Feats & abilities

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Feats & abilities ↑Description
SnakeskinAt 9th level, you gain a +1 bonus to natural armor, a +2 racial bonus on saves against poison, and a +2 bonus on Mobility checks. At 13th level and 17th level, these bonuses…
SnakeskinAt 9th level, you gain a +1 bonus to natural armor, a +2 racial bonus on saves against poison, and a +2 bonus on Mobility checks. At 13th level and 17th level, these bonuses…
SnakeskinAt 9th level, you gain a +1 bonus to natural armor, a +2 racial bonus on saves against poison, and a +2 bonus on Mobility checks. At 13th level and 17th level, these bonuses…
Sneak AttackIf a character can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The character's attack deals…
Sneak StabA knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at…
Solo TacticsAt 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor…
Sonic Resistance 10Creature ignores 10 points of sonic damage per attack. It doesn't matter whether the damage has a mundane or magical source.
Sonic Resistance 15Creature ignores 15 points of sonic damage per attack. It doesn't matter whether the damage has a mundane or magical source.
Sonic Resistance 20Creature ignores 20 points of sonic damage per attack. It doesn't matter whether the damage has a mundane or magical source.
Sonic Resistance 25Creature ignores 25 points of sonic damage per attack. It doesn't matter whether the damage has a mundane or magical source.
Sonic Resistance 30Creature ignores 30 points of sonic damage per attack. It doesn't matter whether the damage has a mundane or magical source.
Sonic Resistance 5Creature ignores 5 points of sonic damage per attack. It doesn't matter whether the damage has a mundane or magical source.
SonicResistance10Feature
SonicResistance30Feature
Soothing PerformanceA bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure serious wounds, using the bard's level as the caster level. In addition, this…
Soothing PerformanceA bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure serious wounds, using the bard's level as the caster level. In addition, this…
Sorcerer Bonus FeatAt 1st level, a sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still…
Sorcerer ProficienciesSorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her…
Soul of the FeyAt 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Once per day, you can cast cloak of dreams as a spell-like…
Soul PowerA dark elementalist uses the souls of others to protect herself from the dangers of burn. She can't choose to accept burn if doing so would raise her total number of points of…
Soul PowerA dark elementalist uses the souls of others to protect herself from the dangers of burn. She can't choose to accept burn if doing so would raise her total number of points of…
Soul PowerA dark elementalist uses the souls of others to protect herself from the dangers of burn. She can't choose to accept burn if doing so would raise her total number of points of…
SoulEaterAbilityDamageFeature
SoulEaterAbilityDrainFeature
SoulsCloakCurseFeature
SoulsCloakFeature
SoulsCloakResourceFeature
SpawnOfRovagug_EnergyDamageDivisor
SpawnOfRovagug_Fortification
SpawnOfRovagug_MechanicalAdjustments
Specialist SchoolA wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it…
Specialist School — AbjurationThe abjurer uses magic against itself, and masters the art of defensive and warding magics. Resistance: You gain resistance 5 to an energy type of your choice, chosen when you…
Specialist School — ConjurationThe conjurer focuses on the study of summoning monsters and magic alike to bend to his will. Summoner's Charm: Whenever you cast a conjuration (summoning) spell, increase the…
Specialist School — EvocationEvokers revel in the raw power of magic, and can use it to create and destroy with shocking ease. Intense Spells: Whenever you cast an evocation spell that deals hit point…
Specialist School — NecromancyThe dread and feared necromancer commands undead and uses the foul power of unlife against his enemies. Power over Undead: You receive Turn Undead as a bonus feat. You can…
Specialist School — TransmutationTransmuters use magic to change the world around them. Physical Enhancement: You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution).…
SpectreEnergyDrainFeature
Spell CombatAt 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being…
Spell CombatAt 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being…
Spell CriticalAt 10th level, whenever an eldritch knight successfully confirms a critical hit, the next spell he casts within 2 rounds will be cast as swift action, as if quickened.
Spell FocusChoose a school of magic. Any spells you cast of that school are more difficult to resist. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the…
Spell Focus — AbjurationAdd +1 to the Difficulty Class for all saving throws against spells from the Abjuration school of magic.
Spell Focus — ConjurationAdd +1 to the Difficulty Class for all saving throws against spells from the Conjuration school of magic.
Spell Focus — DivinationAdd +1 to the Difficulty Class for all saving throws against spells from the Divination school of magic.
Spell Focus — EnchantmentAdd +1 to the Difficulty Class for all saving throws against spells from the Enchantment school of magic.
Spell Focus — EvocationAdd +1 to the Difficulty Class for all saving throws against spells from the Evocation school of magic.
Spell Focus — IllusionAdd +1 to the Difficulty Class for all saving throws against spells from the Illusion school of magic.
Spell Focus — NecromancyAdd +1 to the Difficulty Class for all saving throws against spells from the Necromancy school of magic.
Spell Focus — TransmutationAdd +1 to the Difficulty Class for all saving throws against spells from the Transmutation school of magic.
Spell LinkWhen a dweomercat is targeted by a spell or is caught within the area of effect of a spell, it gains an effect related to the school of that spell. This effect activates before…