PATHFINDER: KINGMAKER

Feats & abilities

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Feats & abilitiesDescription
ToughnessYou gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Tower Shield DefenseAt 9th level, while using a tower shield, a tower shield specialist gains his shield bonus against touch attacks.
Tower Shield EvasionAt 16th level, while using a tower shield, the tower shield specialist gains evasion, as the rogue class ability. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instea
Tower Shield Improved EvasionAt 20th level, the shield specialist gains improved evasion, as the rogue advanced talent, while using a tower shield. This works like evasion, except that while the tower shield specialist still takes no damage on a successful Reflex savin
Tower Shield ProficiencyYou become proficient with Tower Shields.
Tower Shield SpecialistAt 5th level, when a tower shield specialist employs a tower shield in combat, he does not take the –2 penalty on attack rolls because of the shield's encumbrance.
Tower Shield TrainingAt 3rd level, a tower shield specialist gains armor training as normal, but while he employs a tower shield, the armor penalty is reduced by 3 and the maximum Dexterity bonus allowed by his tower shield increases by 2. The benefit increases
TrailblazerHelmetFeature
TrailblazerHelmetResourceFeature
Trained InitiativeAs long as he is wielding a weapon from the trained weapon group, the fighter applies his weapon training bonus to initiative checks.
TransformationAt 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. Transformation: You become a fighting machine – stro
TransformationAt 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. Transformation: You become a fighting machine – stro
Transmutation of Mind, Body and SoulYou gain a +2 inherent bonus to all ability scores.
TransmutationSchoolChangeShapeFeature
TransmutationSchoolChangeShapeFeatureAdd
TrapActorFeature
TrapfindingA rogue adds 1/2 her level on Perception checks.
TrapfindingThe slayer gains Trickery as a class skill. The slayer also gains the trapfinding rogue ability, using his slayer level as his effective rogue level.
TrapfindingThe slayer gains Trickery as a class skill. The slayer also gains the trapfinding rogue ability, using his slayer level as his effective rogue level.
Travel DomainYou are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet. Agile Feet: As a free action, you can gain increased mobility for 1 round. For the next round
TravelDomainAllowed
TravelDomainSpellListFeature
Treant Creature
TreantCreatureDestructive
TremorsenseYou can perceive the world by creating high-pitched noises and listening to their echoes. This gives you blindsight to a range of 30 feet.
Trickery DomainYou are a master of illusions and deceptions. Trickery and Stealth are class skills. Copycat: You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds eq
TrickeryDomainAllowed
TrickeryDomainSpellListFeature
Tricky SpellsStarting at 5th level, an arcane trickster can cast her spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. Sh
TripThis feat gives the character an ability to perform the trip 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 trip your opponent in place of
Trip (Bite attack)A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.
Trip Defense +4You receive a +4 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Trip Defense +8You receive a +8 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
TripImmunityFeature
TripleFinHelmetFeature
TristianDomainFixCheck
TristianDomainFixFeature
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True JudgmentAt 20th level, an inquisitor can call true judgment down upon a foe during combat. Whenever an inquisitor uses her judgment ability, the inquisitor can invoke true judgment on a foe as a swift action. Once declared, the inquisitor can make
True MagusAt 20th level, the magus becomes a master of spells and combat. Whenever he uses his spell combat ability, he does not need to make a concentration check to cast the spell defensively. Whenever the magus uses spell combat, he can choose to
True MutagenThe alchemist's mutagen now grants a +8 natural armor bonus and a +8 alchemical bonus to Strength, Dexterity, and Constitution. The alchemist takes a –2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists.
Feats & abilities — Page 66 — Kingmaker