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
While in a defensive stance, the stalwart defender is immune to the sickened and nauseated conditions.
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.