PATHFINDER: KINGMAKER

Feats & abilities

4,001–4,050 of 4,473Page 81 of 90
Feats & abilities ↑Description
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…
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…
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…
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…
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
Trollhound HowlDC 16 Will save or become paralyzed with fear for 6 rounds or shaken for the same duration if the target succeeds at the saving throw. Targets can attempt new saving throw…
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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…
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…
True Magus — Attack BonusWhenever the magus uses spell combat, he can choose to grant himself a +2 circumstance bonus on all attack rolls.
True Magus — Spell DCWhenever the magus uses spell combat, he can choose to increase the DC to resist his spells by 2.
True Magus — Spell PenetrationWhenever the magus uses spell combat, he can choose to grant himself a +2 bonus on any checks made to overcome spell resistance.
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…
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…
True SeeingAt 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…
Turn BackReturn to your normal form.
Turn Back (Polymorph)Return to your normal form.
Turn Undead (Necromancy)You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if frightened. Undead receive a Will save to…
TwinSerpentsDraconicSecondFeature
TwinSerpentsFeature
Two-Handed WeaponAt 2nd level, the ranger can select from Cleave, Power Attack, and Intimidating Prowess. At 6th level, he adds Cleaving Finish and Great Cleave to the list. At 10th level, he…
Two-Handed WeaponAt 2nd level, the ranger can select from Cleave, Power Attack, and Intimidating Prowess. At 6th level, he adds Cleaving Finish and Great Cleave to the list. At 10th level, he…
Two-Handed WeaponAt 2nd level, the ranger can select from Cleave, Power Attack, and Intimidating Prowess. At 6th level, he adds Cleaving Finish and Great Cleave to the list. At 10th level, he…
Two-Handed Weapon TrainingWhenever two-handed fighter attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Two-Weapon CombatAt 2nd level, the ranger can select from Double Slice, Shield Bash, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting to the list. At 10th level, he…
Two-Weapon CombatAt 2nd level, the ranger can select from Double Slice, Shield Bash, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting to the list. At 10th level, he…
Two-Weapon CombatAt 2nd level, the ranger can select from Double Slice, Shield Bash, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting to the list. At 10th level, he…
Two-Weapon FightingBenefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.…
TwoWeaponFightingBasicMechanics
Feats & abilities - Page 81 - Kingmaker