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This page lists bonuses to different characteristics in Pathfinder: Wrath of the Righteous.
Bonuses of different types stack. Bonuses of the same type usually don't stack, except for untyped, dodge and racial ones (also circumstance, but currently not implemented in the crpg).

Abilities[ | ]

Statistic Bonus Type Bonus Size Source Type Source
Strength Racial +2 Race
+2-4 Class Feat Dragon Disciple - at 2nd and 4th levels
+2-6 Class Feat Shifter's Mammoth Form (major): +2 at levels 1 and 15
  • Alternatively, Rageshaper Shifter gets +4 at level 20
+2 Item/Robe Bestial Rags - for Shifters while in major form
Inherent +2-6 Class Feat Abyssal Bloodline of Sorcerer/Eldritch Scion, +2 at levels 9, 13 and 17
+2-6 Class Feat Hunter's Animal Focus for their animal companion or themselves, +2 at levels 1, 8 and 15
+2-8 Class Feat Shifter's Mammoth Form (minor): +2 at levels 1, 8 and 15
+2 Item/Consumable Manual of Gainful Exercise +2
+4 Item/Ring The Seven Virtues of a True Ruler
Untyped +2 Item/Amulet Vellexia's Magnifying Amulet: +2 to the highest ability score (or several of them if their base values are identical)
+4 Class Ability Hellknight's Onslaught: +4 STR for 1 round
+4 Mythic Master Shapeshifter: +4 to Strength when polymorphed
+1-6 Mythic Mythical Beast: bonus to animal companion's Strength equal to half of mythic rank +1
+6 Item/Gloves The Stern Hand: bonus for the wearer's animal companion (or Lich's skeletal champion)
+4 Mythic Legend
+1-X Mythic Gold Dragon's Perfect Body & Perfect Mind
+1-X Mythic Aeon's Perfect Form spell: all ability scores before modifiers become as high as the highest of them (also before modifiers, i.e. 23 max).
+1-7 Mythic Demon's Aspect of Vavakia (up to +6 by default and another +1 with The Bound of Possibility)
+4-XX Mythic Swarm-That-Walks's Eye of the Swarm (MR 9): a bonus to Strength equal to 4 + swarm size
+1-10 Mythic Lich's Lord Beyond the Grave: bonus to all undead under Lich's command equal to half of the mythic rank +1 (and another +4 with The Bound of Possibility cloak)
+2-6 Special Accord of Balance story bonus in Inevitable Excess DLC
Alchemical +2 Item/Potion Elixir of Inconceivable Transmutations of Body, and Soul, and Also Mind
+4-8 Class Feat Mutagen of Alchemist class, from +4 by default to +6 at lvl 12 and +8 at lvl 16
  • Mutation Warrior Fighters also have mutagen: normally, from +4 at lvl 3, to +6 at lvl 15 and +8 at lvl 19
Profane +4-6 Special Profane Ascension
+4 Item/Helmet Shy Lily's Helmet
+6 Class Feat Bloodseeker Slayer (lvl 20)
+2 Mythic Demonic Overlord: Profane Invocation (Demon path only)
Sacred +4 Spell Eaglesoul
Morale +2 Spell Rage
+1-X Mythic Azata's Believe in Yourself (or Chaotic Healing) spell: +1 per 4 caster levels (normally, up to +5, but can be higher)
+1-X Item/Ring Ring of Triumphant Advance doubles all of the wearer's morale bonuses
Enhancement +2-8 Item/Belt
+2-8 Item/Bracers
+1-5 Class Feat Wizard with specialty in Transmutation
+2-4 Class Feat Brown-Fur Transmuter's additional bonus when casting any Transmutation spells that give enhancement bonus to Strength
+4 Spell Bull's Strength or Bull's Strength, Mass
+4 Spell Transformation
+4 Spell Aspect of the Wolf
+6 Spell Iron Body
+1 Mythic Trickster's Knowledge (Arcana) 1 trick that increases enhancement bonuses of all identified relevant items
+2-4 Class Feat Magic Deceiver (Magic Inventor) (Fake Enchantment / True Enchantment): +2-4 bonus to all equipped items with Enhancement bonuses
Size +2 Spell Enlarge Person or Enlarge Person, Mass
+4 Spell Righteous Might
+6 Spell Legendary Proportions
+6 Spell Frightful Aspect
+8 Spell Animal Growth
+2-4 Class Feat Brown-Fur Transmuter's additional bonus when casting any Transmutation spells that give size bonus to Strength
+2-6 Class Feat Elemental Overflow of Kineticist
+2-6 Class Feat Hunched Muscle of Hagbound Witch
+4-12 Class Feat Flesheater Barbarian's Unbound Rage & Form (4 at lvl 11, 12 at lvl 20)
Polymorph +2-4 Class Ability Shifter's Major Forms:
  • Dinosaur/Spider/Weretiger/Werewolf: +2
  • Bear/Boar/Horse/Mammoth/Lizard/Tiger/Wolf/Wolverine/Child of the Manticore: +4
+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
+2-8 Spell Shapechange
+4-10 Spell Dragonkind I/II/III
+2-10 Spell
Mythic
Demon's Forms:
  • I: Babau (+4), Schir (+2)
  • II: Derakni (+6), Kalavakus (+4)
  • III: Vrock (+6), Nalfeshnee (+10), Glabrezy (+6)
  • IV: Balor (+10), Gallu (+4), Marilith (+6), Vavakia (+10)
+10 Mythic Gold Dragon's Form
+2-4 Class Feat Brown-Fur Transmuter's additional bonus when casting any Transmutation spells that give polymorph bonus to Strength
Meal +4 Food Conflagrant Taco

Statistic Bonus Type Bonus Size Source Type Source
Dexterity Racial +2 Race
+2 Item/Robe Bestial Rags - for Shifters while in major form
Inherent +2-6 Class Feat Hunter's Animal Focus for their animal companion or themselves, +2 at levels 1, 8 and 15
+2-8 Class Feat Shifter's Tiger Form (minor): +2 at levels 1, 8 and 15
+2 Item/Consumable Manual of Quickness of Action +2
+4 Item/Ring The Seven Virtues of a True Ruler
Untyped +2 Item/Amulet Vellexia's Magnifying Amulet: +2 to the highest ability score (or several of them if their base values are identical)
+4 Mythic Master Shapeshifter: +4 to Dexterity when polymorphed
+1-6 Mythic Mythical Beast: bonus to animal companion's Dexterity equal to half of mythic rank +1
+4 Mythic Legend
+1-X Mythic Gold Dragon's Perfect Body & Perfect Mind
+1-X Mythic Aeon's Perfect Form spell: all ability scores before modifiers become as high as the highest of them (also before modifiers, i.e. 23 max).
+4-XX Mythic Swarm-That-Walks's Eye of the Swarm (MR 9): a bonus to Dexterity equal to 4 + swarm size
+1-10 Mythic Lich's Lord Beyond the Grave: bonus to all undead under Lich's command equal to half of the mythic rank +1 (and another +4 with The Bound of Possibility cloak)
+2-6 Special Accord of Balance story bonus in Inevitable Excess DLC
Alchemical +2 Item/Potion Elixir of Inconceivable Transmutations of Body, and Soul, and Also Mind
+4-8 Class Feat Mutagen of Alchemist class, from +4 by default to +6 at lvl 12 and +8 at lvl 16
  • Mutation Warrior Fighters also have mutagen: normally, from +4 at lvl 3, to +6 at lvl 15 and +8 at lvl 19
Profane +4-6 Special Profane Ascension (Player only)
+2 Special Demon Origin (Woljif only)
+4 Item/Armor Snakeskin
+6 Class Feat Bloodseeker Slayer (lvl 20)
+2 Mythic Demonic Overlord: Profane Invocation (Demon path only)
Morale +2 Item/Weapon Nimble Edge when it scores a critical hit
+2 Item/Armor Web Strider (Armor) relic armor (Altar of the First Retriever)
+1-X Mythic Azata's Believe in Yourself (or Chaotic Healing) spell: +1 per 4 caster levels (normally, up to +5, but can be higher)
+1-X Item/Ring Ring of Triumphant Advance doubles all of the wearer's morale bonuses
Enhancement +2-8 Item/Belt
+4-8 Item/Boots
+1-5 Class Feat Wizard with specialty in Transmutation
+2-4 Class Feat Brown-Fur Transmuter's additional bonus when casting any Transmutation spells that give enhancement bonus to Dexterity
+4 Spell Cat's Grace or Cat's Grace, Mass
+4 Spell Transformation
+4 Spell Aspect of the Wolf
+6 Spell Fiery Body
+1 Mythic Trickster's Knowledge (Arcana) 1 trick that increases enhancement bonuses of all identified relevant items
+2-4 Class Feat Magic Deceiver (Magic Inventor) (Fake Enchantment / True Enchantment): +2-4 bonus to all equipped items with Enhancement bonuses
Size +2 Spell Reduce Person or Reduce Person, Mass
+6 Mythic Trickster's Microscopic Proportions spell
+2-4 Class Feat Brown-Fur Transmuter's additional bonus when casting any Transmutation spells that give size bonus to Dexterity
+2-6 Class Feat Elemental Overflow of Kineticist
Polymorph +2 Class Ability Weretouched Shifter (Wererat form)
+2-4 Spell Polymorph for +2, Polymorph, Greater for +4
+2-6 Spell Elemental Body I/II/III/IV
+2-6 Spell Shapechange
+2-4 Spell
Mythic
Demon's Forms:
  • I: Brimorak (+4)
  • II: Kalavakus (+2), Nabasu (+4)
+2-4 Class Feat Brown-Fur Transmuter's additional bonus when casting any Transmutation spells that give polymorph bonus to Dexterity
Meal +4 Food Conflagrant Taco
Insight +1 Item/Armor Chainmail of Dragonfly: activated ability for all allies for 1 minute

