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 new levels. Summon Nereid: This spell summons to your side a nat | |
| At 5th level, every time a monster tactician casts a summoning spell, all creatures summoned by the spell are treated as if they knew all of the monster tactician's teamwork feats. | |
| You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds. Sun's Blessing: Whenever you channel positive energy to harm undead creatures, add your level in the class that gave you ac | |
| 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 new levels. Sunburst: This spell causes a globe of searing radia | |
| This feat gives the character an ability to perform the sunder armor combat maneuver. It also grants a +2 bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it. You can attempt to dislodge an armor worn | |
| SunDomainAllowed | |
| SunDomainSpellListFeature | |
| Supercharge | At 11th level, when using gather power as a move action, a kineticist can reduce the total burn cost of a single wild talent by 2 points instead of 1. When using gather power for 1 full round, she can reduce the burn cost of a single wild t |
| At 11th level, a sword saint can make a number of attacks of opportunity in a round equal to his Intelligence modifier (minimum 1). This effect stacks with the Combat Reflexes feat. | |
| Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned. | |
| Sure-Footed | Halflings receive a +2 racial bonus on Atheletics and Mobility checks. |
| Surprise Spells | At 10th level, an arcane trickster can add her sneak attack damage to any spell that deals damage, if the targets are flat-footed. This additional damage only applies to spells that deal hit point damage, and the additional damage is of the |
| Swallow Whole | If a creature with this special attack hits an opponent, it can attempt a combat maneuver check. If it succeeds, it swallows its prey. A swallowed creature is affected by the grappled condition, while the creature that did the swallowing is |
| SwampWitchFeatureList | |
| SwampWitchSpellList | |
| Swarm (Diminutive) | A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. As a swarm of tiny creatures, a Rat Swarm takes only half damage from piercing and slashing attacks. A swarm has n |
| Swarm (Tiny) | A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. As a swarm of tiny creatures, a Rat Swarm takes only half damage from piercing and slashing attacks. A swarm has n |
| The barbarian gains a 10-foot enhancement bonus to her base speed. A barbarian can select this rage power up to three times; its effects stack. | |
| At 12th level, a tactical leader can use the tactician ability as a swift action. | |
| At 3rd level, 9th level, and 18th level, a tactical leader gains a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the tactical leader can grant these feats to all allies within 30 feet who |
