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Showing 481–504 of 2458 feats.
Defensive Power Advanced Player's Guide

While in a defensive stance, the stalwart defender adds his class level to his CMD against any bull rush, overrun, pull, and push combat maneuvers, as well as grapple attempts to move him. The stalwar

Defensive Power Advanced Player's Guide

The stalwart defender's damage reduction from this class increases by 1/—. This increase is always active while the stalwart defender is in a defensive stance. He can select this power up to two

Defensive Power Advanced Player's Guide

Once a round as an immediate action, when a melee or ranged weapon would successfully strike an adjacent ally, the stalwart defender can choose to have the weapon strike him instead of the intended ta

Defensive Power Advanced Player's Guide

The stalwart defender automatically negates the additional damage of one successful critical hit or sneak attack, as well as other abilities or effects that rely on a successful critical hit or sneak

Defensive Power Advanced Player's Guide

As a standard action, the stalwart defender heals 1d8 points of damage + his Constitution modifier. For every two levels the stalwart defender has attained above 2nd, this healing increases by 1d8, to

Defensive Power Advanced Player's Guide

The stalwart defender may enter a defensive stance even if fatigued. While maintaining a defensive stance after using this ability, he is immune to the fatigued condition. Once this stance ends, he is

Defensive Power Advanced Player's Guide

While in a defensive stance, the stalwart defender may make an extra attack per round that is either a shield bash or a slam (even if he doesn't normally have a slam attack). If used as part of a full

Defensive Power Advanced Player's Guide

The stalwart defender can make an attack of opportunity against a foe that moves into any square threatened by the stalwart defender, regardless of whether or not that movement would normally provoke

Advanced Rogue Talent Core Rulebook

Once per day, the rogue can attempt a Reflex save to halve the damage from a blow that would drop her.

Combat Ultimate Combat

You know how to defend yourself against a certain class of weaponry.

RequiresInt 13, base attack bonus +5.

General Advanced Race Guide

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Requires<p class="stat-block-1">Human. </p>

Combat Core Rulebook

You can knock arrows and other projectiles off course, preventing them from hitting you.

RequiresDex 13, Improved Unarmed Strike.

Ninja Trick Ultimate Combat

A ninja who selects this ninja trick gains the Deflect Arrows feat as a bonus feat.

Mythic Mythic Adventures

You deflect projectiles and ray spells with uncanny skill.

RequiresDeflect Arrows.

General Ultimate Intrigue

You possess a preternatural skill for catching items that slip from your grasp.

RequiresSkill Focus (Sleight of Hand)..

General Core Rulebook

You have exceptional manual dexterity.

Mythic Mythic Adventures

Your hands are astonishingly nimble.

RequiresDeft Hands.

Grit Ultimate Combat

You keep an eye out while focusing on your weapon, allowing you to avoid attacks while shooting and reloading firearms.

RequiresGrit class feature or Amateur Gunslinger feat, Dodge, Mobility.

Revelation Revelation:Life Advanced Player's Guide

Once per day as an immediate action, whenever you fail a saving throw against a disease or poison, you may ignore its effects for 1 hour per level.

General Occult Adventures

You can delay your kinetic blasts.

Discovery Advanced Player's Guide

The alchemist can place a bomb so that it explodes a number of rounds after the alchemist ceases contact with the bomb.

Metamagic Adventure Path #116: Fangs of War

An area spell can be cast now and triggered as a standard action any time within 1 minute per spell level.

General Ultimate Wilderness

You can distract opponents with your delectable rinds.

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