Pathfinder: Kingmaker Wiki
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page to list the various possible bonuses present in Pathfinder: Kingmaker.

For ease of use, these bonuses should only be derived from items and spells.

Abilities[ | ]

Statistic Bonus Type Bonus Size Source Type Source
Strength Racial +2 Race
+2-4 Class Feat Dragon Disciple - at 2nd and 4th levels
Inherent +2-6 Class Feat Abyssal Bloodline of Sorcerer/Eldritch Scion, +2 at levels 9, 13 and 17
+2 Item/Potion Elixir of Inconceivable Transmutations of Body, and Soul, and Also Mind
Alchemical +4-8 Class Feat Mutagen of Alchemist class, from +4 by default to +6 at 12th lvl and +8 at 16th lvl
Circumstance +2 Item/Ring Ring of Circumstances
Sacred +4 Spell Eaglesoul
Morale +2 Spell Rage
Enhancement +2-8 Item/Belt
+1-5 Class Feat Wizard with specialty in Transmutation
+4 Spell Bull's Strength or Bull's Strength, Mass
+4 Spell Transformation
+4 Spell Aspect of the Wolf
+4 Item/Ring Power Stone
+4 Item/Gloves Manticore's Claws
+6 Item/Gloves Ultimate Grip
+8 Item/Gloves Star Soldier's Gauntlet
+8 Item/Armor Onslaught
Size +2 Spell Enlarge Person or Enlarge Person, Mass
+2-4 Spell Beast Shape I or Beast Shape II for +2, Beast Shape III or Beast Shape IV for +4
+2-6 Spell Polymorph for +2, Polymorph, Greater for +2-6
+2-8 Spell Elemental Body I/II/III/IV
+4-10 Spell Dragonkind I/II/III
+4 Spell Righteous Might
+6 Spell Legendary Proportions
+6 Spell Frightful Aspect
+8 Spell Animal Growth
+2-6 Class Feat Elemental Overflow of Kineticist

Statistic Bonus Type Bonus Size Source Type Source
Dexterity Racial +2 Race
Inherent +2 Item/Potion Elixir of Inconceivable Transmutations of Body, and Soul, and Also Mind
Alchemical +4-8 Class Feat Mutagen of Alchemist class, from +4 by default to +6 at 12th lvl and +8 at 16th lvl
Circumstance +2 Item/Ring Ring of Circumstances
Sacred +4 Item/Weapon Hunter's Blessing (Composite Longbow)
Morale +2 Item/Weapon Carefree Hunter (Sling Staff)
Enhancement +2-8 Item/Belt
+1-5 Class Feat Wizard with specialty in Transmutation
+2 Item/Weapon Whirlwind (Composite Longbow)
+4 Spell Cat's Grace or Cat's Grace, Mass
+4 Spell Transformation
+4 Spell Aspect of the Wolf
+4 Item/Helmet Stubborn Head
+4 Item/Necklace Beholder of Wind
+4 Item/Gloves Steady Hand
+6 Item/Gloves Lightest Touch
+6 Item/Armor Gentle Persuasion
+6 Spell Fiery Body
+8 Item/Ring Dragonfly Ring
Size +2 Spell Reduce Person or Reduce Person, Mass
+2-4 Spell Polymorph for +2, Polymorph, Greater for +4
+2-6 Spell Elemental Body I/II/III/IV
+2-6 Class Feat Elemental Overflow of Kineticist

Statistic Bonus Type Bonus Size Source Type Source
Constitution Racial +2 Race
+2 Class Feat Dragon Disciple - at 6th level
Inherent +2 Item/Potion Elixir of Inconceivable Transmutations of Body, and Soul, and Also Mind
+2 Buff Blessing of Nethys (Kalikke) - Equilibrium (Quest) reward (Kalikke only)
Alchemical +4-8 Class Feat Mutagen of Alchemist class, from +4 by default to +6 at 12th lvl and +8 at 16th lvl
Circumstance +2 Item/Ring Ring of Circumstances
Morale +2 Spell Rage
+4 Item/Weapon Rigid Oak Staff (Quarterstaff)
Luck +2 Item/Ring Colossus Ring
Enhancement +2-8 Item/Belt
+1-5 Class Feat Wizard with specialty in Transmutation
+2 Spell Geniekind
+4 Spell Bear's Endurance or Bear's Endurance, Mass
+4 Spell Transformation
+4 Item/Armor Plate of the Beast
+4 Item/Boots Sure Step
+4 Item/Gloves Ultimate Grip
+4 Item/Shield Wild Guardian
+4 Item/Cloak Extraplanar Cloak
+6 Item/Necklace Charm of the Deep Waters
+6 Item/Necklace Life Veil
Size +2 Spell Beast Shape IV
+2-6 Spell Polymorph for +2, Polymorph, Greater for +2-6
+2-8 Spell Elemental Body I/II/III/IV
+2-8 Spell Dragonkind I/II/III
+4 Spell Righteous Might
+4 Spell Legendary Proportions
+4 Spell Frightful Aspect
+4 Spell Animal Growth
+2-6 Class Feat Elemental Overflow of Kineticist