Statistic Bonus Type Bonus Size Source Type Source
Constitution Racial +2 Race
+2 Class Feat Dragon Disciple - at 6th level
+2-4 Class Feat Shifter's Wolverine Form (major): +2 at levels 1 and 15
+2 Item/Robe Bestial Rags - for Shifters while in major form
Inherent +2-6 Class Feat Hunter's Animal Focus for their animal companion or themselves, +2 at levels 1, 8 and 15
+2-6 Class Feat Shifter's Bear Form (minor): +2 at levels 1, 8 and 15
  • Alternatively, Weretouched's Lycanthropic Aspect: +2 at levels 1, 8, 16
+2 Item/Consumable Manual of Bodily Health +2
+4 Item/Ring The Seven Virtues of a True Ruler
Untyped +2 Item/Amulet Vellexia's Magnifying Amulet: +2 to the highest ability score (or several of them if their base values are identical)
+4 Mythic Master Shapeshifter: +4 to Constitution when polymorphed
+1-6 Mythic Mythical Beast: bonus to animal companion's Constitution equal to half of mythic rank +1
+4 Mythic Legend
+1-X Mythic Gold Dragon's Perfect Body & Perfect Mind
+1-X Mythic Aeon's Perfect Form spell: all ability scores before modifiers become as high as the highest of them (also before modifiers, i.e. 23 max).
+1-7 Mythic Demon's Aspect of Balor (up to +6 by default and another +1 with The Bound of Possibility)
+2-6 Special Accord of Balance story bonus in Inevitable Excess DLC
Morale +2 Spell Rage
+1-X Mythic Azata's Believe in Yourself (or Chaotic Healing) spell: +1 per 4 caster levels (normally, up to +5, but can be higher)
+1-X Item/Ring Ring of Triumphant Advance doubles all of the wearer's morale bonuses
Alchemical +2 Item/Potion Elixir of Inconceivable Transmutations of Body, and Soul, and Also Mind
+4-8 Class Feat Mutagen of Alchemist class, from +4 by default to +6 at lvl 12 and +8 at lvl 16
  • Mutation Warrior Fighters also have mutagen: normally, from +4 at lvl 3, to +6 at lvl 15 and +8 at lvl 19
Luck +2 Item/Ring Colossus Ring
Profane +4-6 Special Profane Ascension
+2 Special Unclean Gift
+2 Mythic Demonic Overlord: Profane Invocation (Demon path only)
Enhancement +2-8 Item/Belt
+2 Item/Armor Half-plate of Vigor
+6 Item/Amulet Life Veil
+1-5 Class Feat Wizard with specialty in Transmutation
+2-4 Class Feat Brown-Fur Transmuter's additional bonus when casting any Transmutation spells that give enhancement bonus to Constitution
+2 Spell Geniekind
+4 Spell Bear's Endurance or Bear's Endurance, Mass
+4 Spell Transformation
+1 Mythic Trickster's Knowledge (Arcana) 1 trick that increases enhancement bonuses of all identified relevant items
+2-4 Class Feat Magic Deceiver (Magic Inventor) (Fake Enchantment / True Enchantment): +2-4 bonus to all equipped items with Enhancement bonuses
Size +4 Spell Righteous Might
+4 Spell Legendary Proportions
+4 Spell Frightful Aspect
+4 Spell Animal Growth
+2-4 Class Feat Brown-Fur Transmuter's additional bonus when casting any Transmutation spells that give size bonus to Constitution
+2-6 Class Feat Elemental Overflow of Kineticist
Polymorph +2 Class Ability Weretouched Shifter (Weretiger form)
+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 Shapechange
+2-8 Spell Dragonkind I/II/III
+2-8 Spell
Mythic
Demon's Forms:
  • I: Schir (+2)
  • II: Derakni (+4), Nabasu (+2)
  • III: Vrock (+4), Nalfeshnee (+8), Glabrezy (+4)
  • IV: Balor (+8), Gallu (+2), Marilith (+4), Vavakia (+8)
+8 Mythic Gold Dragon's Form
+2-4 Class Feat Brown-Fur Transmuter's additional bonus when casting any Transmutation spells that give polymorph bonus to Constitution
Meal +4 Food Conflagrant Taco

Statistic Bonus Type Bonus Size Source Type Source
Intelligence Racial +2 Race
+2 Class Feat Dragon Disciple - at 8th level
Inherent +2 Item/Consumable Tome of Clear Thought +2
+4 Item/Ring The Seven Virtues of a True Ruler
+1-4 Class Feat Enlightened Philosopher's Mental Acuity
Untyped +2 Item/Amulet Vellexia's Magnifying Amulet: +2 to the highest ability score (or several of them if their base values are identical)
+6 Item/Robe Treacherous Flame: +6 for 3 rounds after killing an enemy with a fire spell
+6 Item/Weapon Sin Mage's Staff: +6 bonus to Intelligence (DLC 6)
+2 Class Feat Alchemist - Awakened Intellect (Grand Discovery) at lvl 20
+2 Class Ability Shadowcaster - Shadowform at lvl 20
+4 Mythic Legend
+1-X Mythic Gold Dragon's Perfect Body & Perfect Mind
+1-X Mythic Aeon's Perfect Form spell: all ability scores before modifiers become as high as the highest of them (also before modifiers, i.e. 23 max).
+1-7 Mythic Demon's Aspect of Coloxus (up to +6 by default and another +1 with The Bound of Possibility)
+4-XX Mythic Swarm-That-Walks's The Swarm (MR 10): a bonus to Intelligence equal to 4 + swarm size
+2-6 Special Accord of Balance story bonus in Inevitable Excess DLC
Alchemical +2 Item/Potion Elixir of Inconceivable Transmutations of Body, and Soul, and Also Mind
+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
Profane +1-5 Class Feat Shadowcaster Wizard
+6 Class Feat Bloodseeker Slayer (lvl 20)
+2 Special Demon Origin (Woljif only)
+4-6 Special Profane Ascension (Player only)
+2 Item/Helmet Draven's Hat
+2 Mythic Demonic Overlord: Profane Invocation (Demon path only)
Morale +2-6 Class Feat Court Poet's Insightful Contemplation song (+2 at levels 1, 8 and 16)
+1-X Mythic Azata's Believe in Yourself (or Chaotic Healing) spell: +1 per 4 caster levels (normally, up to +5, but can be higher)
+1-X Item/Ring Ring of Triumphant Advance doubles all of the wearer's morale bonuses
Competence +2 Item/Robe Glasses of Undeniable Truth when equipped together with Robe of Unspeakable Truth
Enhancement +2-8 Item/Helmet
+4 Spell Fox's Cunning or Fox's Cunning, Mass
+2-4 Class Feat Brown-Fur Transmuter's additional bonus when casting any Transmutation spells that give enhancement bonus to Intelligence
+1 Mythic Trickster's Knowledge (Arcana) 1 trick that increases enhancement bonuses of all identified relevant items
+2-4 Class Feat Magic Deceiver (Magic Inventor) (Fake Enchantment / True Enchantment): +2-4 bonus to all equipped items with Enhancement bonuses
Meal +4 Food Conflagrant Taco

Statistic Bonus Type Bonus Size Source Type Source
Wisdom Racial +2 Race
Inherent +2 Item/Consumable Tome of Understanding +2
+4 Item/Ring The Seven Virtues of a True Ruler
Untyped +2 Item/Amulet Vellexia's Magnifying Amulet: +2 to the highest ability score (or several of them if their base values are identical)
+6 Item/Robe Treacherous Flame: +6 for 3 rounds after killing an enemy with a fire spell
+4 Mythic Legend
+1-X Mythic Gold Dragon's Perfect Body & Perfect Mind
+1-X Mythic Aeon's Perfect Form spell: all ability scores before modifiers become as high as the highest of them (also before modifiers, i.e. 23 max).
+1-7 Mythic Demon's Aspect of Shadow Demon (up to +6 by default and another +1 with The Bound of Possibility)
+4-XX Mythic Swarm-That-Walks's The Swarm (MR 10): a bonus to Wisdom equal to 4 + swarm size
+2-6 Special Accord of Balance story bonus in Inevitable Excess DLC
Alchemical +2 Item/Potion Elixir of Inconceivable Transmutations of Body, and Soul, and Also Mind
+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
Profane +4-6 Special Profane Ascension
+2 Mythic Demonic Overlord: Profane Invocation (Demon path only)
Morale +1-X Mythic Azata's Believe in Yourself (or Chaotic Healing) spell: +1 per 4 caster levels (normally, up to +5, but can be higher)
+1-X Item/Ring Ring of Triumphant Advance doubles all of the wearer's morale bonuses
Competence +2 Item/Robe Robe of Unspeakable Truth
Rage +2-4 Class Ability Instinctual Warrior while in Focused Rage
Enhancement +2-8 Item/Helmet
+4 Item/Robe Robe of Angelic Prudence
+4 Item/Belt Timely Assistance
+6 Item/Goggles Broken Trickster
+4 Spell Owl's Wisdom or Owl's Wisdom, Mass
+2-4 Class Feat Brown-Fur Transmuter's additional bonus when casting any Transmutation spells that give enhancement bonus to Wisdom
+1 Mythic Trickster's Knowledge (Arcana) 1 trick that increases enhancement bonuses of all identified relevant items
+2-4 Class Feat Magic Deceiver (Magic Inventor) (Fake Enchantment / True Enchantment): +2-4 bonus to all equipped items with Enhancement bonuses
Meal +4 Food Conflagrant Taco

