level: 6
type: ability

Found 58 matches

Combine Elixirs
Level 6 Alchemist Additive 2

Trigger: You use Quick Alchemy to craft an alchemical item that has the elixir trait and is at least 2 levels lower than your advanced alchemy level.

You’ve discovered how to mix two elixirs into a single hybrid concoction. You can spend 2 additional batches of infused reagents to add a second elixir to the one you’re crafting.

The second elixir must also be at least 2 levels lower than your advanced alchemy level, and the combination elixir is an alchemical item two levels higher than the higher of the two elixirs’ levels. When this combination elixir is consumed, both the constituent elixirs take effect. For example, you can combine two elixirs of life to create a combined elixir that heals twice the normal amount, or you can combine a lesser darkvision elixir with a lesser eagle-eye elixir to both gain darkvision and find secret doors.

Debilitating Bomb
Level 6 Alchemist Additive 2

Trigger: You use Quick Alchemy to craft an alchemical bomb that is at least 2 levels lower than your advanced alchemy level.

You mix a substance into the bomb that causes one of the following: dazzled, deafened, flat-footed, or a –5-foot status penalty to Speeds. If the attack with that bomb hits, the target must succeed at a Fortitude saving throw or suffer that effect until the start of your next turn. Use your class DC for this saving throw (even if someone else throws the bomb).

Directional Bombs
Level 6 Alchemist

You can lob bombs with great force and a precise trajectory to angle the splash in a cone spraying in a single direction. When throwing an alchemical bomb with the splash trait, instead of splashing all squares adjacent to the target, you can treat the target’s space as the first affected square of a 15-foot cone directed away from you, potentially allowing you to avoid allies and splash deeper into enemy lines. If the target takes up more than a single square, the target’s square closest to you is the first affected square of the cone.

Animal Skin
Level 6 transmutation morph Barbarian Instinct Primal

Prerequisites: animal instinct

Your proficiency in unarmored defense increases to expert. While you are raging and unarmored, your skin transforms into a thick hide resembling your animal’s skin. You gain a +1 status bonus to AC instead of taking a –1 penalty to AC; if you have the greater juggernaut class feature, this status bonus increases to +2. The thickness of your hide gives you a Dexterity modifier cap to your AC of +3.

Attack of Opportunity
Level 6 champion Barbarian

Trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.

You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

Brutal Bully
Level 6 Barbarian

Prerequisites: expert in Athletics

You push your foes around and leave bruises. While raging, when you successfully Disarm, Grapple, Shove, or Trip a foe, you deal that foe bludgeoning damage equal to your Strength modifier; add this to the damage from a critical success to Trip.

Cleave
Level 6 Barbarian Rage

Trigger: Your melee Strike kills a creature or knocks it unconscious, and another foe is adjacent to that creature.

You swing clear through one foe and into another. Make a melee Strike against the second foe.

Dragon's Rage Breath
Level 6 evocation Concentrate Barbarian Rage Instinct Arcane

Prerequisites: dragon instinct

You breathe deeply and exhale powerful energy in a 30-foot cone or 60-foot line, dealing 1d6 damage per level. The area and damage type match those of your dragon (see Table 3–4 on page 86). If you used this ability in the last hour, the area and the damage are halved (15-foot cone or 30-foot line; 1d6 damage for every 2 levels). Each creature in the area must attempt a basic Reflex save.

Spirits' Interference
Level 6 Barbarian Rage Instinct Necromancy

Prerequisites: spirit instinct

You call forth protective spirits to ward off ranged attacks. Until your rage ends, anyone making a ranged attack against you must succeed at a DC 5 flat check or the attack misses with no effect.

Dirge of Doom
Level 6 Bard

You learn the "Dirge of Doom" composition cantrip, which frightens your enemies.