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Defense Attributes

Adaptation (Ex or Su)

Cost: 1 point per rank.
Relevant Ability Score: Constitution
 
A character with adaptation chooses 1 environment or hazard per rank in which they can survive normally. Environments include acidic liquids, alternate planes, extreme pressure, intense cold, noxious gases, radiation, or a vacuum such as space.
Restriction: This grants immunity to the chosen natural environmental effects, not effects generated within the environment. For resistance against specific effects, see exceptional resistance and exceptional saves.
Example: A character with adaptation to the plane of fire wouldn’t die from walking around on the surface of that plane—where the air is noxious to non-natives—but could still be killed by a fireball spell or if dropped into a river of lava (which requires its own adaptation to both extreme heat and pressure).

Armor Training (Ex)

Requirement: Proficiency with at least 1 type of armor.
Cost: 3 points per rank.
 
A character with armor training reduces armor check penalty by 1 (to a minimum of 0) and increases maximum Dexterity bonus allowed by their armor by 1 per rank.
For 1 additional point total, a character ignores any movement penalty from wearing medium armor. For 2 additional points total, the character ignores movement penalties from wearing medium or heavy armor.

Damage Reduction (Ex)

Cost: 1 or 2 points per rank.
 
A character with Damage Reduction can Subtract 1 per rank from the damage they take (minimum 0) each time they are dealt damage from a weapon or a natural attack
For 2 points per rank, the character has no restrictions on their Damage Reduction, gaining DR/–. For 1 point per rank, Damage Reduction can be overcome in some way, such as DR/bludgeoning, DR/evil, DR/magic, or DR/silver.
Restriction: If a character only gains Damage Reduction when a specific requirement is met (such as when wearing armor), the total cost is reduced by 2.

Danger Sense (Ex)

Cost: 2 points per rank.
 
A character with danger sense gains +1 per rank to AC and Reflex saves against traps, and on Perception checks to avoid being surprised by a foe.

Defensive Training (Ex)

Cost: 1 or 4 points.
 
For 4 points, a character with defensive training gains a +2 dodge bonus to AC. For 1 point, the character gains +4 against one type of creature instead.
Restrictions: If choosing humanoids or outsiders, the character must pick a subtype as well.

Defensive Instinct (Ex)

Cost: 1 point + 1 point per rank.
 
The character adds their Intelligence or Wisdom modifier to their Armor Class and CMD in addition to Dexterity. For each rank beyond the first, the character gains an additional +1 to each. These bonuses apply even when the character is flat-footed.

Evasion

Cost: 1 point per rank.
 
A character with evasion can avoid even magical and unusual attacks with great agility.
 
Rank 1:  On a successful save, the character takes no damage from effects that require a Reflex saving throw.
Rank 2: On a failed save, the character only takes half damage.

Stalwart

A character with stalwart gains the benefit of evasion, but for Fortitude and Will saving throws for reduced effect instead.

Exceptional Resistance

Cost: By resistance.

Energy Resistance

Cost: 1 point per rank.
A character with energy resistance gains 5x their rank as resistance to one type of energy (acid, cold, electricity, fire, negative energy, positive energy, or sonic). If the character has at least 6 ranks in 1 energy type, they are immune to that energy instead.

Minor Immunity

Cost: 2 points.
A character minor immunity becomes immune to a specific ailment such as aging, bleed damage, breathing, hunger, poison, or sleep effects.

Purity

Cost: 4 points.
A character with purity is immune to all diseases, including supernatural and magical diseases.

Spell Resistance

Cost: 2 or 3 points.
The character gains spell resistance 6 (2 points) or 11 (3 points) + their total hit dice.
 

Exceptional Saves (Ex)

Cost: 1 or 3 points per rank, or 2 points.
 
For 3 points per rank, a character with exceptional saves chooses Fortitude, Reflex or Will and gains +1 per rank on those saves. For 1 point per rank, the bonus only applies against 1 specific effect, such as fear, poison, or mind-affecting spells.
 
For 2 points, a character gains a +4 on saves against a few related minor effects and situations.
 

Bolstered Defenses

Cost: 4 points.
A character with bolstered defenses chooses Intelligence or Charisma and adds that bonus on all saving throws.

Twice-Saved

Cost: 1 point.
A character with twice-saved chooses Fortitude, Reflex, or Will and once per day (before rolling) can choose to roll that save twice (taking the better result).

Lucky

Cost: 2 or 4 points.
For 2 points, a character with lucky gains +1 on all saving throws. For 4 points, the character gains +2 instead.

Forcefield (Su)

Cost: 2, 3, or 4 points per rank.
 
Forcefield can be selected as either a magical or mechanical attribute.
 
For 2 points per rank, a character with forcefield can create a static wall of force effect with 3 hardness per rank and 10 hit points per rank as a full-round action. This otherwise functions as the spell of the same name, and the character’s caster level is equal to their rank. Rounds of forcefield do not need to be spent consecutively, but it does require a move action to deactivate.
 