Statistic Bonus Type Bonus Size Source Type Source
Intelligence Racial +2 Race
+2 Class Feat Dragon Disciple - at 8th level
Inherent +2 Item/Potion Elixir of Inconceivable Transmutations of Body, and Soul, and Also Mind
+2 Buff Blessing of Nethys (Kanerah) - Equilibrium (Quest) reward (Kanerah only)
Untyped +2 Class Feat Alchemist - Awakened Intellect (Grand Discovery) at 20th level
Alchemical +2-6 Class Feat Mental Overflow of Psychokineticist
+4-8 Class Feat Cognatogen of Alchemist class, from +4 by default to +6 at 12th lvl and +8 at 16th lvl
Circumstance +2 Item/Ring Ring of Circumstances
Profane +4 Item/Weapon Staff of the Whispering Souls (Quarterstaff)
+2 Item/Necklace Amulet of the Dying Wisdom
Enhancement +2-8 Item/Helmet
+4 Spell Fox's Cunning or Fox's Cunning, Mass
+4 Item/Armor Dark Acolyte's Robe
+4 Item/Cloak Herbalist's Cape
+6 Item/Armor Envy of the Master
+8 Item/Armor Dark Master's Robe

Statistic Bonus Type Bonus Size Source Type Source
Wisdom Racial +2 Race
Inherent +2 Item/Potion Elixir of Inconceivable Transmutations of Body, and Soul, and Also Mind
Alchemical +2-6 Class Feat Mental Overflow of Psychokineticist
+4-8 Class Feat Cognatogen of Alchemist class, from +4 by default to +6 at 12th lvl and +8 at 16th lvl
Circumstance +2 Item/Ring Ring of Circumstances
Profane +2 Item/Necklace Amulet of the Dying Wisdom
Enhancement +2-8 Item/Helmet
+2 Item/Armor Blessed Path
+3 Item/Armor
+4 Spell Owl's Wisdom or Owl's Wisdom, Mass
+4 Item/Belt Hermit's Rope
+4 Item/Armor Envy of the Master

Statistic Bonus Type Bonus Size Source Type Source
Charisma Racial +2 Race
Inherent +2 Item/Potion Elixir of Inconceivable Transmutations of Body, and Soul, and Also Mind
Untyped +1-X Class Ability Touch of Glory from Glory Domain (de facto +1 Charisma per 2 domain levels, but doesn't match the description and is not supposed to work like that)
Alchemical +2-6 Class Feat Mental Overflow of Psychokineticist
+4-8 Class Feat Cognatogen of Alchemist class, from +4 by default to +6 at 12th lvl and +8 at 16th lvl
Circumstance +2 Item/Ring Ring of Circumstances
Profane +2 Item/Necklace Amulet of the Dying Wisdom
Enhancement +2-8 Item/Helmet
+2 Item/Armor Blessed Path
+2 Item/Cloak Thaumaturgist's Cloak
+4 Spell Eagle's Splendor or Eagle's Splendor, Mass
+4 Item/Belt Lightning Belt
+4 Item/Ring Ring of Reckless Courage
+4 Item/Armor Dark Acolyte's Robe
+6 Item/Weapon Oppressor (Bastard Sword)
+6 Item/Gloves Royal Gloves of Valor
+6 Item/Armor Valerie's Embroidered Shirt
+8 Item/Armor Dark Master's Robe
+8 Item/Cloak Strigoi's Embrace

Other[ | ]

