PATHFINDER: KINGMAKER
Progressions
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| Progressions ↓ | Description |
|---|---|
| WizardProgression | |
| Although most consider it to be the weakest and most feral of the chromatic dragons, the white dragon makes up for its lack of cunning with sheer ferocity. | |
| Weather Domain | 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 |
| Weather Domain | 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 |
| Weather Domain | 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 |
| Water Domain | 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 Domain | 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 Domain | 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 |
| Element: water Type: simple blast Level: — Burn: 0 Blast Type: physical Damage: bludgeoning You slam a single foe with a stream of water. | |
| Kineticists who focus on the element of water are called hydrokineticists. Hydrokineticists master the flow of water or the numbing chill of cold, and they are known for their versatility and flowing forms, like the ever-changing currents. | |
| Kineticists who focus on the element of water are called hydrokineticists. Hydrokineticists master the flow of water or the numbing chill of cold, and they are known for their versatility and flowing forms, like the ever-changing currents. | |
| Kineticists who focus on the element of water are called hydrokineticists. Hydrokineticists master the flow of water or the numbing chill of cold, and they are known for their versatility and flowing forms, like the ever-changing currents. | |
| Kineticists who focus on the element of water are called hydrokineticists. Hydrokineticists master the flow of water or the numbing chill of cold, and they are known for their versatility and flowing forms, like the ever-changing currents. | |
| WarriorProgression | |
| War Domain | 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 |
| War Domain | 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 |
| VerminProgression | |
| UndeadProgression | |
| The taint of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death move through you and touch your | |
| Trickery Domain | 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 e |
| Trickery Domain | 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 e |
| Travel Domain | 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 |
| Travel Domain | 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 |
| Thunderstorm Blast | Element: air Type: composite blast Level: — Burn: 2 Prerequisites: primary element (air), expanded element (air) Blast Type: physical Damage: half bludgeoning, half electricity You batter a single foe with a gust of air crackling with elect |
| SylvanSorcererAnimalCompanionProgression | |
| Your ties to nature have more to do with creatures than with capriciousness. | |
| SwordlordProgression | |
| Sun Domain | You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds. Sun's Blessing: Whenever you channel positive energy to harm undead creatures, add your level in the class that gave you ac |
| Sun Domain | You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds. Sun's Blessing: Whenever you channel positive energy to harm undead creatures, add your level in the class that gave you ac |
| Strength Domain | In strength and brawn there is truth — your faith gives you incredible might and power. Strength Surge: As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/ |
| Strength Domain | In strength and brawn there is truth — your faith gives you incredible might and power. Strength Surge: As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/ |
| Steam Blast | Elements: fire and water Type: composite blast Level: — Burn: 2 Prerequisites: fire blast, water blast Blast Type: physical Damage: half bludgeoning, half fire You use your fire to superheat water into steam just as it strikes. |
| StalwartDefenderProgression | |
| Wizards who do not specialize (known as as universalists) have the most diversity of all arcane spellcasters. Hand of the Apprentice: You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As | |
| Transmuters 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). This bonus increases by +1 for every five wizard levels you p | |
| The 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 channel energy a number of times per day equal to 3 + your Intellige | |
| Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes. Blinding Ray : As a standard action, you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes c | |
| Evokers 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 damage, add 1/2 your wizard level to the damage (minimum +1). This b | |
| The enchanter uses magic to control and manipulate the minds of his victims. Enchanting Smile: You gain a +2 enhancement bonus on Persuasion checks and saving throws against enchantment spells. This bonus increases by +1 for every five wiza | |
| Diviners are masters of remote viewing, prophecies, and using magic to explore the world. Forewarned: You receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume t | |
| The 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 duration by a number of rounds equal to 1/2 your wizard level (mi | |
| The 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 prepare spells. This resistance can be changed each day. At 11th | |
| SorcererProgression | |
| SlayerProgression | |
| Of all the dragons, silvers are the most courageous, holding themselves to a chivalrous code to help the weak, defeat evil, and behave in an honorable manner. | |
| Your bloodline carries the lingering stain of ancient serpent races that ruled when the world was young; your forebears were likely favored slaves anointed by their reptilian masters and gifted with their cold cunning and subtle manipulatio | |
| Sandstorm Blast | Elements: air and earth Type: composite blast Level: — Burn: 2 Prerequisites: air blast, earth blast Blast Type: physical Damage: piercing and slashing You use your air to churn up sand, firing a flensing gust at a foe. |
| Your magic comes from the knowledge and traditions that your bloodline accumulated through the generations, not just from force of personality. You use your Intelligence, rather than your Charisma, to determine all class features and effect | |
| SacredHuntsmasterAnimalCompanionProgression |
