The effect lasts for 1 minute or until the enemy breaks free with a successful Strength check or an Escape Artist check (DC = the effect's saving throw DC), whichever comes first. If you stop maintaining your song, the fast healing ends, even if the effects of your song persist. Prerequisites: Quick Channel or Quicken Spell; channel energy or lay on hands class feature. Benefit: When you and your companion creature have this feat, your companion creature is adjacent to you or sharing your square, and you receive the benefit of a healing spell (whether from yourself or another source), you can divide the hit points healed evenly between yourself and your companion creature. Normal: You must be positioned opposite an ally to flank an opponent. You can use this feat with items similar in shape and weight to a cape, such as a cloak or a curtain. Prerequisites: Blood casting class feature. Some abilities are not tied to your race, class, or skill-things like particularly quick reflexes that allow you to react to danger more swiftly, the ability to craft magic items, the training to deliver powerful strikes with melee weapons, or the knack for deflecting arrows fired at you. Finding just the right pressure point, you paralyze your foe with a single hit. https://pathfinderkingmaker.fandom.com/wiki/Feats?oldid=8998, +2 competence bonus on level checks to overcome, Total all damage from weapon attacks in a round before applying, +2 bonus, or +4 if your foe is larger than you, to your, When adjacent to an ally who also has this feat, you gain a +2 competence bonus on all. Prerequisites: Inspiration class feature, keen recollection class feature. These abilities are represented as feats. Prerequisite: Ability to perform dirge of doom. Prerequisites: Wis 13, alignment must be within one step of your deity's.
Take a penalty to hit for twice as much damage. Prerequisites: Base attack bonus +7, ability to cast 2nd-level bloodrager spells, bloodrage class feature. As a swift action, you can enter the stance employed by the fighting style that a style feat embodies. You are skilled at sending your opponents flying. Benefit: As a swift action, you can expend one use of channel energy to grant your weapon attacks a bonus on damage rolls equal to twice the number of dice rolled for your channel energy. You can use the 1st-level domain ability that clerics of that domain can use a number of times or rounds per day, but you can use it only once per day or 1 round per day, whichever is appropriate. For a number of rounds equal to your Charisma modifier (minimum 1), you gain resistance 5 to that energy type, and all creatures that attempt a natural weapon attack or an unarmed strike against you take 2 points of damage of that same energy type.
If you grossly violate the code of conduct required by your deity, your alignment shifts so that it is more than one step away from your deity's, or you no longer worship your deity, you lose access to this feat. Benefit: Once per day, you can cast a touch spell without being in contact with your familiar and designate your familiar as the "toucher."
This bonus must be used before your ally's next turn, or it is lost. When you use this feat, you take a –2 penalty to your AC until your next turn. The Hypertext d20 SRD™ is an independent entity and is not affiliated with Paizo Inc. Open Game License Terms of Use Privacy Policy, Gain a minor pool of inspiration for use with, Amateur Investigator, base attack bonus +6, Expend inspiration to gain a limited version of studied combat, Int 13, Studied Combatant, base attack bonus +8, Studied strike grants a +4 bonus on attack rolls and damage rolls, Gain a minor pool of panache to use with a 1st-level swashbuckler deed of your choice, You can shrug off spells that don't work on animals, Dodge, Mobility; base attack bonus +7, brawler level 4th, or monk level 4th, Gain up to a +2 bonus on attack rolls against creatures with a dodge bonus, Opponents with Mobility do not gain a bonus when they provoke attacks of opportunity from you, Once per day, gain the use of a combat feat you don't possess for 1 minute, Let out a cry that grants allies a +1 bonus on attack rolls and +4 bonus on saves against fear, Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8, Wis 13, alignment must be within one step of your deity's, Gain the use of a 1st-level cleric domain ability, Base attack bonus +7, ability to cast 2nd-level bloodrager spells, bloodrage class feature, Expend a bloodrager spell slot while bloodraging to add force damage to your charge attack, Base attack bonus +11, ability to cast divine spells, alignment must be within one step of your deity's, Your attacks are considered to have the alignments you share with your deity, Gain the benefits of Arcane Strike while bloodraging, Change your rogue talent spell-like abilities with study, Gain a bonus on melee attack rolls when you use, Blessings class feature, channel energy class feature, Bestow a blessing on an ally when you channel energy, Ability to cast one force spell, channel energy class feature, Spend channel energy to deal extra force damage with weapon attacks, Dex 18, Combat Reflexes, Improved Unarmed Strike, Weapon Focus (unarmed strike), base attack bonus +16 or brawler level 12th, When you fight unarmed and a foe misses with all melee attacks, it provokes attacks of opportunity from you, Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +4, Dazzling Display, Weapon Focus, base attack bonus +6, proficiency with selected weapon, Use Dazzling Display to increase a fear effect, Gain a bonus equal to your Charisma bonus on a saving throw, Two-Weapon Fighting; divine bond (weapon) or sacred weapon class feature, Imbue two weapons with divine bond or sacred weapon instead of just one, Channel energy class feature; Air, Earth, Fire, or Water domain or blessing, Spend channel energy to deal extra energy damage with weapon attacks, Companion gains a 1-point eidolon evolution, Augmented Summoning, Spell Focus (conjuration), ability to cast, Summoned monster gains a 1-point eidolon evolution, Add your Wisdom modifier to the number of minutes per day you can use animal focus, Channel energy two additional times per day, Amateur Investigator or inspiration class feature, Gain 3 more points in your arcane reservoir, Spell DCs are 1 higher for your chosen enemy. Benefit: As a move action, you can wrap a cape that you're wearing around your arm (removing it if necessary), and treat it as a buckler.