Statistic Bonus Type Bonus Size Source Type Source
Charisma Racial +2-4 Race
Inherent +2 Item/Consumable Tome of Leadership and Influence +2
+4 Item/Ring The Seven Virtues of a True Ruler
Untyped +2 Item/Amulet Vellexia's Magnifying Amulet: +2 to the highest ability score (or several of them if their base values are identical)
+6 Item/Robe Treacherous Flame: +6 for 3 rounds after killing an enemy with a fire spell
+4 Mythic Legend
+1-X Mythic Gold Dragon's Perfect Body & Perfect Mind
+1-X Mythic Aeon's Perfect Form spell: all ability scores before modifiers become as high as the highest of them (also before modifiers, i.e. 23 max).
+4-XX Mythic Swarm-That-Walks's The Swarm (MR 10): a bonus to Charisma equal to 4 + swarm size
+1-10 Mythic Lich's Lord Beyond the Grave: bonus to all undead under Lich's command equal to half of the mythic rank +1 (and another +4 with The Bound of Possibility cloak)
+2-6 Special Accord of Balance story bonus in Inevitable Excess DLC
Alchemical +2 Item/Potion Elixir of Inconceivable Transmutations of Body, and Soul, and Also Mind
+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
Profane +4-6 Special Profane Ascension
+2 Mythic Demonic Overlord: Profane Invocation (Demon path only)
Morale +2 Special Ember's Good Ending bonus feature Secret of Serenity (Ember only)
+2-6 Class Feat Court Poet's Insightful Contemplation song (+2 at levels 1, 8 and 16)
+1-X Mythic Azata's Believe in Yourself (or Chaotic Healing) spell: +1 per 4 caster levels (normally, up to +5, but can be higher)
+1-X Item/Ring Ring of Triumphant Advance doubles all of the wearer's morale bonuses
Enhancement +2-8 Item/Helmet
+2 Item/Gloves Gloves of the Ambassador
+4 Item/Robe Robe of Angelic Prudence
+6 Item/Goggles Broken Trickster
+4 Spell Eagle's Splendor or Eagle's Splendor, Mass
+2-4 Class Feat Brown-Fur Transmuter's additional bonus when casting any Transmutation spells that give enhancement bonus to Charisma
+1 Mythic Trickster's Knowledge (Arcana) 1 trick that increases enhancement bonuses of all identified relevant items
+2-4 Class Feat Magic Deceiver (Magic Inventor) (Fake Enchantment / True Enchantment): +2-4 bonus to all equipped items with Enhancement bonuses
Meal +4 Food Conflagrant Taco