For 3 points per rank, the character can wrap the wall’s effect around them, allowing it to move with them. The character can attack out of the effect.
 
For 4 points per rank, the character can extend the wall’s effect around up to 1 adjacent creature per rank.
 
Defect: The effect always generates the same wall, so damage dealt remains even if deactivated and recreated. Once the wall is destroyed or its duration ends, it is suppressed until the character rests for at least 8 hours.

Offensive Forcefield

4 points per rank. The character can create a resilient sphere effect as a full-round action instead. The sphere has 3 hardness per rank and 10 hit points per rank.

Group Minded (Su)

Cost: 5 points per rank.
 
Allies within 10 feet of each other and a character with group minded share the highest base saving throw bonuses between them. For each rank beyond the first, increase the range at which allies grant their bonuses by +20 feet.

Hit Dice (Ex)

Cost: 1, 2, 3, or 4 points per rank.
Relevant Ability Score: Constitution
 
As a character faces stronger opponents, they develop a need for more hit points. Characters without ranks in Hit Dice have hit points equal to 4 + their Constitution modifier. Characters with at least 1 level in a class have these hit points adjusted based on the Hit Die bought and the ranks gained: d6 (1 point), d8 (2 points), d10 (3 points), or d12 (4 points).

Natural Armor (Ex)

Cost: 2 points.
 
A character with natural armor gains a +1 natural armor bonus to their Armor Class.

Improved Natural Armor

Cost: 1 point per existing bonus. The character gains an additional +1 natural armor bonus per rank to their AC. For example, a character with a +3 natural armor bonus can buy +4 for 3 points, then +5 for 4 points, and so on.

Nimble (Ex)

Cost: 1 point per rank.
Relevant Ability Score: Dexterity

A character with nimble gains a +1 dodge bonus per rank to AC while wearing light or no armor. Anything that causes the character to lose their Dexterity bonus to AC also causes them to lose this dodge bonus.

Rejuvenation (Su)

Cost: 1 point per rank.
Relevant Ability Score: Wisdom
 
A character with rejuvenation can regain 5 (or 1d10) hit points or energy per rank as a full-round action once during each scene. The character must choose a trigger, such as a crowd of fans cheering them on, a distinct sound or action taken by the character or an ally, or the presence of a companion or mentor. Hit points or energy regained in this way cannot raise the character above their maximum total; any excess is lost.

Resolve (Ex)

Cost: 1 point + 1 point per rank.
 
A character with resolve gains energy equal to 1/2 their total Hit Dice.
 
Rank 1: The character gains determined, resolute, and unstoppable.
Rank 2:  After a critical hit is confirmed against the character, they can spend 1 energy as an immediate action to treat that critical hit as a normal hit. Effects that only trigger on a critical hit do not trigger when the character uses this ability.
Rank 3: If the character has at least 2 energy remaining when an attack would kill them, they can spend all remaining energy as a free action to remain alive, at –1 hit points (or lower if they were already below –1), unconscious, and stable.

Determined

Cost: 2 points.
A determined character can spend 1 energy as a standard action to remove their fatigued, shaken, or sickened condition. If the character has at least 8 Hit Dice, they can remove the exhausted, frightened, nauseated, or staggered condition instead. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.

Resolute

Cost: 2 points.
When a character with resolute makes a Fortitude or Will save, they can spend 1 energy as an immediate action to roll twice and take the better result. The character must decide to use this ability before they roll the saving throw.

Unstoppable

Cost: 2 points.
When a character with unstoppable is reduced to fewer than 0 hit points but not slain, they can spend 1 energy as an immediate action to instantly stabilize and remain conscious. The character is staggered, but does not fall unconscious and begin dying if they take a standard action. The character does fall unconscious if they take additional damage from any source.

Saving Throws (Ex)

Cost: 2 points per rank per saving throw.
Relevant Ability Scores: By saving throw

A character that increases their saving throws  chooses Fortitude, Reflex, or Will and increases their base save bonus in that saving throw by +1 per rank. With each rank, the character chooses to which the bonus applies.

Shield Proficiency

Cost: 3 or 5 points.
Relevant Ability Score: Strength

A character with shield proficiency can wield a shield in combat. For 2 additional points (5 total), the character is also proficient with tower shields.

Buckler Proficiency

Cost: 2 points.
The character is proficient only with bucklers. This counts as Shield Proficiency for the purpose of meeting other feat prerequisites.

Uncanny Dodge (Ex)

Cost: 2 or 3 points.
 
For 2 points, a character with uncanny dodge cannot be caught flat-footed, nor do they lose their Dexterity bonus to AC if immobilized. For 3 points, the character also cannot be flanked unless the creatures flanking them have 4 more class levels than the character.
Restriction: The character can still lose their Dexterity bonus to AC if an opponent successfully feints.
 
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