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You gain a tumor familiar, as the tumor familiar alchemist discovery ( Pathfinder RPG Ultimate Magic 17), with an effective alchemist level equal to …
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Add half of your favored enemy bonus against aberrations to the saving throw DC of spells that you cast against aberrations and on caster …
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Int 13Spellcraft 5 ranksUse Magic Device 1 rank
As a standard action, you can drain the innate magical ability of a creature you’ve dealt damage to with a metal weapon since the …
Choose one of the creature’s special attacks. Add +2 to the DC for all saving throws against the special attack on which the creature …
Once per day, you can focus your thoughts for 10 minutes on a suit of magic armor or a wondrous item that has a …
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Once per day, if you fail a Will save against a compulsion spell or effect, you can reroll that saving throw but must take …
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When an incorporeal undead with the rejuvenation special ability or a haunt is reduced to 0 or fewer hit points within 30 feet of …
Choose one of your revelations that has a number of uses per day. You gain 1 additional use per day of that revelation.
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Specialist wizard 1stcannot have conjuration as a forbidden school
Whenever you cast a prepared arcane spell from the conjuration (summoning) school that takes longer than a standard action to cast, reduce the casting …
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Your sneak attack damage increases by 1d6. Your number of sneak attack dice cannot exceed half your character level (rounded up).
You must carry a curse that can be lifted only by a quest or similar great undertakingor have the Cursed Birth background
You gain spell resistance equal to 5 + your character level, as the curse interferes with all magic. Unlike most spell resistance, it can't …
When you confirm a critical hit with a spell or spell-like ability, you may cast bestow curse or major curse on that target as …
You don’t take the –2 penalty for attempting disarm combat maneuver checks with a ranged weapon using Ranged Disarm, and you can attempt a …
You don’t take the –2 penalty for making trip attempts with a ranged weapon using Ranged Trip, and you can attempt special ranged trip …
When you succeed at an Acrobatics check to move through a threatened square without provoking attacks of opportunity or to move through an enemy’s …
Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects …
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Heal 5 ranks
You can incorporate the art of acupuncture into your healing procedures, allowing you to use physical means to cleanse spiritual ailments. Doing so requires …
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Whenever you gain a magic bonus on an attack roll with a ranged weapon, you can deduct any range penalties from your damage roll, …
Increase the number of times per day you can use the adaptable luck racial trait by 1. Furthermore, when you use adaptable luck, increase …
As a swift action, you can apply one dose of contact or injury poison to two body parts that you use for unarmed strikes. …
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Increase your affiliation slot total by 2.
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You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from …
While using your smite evil class feature, as a swift action at the start of your turn, you can forgo the bonus on damage …
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You gain the channel energy class feature, as a cleric, usable 2 times per day. This ability otherwise functions like the cleric’s channel energy …
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Cha 15
All allies within 15 feet of you are only flat-footed during the first round of combat until your first turn. This does not prevent …
Select one advanced armor training option.
You gain a +4 bonus to your CMD.
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You gain the following spells as spell-like abilities, each of which are usable 1/day: wood meld (as meld with stone , but only with …
Add +1 to the Difficulty Class on all Perception and Disable Device skill checks to find or disable the traps you make with your …
Select one advanced weapon training option, applying it to one fighter weapon group you have already selected with the weapon training class feature.
Fly 10 ranks
You can perform a defensive roll while in the air. As an immediate action, you can attempt a Fly check when you are attacked …
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When you target a creature with your frightening appearance or stunning appearance class feature, it does not become immune to the effects of those …
Choose one type of terrain affiliated with the relevant blight. You gain a +1 bonus on Knowledge (geography) and Knowledge (nature) checks regarding the …
For the purpose of class features (such as a ranger’s combat style, a barbarian’s fast movement, or a magus’s spellcasting), you treat Gray Maiden …
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You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your …
Grippli
You have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make Sleight …
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3 ranks in Heal
When you take this feat, select an agony. You can gain this feat multiple times, each time selecting a different agony, but you can …
Sylph
You gain a +2 bonus on saving throws against effects with the air or electricity descriptors and effects that deal electricity damage. You may …
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Horse
This horse automatically knows the tricks included in the combat riding trick (attack, come, defend, down, guard, and heel), and these tricks do not …
You can throw a single alchemical item as a full-attack action, increasing the effectiveness of the alchemical agent thrown. When throwing a single alchemical …
Choose one of the following combat maneuvers: disarm, reposition APG , steal APG , sunder, or trip. You gain a +2 bonus when performing …
You gain a +2 morale bonus on Intimidate checks to demoralize opponents, and the DC of any attempt to demoralize you increases by 2. …
You gain a +2 bonus on initiative checks as long as you start combat with an Aldori dueling sword in your hand. As long …