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)
+1-X Intelligence Student of War uses Intelligence instead of Dexterity
+1-X Charisma Nature Oracle / MD Living Deity with Nature's Whispers revelation uses Charisma instead of Dexterity
Armor +1-14 Item/Armor Body Armor is the main source of Armor bonus to AC
  • If an armor's enhancement bonus is less than +5, it can be buffed with Magical Vestment spell
+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
+4-15 Spell
Mythic
Item/Robe
Mage Armor (+4)
  • Archmage Armor mythic ability: Increases the bonus of Mage Armor spell by mythic rank
  • Apprentice Robe: gives another +1 AC
+4-14 Class Ability
Mythic
Armored Mask Arcanist exploit (+4) by Arcanists, Exploiter Wizards or Arcane Enforcer Slayers
  • Archmage Armor mythic ability: Increases the bonus by mythic rank
+4-12 Class Ability
  • Oracle's / MD Living Deity's Spirit Shield/Armor of Bones/Ice Armor/Air Barrier revelations
  • Shaman's Air Barrier Hex
+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
+1 Mythic Trickster's Knowledge (Arcana) 1 trick that increases enhancement bonuses of all identified relevant items
+1-2 Class Feat Magic Deceiver (Magic Inventor) (Fake Enchantment / True Enchantment): +1-2 bonus to all equipped items with Enhancement bonuses
Shield +1-9 Item/Shield Shields are the main source of Shield bonus to AC
  • If a shield's enhancement bonus is less than +5, it can be buffed with Magical Vestment spell
+1-5 Item/Armor Perfect Storm armor adds weapon's enhancement bonus as Shield bonus to AC if the wearer wields weapon(s) without a shield
+1-2 Feat Shield Focus and Greater Shield Focus for +1 each (stacking with an actual shield)
+2 Feat Aldori Dueling Mastery - Dueling Sword feat
+1-2 Feat Shield Wall (Teamwork Feat)
+1-5 Feat Mounted Shield: adds your base shield bonus (including the bonus from Shield Focus but not including enhancement bonuses) to your mount’s AC
+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
+6 Mythic Lich's Bone Shield spell
+1-X Special Seelah's special Shielding Friend ability at the end of her quest line: giving all allies Shield bonus to AC equal to Seelah's Charisma
+1 Mythic Trickster's Knowledge (Arcana) 1 trick that increases enhancement bonuses of all identified relevant items
+1-2 Class Feat Magic Deceiver (Magic Inventor) (Fake Enchantment / True Enchantment): +1-2 bonus to all equipped items with Enhancement bonuses
Size +1 Race Gnome/Halfling
+1 Spell Reduce Person or Reduce Person, Mass
+2 Mythic Trickster's Microscopic Proportions spell
Insight +2 Class Ability Inspiring Command from Nobility Domain
+2-4 Class Ability Spell Dancer's Dance of Avoidance and Greater Dance of Avoidance
+2 Spell Foresight
+2-5 Mythic Aeon's Perfect Prediction spell
Morale +1-2 Class Ability Warrior of the Holy Light's Power of Faith
+1-3 Class Ability Hellknight's Order of The Godclaw (only against chaotic enemies)
+1-4 Class Ability Tranquil Whisperer Bard's Inspire Tranquility: +1 AC at levels 1, 5, 11, 17
+1-3 Item/Helmet Helmet of Comradery
+3 Item/Belt Lizard Tail - when polymorphed
+1-X Item/Ring Ring of Triumphant Advance doubles all of the wearer's morale bonuses
Sacred +2 Spell Eaglesoul
+5 Spell Oath of Peace
+2 Class Ability Ecclesitheurge's Blessing of the Faithful: +2 to AC for 1 turn
+1-3 Class Ability Warpriest's Increased Defense (Protection Blessing)
+1-5 Class Ability Inquisitor's Protection Judgement: +1 to AC and another +1 for every 5 levels
+1-X Class Feat & Item Aroden's Wrath item AND Paladin's Smite Evil: adds Charisma bonus to Sacred (instead of Deflection) AC agaisnt the attacks of the chosen evil foe
  • Mark of Justice ability DOES NOT convert this bonus to Sacred for Paladin's allies
  • Tortured Crusader archetype adds just +4 instead and also +1 untyped for 1 minute for every party member whose HP drops to 0
Profane +2 Item/Helmet Shy Lily's Helmet
+2 Mythic
Item/Cloak
Lich's Cloak of Darkest Rites
Luck +1 Item/Usable Lucky Dice
+1 Item/Bracers Engraved Lucky Bracers
+3 Item/Gloves Embroidered Gloves
+3 Special Favor of the Gods (Crusade)
Cover +8 Spell Seamantle
Alchemical +1-X Class Ability Drunken Master's Drunken Combat: +1 AC for every 2 Drunken Ki
Competence +1 Item/Weapon Quarterstaff of Slip
+3 Item/Amulet Amulet of Deep Roots - against Huge and bigger enemies
+1-X Class Ability Order of Cockatrice Cavalier's Moment of Triumph ability adds Charisma bonus to AC for 1 round
+1 Special Lexicon of Paradox, Part Two - against demons (Main Character only)
Circumstance +2 Item/Amulet Half of the Pair
+2 Item/Helmet Owl's Cowl when worn together with Cat's Boots
Untyped +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 AC when unarmed and unencumbered, plus another +1 to AC for every 4 levels (up to +5 at lvl 20)
+1-X Class Feat Instinctual Warrior can add his Wisdom bonus to AC when unarmored and not wielding a shield, plus another +1 to AC for every 4 levels (up to +5 at lvl 20) (doesn't stack with monk's similar bonus, even with Scaled Fist's one)
+1-X Class Feat Most Shifter archetypes can add their Wisdom bonus to AC when unarmored and not using a shield, plus another +1 to AC for every 4 levels (up to +5 at lvl 20) (doesn't stack with monk's similar bonus, even with Scaled Fist's one)
+1-X Class Feat Imitator Slayer (Monk Stance, lvl 2+) can add half of his INT bonus to AC when unarmored for 1 minute
+4 Class Ability Divine Guardian Paladin's Divine Troth
+1 Item/Amulet Ward Master's Amulet: whenever casting any ward spell (such as Death Ward)
+1-5 Item/Amulet Voracious Spirit
+2 Item/Ring Ring of the Mad Duelist - against 1 chosen enemy
+1-5 Class Feat
Mythic
Defensive Study mythic ability and Slayer's Studied Target: +1 to AC against selected enemy, and another +1 for every 5 levels
+1 Mythic Trickster's Stat Focus feat
+1-6 Mythic Angel's Angelic Halo: half of the mythic rank plus 1 to AC against evil creatures
Deflection +1-7 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)
+5 Item/Bracers Legendary Bracers
+1-X Class Feat Paladin's Smite Evil: adds Charisma bonus to Deflection AC agaisnt the attacks of the chosen evil foe
  • Mark of Justice ability grants this bonus to all allies
+1-X Class Feat Hellknight's Smite Chaos: adds Charisma bonus to Deflection AC agaisnt the attacks of the chosen chaotic foe
+1-4 Class Ability 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/Various Incorporeal: +X Deflection bonus to AC equal to Charisma modifier
  • Sorcerer's/Eldritch Scion's Undead Bloodline at level 15 (1 r/lvl)
  • Bloodrager's Undead Bloodline at level 16 (once per day)
  • Oracle / MD Living Deity with Bones mystery and Spirit Walk revelation (level 11+, 1 r/lvl, 2 times per day)
  • Shaman with Bones spirit (level 16+, 1 r/lvl)
  • Stygian Slayer's level 10 Shadowy Mist Form (1 m/lvl)
  • Angel's Sun Form Spell (1 r/cl)
  • Demon's Aspect of Shadow Demon (during rage, i.e. up to 5 times per day)
  • Sacrificing Daeran for Incorporeal Charm (not actual Incorporeal but does give bonus to AC)
+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
+2-6 Mythic Angel's Shield from Demonkind spell: Deflection bonus against demons
Racial +1-10 Class Ability Weretouched Shifter (Weretiger form) (1/2 class level)
Natural Armor (Untyped) +1 Race Shackleborn Tiefling
+1 Racial Feat Ironhide of Dwarves and Half-Orcs
+2 Item/Belt War-Kilt of Sarenrae
+1 Class Feat Lizard familiar of Wizard, Witch, Shaman, Kineticist, Rogue/Slayer/Loremaster (advanced rogue tricks), Sorcerer with Arcane Bloodline, Unlettered Arcanist
+1-3 Class Feat Dragon Disciple at 1st, 4th, 7th levels (for a total of +3)
+1-4 Class Feat Fiendflesh Shifter (+1 at levels 2, 4, 12 and 20) or Rageshaper Shifter (+2 at levels 2 and 20)
+2-4 Class Feat Shifter's Mammoth Form (major): +2 at levels 1 and 15
+1-4 Class Feat
+1-5 Class Feat Hag-Riven Bloodrager (+1 at levels 7, 10, 13, 16, 19)
+1-6 Class Feat Barbarian's or Skald's or Primalist's Beast Totem grants +1 to natural armor and another +1 for each 4 levels while raging
+2-4 Class Feat
Item/Ring
Witch's or Shaman's or Sylvan Trickster's or Hexcrafter's Iceplant: +2 to AC (and another +2 with Icy Protector ring)
+2-8 Class Feat Alchemist's Mutagen/Cognatogen: from +2 AC by default to +4 at lvl 12, +6 at lvl 16 and finally +8 at lvl 20 if True Mutagen is chosen as Grand Discovery
  • Mutation Warrior Fighters: normally, from +2 AC at lvl 3, to +4 at lvl 15 and +6 at lvl 19
+2 Class Ability Arcanist's Wooden Flesh
+1 Spell Bone Fists
+2 Spell Animal Growth
+2 Special Unclean Gift (MC only)
+2 Mythic Trickster's Glorious Beard spell
+2-5 Mythic Demon's Aspects of Kalavakus (up to +4 by default and another +1 with The Bound of Possibility)
Natural Armor (Polymorph) +2-4 Class Ability Shifter's Major Forms:
  • Spider/Wererat/Weretiger: +2
  • Bear/Boar/Dinosaur/Horse/Lizard/Mammoth/Tiger/Wolf/Wolverine: +4
  • Griffon/Manticore/Fey: +4
+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
+6 Spell Legendary Proportions
+2-8 Spell
Mythic
Demon's Forms:
  • I: Babau (+4), Brimorak (+2), Schir (+4)
  • II: Derakni (+6), Kalavakus (+4), Nabasu (+4)
  • III: Vrock (+6), Nalfeshnee (+8), Glabrezy (+6)
  • IV: Balor (+8), Gallu (+4), Marilith (+6), Vavakia (+8)
+8 Mythic Gold Dragon's Form
Natural Armor Enhancement +1-6 Item/Necklace Amulet of Natural Armor (+1-6) is the most common source of Natural Armor Enhancement bonus to AC
+5 Item/Bracers Legendary Bracers
+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 Aspect of the Bear
+2 Spell Righteous Might
+4 Spell Geniekind
+2-5 Class Ability Sensei Advice: Barkskin: +2 by default and +1 for every 3 levels of the caster above 3rd (up to +5 at lvl 12)
  • Unlike Barkskin, it's not considered to be a spell and is not dispelled by Magic Nullification
+1-X Mythic
Spell
Demon's Abyssal Skin personal spell: 1 + 1/3 caster levels
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
+1-2 Feat
Mythic
Dodge (another +1 with Dodge (Mythic)
+1-3 Item/Robe
+1 Item/Weapon Defense by Offense (Kama)
+1 Spell Haste (and another +1 with Ronneck's Sacrifice boots)
+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
+1-5 Class Feat Tandem Executioner's Elusive Pair (+1/4 hunter level for the hunter and their pet when they're within 10 feet from each other)
+1-6 Class Ability Barbarian's or Skald's or Primalist's Guarded Stance grants +1 to Dodge AC and another +1 for each 4 levels while raging
+1-6 Class Ability Mantis Zealot's Red Shroud
+2-8 Class Ability Shifter's Spider Form (minor): +2 at levels 1, 8 and 15
  • Shifter with Dinosaur major form also gets +2 AC at level 15
+1-6 Class Ability Order of the Lion Cavalier's Challenge
+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 Ability Bard's or Martyr's Inspire Heroics
+1-4 Class Ability Chelaxian Diva's Blazing Rondo
+3 Class Feat Wings for Sorcerer/Eldritch Scion/Dragonheir Scion with Celestial/Draconic Bloodline or Alchemist or Mutation Warrior Fighter or Fiendflesh Shifter against melee attackers
+3 Mythic Wings for certain mythic paths (Angel, Demon, Gold Dragon, Devil?) against melee attackers
The Rest/Sacred +2 Spell Veil of Heaven - against evil outsiders only
+2 Spell Veil of Positive Energy - against undead only
The Rest/Untyped +1-4 Feat Ray Shield feat: add shield's base bonus to your AC against touch attacks
+4-9 Class Feat Tower Shield Specialist with Tower Shield Defense adds his tower shield bonus against touch attacks
+1-9 Mythic Shield Focus (Mythic) feat: add shield's full bonus to your AC against touch attacks (doesn't work atm)
+8 Spell Acid Fog - against ranged attacks only
Penalty to enemy's AB -1 Spell Prayer
-2 Spell Archon's Aura
-2-4 Class Ability Witch's or Shaman's or Sylvan Trickster's or Hexcrafter's Evil Eye (AB): -2 penalty to enemy's AB (and another -2 at level 8)
-1-4 Class Ability Fake Celebrity Magic Deceiver's Inhibit Courage / Inhibit Greatness
-2-8 Class Ability Rogue's Disorienting Injury: -2 penalty to enemy's AB (additional -2 for the Rogue, another -2 for the Rogue at level 10 & 16)
-1-10 Class Ability Vision of Madness from Madness Domain
-2 Item/Weapon Crippling Kiss
-2 Mythic Demon's Profane Hymn
-1-6 Mythic Aeon's Enforcing Gaze (Attack)
-1-XX Mythic
Spell
Lich's Corrupt Magic: -1 to AB for every dispelled buff

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)
  • Legend KC can reach up to 40 BAB, Gold Dragon and Trickster (Athletics 3) - up to 25 BAB
+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
+1-X Mythic Trickster's Athletic 3 trick: increasing BAB to match the rank in Athletics, or the rank + 5 if it already does
Strength/Dexterity
(WIS/INT as exception)
+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)
Inherent +2 Special Demongraft from Battlebliss Arena (MC or Nenio only)
Untyped +2 Core Mechanic Flanking: +2 to AB when 2 or more characters threaten the same target (in real-time-with-pause mode de facto only works when 2 or more characters specifically attack the same target, not just threaten it)
+1-4 Feat
Mythic
Weapon Focus and Greater Weapon Focus for +1 each to Attack Rolls with a chosen weapon
  • Another +1 or +2 respectively with mythic Weapon Focus
+1-2 Feat
Mythic
Point-Blank Shot: +1 attack with ranged weapons within 30 feet
  • Another +1 with mythic Point-Blank Shot
+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 Ability Paladin's Smite Evil: adds Charisma bonus to all attack rolls against chosen evil foe
  • Mark of Justice ability grants this bonus to all allies
  • Tortured Crusader archetype adds 1/2 Wisdom bonus instead and also +2 for 1 minute for every party member whose HP drops to 0
+1-X Class Ability Hellknight's Smite Chaos: adds Charisma bonus to all attack rolls against chosen chaotic foe
+1-X Class Ability Champion of the Faith Warpriest's Smite: adds Charisma bonus to all attack rolls against chosen foe of opposite alignment
+1-X Class Ability Cavalier's Knight's Challenge (Order of the Sword's): adds Charisma bonus to all attack rolls against the target of his challenge
+2 Class Ability Freebooter's Bond: +2 to Attack when flanking
+1-4 Class Ability Chelaxian Diva's Blazing Rondo
+1-5 Class Ability Slayer's/Sanctified Slayer's/Tandem Executioner's/Divine Scion's Studied Target: +1 to Attack against selected enemy, and another +1 for every 5 levels
+1-5 Class Ability Imitator Slayer's Imitation (Fighter Stance): +1 AB by default and +1 AB per 5 Slayer levels for 1 minute
+1-5 Class Ability Freebooter's Bane: +1 to Attack for all allies against selected enemy, and another +1 for every 5 levels
+1-10 Class Ability Vision of Madness from Madness Domain
+2-19 Class Ability
Items
Barbarian's or Skald's or Primalist'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)

