With a light weapon, elven curve blade, estoc, rapier, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. Benefit: Reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast. You can use your bane ability for 3 additional rounds per day. You get a +2 bonus on all Persuasion and Perception skill checks. All Feats in Pathfinder: Kingmaker. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. Special: You can gain Extra Rage multiple times. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from you and all of your allies. Benefit: You gain +2 bonus on Athletics checks and +4 bonus on Fortitude saves against fatigue and exhaustion. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Its effects do not stack. Members of other classes can take combat feats provided that they meet the prerequisites. Deal +1d6 damage per melee hit if both you and an ally with this feat are. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. You can cast spells in a fraction of the normal time. Guides » Pathfinder: Kingmaker - Beginners Guide. If you have 10 or more ranks in that skill, this bonus increases to +6. Proficient with one exotic weapon of your choice. A light shield deals 1d3 damage and is considered a light weapon. Dodge bonuses stack with each other, unlike most types of bonuses. You cast that spell with greater than normal power. You get a second attack with your off-hand weapon, albeit at a –5 penalty. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Choose an energy type to which you have already applied the Elemental Focus feat. If your combat maneuver is successful, the target loses its bonuses from armor for 1 round. Similarly, as bombs are a ranged touch attack, Deadly Aim doesn't work on bombs either. Your skill with your favored weapon can frighten enemies. Each time you take the feat, it applies to a new type of weapon. If a melee attack misses you by 4 or less, you lose this dodge bonus until the beginning of your next turn. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. Even unarmed you are considered armed and deal 1d3 bludgeoning damage with unarmed attacks (1d2 if Small). Overall feats that are always solid to take would be Improved Initiative , Toughness , Dodge , Shield - Armor Focus , Combat Expertise and Reflexes , Outflank (for melee's teamwork feat meaning 2 must have side by side) , Seize the moment (teamwork) … Once per round when you would normally be hit with an attack from a ranged weapon (not including spell effects, natural attacks, or massive ranged weapons), you may deflect it so that you take no damage, as if you had the Deflect Arrows feat. Add your shield's enhancement bonus to attack and damage rolls made with the shield as if it were a weapon enhancement bonus. The point that you save should be put into Dexterity to increase its modifier to +2. You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. Level Increase: +1 (A reach spell uses up a spell slot one level higher than the spell's actual level.) You may attack with light and heavy shields. Half of the available races (Humans, Elves, Gnomes (and half-orc and half-elf) can pick a level 1 feat … You gain a +2 bonus on initiative checks as long as you start combat with a dueling sword. From swarms to spellcasters. Level Increase: +2 (An empowered spell uses up a spell slot two levels higher than the spell's actual level. Choose a school of magic to which you have already applied the Spell Focus feat. When you damage an opponent with a Power Attack, you may make an immediate Persuasion (intimidate) check as a free action to attempt to demoralize your opponent. Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability. +2 to the DC for all saving throws against your bombs. You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. thus I would like to add some magus feats to my wizard. If your combat maneuver is successful, your target is pushed back 5 feet. Special: You can gain this feat multiple times. General. When wielding a light weapon or any other weapon that can be used with Weapon Finesse, you can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you can make an attack of opportunity against that opponent. Ki Powers - Barkskin, Scorching Ray, Restoration, Wholeness of Body, Diamond Soul, Quivering Palm. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped. You can attempt to dislodge a piece of armor worn by your opponent. The weapon must be one appropriate for your size. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes. Enjoy a classic RPG experience inspired by games like Baldur’s Gate, Fallout 1 and 2 and Arcanum. Make a Persuasion (intimidate) check to demoralize all foes within 30 feet who can see your display. Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. Benefit: Casting a quickened spell is a swift action. The effects do not stack. Whenever you score a critical hit, your opponent is permanently blinded. Shield Master. All of your attack rolls take a –2 penalty when using Rapid Shot. Need Help? You can gain this feat multiple times. This feat has no additional effect on a fatigued or exhausted creature. This damage is multiplied on a critical hit. Blindness can be cured by heal, regenerate, remove blindness, or similar abilities. If an adjacent ally with this feat uses a tower shield to grant total cover, you also benefit if an attack targeting you passes through the edge of the shield. Normal: You normally add only half of your Strength modifier to damage rolls made with a weapon wielded in your off-hand. Establish your kingdom in Stolen Lands, claim new territories, and build towns and cities. For every 5 by which your attack exceeds your opponent's CMD, the penalty lasts 1 additional round. When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. † indicates the feat is a valid fighter bonus feat. Benefit: Reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast. Benefit: You can alter a spell with a range of touch, close, or medium to increase its range by one range category, using the following order: touch, close, medium, and long. Your spells break through spell resistance more easily than most. You can stab your enemies with your sword or another slashing weapon. This incurs standard penalties for two-weapon fighting if you have a weapon in your other hand. You must choose to use this feat before the attack roll, and its effects last until your next turn. Pathfinder Kingmaker has been updated to the Definitive Edition on PC and simultaneously released for consoles. Benefit: Select one spell. You are adept at spellcasting when threatened or distracted. Treat your caster level as being two higher for all level-variable effects of the spell. Benefit: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls. With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells. Your mastery of the shield allows you to fight with it without hindrance. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. Version 0.11.0. 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. Your melee attacks ignore the miss chance for less than total concealment. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result. Pathfinder: Kingmaker – Tristian Builds. Whenever you score a critical hit, your opponent becomes sickened for 1 minute. Be a wise ruler or a heavy-handed tyrant. Your bond with your animal companion is unusually close. It also grants a +2 bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it. He may continuously sermon about the futility of life, but Groetus’s chosen makes for an excellent beginning tank. Pathfinder: Kingmaker is the first isometric party-based computer RPG set in the Pathfinder fantasy universe. This ability works only with unarmed strikes, no matter what other abilities you might possess. Spending a swift action each round, you can imbue your weapons with a fraction of your power. Your ally's eyes are your own, and yours are his. You can only choose to use this feat when you declare that you are making an attack or a full attack with a melee weapon. Players who find themselves incredibly bored of the current classes and feats that the game currently offers will be incredibly excited by Call of The Wild. Level Increase: The heightened spell is as difficult to prepare and cast as a spell of its effective level. Benefit: Whenever you score a critical hit with a melee weapon, you can make a shield bash attack against the same target using the same bonus as a free action. Both PS4 and Xbox One versions are getting a new patch soon. You become proficient with Tower Shields. Toughness is a horrible feat for anyone unless you need it for Stalwart, but especially ranged characters. This bonus increases to +4 if the creature attempting the maneuver is larger than both you and your ally. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. Combat Maneuver Feats grant Combat Maneuver Abilities that the player can choose to use actively in fights. You know how to work together to trip your foes. When your hit point total is below 0 but you are not killed, you can fight on for 1 more round as if disabled. Each time you take the feat, it applies to a new type of weapon. By selecting feats, you can customize and adapt your character to be uniquely yours. +2 dirty trick bonus. Bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. You can target the weak points in your opponent’s armor. For every 5 by which your attack exceeds your opponent's CMD, the disarmed condition lasts 1 additional round. Enemies that cannot see both you and the enemy you reduced to 0 or fewer hit points are unaffected. You must be aware of the attack and not flat-footed. Benefit(s): Select one type of armor. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Your attacks with the chosen weapon are more devastating than normal. Benefit: Increase the AC bonus granted by any shield you are using by 1. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Benefit: When you use a full attack to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent's damage reduction. ), Benefit: An extended spell lasts twice as long as normal. You become proficient with all simple weapons. When firing a chosen ranged weapon type, you do not provoke. You can make only one extra attack per round with this feat. Heavy Shield Proficiency, Shield Bash, Two-Weapon Fighting, Base Attack Bonus: 11. Double spell duration, using a spell slot 1 level higher. You must use this feat before you make your attack (thus, a failed attack roll ruins the attempt). Benefit: When you make a full attack, each consecutive hit against the same opponent deals extra damage equal to the number of previous consecutive hits you have made against that opponent this turn. Choose a school of magic. You get a third attack with your off-hand at a -10 penalty. You are skilled at dealing damage with one weapon. Its effects stack. You can make your spells last twice as long. Your familiarity with a specific type of armor increases the amount of protection you receive from it. You take only a –1 penalty on attack rolls for fighting defensively. You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. The AC bonus granted by the selected armor increases by 1. Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity. Pathfinder Kingmaker: Amiri Build Guide Second row damage dealer This bonus stacks with the bonus granted by Bull Rush. If 0 hp or less, fight on for 1 round before. For every 5 by which your attack exceeds your opponent's CMD, the penalty lasts 1 additional round. This bonus damage stacks with other sources of precision damage, such as sneak attack. Any spells you cast of this school are very hard to resist. You are a master at your chosen weapon. Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. Benefit: Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this feat, you roll twice and take the better result. Normal: You can only apply the effects of one critical feat to a given critical hit in addition to the damage dealt. This page was last edited on 31 October 2020, at 23:33. Type. An unarmed strike is always considered light. If you successfully pinpoint an invisible or hidden attacker within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. You can make a single attack that deals incredible damage. Your skill with your chosen weapon leaves opponents unable to defend themselves if you strike them when their defenses are already compromised. Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery. Blindness can be cured by heal, regenerate, remove blindness, or similar abilities. You make a single attack that deals significantly more damage than normal. If your combat maneuver is successful, your target is pushed back 5 feet. You know just where to strike to temporarily stun a foe. Benefit: Add your Strength modifier to Persuasion (intimidate) checks in addition to your Charisma modifier. You must choose to use this feat before making an attack roll, and its effects last until your next turn. Additional hits instead add to the effect's duration. You can use bardic performance for 6 additional rounds per day. Your spells break through spell resistance much more easily than most. Your attacks made with weapons selected with Weapon Focus ignore up to 10 points of damage reduction. Further, you can add 1.5 times your Strength bonus on the damage roll for your first unarmed strike on a given round. You have mastered the impenetrable fighting style. Deflect one ranged attack hitting you per round if you have a hand free. Your melee attacks ignore miss chance for less than, Your ranged attacks ignore the miss chance granted to targets by anything less than. The DC of this Fortitude save is equal to 10 + your base attack bonus. Level Increase: +3 (A maximized spell uses up a spell slot three levels higher than the spell's actual level.) When you use Pummeling Style to make an entire full attack or flurry of blows against a single target, if you hit with any of your attacks, you attempt a trip combat maneuver check as a free action. You get a +2 bonus on all Mobility and Stealth skill checks. You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. 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