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Once per day when you channel negative energy to harm living creatures, in addition to dealing damage you can choose to affect those who …
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Once per day when you channel positive energy to heal living creatures, you can choose to grant each healed creature the benefit of endure …
When you channel energy to deal damage, you may choose to affect only a single target within 30 feet. In addition to dealing damage, …
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As a standard action, you can expend one use of your channel energy ability to affect a single creature within 30 feet as if …
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When you channel energy, you can project a ray from your holy symbol instead of creating a burst. You must succeed at a ranged …
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Select one of the spirit legends available to a medium (see pages 33–37 of Pathfinder RPG Occult Adventures for more information about these spirits). …
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When you channel energy or lay on hands, you may expend two uses of the ability as a full-round action to increase the amount …
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As a standard action, you can expend one of your uses of channel energy to charge the melee weapons of all allies within 30 …
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When you channel energy to heal, you can instead deliver a warpriest’s blessing to a single willing creature (including yourself ) in the area …
As a full-round action that provokes attacks of opportunity, you can expend three uses of your channel energy class feature to restore a dead …
As a swift action, you can spend a use of your channel energy to grant yourself a +2 deflection bonus while using a shield. …
A swift action, you can expend one use of channel energy to grant your weapon attacks a bonus on damage rolls equal to the …
When you use channel energy to deal damage, your inquisitor levels count as cleric levels for determining the number of damage dice and the …
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Choose one variant channeling ability ( Pathfinder RPG Ultimate Magic 28 ). The chosen ability must match one of your deity’s domains, subdomains, or …
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Knowledge (planes) 3 ranks
As a swift action, you can allow Abyssal wrath to overtake you. While in this state, you can use one of your hands as …
You do not take a penalty to AC while charging undead creatures and evil outsiders.
You can use the charge rules to make a thrown weapon attack. All the parameters of a charge apply, except that you must only …
When using this style and not mounted, you can charge through difficult terrain and spaces containing allies. You can also make a single turn …
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You can use Perform, rather than Diplomacy, to improve an NPC’s starting attitude toward you. Alternatively, by praising another character, you may use Perform …
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When you create undead, they gain one teamwork feat you know as a bonus feat, though they gain its benefits only when cooperating with …
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When a living creature takes damage from the affected spell, that creature also takes 2 points of damage to Strength, Dexterity, and Constitution or …
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Knowledge (local) 5 rankshalf-elf
Once per day, you can select a teamwork feat that a human or elf ally within 30 feet possesses. You can ignore any race, …
You gain a land speed of 10 feet if you are aquatic; if you aren’t aquatic, you gain a +4 racial bonus on Swim …
Cha 13halfling
You can take 10 on Bluff checks to convince others you are telling the truth, so long as your story makes you appear innocent. …
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Any items you throw with your rock throwing ability are chilled by your touch, dealing an additional 1d6 points of cold damage.
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Whenever you cast a spell with the cold descriptor, you can take a –1 penalty on attack rolls made with the spell and reduce …
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While you’re adjacent to an ally of a race different that your own who also has this feat, you gain the following benefits. If …
While you have an opponent up to one size category larger than you grappled, you can attempt a grapple combat maneuver with a –5 …
Perform (sing) 3 ranks
As a standard action, you can attempt a DC 10 Perform (sing) check to aid an ally who also has this feat. If you …
When you are adjacent to a foe, as a full-round action, you can take a full-attack action to make melee attacks against the foe, …
You receive a +1 dodge bonus to your Armor Class against attacks of opportunity provoked by moving through a creature’s reach, provided the creature …
You can choose to take a –2 penalty on a ranged weapon attack to ricochet it off a stone or metal surface and resolve …
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Choose Magnimar, Korvosa, or Riddleport as your home city. The frantic bustle of the city has honed your reactions — you gain a +1 …
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You do not treat crowds as difficult terrain. You also gain an additional +2 bonus on Acrobatics checks to move along rooftops and on …
When interacting with NPCs who live in your settlement, you gain a +1 bonus on Bluff, Diplomacy, and Sense Motive checks.
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Stealth 1 rankhalf-elf
You do not treat crowds as difficult terrain, and you gain a +5 circumstance bonus on Stealth checks when using a crowd as cover.
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GhoulCha 18
Your appearance is such that, while paleskinned and gaunt, you can pass as a living humanoid of your choice. You gain a +10 racial …
When you successfully use your evasion class feature to avoid taking damage from an effect that allows a Reflex saving throw, you can attempt …
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Once per day when you channel positive energy to heal living creatures, if any of the creatures you healed are currently affected by one …
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Three times per day, as an immediate action when you fail a saving throw against a charm or compulsion effect, you can inflict 1d6 …
When you make a charge, you can make a full attack with your claws.
As a standard action, you can attempt a grapple combat maneuver with a –5 penalty against a creature that is currently grappling another creature …
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When you channel positive energy to harm or turn undead creatures, any undead creatures in the area lose the ability to cause disease with …
As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, …