This is in addition to the number of spells you can normally prepare from your spellbook. Prerequisites: Spellcraft 5 ranks, keen recollection class feature. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear.
Prerequisites: Caster level 5th, ability to acquire a familiar. You gain a pool of inspiration equal to your Intelligence modifier. Prerequisite: Rage or raging song class feature. Benefit: Creatures you demoralize by using the Killing Flourish feat must succeed at a Fortitude save (DC = 10 + 1/2 your character level + the higher of your Strength and Dexterity modifiers) or become sickened for 1 minute.
Prerequisites: Dodge, Improved Unarmed Strike, Jabbing Style, Mobility; base attack bonus +9, brawler level 5th, or monk level 5th. You can expend two of your daily uses of blessings to deliver that blessing (regardless of whether it's a minor or a major effect) as a swift action instead. You regain 1 round of bloodrage for every 2 levels of the spell you successfully saved against.
If you are using the cape in this way, and an opponent misses you with a melee attack, as an immediate action you can spend 1 panache point to release your cape from your arm and entangle your foe with it. For the purpose of this feat only, the summon nature's ally spells of the appropriate spell levels count as being on your spell list at the same spell level as for a druid. Benefit: When you take this feat, choose one of your blessings that normally requires a standard action to use.
Once during the next 24 hours, you can spend a standard action to grant your animal companion or familiar that shaman spirit's spirit animal ability for 1 minute per level in the class that grants your animal companion or familiar. Your effective cleric level in regard to this ability is 1st level. You must use an unarmed strike for this attack of opportunity. Benefit: Once per round, when you are fighting unarmed with both hands free and an opponent misses you with a melee attack, the opponent provokes an attack of opportunity from you.
Draining Strike forces a foe that was damaged by your unarmed attack to attempt a Fortitude saving throw (DC = 10 + 1/2 your character level + your Wisdom modifier), in addition to dealing damage normally.
After you have done so, you can use a move action to move yourself and the target of your grapple half your speed without needing to attempt an additional combat maneuver check. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat. This spell must be on the alchemist formula list. Benefit: At the start of each day, you can commune with a single shaman spirit. A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill.
Prerequisites: Improved Weapon of the Chosen, Weapon Focus with deity's favored weapon, Weapon of the Chosen, must worship and receive spells from a deity. This extra damage is force damage, and it's not multiplied in the case of a critical hit. With practice, you've mastered your rage to allow yourself more versatility. Special: You can take this feat multiple times. You can inspire extreme revulsion when you slaughter your enemies.
Benefit: When you use Flexible Wizardry, you can flexibly prepare a number of spell slots equal to your Intelligence modifier + 4. Brawlers, fighters, gunslingers, swashbucklers, and warpriests can select combat feats as bonus feats. These feats also have the skill trait. Furthermore, you can finalize one of these slots with a standard action instead of a full-round action. (This application doesn't count toward your uses of blessings per day.). Prerequisites: Improved Grapple; base attack bonus +6, brawler's flurry class feature, or flurry of blows class feature. Benefit: While you are bloodraging, you don't need to spend a swift action to use your Arcane Strike—it is always in effect.
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