(Due to errors in the code, some bonuses may not work with some rages, such as Instinctual Warrior's rage)

+1-6 Class Feat
  • Fighter's Weapon Training: +1 Attack with weapons from a selected group at levels 5, 9, 13, 17
  • Sohei's Weapon Training: +1 Attack with weapons from a selected group at levels 6, 12, 18
  • 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 Class Feat Tower Shield Specialist's Tower Shield Specialist feat removes -2 penalty to Attack for using tower shield
+1 Spell Haste (and another +1 with Ronneck's Sacrifice boots)
+2 Item/Ring Promise of Power ability of Bane of Spirit ring
+2 Item/Weapon Ashmaker quarterstaff: +2 to Attack rolls
+3 Item/Weapon Balanced Defender longsword: +3 to Attack rolls when wielding a shield in another hand
+1-10 Mythic Ever Ready mythic ability: bonus to attack rolls for attacks of opportunity equal to mythic rank
+1-10 Mythic Ranging Shots mythic ability: +1 to Attack rolls with ranged weapons against the same enemy for every miss, up to the maximum of mythic rank
+1-8 Mythic The Bigger They Are mythic ability: +X to Attack rolls with ranged weapons equal to the enemy's size penalty to AC
+1-X Mythic Flawless Attacks mythic feat: decreases the penalty for iterative attacks from -5 to -4
+2 Mythic Rapid Shot (Mythic) mythic feat: removes the -2 penalty for using Rapid Shot Feat
+2 Mythic Two-Weapon Fighting (Mythic) mythic feat: reduces the penalty for fighting with 2 weapons by 2
+1 Mythic Trickster's Stat Focus feat
+1-6 Mythic Aeon's Enforcing Gaze (Attack) for all allies
+2-14 Mythic Demon's Demonic Rage (+2-5) (up to +4 by default and another +1 with The Bound of Possibility)
  • Demon's Aspects of Schir and Vrock for another +2-5 for melee and ranged AB respectively
  • Demon's Aspects of Succubus for +1-4 for all allies, including the Demon
+1-X Mythic Lich's Power from Death spell: +1 to AB for every dead enemy (blown-up corpses don't count) around you (up to maximum of 3 + 1 per 5 caster levels). It's a persistent buff (you cast it once while surrounded by dead bodies, it calculates the bonus and it lasts until the spell's duration ends).
Size +1 Race Gnome/Halfling
+1 Spell Reduce Person or Reduce Person, Mass
+2 Mythic Trickster's Microscopic Proportions spell
Morale +1 Spell Bless
+1 Spell Aid
+1-2 Class Ability Oracle's / MD Living Deity's revelation Battlecry from Battle Mystery
+2 Spell Heroism
+2 Spell Good Hope
+2 Class Ability Inspiring Word from Nobility Domain
+2 Class Ability Aura of Heroism from Glory Domain
+1-3 Class Ability Hellknight's Order of The Godclaw (only against chaotic enemies)
+1-3 Class Ability Oracle's / MD Living Deity's revelation Blood of Heroes from Ancestor Mystery
+1-4 Class Ability Cavalier's Banner: +1-4 to AB of all allies within 60 feet for charge attacks
+2-4 Class Ability Shaman's Fury hex
+1-6 Class Ability Order of the Shroud / Order of the Sword Cavalier's Challenge
+1-X Class Ability Order of the Star Cavalier's For the Faith ability adds Charisma bonus to all attack rolls for 1 round (all allies within 30 feet receive half of this bonus)
+4 Spell Heroism, Greater
+4 Spell Heroic Invocation
+1-4 Mythic Battle Meditation mythic ability
+4-10 Mythic Azata's Incredible Might superpower
+5 Item/Belt Belt of Bloodlust/Daredevil's Belt for a single attack after landing killing blow
+1-X Item/Ring Ring of Triumphant Advance doubles all of the wearer's morale bonuses
Sacred +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 Ability Ecclesitheurge's Blessing of the Faithful
+2 Class Ability Warrior of the Holy Light Paladin's Shining Light: +2 to Attack for good creatures for 1 turn
+1-5 Class Ability Inquisitor's Justice Judgement: +1 to Attack and another +1 for every 5 levels
+5 Item/Belt Belt of the Last of the First Humans
Luck +1 Spell Prayer
+2 Class Ability Divination Wizard's Foretell (Aid)
+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/Usable Lucky Dice
+3 Special Favor of the Gods (Crusade)
+2 Mythic Angel's Holy Hymn spell
Profane +4 Mythic Lich's Fear Control power
Alchemical +1-3 Class Ability Incense Synthesizer's Incense Fog for +1 Attack (and up to another +2 with Improved Incense)
+1-X Class Ability Drunken Master's Drunken Combat: +1 AB for every 2 Drunken Ki
Competence +1 Spell Guidance
+1-5 Class Feat Tandem Executioner's Working in Tandem (+1/4 hunter level for the hunter and their pet when they attack the same target and within 10 feet from each other)
+1-4 Class Ability Bard's or Sensei's or Martyr's Inspire Courage: +1 attack at levels 1, 5, 11, 17
+1-6 Class Ability Barbarian's or Skald's or Primalist's Lethal Stance: +1 to Attack (and another +1 for every 4 levels, up to +6 at lvl 20)
+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-X Class Ability Order of the Lion Cavalier's once-per-combat For the King ability adds Charisma bonus to all attack rolls of all allies within 30 feet for 1 round
+1-X Class Ability Order of the Star Cavalier's Calling ability adds Charisma bonus to the next attack roll
+1-X Class Ability Order of Cockatrice Cavalier's Moment of Triumph ability adds Charisma bonus to all attack rolls for 1 round
+1-2 Item/Bracers
+2 Item/Ring Ring of Imminent Demise: +2 for melee two-handed weapons
Circumstance +2 Class Ability Magus's True Magus (level 20)
+2 Item/Amulet Half of the Pair
+2 Item/Ring Zaoris's Beauty (Bugged?)
+1-3 Item/Weapon Hammer Of Masterpiece
Insight +2 Class Ability Inspiring Command from Nobility Domain
+2-4 Class Ability 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
+1 Item/Face Goggles of Piercing Gaze: +1 to Attack rolls against outsiders
+2 Item Precious Treat: +2 to Attack rolls for the wearer's animal companion
+4 Mythic Aeon's The Bound of Possibility cloak
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 (only 1 Bane bonus applies)
+1-5 Class Ability
+2 Class Ability Inquisitor's Bane
+1-10 Class Ability Strength Surge from Strength Domain (stacks with weapon enhancement)
+1 Spell Magic Weapon
+1-5 Spell Greater Magic Weapon
+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
+2 Spell Crusader's Edge giving a melee weapon Bane: stackable enhancement bonus against evil outsiders
+1 Item/Gloves Claws of a Sacred Beast: +1 to Attack
+1-3 Item/Necklace Amulet of Agile Fists: +1-3 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
+5 Item/Robe Robe of Malice: +5 to Attack for all natural weapons and unarmed strikes
+1 Mythic Trickster's Knowledge (Arcana) 1 trick that increases enhancement bonuses of all identified relevant items
+1-2 Class Feat Magic Deceiver (Magic Inventor) (Fake Enchantment / True Enchantment): +1-2 bonus to all equipped items with Enhancement bonuses
Mythic +2 Mythic Enforced Vigor mythic ability
+1-3 Mythic Main Character's Inevitable Fate mythic ability (+1 per 3 mythic ranks)
Meal +1 Food Curse Pilaff
+3 Food Demon Slayer Soup
Penalty to enemy's AC -1-X Standard Attacking the enemy's flat-footed AC (negates the enemy's Dexterity and Dodge bonuses to AC):
  • Being invisible to the enemy
  • Attacking the enemy before it acted on the 1st turn of any combat
  • Attacking a helpless enemy (paralyzed, held, bound, sleeping, unconscious etc.)
  • Shatter Defenses feat
  • Magus's Prescient Attack
  • Rogue's/Slayer's Hunter's Surprise trick (de facto)
  • Assassin's Alter Ego (de facto)
  • Trickster's Mobility 2 trick
  • Rulebreaker tongi after hitting an enemy with it while charging, Peacemaker handaxe after a crit
-1-X Standard Attacking the enemy's touch AC (negates the enemy's Armor, Shield and Natural bonuses to AC):
-1-X Item/Weapon Brilliant Energy weapons bypass enemies' Armor and Shield bonuses to AC
-2 Spell Archon's Aura
-2 Spell/Debuff Blind or Stunned (e.g. Blindness, Shout)
-2-4 Class Ability Witch's or Shaman's or Sylvan Trickster's or Hexcrafter's Evil Eye (AC): -2 penalty to enemy's AC (and another -2 at level 8)
-4 Class Ability Fake Celebrity Magic Deceiver's Inhibit Heroics
-2-8 Class Ability Rogue's Bewildering Injury: -2 penalty to enemy's AC (additional -2 for the Rogue, another -2 for the Rogue at level 10 & 16)
-1-5 Mythic Distracting Shots mythic ability gives penalty to target's AC against melee attacks
-4 Mythic Angel's Guide of the Faithful (Sword of Heaven)
-1-XX Mythic
Spell
Lich's Corrupt Magic: -1 to AC for every dispelled buff