Statistic Bonus Type Bonus Size Source Type Source
Armor Class Dexterity +1-X Dexterity Dexterity and its Bonuses are one of the main sources of AC. As long as the character's armor and encumbrance allow it and (s)he is not flat-footed, all Dexterity bonuses automatically become AC bonuses (+1 AC for every 2 DEX above 10)
Armor +1-14 Item/Armor Body Armor is the main source of Armor bonus to AC
+1 Feat Armor Focus for +1 AC with chosen type(s) of armor (stacking)
+1-8 Item/Bracers Bracers of Armor is the main alternative of Armor bonus to AC for lightly armored characters
+4 Spell Mage Armor
+4-12 Class Ability Water Kineticist's Shroud of Water for 4 + 1 per 4 lvls after the 2nd + up to 50% bonus if you accept burn
Shield +1-9 Item/Shield Shields is the main source of Shield bonus to AC
+1-2 Feat Shield Focus and Greater Shield Focus for +1 each (stacking)
+2 Feat Aldori Dueling Mastery - Dueling Sword feat
+1-2 Feat Shield Wall (Teamwork Feat)
+4 Spell Shield
+2-9 Class Ability Water Kineticist's Shroud of Water for 2 + 1 per 4 lvls after the 2nd + up to 50% bonus if you accept burn
+2 Item/Ring Sentinel
Armor/Shield Enhancement +1-5 Spell Magical Vestment: +1 for every 4 levels of the caster (up to +5 at lvl 20)
Inherent +2 Item/Weapon Perfection (Longsword)
Size +1 Race Gnome/Halfling
+1 Spell Reduce Person or Reduce Person, Mass
Insight +2 Item/Helmet
+5 Item/Necklace Gyronna's Amulet
+2 Class Spell Inspiring Command from Nobility Domain
+2 Spell Foresight
Sacred +2 Spell Eaglesoul
+5 Spell Oath of Peace
+?-4-? Spell Sacred Protection from Tenebrous Depths shrines
+2 Class Feat Ecclesitheurge's Blessing of the Faithful: +2 to AC for 1 turn
+1-5 Class Feat Inquisitor's Protection Judgement: +1 to AC and another +1 for every 5 levels
Cover +8 Spell Seamantle
Circumstance +1-2 Class Feat Duelist's Adaptive Tactics: +1-2 if passed Perception check
+1 Item/Ring Ring of Circumstances
Untyped +1-X Item/Weapon Sovereign (Heavy Mace): +1 AC every time a new enemy is hit until the end of the battle
+4 Feat Combat Mobility +4 vs Attack of Opportunity when moving out of threat range
+1-5 Class Feat Defensive Parry of Aldori Defenders and Aldori Swordlords: +1 AC per several levels against melee attacks until the next turn after making a full attack with a duelling sword
+1-X Class Feat Monk can add his Wisdom bonus (Charisma bonus if Scaled Fist) to his AC when unarmed and unencumbered, plus another +1 to AC for every 4 levels (up to +5 at lvl 20)
+4 Class Feat Duelist's Enchanced Mobility +4 vs Attack of Opportunity when moving out of threat range
+2 Item/Helmet The Paragon of Defenders
Deflection +1-5 Item/Ring
+2-5 Spell Shield of Faith: +2 by default and +1 for every 6 levels of the caster (up to +5 at lvl 18)
+2-5 Item/Armor
+2 Item/Bracers Bracers of Deflection
+3 Item/Belt Divine Support
+3-4 Item/Cloak
+4-6 Item/Shield
+5-6 Item/Necklace
+1-X Class Feat Paladin's Smite Evil: adds Charisma bonus to Deflection AC agaisnt the attacks of the chosen evil foe
+1-4 Class Spell Aura of Protection from Protection Domain: +1 to Deflection AC and another +1 for every 4 levels starting with lvl 8 for all allies within 30 feet
+1-X Class Ability Incorporeal: +X Deflection bonus to AC equal to Charisma modifier
+1 Spell Stunning Barrier
+2 Spell Protection from Alignment or Protection from Alignment, Communal - only works against creatures of chosen alignment
+2-4 Spell Angelic Aspect for +2 or Angelic Aspect, Greater for +4
+4 Spell Holy Aura/Unholy Aura/Shield of Law/Cloak of Chaos
Natural Armor (Untyped) +1 Race Shackleborn Tiefling
+1 Class Feat Lizard familiar of Wizard, Kineticist, Rogue/Slayer (advanced rogue tricks), Sorcerer with Arcane Bloodline
+1-3 Class Feat Dragon Disciple at 1st, 4th, 7th levels (for a total of +3)
+1-4 Class Feat
+1-6 Class Feat Beast Totem of Barbarians grants +1 to natural armor and another +1 for each 4 levels while raging
+2-8 Class Feat Alchemist's Mutagen/Cognatogen: from +2 by default to +4 at 12th lvl, +6 at 16th lvl and finally +8 at 20th lvl if True Mutagen is chosen as Grand Discovery
+6 Item/Weapon Odium (Falchion)
+6 Spell Legendary Proportions
Natural Armor (Polymorph) +2-4 Spell Beast Shape I or Beast Shape II for +2, Beast Shape III or Beast Shape IV for +4
+2-6 Spell Polymorph for +2-4, Polymorph, Greater for +4-6
+2-6 Spell Elemental Body I/II/III/IV
+4-8 Spell Dragonkind I/II/III
+4 Spell Transformation
+6 Spell Frightful Aspect
Natural Armor Enhancement +1-5 Item/Necklace Amulet of Natural Armor (+1-5) is the most common source of Natural Armor Enhancement bonus to AC
+2-5 Spell Barkskin: +2 by default and +1 for every 3 levels of the caster above 3rd (up to +5 at lvl 12)
+2 Spell Animal Growth
+2 Item/Cloak Wyvern Skin Cloak
+3 Item/Helmet Stubborn Head
+4 Item/Boots Manticore Skin Boots
+2 Spell Aspect of the Bear
+2 Spell Righteous Might
+4 Spell Geniekind
Dodge +2-X Core Ability
Feats
Fighting Defensively: adds +2 Dodge bonus to AC, or +3 if the character has 3 or more ranks in Mobility
+1 Feat Dodge
+1-5 Item/Armor
+1 Item/Weapon
+3 Item/Weapon Arcane Protector (Dagger)
+1 Spell Haste
+1-X Class Feat Canny Defense of Sword Saints and Duelists grants them +1 to Dodge AC for every Intelligence bonus point per 1 class level while wearing light or no armor, using no shield and wielding the chosen weapon (stacks when multiclassing in both classes)
+1-4 Class Feat Stalwart Defenders receive +1 to Dodge AC at levels 1, 4, 7 and 10
+2 Class Feat Stalwart Defenders receive +2 to Dodge while using Defensive Stance
+1-6 Class Feat Guarded Stance of Barbarians grants +1 to Dodge AC and another +1 for each 4 levels while raging
+1-5 Feat Combat Expertise grants +1 to Dodge AC and another +1 for each 4 levels at the cost of melee attack penalty
+3 Racial Feat Wings for Aasimar against melee attackers
+4 Class Feat Bard's Inspire Heroics
+3 Class Feat Wings for Sorcerer/Eldritch Scion with Celestial/Draconic Bloodline or Alchemist against melee attackers
The Rest/Enhancement +2 Item/Helmet Dwarven Champion's Helmet against orcs, giants and goblinoids only
The Rest/Focus +4 Item/Armor Half-Plate of Hatred against orcs, giants and goblinoids only
The Rest/Insight +3 Item/Weapon Butterfly Hunter's Needle (Shortspear) - against fey only
+3 Item/Weapon Harbinger (Earth Breaker) - against undead only
The Rest/Morale +3 Item/Armor Giant's Nemesis - against giants only
+4 Item/Shield Ratcatcher's Buckler - against vermins only
The Rest/Sacred +2 Spell Veil of Heaven - against evil outsiders only
+2 Spell Veil of Positive Energy - against undead only
The Rest/Dodge +2 Item/Weapon Singing Edge (Longspear) - only when affected by a bardic performance
+2 Item/Necklace Giantslayer's Clasp - against giants only
+2 Item/Necklace The Nymph's Gift - against ranged attacks only
+3 Item/Helmet Trailblazer's Helm - against giants and goblinoids only
+3 Item/Shield Arrowguard - against ranged attacks only
+3 Item/Shield Bladeguard - against melee attacks only
+4 Item/Armor Void Mirror - against ray attacks only
The Rest/Untyped +2 Item/Shield Protector of Unjust - against good or lawful outsiders only
+2 Item/Shield Wyrmwall - against huge or larger creatures only
+3 Item/Helmet Apex Predator - while in druid wild shape only
+4-9 Class Feat Tower Shield Specialist with Tower Shield Defense adds his tower shield bonus against touch attacks
+8 Spell Acid Fog - against ranged attacks only

