PATHFINDER: KINGMAKER
Feats & abilities
3,551–3,600 of 3,685Page 72 of 74
| Feats & abilities ↑ | Description |
|---|---|
| You gain a +2 bonus on all damage rolls you make using shortbows. | |
| You gain a +2 bonus on all damage rolls you make using sickles. | |
| You gain a +2 bonus on all damage rolls you make using slam attacks. | |
| You gain a +2 bonus on all damage rolls you make using spears. | |
| You gain a +2 bonus on all damage rolls you make using sting attacks. | |
| You gain a +2 bonus on all damage rolls you make using tail attacks. | |
| You gain a +2 bonus on all damage rolls you make using talon attacks. | |
| You gain a +2 bonus on all damage rolls you make using tentacle attacks. | |
| You gain a +2 bonus on all damage rolls you make using unarmed strikes. | |
| Starting at 5th level, a fighter can select one group of weapons. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th, 13th, and 17th), a fighter becomes furth | |
| Starting at 5th level, a fighter can select one group of weapons. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th, 13th, and 17th), a fighter becomes furth | |
| Weapon Training (Axes) | Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. This group includes bardiche, battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe. |
| Weapon Training (Bows) | Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. This group includes bows and longbows. |
| Weapon Training (Close) | Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. This group includes gauntlet, heavy shield, light shield, punching dagger, spiked shield, and unarmed strike. |
| Weapon Training (Crossbows) | Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. This group includes all crossbows. |
| Weapon Training (Double Weapons) | Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. This group includes orc double axe, dwarven urgrosh, quarterstaff, two-bladed sword, and gnome hooked hammer. |
| Weapon Training (Hammers, Maces, and Flails) | Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. This group includes club, earth breaker, greatclub, heavy mace, light hammer, light mace, flail, heavy flail, and warhammer. |
| Weapon Training (Heavy Blades) | Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. This group includes chakram, dueling sword, bastard sword, elven curve blade, estoc, falcata, falchion, greatsword, longsword, scimita |
| Weapon Training (Light Blades) | Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. This group includes chakram, dagger, kukri, rapier, short sword, sickle, and starknife. |
| Weapon Training (Natural) | Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. This group includes unarmed strike and all natural weapons. |
| Weapon Training (Polearms) | Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. This group includes bardiche, fauchard, and glaive. |
| Weapon Training (Spears) | Whenever a fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. This group includes javelin, longspear, shortspear, spear, and trident. |
| With power over storm and sky, you can call down the wrath of the gods upon the world below. Storm Burst: As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d | |
| WeatherDomainAllowed | |
| WeatherDomainSpellListFeature | |
| WeatherDomainSpellListFeatureDruid | |
| At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects. | |
| Wererat_Alchemist_Spelllist | |
| Wild Gaze | Humanoids and monstrous humanoids that fail their saves are dazed and paralyzed, while animals and magical beasts become panicked for 2d6 rounds. All other creatures are confused. Succeeding at a save against any Wild Gaze attack – even a m |
| Wild Hunt Link | The weapon attacks and natural attacks of all creatures in a Wild Hunt archer's linked party ignore miss chances from concealment, as long as they target the correct square. |
| Wild Hunt Link | All creatures in a Wild Hunt scout's linked party share each other's senses. As long as a creature benefits from this link, it gains a +4 insight bonus on initiative and Perception checks. If at least one creature in the link disbelieves an |
| Wild Hunt Link | The monarch can remained linked to his Wild Hunt for up to a range of 1 mile. He expands the range of the Wild Hunt link ability for all members of the Wild Hunt to 1 mile as well, allowing their hunters to spread out with almost a mile bet |
| At 4th level, a druid gains the ability to turn herself into a wolf and back again once per day. The effect lasts for 1 hour per druid level, or until she changes back. Changing form is a standard action and doesn't provoke an attack of opp | |
| At 4th level, a druid gains the ability to turn herself into a wolf and back again once per day. The effect lasts for 1 hour per druid level, or until she changes back. Changing form is a standard action and doesn't provoke an attack of opp | |
| At 4th level, a druid gains the ability to turn herself into a wolf and back again once per day. The effect lasts for 1 hour per druid level, or until she changes back. Changing form is a standard action and doesn't provoke an attack of opp | |
| At 4th level, a druid gains the ability to turn herself into a wolf and back again once per day. The effect lasts for 1 hour per druid level, or until she changes back. Changing form is a standard action and doesn't provoke an attack of opp | |
| At 4th level, a druid gains the ability to turn herself into a wolf and back again once per day. The effect lasts for 1 hour per druid level, or until she changes back. Changing form is a standard action and doesn't provoke an attack of opp | |
| At 4th level, a druid gains the ability to turn herself into a wolf and back again once per day. The effect lasts for 1 hour per druid level, or until she changes back. Changing form is a standard action and doesn't provoke an attack of opp | |
| At 4th level, a druid gains the ability to turn herself into a wolf and back again once per day. The effect lasts for 1 hour per druid level, or until she changes back. Changing form is a standard action and doesn't provoke an attack of opp | |
| At 4th level, a druid gains the ability to turn herself into a wolf and back again once per day. The effect lasts for 1 hour per druid level, or until she changes back. Changing form is a standard action and doesn't provoke an attack of opp | |
| At 4th level, a druid gains the ability to turn herself into a wolf and back again once per day. The effect lasts for 1 hour per druid level, or until she changes back. Changing form is a standard action and doesn't provoke an attack of opp | |
| Wild Talents | A kineticist can use wild talents — magical abilities similar to spells but drawn from the kineticist's innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and |
| WildGazeMonarchFeature | |
| Wildhunt_Monarch_CastingLevel | |
| WildShapeElementaLargeFeature | |
| WildShapeElementalMediumFeature |