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
+1 Mythic Mythic Resolve mythic feat: +1 Fortitude, Reflex, Will saving throws
+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
+1-X Class Feat Enlightened Philosopher Oracle's level 20 capstone: a bonus to the Oracle's Fortitude, Reflex, Will saving throws equal to the Oracle's Charisma modifier
+2-4 Class Feat Barbarian's or Bloodrager's Rage: +2-4 to Will saving throws (yet another +4 for Barbarian with Indomitable Will against Enchantment spells)
+1-6 Class Feat Barbarian's or Skald's or Primalist's Reflexive Dodge: +X to Reflex saving throws equal to Guarded Stance's Dodge bonus to AC
+1-6 Class Feat Skald's Inspired Rage: +1-6 to Will saving throws
+2 Class Feat Barbarian's or Skald's or Primalist's Greater Celestial Totem: +2 to Fortitude, Reflex, Will saving throws against evil creatures
+2 Class Feat Wizard, Witch, Shaman, Kineticist, Rogue/Slayer/Loremaster (advanced rogue tricks), Sorcerer with Arcane Bloodline, Unlettered Arcanist with the following familiar:
  • Rat: +2 to Fortitude saving throws
  • Rabbit: +2 to Reflex saving throws
  • Centipede: +2 to Will saving throws
+2 Class Feat Loremaster's secrets:
  • Fortitude secret: +2 to Fortitude saving throws
  • Reflex secret: +2 to Reflex saving throws
  • Will secret: +2 to Will saving throws
+2 Class Feat Barbarian's or Skald's or Primalist's Lesser Daemon Totem: +2 to saving throws against acid, death effects, disease and poison
+2-6 Class Feat Hellknight's Force of Will: up to +6 to saving throws against charm, compulsion or fear
+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
+1-5 Item/Amulet Voracious Spirit: up to +5 to Fortitude and Will saving throws
+2 Item/Cloak Lone Wolf's Cloak: +2 to Fortitude, Reflex, Will saving throws when there is no enemies or allies in the vicinity
+2 Item/Robe Loremaster's Robe: +2 to Reflex saving throws
+2 Item/Belt Belt of the Venerated Champion: +2 to Fortitude saving throws
+2 Item/Ring Ring of the Mad Duelist: +2 to Fortitude, Reflex, Will saving throws against 1 chosen enemy
+4 Item/Ring Martyr's Testament: +4 to Will saving throws
+4 Item/Armor Royal Messenger's Chainshirt: +4 to Reflex saving throws
+5 Item/Armor Flowing Half-Plate: +5 to Reflex saving throws
+4 Item/Helmet Headband of the Wise Negotiator: +4 to saving throws against mind-affecting conditions.
+4 Item/Ring Bane of Spirit: +4 to saving throws against mind-affecting effects, emotions, confusion, fear, death, and compulsion effects
+1-4 Item/Ring Elemental Protector: +4 bonus to saving throws against cold, +3 bonus on saving throws against electricity, +2 bonus on saving throws against fire, +1 bonus on saving throws against acid
+2 Item/Robe Robe of Transmutation: +2 to saving throws against Evocation spells
+4 Item/Robe Calming Warden: +4 to saving throws against Necromancy spells
+5 Item/Helmet Clear Vision: +5 to saving throws against Illusion spells
+1-6 Mythic Inspirational Leader mythic ability: +1-6 to saving throws against mind-affecting abilities
+1-X Mythic Gold Dragon's Perfect Body: a bonus to Fortitude, Reflex, Will saving throws if they're lower than 5 + mythic rank (before modifiers)
+1-3 Mythic Azata's Moral Support spell: +1 for every 6 caster levels to Fortitude, Reflex, Will saving throws
+2-6 Mythic Angel's Angelic Halo: half of the mythic rank plus 1 to Fortitude, Reflex, Will saving throws against evil creatures
+2-5 Mythic Demon's Aspect of Nabasu: up to +5 to Fortitude, Reflex, Will saving throws
+3-10 Mythic Aeon Immunities: a bonus to Fortitude, Reflex, Will saving throws against chaotic creatures equal to Aeon's mythic rank
+1-X Mythic Lich's Power from Death spell: +1 to Fortitude, Reflex, Will saving throws for every dead enemy (blown-up corpses don't count) around you (up to maximum of 3 + 1 per 5 caster levels). It's a persistent buff (you cast it once while surrounded by dead bodies, it calculates the bonus and it lasts until the spell's duration ends).
+2 Special Bloody Meat from Latverk or DLC 3: +2 to Fortitude saving throws
Racial +1 Race Halflings: +1 to Fortitude, Reflex, Will saving throws (also another +2 against Fear effects)
+1 Race Unstoppable Dwarves: +1 to Fortitude saving throws
+1 Race Craven Halflings: +2 to Reflex saving throws
+1 Race Dual-Heritage Half-elves: +2 to Will saving throws
+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 Blightborn Elves: +2 to saving throws against Necromancy spells, spell-like abilities and curses
+2 Race Dhampirs: +2 to saving throws against diseases and mind-affecting effects
+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 Special Demongraft: +2 to Fortitude, Reflex, Will saving throws
+2-6 Class Feat Shifter's Boar Form (minor): +2 to Fortitude saving throws at levels 1, 8 and 15
+2-6 Class Feat Shifter's Lizard Form (minor): +2 to Reflex saving throws at levels 1, 8 and 15
Insight +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
+2 Item Precious Treat: +2 to Fortitude, Reflex, Will saving throws for the wearer's animal companion
+2 Item/Shield Light Aura of The Undying Love of the Hopebringer: +2 to Fortitude, Reflex, Will saving throws for all the companions
+20 Item/Helmet Mask of Nothing (the bad one) or Mask of the Most Worthy (the safe one): +20 to Fortitude, Reflex, Will saving throws
+4 Mythic Aeon's The Bound of Possibility cloak: +4 to Fortitude, Reflex, Will saving throws
Dodge +1 Spell Haste: +1 to Reflex saving throws (and another +1 with Ronneck's Sacrifice boots)
+1-4 Class Ability Chelaxian Diva's Blazing Rondo: +1 to Reflex saving throws
Competence +1 Spell Animal Aspect, Greater: +1 to Fortitude saving throws
+5 Spell Transformation: +5 to Fortitude saving throws
+1-X Class Ability Order of the Star Cavalier's Calling ability adds Charisma bonus to the next saving throw
+1-X Class Ability Order of Cockatrice Cavalier's Moment of Triumph ability adds Charisma bonus to all saving throws for 1 round
+1-5 Class Feat Tandem Executioner's Elusive Pair (+1/4 hunter level for the hunter and their pet's Reflex saving throws when they're within 10 feet from each other)
+2 Class Feat Duelist: +2 to Reflex saving throws
+3 Item/Amulet Amulet of Combat Awareness: +3 to Reflex saving throws
+4 Item/Armor Panther's Grace: +4 to Reflex saving throws
+4 Item/Belt Belt of Alacrity: +4 to Reflex saving throws
+10 Item/Shield Spellbreaker: +10 to saving throws against Evocation spells
Luck +1 Spell Prayer: +1 to Fortitude, Reflex, Will saving throws
+2 Class Ability Divination Wizard's Foretell (Aid): +2 to Fortitude, Reflex, Will saving throws
+1-4 Class Ability Archaeologist's Luck: +1 to Fortitude, Reflex, Will saving throws at levels 1, 5, 11, 17
+1 Race Tribal Half-orcs: +1 to Fortitude, Reflex, Will saving throws
+1 Item/Ring Ring of Luck: +1 to Fortitude, Reflex, Will saving throws
+1 Item/Bracers Engraved Lucky Bracers: +1 to Fortitude, Reflex, Will saving throw
+3 Item/Gloves Embroidered Gloves: +3 to Fortitude, Reflex, Will saving throw
+1-5 Mythic
  • Azata's Song of Heroic Resolve: half of the mythic rank to Fortitude, Reflex, Will saving throws (+1-5)
  • Azata's Unbreakable Bond spell (+3)
Morale +4 Class Feat Bard's or Martyr's Inspire Heroics: +4 to Fortitude, Reflex, Will saving throws
+1-2 Class Ability Oracle's revelation Battlecry from Battle Mystery: +1-2 to Fortitude, Reflex, Will saving throws
+2 Class Ability Inspiring Word from Nobility Domain: +2 to Fortitude, Reflex, Will saving throws
+1-6 Class Ability Order of the Star Cavalier's Challenge: 1-6 to Fortitude, Reflex, Will saving throws against the target of the challenge
+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
+2 Item/Bracers Bracers of Bravery: +2 to Will saving throws
+1-3 Class Ability Oracle's revelation Blood of Heroes from Ancestor Mystery: +1-3 to saving throws against Fear, Shaken and Frightened effects
+2-4 Class Ability Inspire Tranquility from Tranquil Whisperer Bard: +2-4 against mind-affecting effects starting at level 7
+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 Mind-Affecting, Fear, Compulsion, Shaken, Frightened, Confused, Petrified and Negative Emotion effects
+1-X Item/Ring Ring of Triumphant Advance doubles all of the wearer's morale bonuses
Sacred +1-3 Class Ability Warpriest's Increased Defense (Protection Blessing): +1-3 to Fortitude, Reflex, Will saving throws
+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 Oracle's and Shaman's Friend to Animals: all animals within 30 feet receive bonus to Fortitude, Reflex, Will saving throws equal to the Oracle's/Shaman's Charisma modifier (yes, for the Shaman it's also Charisma)
  • This ability also affects level 20 Nature Oracle if he changes his body type to Animal using the Final Revelation ability
  • This ability has no effect on "fake" animals such as humanoids polymorphed into animals
+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
+1 Spell Burst of Glory: +1 to saving throws against Fear effects
+2 Class Ability Ecclesitheurge's Blessing of the Faithful: +2 to Fortitude, Reflex, Will saving throws for 1 turn
+2 Class Ability Warrior of the Holy Light Paladin's Shining Light: +2 to Fortitude, Reflex, Will saving throws for good creatures for 1 turn
+2 Item/Armor Mallander's Penance: +2 to Fortitude saving throws
+4 Item/Armor Haramaki of Divine Guidance: +4 to Fortitude, Reflex, Will saving throws
Circumstance +2 Racial Aasimar's Halo: +2 to saving throws against Blindedness and Daze
Resistance +1-7 Item/Cloak
  • Cloak of Resistance: +1-6 to Fortitude, Reflex, Will saving throws
  • Celestial Protection: +5 to Fortitude, Reflex, Will saving throws against demons
  • Flawless Cloak of Resistance: +7 to Fortitude, Reflex, Will saving throws
+5 Item/Bracers Legendary Bracers: +5 to Fortitude, Reflex, Will saving throws
+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
+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!)
Alchemical +2-6 Class Ability Incense Synthesizer's Incense Fog with Clarifying Incense: up to +2x3 to saving throws against mind-affecting effects
+2-6 Class Ability Incense Synthesizer's Incense Fog with Rallying Incense: up to +2x3 to saving throws against fear effects
+2-6 Class Ability Incense Synthesizer's Incense Fog with Neutralizing Incense: up to +2x3 to saving throws against poisons
Mythic +1 Mythic Enforced Vigor mythic ability: +1 Fortitude, Reflex, Will saving throws
Meal +1 Food Onion Soup: +1 to Fortitude, Reflex, Will saving throws
+3 Food Demon Slayer Soup: +3 to Fortitude, Reflex, Will saving throws