Statistic Bonus Type Bonus Size Source Type Source
Attack Rolls Base Attack Bonus +1-20 Class Class-dependent Base Attack Bonus is one of 2 main sources of Attack Roll bonuses. Classes with High BAB Growth Rate (see BAB article) have the highest BAB (up to +20)
+1-X Spell Transformation: makes caster's Base Attack Bonus equal to his character level, thus effectively turning the caster into a full-BAB warrior
Strength/Dexterity +1-X Strength/Dexterity Either Strength or Dexterity (depending on the weapon used) and their respective bonuses (Strength, Dexterity) are the second main source of the character's Attack. The character's Strength/Dexterity ability modifiers automatically become Attack bonuses (+1 Attack for every 2 STR/DEX above 10)
Untyped +1-2 Feat Weapon Focus and Greater Weapon Focus for +1 each to Attack Rolls with a chosen weapon
+1 Feat Point-Blank Shot: +1 attack with ranged weapons within 30 feet
+1 Feat Throw Anything: +1 attack with thrown splash weapons
+2-3 Feat Crane Style: when fighting defensively it reduces the penalty to Attack from 4 to 2, Crane Riposte reduces it further to 1
+2 Feat Outflank (Teamwork Feat): flanking bonus to Attack increases from 2 to 4
+4 Feat Critical Focus: +4 bonus on attack rolls to confirm critical hits
+1-X Class Feat Paladin's Smite Evil: adds Charisma bonus to all attack rolls agaisnt chosen evil foe
+1-5 Class Feat Slayer's Studied Target: +1 to Attack against selected enemy, and another +1 for every 5 levels
+1-6 Class Feat Fighter's Weapon Training: +1 Attack with weapons from a selected group at levels 5, 9, 13, 17 (and another +2 with Gloves of Dueling)
+2-10 Class Feat Ranger's Favored Enemy: +2 against favored enemy type at levels 1, 5, 10, 15, 20
  • Ranger's Animal Companion receives this bonus as well
  • Hunter's Bond ability grants half of this bonus to all allies
+2-10 Class Feat Barbarian's Rage: +2 while raging (+3 at lvl 13, +4 at lvl 20); +1 with Reckless Stance (and another +1 for every 4 levels, up to +6 at lvl 20)
+1-5 Class Feat Freebooter's Bane: +1 to Attack for all allies against selected enemy, and another +1 for every 5 levels
+2 Class Feat Freebooter's Bond: +2 to Attack when flanking
+2 Class Feat Tower Shield Specialist's Tower Shield Specialist feat removes -2 penalty to Attack for using tower shield
+2 Class Feat Stalwart Defenders receive +2 to Attack while using Defensive Stance
+1-10 Class Ability Vision of Madness from Madness Domain
+1 Spell Haste
+1-X Item/Weapon Sovereign (Heavy Mace): +1 AB every time a new enemy is hit until the end of the battle
+1-4 Item/Necklace Amulet of Agile Fists: +1-4 to Attack for all natural weapons and unarmed strikes
+1-5 Item/Necklace Amulet of Mighty Fists: +1-5 to Attack for all natural weapons and unarmed strikes
+1-5 Item/Armor
+1-2 Item/Bracers Gear's Rule: +1 attack with bombs and another +1 at lvl 12
+1-3 Item/Bracers
+1 Item/Shield Bashing Shield: +1 to Attack with shield bash
+2 Item/Weapon Eternal Conduit: +2 attack with touch attack and ray attack
+2 Item/Armor Bombardier's Vest: +2 attack with bombs and similar weapons
+2 Item/Armor Shepherd's Armor: +2 attack with bows
+2 Item/Gloves Gloves of Rending: +2 attack with claws
+2 Item/Gloves Manticore's Claws: +2 to Attack for all natural weapons and unarmed strikes
+2 Item/Ring
+2 Item/Cloak Castigator's Cloak: +2 attack against shaken targets
+2 Item/Necklace Necklace of Eternal Hunter: +2 attack against animals and magical beasts
+2 Item/Helmet Helmet of Battlefield Clarity: +2 to Attack if the wearer uses Combat Expertise
+2 Item/Helmet Marksman's Headset: +2 to Attack if the wearer uses Deadly Aim
+2 Item/Helmet Sharp Eye: +2 to ranged attack rolls
+3 Item/Helmet Apex Predator: +3 attack while in druid wild shape
+4 Item/Weapon Righteous Punishment (Heavy Mace): +4 bonus to attack rolls against the targets affected by Smite Evil or Mark of Justice effects
+4 Item/Gloves Death From Afar: +4 attack with ranged attacks
+4 Item/Armor Ambrosial Attire of Arcane Annihilation: +4 attack with ray attacks
+4 Item/Ring Ring of Reckless Courage: +4 bonus on attack rolls to confirm critical hits
+5 Item/Shield Ravena's Oath: +5 to Attack with shield bash
Inherent +2 Item/Weapon Perfection (Longsword)
Size +1 Race Gnome/Halfling
+1 Spell Reduce Person or Reduce Person, Mass
Morale +1 Spell Bless
+1 Spell Aid
+2 Spell Heroism
+2 Spell Good Hope
+2 Class Ability Inspiring Word from Nobility Domain
+4 Spell Heroism, Greater
+4 Spell Heroic Invocation
Sacred +1-X Class Ability Guarded Hearth from Community Domain: all allies in the area gain bonus to Attack Rolls equal to the caster's Wisdom modifier
+1-10 Class Ability Touch of Good from Good Domain: +1/2 of the caster's level to Attack for 1 round
+1 Spell Burst of Glory
+2 Spell Challenge Evil: +2 bonus on all melee attacks against an evil creature
+2 Class Feat Ecclesitheurge's Blessing of the Faithful
+1-5 Class Feat Inquisitor's Justice Judgement: +1 to Attack and another +1 for every 5 levels
Luck +1 Spell Prayer
+1-3 Spell Divine Favor: +1 to Attack for every 3 levels (max +3)
+1-6 Spell Divine Power: +1 to Attack for every 3 levels
+1-4 Class Feat Archaeologist's Luck: +1 attack at levels 1, 5, 11, 17
+1 Item/Belt Windfall
+2 Item/Ring Great Dreamer's Smile
+2 Item/Weapon Clarity: (Elven Curve Blade)
Competence +1 Spell Guidance
+1-4 Class Feat Bard's or Sensei's Inspire Courage: +1 attack at levels 1, 5, 11, 17
+1-6 Class Feat Barbarian's Lethal Stance: +1 to Attack (and another +1 for every 4 levels, up to +6 at lvl 20)
+1 Item/Ring Ring of Improved Proficiency: +1 attack with melee weapons
Insight +1 Item/Helmet Stag Helmet: +1 Attack against flat-footed and flanked targets
+2 Class Ability Inspiring Command from Nobility Domain
+2-4 Class Feat Ranger's or Slayer's Quarry: +2 to Attack at lvl 11 and another +2 at lvl 19
+1-10 Class Ability Divination Wizard's Diviner's Fortune: + 1/2 Wizard's level to AB for 1 round
+1-X Class Ability Magus's Arcane Accuracy: a bonus to AB equal to INT (or CHA for Eldritch Scion) modifier for 1 turn
+20 Spell True Strike
Enhancement +1-5 Item/Weapon Standard enhancements of magical weapons
  • Also Bane properties of different weapons (such as Living Bane, Undead Bane, Outside Bane etc.) for stacking +2 AB against respective enemies (up to a maximum of +7 AB)
+5 Item/Armor Tiger's Stripes: +5 to Attack for all natural weapons while in it's Smilodon form
+1-5 Class Feat
+2 Class Feat Inquisitor's Bane
+1-10 Class Feat Strength Surge from Strength Domain (stacks with weapon enhancement)
+1 Spell Magic Fang: +1 to Attack for all natural weapons and unarmed strikes
+1-5 Spell Magic Fang, Greater: +1 to Attack per 4 levels for all natural weapons and unarmed strikes
Equipment +2 Item/Gloves Bombthrower's Gloves: +2 attack with bombs
Circumstance +2 Condition Target is flanked
+1-2 Class Feat Duelist's Adaptive Tactics: +1-2 if passed Perception check

