PATHFINDER: KINGMAKER
Feats & abilities
3,251–3,300 of 3,685Page 66 of 74
| Feats & abilities ↑ | Description |
|---|---|
| You 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). | |
| At 9th level, while using a tower shield, a tower shield specialist gains his shield bonus against touch attacks. | |
| At 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 | |
| At 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 | |
| You become proficient with Tower Shields. | |
| At 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. | |
| At 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 Initiative | As long as he is wielding a weapon from the trained weapon group, the fighter applies his weapon training bonus to initiative checks. |
| 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. Transformation: You become a fighting machine – stro | |
| 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. Transformation: You become a fighting machine – stro | |
| You gain a +2 inherent bonus to all ability scores. | |
| TransmutationSchoolChangeShapeFeature | |
| TransmutationSchoolChangeShapeFeatureAdd | |
| TrapActorFeature | |
| A rogue adds 1/2 her level on Perception checks. | |
| Trapfinding | The slayer gains Trickery as a class skill. The slayer also gains the trapfinding rogue ability, using his slayer level as his effective rogue level. |
| The slayer gains Trickery as a class skill. The slayer also gains the trapfinding rogue ability, using his slayer level as his effective rogue level. | |
| You 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 | |
| You can perceive the world by creating high-pitched noises and listening to their echoes. This gives you blindsight to a range of 30 feet. | |
| You 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 Spells | Starting 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 |
| This 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 +4 | You receive a +4 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you. |
| Trip Defense +8 | You receive a +8 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you. |
| TripImmunityFeature | |
| TripleFinHelmetFeature | |
| TristianDomainFixCheck | |
| TristianDomainFixFeature | |
| TrsitianFeatureListLevel1 | |
| TrsitianFeatureListLevel10 | |
| TrsitianFeatureListLevel2 | |
| TrsitianFeatureListLevel3 | |
| TrsitianFeatureListLevel4 | |
| TrsitianFeatureListLevel5 | |
| TrsitianFeatureListLevel6 | |
| TrsitianFeatureListLevel7 | |
| TrsitianFeatureListLevel8 | |
| TrsitianFeatureListLevel9 | |
| At 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 Magus | At 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 |
| The 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. |