Fully negating the damage from spells on successful saving throw:

Statistic Bonus Type Bonus Size Source Type Source MC only
Caster Level Base 1-30 Base Base Caster Level:
  • up to 20 for most main characters and companions
  • up to 28 for Legend
  • up to 30 for Angel and Lich with merged spellbook
No
Universal +2 Feat Spell Specialization No
+2 Class Ability Arcanist's or Exploiter Wizard's Potent Magic: +2 CL for the next spell (works on their own spell list only) No
+2 Class Ability Divination Wizard's Foretell: an aura for +2 CL checks (e.g. spell penetration, Dispel, Greater Dispel) No
+4 Class Ability Spell Master's Focused Spells: +4 CL for the next spell (works on any spell list) No
+1-4 Class Ability Ley Line Guardian's Conduit Surge: +1d4 CL for the next spell (works on any spell list) No
+1 Item/Weapon Fiery Spell Weaver (quarterstaff) No
+2 Item/Cloak Cloak of Arcane Reserves (only after suffering ability damage) No
+3 Item/Robe Robe of the Seven Sins No
+1 Mythic School Mastery mythic feat: only affects 1 school every time you learn it but can be learned for any school No
+2 Mythic Lich's Dark Rites aura No
+1-4 Mythic Aeon's Enforcing Gaze No
+2-5 Mythic Demon's Demonic Rage (up to +4 by default and another +1 with The Bound of Possibility) No
+4-5 Mythic Devil's Hell's Decree No
+2 Special Storyteller's Knowledge special bonus given to the main character for finishing Storyteller's diary quest (i.e. collecting most of the pages except for the one in Threshold) Yes
+2 Class Ability Way of the Charlatan Magic Deceiver's Supreme Hoax No
Divination +4 Class Feat Ancestor Oracle's / MD Living Deity's Final Revelation No
+1 Scroll Scroll of Divination No
Enchantment +1 Book Xanthir Vang, "On the Nature of Demons" Yes
Evocation +2 Item/Weapons Ashmaker (quarterstaff) No
Illusion +3 Item/Weapons Phantasmal Guide (quarterstaff) No
Transmutation +1 Item/Helmet Headband of Reshaping No
+1-2 Item/Weapons No
Spell Penetration only +2 Racial Elven Spirit racial trait of Half-elves No
+2-3 Racial Elven Magic racial trait of Elves
  • Another +1 with Arcane Focus feat
No
+2 Feat Allied Spellcaster: +2 for a maximum of 1 adjacent ally with this feat No
+2-4 Feat Spell Penetration and Greater Spell Penetration No
+1-10 Mythic Spell Penetration (Mythic) Feat No
+1-10 Mythic Aeon's Aeon Bane Yes
+4 Spell Symbol of Vulnerability (as penalty to enemy's spell resistance) No
+1-10 Spell Magic Deceiver's Peer into Spell Resistance (as penalty to enemy's spell resistance) No
+2 Class Ability Sorcerer's Fey Bloodline (level 15) No
+2 Class Ability Magus's True Magus (level 20) No
+1-4 Class Ability Overwhelming Mage's Overwhelming Penetration No
+1-7 Class Ability Inquisitor's Piercing Judgement No
+1-X Class Ability Magic Deceiver:
  • Living Deity's Godly Fraud: +1/2 Lore (Religion) to spell penetration checks
  • Magic Inventor's Enchanter's Penetration: +1/2 Use Magic Device to spell penetration checks
  • Razmiri Infiltrator's / Way of the Charlatan's Fool Resistance: +1/2 Persuasion to penetration checks
No
+1 Item/Face Goggles of Pure Sight No
+2 Item The Covenant of the Inheritor No
+2 Item/Ring Ring of Pyromania No
+2 Item/Armor Mystic Grace No
+2-8 Item/Robe No
+4-5 Item/Weapons No
+1-4 Item/Helmet Gnawing Magic: +1 to spell penetration for 3 rounds every time the wearer casts a spell that affects the enemy No
+5 Item/Weapons Pocket Lightning (starknife): the enemy loses 5 SR for 1 round after the wielder lands a sneak attack No
+X Item/Weapons Sound of Void (punching dagger): the enemy loses all SR for 1d4 rounds after being attacked while flat-footed or helpless No
Scrolls/Potions +1 Item/Belt Specialist's Belt: +1 caster level for all scrolls/potions the wearer uses No
+4 Item/Cloak Librarian's Cloak: +4 caster level for all scrolls the wearer uses No
+1-10 Mythic Trickster's Use Magic Device 1 trick Yes
Other +2 Racial Feat Gnome's Shadowplay, only affects spells with shadow descriptor No
+1-2 Class Feat Winter Witch's Freezing Cold at levels 3 and 6, only affects spells with cold descriptor No
+2 Class Feat Priest of Balance's Energy Equilibrium, only affects inflict wounds and cure spells No
+2 Item/Glasses Goggles of Mind Control: for mind-affecting spells only No
+1 Item/Robe Web Strider - only affects spells from Druid's spellbook. No
+2 Item/Armor Delamere's Armor - only affects spells from Plant Domain No