Statistic Bonus Type Bonus Size Source Type Source
Saving Throws Core +1-X Class Saving throws increase when characters gain new levels, but the bonuses are different for different classes
Dexterity +1-X Dexterity Dexterity and its Bonuses are one of the main sources of a character's Reflex save (+1 for every 2 DEX above 10)
Constitution +1-X Constitution Constitution and its Bonuses are one of the main sources of a character's Fortitude save (+1 for every 2 CON above 10)
Wisdom +1-X Wisdom Wisdom and its Bonuses are one of the main sources of a character's Will save (+1 for every 2 WIS above 10)
Untyped +2-4 Feat Great Fortitude and Improved Great Fortitude: +2 Fortitude saving throws each
+2-4 Feat Lightning Reflexes and Improved Lightning Reflexes: +2 Reflex saving throws each
+2-4 Feat Iron Will and Improved Iron Will: +2 Will saving throws each
+1-4 Feat Shake It Off (Teamwork Feat): +1 to Fortitude, Reflex, Will saving throws for each adjacent ally with this feat
+2 Feat Dragon Style: +2 to saving throws against Sleep, Paralysis and Stun effects
+4 Feat Endurance: +4 to saving throws against Fatigue and Exhaustion effects
+1-5 Class Feat Fighter:
  • Bravery: +1 to saving throws against Fear at levels 2, 6, 10, 14, 18
  • Armed Bravery (Advanced Weapon Training Option): Bravery bonus is added to all Will saving throws
  • Fighter's Reflexes (Advanced Weapon Training Option): Fighter's weapon training bonus is applied to all Reflex saving throws
+1-X Class Feat Paladin's Divine Grace: the character adds their Charisma bonus to Fortitude, Reflex, Will saving throws
+2-4 Class Feat Barbarian's Rage: +2-4 to Will saving throws (yet another +4 against Enchantment spells with Indomitable Will)
+2 Class Feat The following familiars of Wizard, Kineticist, Rogue/Slayer (advanced rogue tricks), Sorcerer with Arcane Bloodline:
  • Rat: +2 to Fortitude saving throws
  • Rabbit: +2 to Reflex saving throws
  • Centipede: +2 to Will saving throws
+4 Class Feat Defender of the True World's Feybane +4 bonus on saving throws against the spell-like and supernatural abilities of fey
+1-10 Class Ability Vision of Madness from Madness Domain: +1/2 of the caster's level to Fortitude, Reflex, Will saving throws
+1-X Spell Bestow Grace of the Champion: the Lawful Good target adds their Charisma bonus to Fortitude, Reflex, Will saving throws (as if they were a Paladin)
+4 Spell Seamantle: +4 Reflex saving throws
+1-X Item/Weapon Sovereign (Heavy Mace): +1 Fortitude, Reflex, Will saving throws every time a new enemy is hit until the end of the battle
+3 Item/Ring Ring of Planar Protection: +3 to saving throws against Conjuration spells
+2 Item/Armor Robe of Transmutation: +2 to saving throws against Evocation spells
+4 Item/Shield Ray Blocker: +4 to saving throws against Evocation spells
+2 Item/Bracers Golden Vision: +2 to saving throws against Illusion spells
+5 Item/Helmet Clear Vision: +5 to saving throws against Illusion spells
+2 Item/Armor Quenchless Life: +2 to saving throws against Necromancy spells
+3 Item/Shield Colossal Shade: +3 to saving throws against Blindness effects
+2 Item/Armor Chainshirt of Life: +2 to saving throws against Death effects
+4 Item/Helmet Bugged Stubborn Head: +4 to saving throws against Death effects
+3 Item/Rod Rod of the Fearless: +3 to saving throws against Fear effects
+4 Item/Weapon Bow of the True World (Composite Shortbow): +4 to saving throws against fey abilities
+3 Item/Armor Robe of Consciousness: +3 to saving throws against Mind effects
+4 Item/Weapon Unbound Blade (Longsword): +4 to saving throws against Mind effects
+8 Item/Weapon Unstoppable Khanda (Bastard Sword): +8 to saving throws against Mind effects
+4 Item/Weapon Fly Swatter (Greatsword): +4 to saving throws against Poison effects
+2 Item/Armor Tight Helmet: +2 to saving throws against Sonic spells
+2 Item/Bracers Gear's Rule: +2 to saving throws against Mind, Death, Paralysis, Disease, Stun and Poison effects
Armor +3 Item/Armor Dark Studded Leather Armor: +3 to saving throws against Blindness effects
Racial +1 Race Halflings: +1 to Fortitude, Reflex, Will saving throws (also another +2 against Fear effects)
+2-4 Race Dwarves: +2 to saving throws against Poison, spells and spell-like abilities (and another +2 with Steel Soul feat)
