Gain Improved Unarmed Strike as a bonus feat. You can start performances as a move action instead of a standard action. Everyone around target must succeed on a Fortitude save or become Nauseated for 1 round per 1d6 damage that alchemist bombs usually inflict. Decent enough stats. At 10th, add Pinpoint Targeting. You are proficient with the club, crossbows, dagger, handaxe, javelin, jama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality. When unarmored and unencumbered, add your Wisdom bonus to your AC and CMD. Create two Colossal-sized masses of rock, dirt, and stone and slam them together against a single creature between them. Mass cure serious wounds, using your level as the caster level. Confer on a subject the ability to see all things as they actually are (e.g. You are proficient with all simple and martial weapons, with all types of armor, and with non-tower shields. Use Persuasion to cause an enemy to become shaken for a number of rounds. Deliver a coup de grace (critical hit) to a helpless opponent. Further bonuses apply at higher levels. You can study an opponent as a move or swift action. This bonus stacks with all other modifiers, including the morale bonus on Will saves you also receive during rage. AC, Flat footed AC, and Touch AC (Basic combat). Learn an additional spell derived from your bloodline. Increases as you gain levels. Gain the blade form infusion which costs 0 points of burn instead of 1. Appears where you designate and act according to its Initiative check results. Turn into a wolf and back again. Form a bond with nature which can grant you a cleric domain or a close bond with an animal companion. You no longer become fatigued at the end of your rage. You become a Large dragon-like creature, gaining more abilities and bigger bonuses to various stats in the process. Turn into a small elemental and back again. Summon an extraplanar wolf or 1d3 extraplanar dogs that attack opponents. Pathfinder is a tabletop RPG based off of the 3.5 Ruleset of Dungeons and Dragons. A wizard that specializes in one school of magic must select two other schools as his opposition schools. Spend 2 points from your ki pool as a standard action, heal a number of HP equal to your Monk level. At 11th level, make another additional attack. When the alchemist creates a bomb, he can choose to have it inflict acid damage. You can see this when creating a … Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. Move 10 feet faster than normal in medium and heavy armor. Study an opponent in line of sight as a move action and gain +1 on weapon attack and damage rolls against it. In this section we will take a look at how attacking, defending and critical hits are determined, and how the dice rolls factor into this. Your deity influences your alignment, what magic you can perform, your values, and how others see you. Lasts for a number of rounds equal to the your Intelligence modifier (minimum 1). Summon a natural nereid. Bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +4. Optionally, specialize in one school of magic, gaining additional spells and powers based on that school. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Enjoy a classic RPG experience inspired by games like Baldur's Gate, Fallout 1 and 2 and Arcanum. Free action. Instead of gaining size bonuses to physical ability scores from Elemental Overflow, you gain alchemical bonuses to your mental ability scores in equal amounts. 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