PATHFINDER: KINGMAKER
Feats & abilities
3,401–3,450 of 3,685Page 69 of 74
| Feats & abilities ↑ | Description |
|---|---|
| You make a single attack that deals significantly more damage than normal. Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack t | |
| VoidMirrorFeature | |
| You have trained to work in ranks of archers to rain arrows down upon your foes. Benefit: You gain a +1 bonus on ranged attack rolls for each ally with this feat who made a ranged attack since the end of your last turn against a target with | |
| VordakaiAutoMetamagicFeature | |
| VordakaiFeatureList | |
| VordakaiSpellList | |
| Vulnerability to Acid | Creature takes half again as much (+50%) damage as normal from Acid, regardless of whether a saving throw is allowed or if the save is a success or failure. |
| Vulnerability to Cold | Creature takes half again as much (+50%) damage as normal from Cold, regardless of whether a saving throw is allowed or if the save is a success or failure. |
| Vulnerability to Electricity | Creature takes half again as much (+50%) damage as normal from Electricity, regardless of whether a saving throw is allowed or if the save is a success or failure. |
| Vulnerability to Fire | Creature takes half again as much (+50%) damage as normal from Fire, regardless of whether a saving throw is allowed or if the save is a success or failure. |
| Vulnerability to Sonic | Creature takes half again as much (+50%) damage as normal from Sonic, regardless of whether a saving throw is allowed or if the save is a success or failure. |
| VyarCottenrople_MetamagicEmpower | |
| VyarCottenrople_MetamagicMaximize | |
| VyarCottenrople_MetamagicQuicken | |
| Element: universal Type: form infusion Level: 5 Burn: 3 Associated Blasts: any Saving Throw: none You create a wall of churning elements, flensing debris, or roiling energy. Anytime a creature crosses the wall, it takes half the normal dama | |
| WallsOfTheSanctuaryShieldFeature | |
| Whenever the magus uses a wand, he calculates the DC for any spell it contains using his Intelligence modifier, instead of the minimum modifier needed to cast a spell of that level. | |
| Whenever the magus uses a wand, he calculates the DC for any spell it contains using his Charisma modifier, instead of the minimum modifier needed to cast a spell of that level. | |
| The magus can activate a wand or staff in place of casting a spell when using spell combat. | |
| The magus can activate a wand or staff in place of casting a spell when using spell combat. | |
| At 1st level, a mad dog gains the service of an animal companion, using the barbarian's level as her effective druid level. | |
| You are a crusader for your god, always ready and willing to fight to defend your faith. Battle Rage: You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your level in the class that gave you | |
| At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your level in the class that gave you access to this domain. Living creatures in this area are immune to all death effects, energy dr | |
| WardedHelmetFeature | |
| At 8th level, you can create a warding rune in a desired location. Any creature entering a 5-foot area around the rune must make a Will save or they will not be able to attack for a number of rounds equal to 1/2 your level in the class that | |
| WarDomainAllowed | |
| WarDomainSpellListFeature | |
| WarswordFeature | |
| WatchmanFeature | |
| Water Blast | A hydrokineticist can select either cold blast or water blast as her simple blast. She gains one of them when she first selects water, and must select water again with expanded element to gain the other. |
| Element: water Type: simple blast Level: — Burn: 0 Blast Type: physical Damage: bludgeoning You slam a single foe with a stream of water. | |
| You can manipulate water and mist and ice, conjure creatures of water, and resist cold. Icicle: As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 p | |
| Water Subtype | This subtype is usually used for Outsiders with a connection to the Elemental Planes of Water. |
| WaterDomainAllowed | |
| WaterDomainSpellListFeature | |
| WaterDomainSpellListFeatureDruid | |
| WaterKineticBladeFeature | |
| 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. Waves of Fatigue: Waves of negative energy render al | |
| Weapon and Shield | At 2nd level, the ranger can select from Shield Bash, Shield Focus, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Shield Master to the list. At 10th level, he adds Bashing Finish and Greater Two-Weapon Figh |
| Weapon and Shield | At 2nd level, the ranger can select from Shield Bash, Shield Focus, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Shield Master to the list. At 10th level, he adds Bashing Finish and Greater Two-Weapon Figh |
| Weapon and Shield | At 2nd level, the ranger can select from Shield Bash, Shield Focus, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Shield Master to the list. At 10th level, he adds Bashing Finish and Greater Two-Weapon Figh |
| With a light weapon, elven curve blade, estoc or rapier made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. | |
| Choose one type of weapon. You can also choose unarmed strike (or, if you are a spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. Benefit: You gain a +1 bonus on all attack rolls you make using the sel | |
| You gain a +1 bonus on all attack rolls you make using bastard swords. | |
| You gain a +1 bonus on all attack rolls you make using bite attacks. | |
| You gain a +1 bonus on all attack rolls you make using bombs. | |
| You gain a +1 bonus on all attack rolls you make using claw attacks. | |
| You gain a +1 bonus on all attack rolls you make using clubs. | |
| You gain a +1 bonus on all attack rolls you make using daggers. |