+2 Race Faultspawn Tieflings, Elves and Half-elves: +2 to saving throws against Enchantment spells
+2 Race Gnomes: +2 to saving throws against Illusion spells
+2 Spell Geniekind: +2 to saving throws against Paralysis, Poison, Sleep and Stun effects
Inherent +2 Item/Weapon Perfection (Longsword): +2 to Fortitude, Reflex, Will saving throws
+2 Buff Arcanotheign's Benediction: +2 to Will saving throws (Kalikke only)
+2 Buff Blessing of Nethys (Kalikke): +2 to Will saving throws (Kalikke only)
+2 Buff Blessing of Nethys (Kanerah): +2 to Fortitude saving throws (Kanerah only)
Insight +2 Item/Helmet Helmet of Battlefield Clarity: +2 to Will saving throws
+2 Spell Foresight: +2 to Reflex saving throws
+1-10 Class Ability Divination Wizard's Diviner's Fortune: + 1/2 Wizard's level to Fortitude, Reflex, Will saving throws for 1 round
Dodge +1 Spell Haste: +1 to Reflex saving throws
Competence +2 Class Feat Duelist's Grace: +2 Reflex saving throws
+5 Spell Transformation: +5 to Fortitude saving throws
Focus +1-5 Class Feat Tower Shield Specialist - Burst Barrier: +1-5 to Reflex saving throws
Luck +1-2 Item/Ring
+2 Item/Weapon Oppressor (Bastard Sword): +2 to Will saving throws
+2 Item/Armor Prankster's Robe: +2 to Fortitude, Reflex, Will saving throws
+2 Item/Helmet Stalwart Warrior's Luck: +2 to Fortitude, Reflex, Will saving throws
+1 Spell Prayer: +1 to Fortitude, Reflex, Will saving throws
Morale +2 Item/Weapon Rigid Oak Staff (Quarterstaff): +2 to Fortitude saving throws
+4 Item/Shield Ironclad Will: +4 to Will saving throws
+4 Item/Armor Heart of Valor: +4 to saving throws against Fear effects
+4 Class Feat Bard's Inspire Heroics: +4 to Fortitude, Reflex, Will saving throws
+2 Class Ability Inspiring Word from Nobility Domain: +2 to Fortitude, Reflex, Will saving throws
+2 Spell Heroism: +2 to Fortitude, Reflex, Will saving throws
+2 Spell Good Hope: +2 to Fortitude, Reflex, Will saving throws
+4 Spell Heroism, Greater: +4 to Fortitude, Reflex, Will saving throws
+1 Spell Bless: +1 to saving throws against Fear effects
+2 Spell Blessing of Courage and Life: +2 to saving throws against Fear and Death effects
+2-4 Spell Blessing of Luck and Resolve: +2-4 to saving throws against Fear effects
+4 Spell Remove Fear: +4 to saving throws against Fear effects
+4 Spell Death Ward: +4 to saving throws against Death effects
+4 Spell Remove Sickness: +4 to saving throws against Disease, Nausea and Sickened effects
+4 Spell Unbreakable Heart: +4 to saving throws against Confusion and some Mind effects
Sacred +1-5 Class Ability Inquisitor's Purity Judgement: +1 to Fortitude, Reflex, Will saving throws and another +1 for every 5 levels
+1-X Class Ability Guarded Hearth from Community Domain: all allies in the area gain bonus to Fortitude, Reflex, Will saving throws equal to the caster's Wisdom (with all the bonuses!)
+1-X Spell Bestow Grace: the Good target adds their Charisma bonus to Fortitude, Reflex, Will saving throws
+1-10 Class Ability Touch of Good from Good Domain: +1/2 of the caster's level to Fortitude, Reflex, Will saving throws for 1 round
+4 Item/Armor Blessed Path: +4 to saving throws against Compulsion and Poison effects
+1 Spell Burst of Glory: +1 to saving throws against Fear effects
+2 Class Feat Ecclesitheurge's Blessing of the Faithful: +2 to Fortitude, Reflex, Will saving throws for 1 turn
Circumstance +1 Item/Ring Ring of Circumstances: +1 to Fortitude, Reflex, Will saving throws
+2 Racial Aasimar's Halo: +2 to saving throws against Blindedness and Daze
+?-5-? Spell Nature's Grace (Tenebrous Depths): +X to saving throws against disease and poison
Resistance +1-6 Item/Cloak
+2-4 Item/Armor
+2-4 Item/Shield
+2-5 Item/Ring
+3 Item/Cloak Cloak of the Seer: +3 Fortitude and Will saving throws
+3-5 Item/Gloves
+2-4 Item/Belt
+5 Item/Helmet
+2 Spell Protection from Alignment or Protection from Alignment, Communal: +2 to Fortitude, Reflex, Will saving throws against creatures of chosen alignment
+2-4 Spell Angelic Aspect or Angelic Aspect, Greater: +2-4 respectively to Fortitude, Reflex, Will saving throws against evil creatures
+4 Spell Holy Aura/Unholy Aura/Shield of Law/Cloak of Chaos: +4 to Fortitude, Reflex, Will saving throws
+8 Spell Mind Blank: +8 to saving throws against Mind spells and effects
+8 Spell Protection from Spells: +8 to saving throws against spells and spell-like abilities

Statistic Bonus Type Bonus Size Source Type Source
Any Skill Skill Rank +1-20 Skill Points Skill Rank reflects the actual number of skill points you spent on a particular skill during level-ups. For some feats and prestige class requirements only this number matters.
Class +3 Various Having a certain skill as your class skill adds +3 to it the moment you learn its first rank. There are many different sources that can make a skill your class skill, such as classes & archetypes, their specific parts (bloodlines, kineticist's elements and so on) and particular feats (e.g. some rogue feats). See Skills for some of them.
Ability Score +X Ability Score Each skill is based on a certain ability and its ability score is automatically added to (or subtracted from) a skill. See Skills.
Untyped +3-6 Feat Skill Focus
+1-10 "Expertise" Certain classes are so good at particular skills that they add half of their class level to respective skills. See Skills.
+1-10 Class Ability Vision of Madness from Madness Domain
+1 Class Feat Bard's Jack of All Trades (level 10)
Competence +1 Spell Guidance
+1 Item/Helmet Expert's Hat
+2 Item/Helmet Professor's Hat
+1-6 Class Ability Bard's or Sensei's Inspire Competence song
Insight +2 Class Ability Inspiring Command from Nobility Domain
Luck +1 Spell Prayer
+1-4 Class Ability Archaeologist's Luck: +1 at levels 1, 5, 11, 17
Morale +2 Spell Heroism or Good Hope
+4 Spell Heroism, Greater
Sacred +1-10 Class Ability Touch of Good from Good Domain
+2 Class Ability Blessing of the Faithful from Ecclesitheurge class
Athletics Untyped +2 Feat Endurance
+3 Class Feat Familiar (Jerboa, Tarantula)
Enhancement +1-10 Class Ability Strength Surge from Strength Domain (may still be bugged)
Luck +1-6 Spell Divine Power
Racial +2 Racial
Mobility Untyped +2-4 Feat Stealthy
+3 Class Feat Familiar (Monkey)
+4 Item/Necklace Necklace of Double Crosses
Competence +5 Item/Boots Boots of Elvenkind
Racial +2 Racial
Stealth Untyped +2-4 Feat Stealthy
+3 Class Feat Familiar (Cat)
+4 Item/Necklace Necklace of Double Crosses
+5 Item/Dagger Dark Wind
+4-8 Spell Chameleon Stride and Chameleon Stride, Greater (stacking)
+20-40 Spell Invisibility and Greater Invisibility (stacking)
Competence +4 Item/Ring Ring of Reckless Courage
+5 Items
+10 Items
Enhancement +10 Items
Luck +5 Items
Racial +2 Racial Tiefling Tieflings
Trickery Untyped +2-8 Feat
+4 Item/Necklace Necklace of Double Crosses
Competence +4 Item/Ring Ring of Reckless Courage
+5 Items
Racial +2 Racial Grimspawn/Pitborn Tieflings
Knowledge (Arcana) Competence +3 Item/Armor Robe of the Wise
+5 Items
+10 Items
Luck +5 Item/Gloves Cheatsheet Gloves
Racial +2 Racial
Knowledge (World) Untyped +3 Class Feat Familiar (Duck)
Racial +2 Racial
Lore (Nature) Untyped +3 Class Feat Familiar (Dog)
Luck +2 Item/Ring Ring of Plentiful Hunts
Morale +2 Usable Item Headchomper
Racial +2 Racial
Lore (Religion) Racial +2 Racial
Perception Untyped +2-8 Feat
+2 Class Feat Familiar (any)
+4 Class Feat Canny Observer (Rogue Talent)
Competence +3 Spell Aspect of the Falcon
+5 Items
+6 Item/Helmet Sharp Eye
Enhancement +10 Item/Armor Robe of Eyes
Morale +2 Usable Item Headchomper
Racial +2 Racial
Persuasion Untyped +2-8 Feat
+3 Class Feat Familiar (Raven, Viper)
+1-20 Class Ability Touch of Glory from Glory Domain
+X Feat Intimidating Prowess (Intimidation only)
+3 Item/Helmet The Paragon of Defenders (Intimidation only)
+5 Item/HeavyMace Authority
Competence +4 Item/Helmet Crown of Fear (Intimidation only)
+5 Items
+10 Item/Armor Mesmerizing Robe
Enhancement +4 Items
Insight +3 Item/Ring Ring of the Natural Born Commander
Morale +5 Items
Racial +2 Racial
  • Half-Orcs (Intimidation only)
  • Aasimar Aasimars (Diplomacy only) or Lawbringer/Musetouched Aasimars
  • Hungerseed Tieflings (all checks) or Beastbrood/Grimspawn/Tiefling (Bluff only) or Foulspawn/Shackleborn (Intimidation only) or Hellspawn/Spitespawn (Diplomacy only)
Sacred +5 Spell Eaglesoul (Intimidation against evil creatures only)
Use Magic Device Untyped +2-4 Feat Deft Hands
+1-20 Class Ability Touch of Glory from Glory Domain
Competence +5 Items
Racial +2 Racial Angelkin Aasimars


Other Defensive Bonuses
Statistic Bonus
Type
Slot Amount Source
Damage Resistance - Armor 1/-
Damage Resistance - Armor 2/-
Damage Resistance - Armor 3/-
Damage Resistance - Shield 2/-
Damage Resistance (Falling/Thrown Rocks) - Helmet 10/-
Damage Resistance (Ranged) - Helmet 2/-
Damage Rolls (Bows) - Necklace +2
Damage Rolls (Bows) - Ring +1
Damage Rolls (Natural Weapons/Unarmed) Enhancement Neckalce +1
Damage Rolls (vs. Animals/Magical Beasts) - Necklace +4
Energy Resistance (Cold) - Cloak 10
Energy Resistance (Fire) - Shield 10/-
Immunity (Blinded) - Cloak Immunity
Immunity (Dazzled) - Cloak Immunity
Immunity (Exhausted) - Necklace Immunity
Immunity (Fatigued) - Necklace Immunity
Immunity (Nauseated) - Necklace Immunity



Other Offensive Bonuses
Statistic Bonus
Type
Slot Amount Source
Damage Rolls (Bows) - Necklace +2
Damage Rolls (Bows) - Ring +1
Damage Rolls (Natural Weapons/Unarmed) Enhancement Neckalce +1
Damage Rolls (vs. Animals/Magical Beasts) - Necklace +4
Sneak Attack - Necklace +2d6
Miscellaneous Bonuses
Statistic Bonus
Type
Slot Amount Source
Difficulty Class (Acid spells) - Armor +2
Difficulty Class (Cold spells) - Armor +2
Difficulty Class (Electrical spells) - Armor +2
Difficulty Class (Fire spells) - Armor +2
Movement Speed Enhancement Boots +10
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