Statistic Bonus Type Bonus Size Source Type Source
Spell DC Base 10 Base Base DC for all spells is 10
Spell Level 1-10 Your Spellbook Depending on the default level of the spell in your book (1-9 for normal casters, up to 10 for merged Angel and Lich), the spell gets extra DC (i.e. +5 for level 5 spell)
+1-9 Metamagic Heighten Spell - the only metamagic that not only increases the spell's level but also the associated DC bonus (so level 1 spell heightened to level 5 now adds +5 DC instead of +1)
  • Sorcerer with Arcane Bloodline is an exception and adds +1 DC to a spell modified by any other metamagic too (unless it is also modified with Heighten in which case you do not get the bonus)
Casting Stat +1-XX Intelligence
or Wisdom
or Charisma
or other
Depending on the spellcaster's casting stat, spell's DC is increased by +1 per every 2 points of the casting stat above 10. Casting stats are the following:
+1-10 Mythic Rank Unmerged Mythic spellbooks (and Mythic spellbooks only) do not use casting stat. Instead, they add your mythic rank to the spell's DC as a substitute for the casting stat.
Universal +1-4 Feat
Mythic
Spell Focus (+1) & Greater Spell Focus (+1) - for all spells from a chosen school. Mythic Spell Focus doubles the bonuses.
+1-2 Class Ability Arcanist's or Exploiter Wizard's Exploits: +1 DC for 1 point from Arcane Reservoire (+1 more with Potent Magic)
+1-3 Class Ability Overwhelming Mage Sorcerer's Overwhelming Spell: +1-3 DC for sacrificing a spell (1/3 of a spell's level)
+2 Class Ability Level 20 Magus: +2 DC from True Magus
+2 Class Feat Sorcerer with Arcane Bloodline: at level 15 he can choose a school and get +2 DC for all spells from this school
+2 Item/Weapon Quarterstaff of the War Mage
+1-3 Special Inevitable Fate (Main character's special mythic ability for passing DLC1)
+2 Special Demongraft (Main character and Nenio only)
+2 Mythic
Item/Cloak
Cloak of Darkest Rites (Lich only)
+2 Mythic Azata's Songs of Steel spell
+1-4 Mythic Aeon's Save DC Gaze
+4-5 Mythic Devil's Hell's Decree No
+2-9 Mythic Demon's Demonic Rage: +2-5 depending on mythic rank
  • Another +1-4 with Aspect of Incubus during rage
+1-2 Meal
  • Creme Soup With a Snout (+1)
  • Acorn Pie (+2)
+1 Item/Robe Robe of the Seven Sins - DLC3
+1 Item/Robe Blackened Rags - for all spells from Witch's spell list
+2 Item/Face Razmiri Infiltrator Magic Deceiver's Razmiri Mask: +2 DC to all fused spells
+2 Class Ability Way of the Charlatan Magic Deceiver's Supreme Hoax
+2 Item/Weapon Numerian Greatsword - once per day for a few rounds
Spells from specific schools Various Various Conjuration:

Enchantment:

Evocation:

Illusion:

Necromancy:

Transmutation:

Spells with specific Saves Various Various Fortitude:
  • Robe of Determination (+2)
  • Magic Deceiver's Peer into Endurance spell (+1-6, as penalty to enemies' Fortitude saving throws for 1 round)

Reflex:

  • Magic Deceiver's Peer into Reflexes spell (+1-6, as penalty to enemies' Reflex saving throws for 1 round)

Will:

  • Quarterstaff of Coercion (weapon, +1)
  • Display of Power Belt (+2, as penalty to enemies' Will saves)
  • Azata's Ode to Miraculous Magic (+2, spell)
  • Magic Deceiver's Peer into Mind spell (+1-6, as penalty to enemies' Will saving throws for 1 round)
  • Inciter Skald's Caustic Ridicule (+1-2, as penalty to enemies' Will saving throws)
Spells with specific descriptors Various Various Acid:

Charm:

Cold:

Compulsion:

Curse:

Death:

Disease:

Electricity:

Fear:

  • Dirge Bard (+2-5)
  • Hag of Gyronna (+2)
  • Fake Celebrity Magic Deceiver's Inhibit Courage (+4, as penalty to enemies' saving throws)

Fire:

Mind-affecting:

Poison:

Sonic:

  • Voice of the Faceless (+2, amulet)
  • Legacy of the Last Azlanti (+2, amulet)
  • Nature's Agony (sling staff, +2)
  • Herald of the Horn Skald (+1-3)
Other +2 Item/Goggles Eye Sealed in Crystal - for gaze attacks
+2 Mythic Angel's Unfailing Beacon (Halo improvement) - affects AoE spells only
Penalties Various Various Indirectly, you can increase your effective spell DC by reducing enemies' saves. The following items/spells/effects can help with that.

Conditions:

Ability score debuffs:

Abilities/spells/feats:

  • Witch's/Shaman's (or Hexcrafter Magus's or Sylvan Trickster Rogue's) Evil Eye hex: -2-4 each (depending on Witch's/Shaman's level, from -2 at level 1 to -4 at level 8, also their Evil Eyes stack with each other) to Fortitude, Reflex, Will saving throws for at least 1 round (or more if the enemy failed Will saving throw)
  • Fake Celebrity Magic Deceiver's Inhibit Heroics: -4 to Fortitude, Reflex, Will saving throws
  • Vision of Madness from Madness Domain: -1-10 (usually) to Fortitude, Reflex, Will saving throws
  • Divination Wizard's level 8 Foretell aura (or Enchantment Wizard's Aura of Despair): -2 to Fortitude, Reflex, Will saving throws for all enemies within 30 feet
  • Ambuscading Spell Feat: -2 to Fortitude, Reflex, Will saving throws for flat-footed opponents
  • Dispel Synergy Feat: -2 to Fortitude, Reflex, Will saving throws for 1 round for an enemy one of whose buffs has just been dispelled
  • Arcane Spirit Feat: -2 to Fortitude, Reflex, Will saving throws for enemies who were successfully bluffed
  • Favored Enemy Spellcasting Feat: -2 to Fortitude, Reflex, Will saving throws for favoured enemies
  • Prayer spell: -1 to Fortitude, Reflex, Will saving throws for all enemies within 40 feet
  • Archon's Aura spell: -2 to Fortitude, Reflex, Will saving throws for all enemies within 20 feet who failed a saving throw
  • Symbol of Vulnerability spell: -4 to Fortitude, Reflex, Will saving throws for all enemies within 30-feet area
  • Bestow Curse/Bestow Curse, Greater spells: -4 and -8 respectively to Fortitude, Reflex, Will saving throws for the enemy who failed will saving throw
  • Primal Regression: -4 to Will saving throws
  • Mind Fog: -10 to Will saving throws
  • Order of the Scourge Hellknight: -2-4 to Will saving throws of enemies within 15-foot radius after landing a killing blow

Mythic abilities/spells:

  • Angel's:
    • Piercing Rays (Halo upgrade): -1-3 to Fortitude, Reflex, Will saving throws for all enemies within 50 feet
    • Holy Hymn spell: -2 to Fortitude, Reflex, Will saving throws for all enemies within 40 feet
  • Demon's:
    • Profane Hymn spell: -2 to Fortitude, Reflex, Will saving throws for all enemies within 40 feet
    • Aspect of Nabasu: -1-4 to Fortitude saving throws for all enemies within 30 feet during rage
    • Aspect of Vrock: -1-4 to Reflex saving throws for all enemies within 30 feet during rage
    • Aspect of Succubus: -1-4 to Will saving throws for all enemies within 30 feet during rage
  • Lich's:
    • Corrupt Magic: -1 to Fortitude, Reflex, Will saving throws for every dispelled buff

Items:

  • Wicked Longbow: -1 to Will, -2 to Fortitude and -3 to Reflex saving throws after landing a critical hit if the enemy fails a DC20 Will saving throw
  • Crippling Kiss estoc: stacking -2 to Fortitude, Reflex, Will saving throws after landing a critical hit
  • Fatal Beacon greatsword: -2 to Reflex saving throws for 1 round after landing a critical hit
  • Shadowblood (consumable): -4 to Fortitude, Reflex, Will saving throws for all demons for 1 hour (Demon path only)

Statistic Source Type Bonus Size Source Subtype Source
Initiative Base 0 Base Base Initiative is 0. Unlike bonuses for other stats, Initiative bonuses are usually untyped and stack.
Ability Scores +1-X Dexterity Dexterity is the main (and only) ability score that always affects Initiative. For every 2 points of Dexterity above 10 you get +1 to Initiative.
+1-X Other Ability Scores Certain Classes learned to also use Wisdom to increase their Initiative even further (+1 for every 2 points of Wisdom above 10):

Similarly, Sword Saints (lvl 7) learned to use Intelligence the same way to increase their Initiative.

Racial +2 Race Hasty Halfling
Inherent +2-6 Class Feat Shifter's Dinosaur Form (minor): +2 at levels 1, 8 and 15
Backgrounds +2 Feat Pickpocket
Feats +4 Feat Improved Initiative
+1-10 Mythic Feat Improved Initiative (Mythic): +1 for each mythic rank
+1-5 Mythic Feat Inspirational Leader: +1 for each 2 mythic ranks to all allies within 50 feet
+1 Feat Warrior Priest
+2 Feat Aldori Dueling Mastery
Classes +4 Class Feat Hare familiar of Wizard, Witch, Shaman, Kineticist, Rogue/Slayer/Loremaster (advanced rogue tricks), Sorcerer with Arcane Bloodline, Unlettered Arcanist
+1-10 Class Feat Some classes add +1/2 of class level to Initiative rolls:
+2-4 Class Feat Duelist's Improved Reaction
+2-8 Class Feat Ranger's Favoured Terrain
Spells +2 Spell Eaglesoul
Items +X - Weapons:

Headgear:

Goggles:

Amulets:

Rings:

Boots:

Rolls - Always 20 The following cases always roll 20 on Initiative checks:
  • Level 19 Sword Saint Magus
  • Level 20 Sohei Monk
  • Level 20 Wizard with Divination school specilization
  • MR 10 Aeon
  • Anyone buffed with Trickster's Trick Fate
- Rerolling See Bonuses (WotR)/Rerolls: being able to reroll Initiative multiple times and pick a better result significantly increases your average initiative rolls

Statistic Type What Is Rerolled Source Type Source
Rerolling Dice Buff Fortitude save Mythic Great Fortitude (Mythic) mythic feat: you reroll every time and take the better result
Buff Reflex save Mythic Lightning Reflexes (Mythic) mythic feat: you reroll every time and take the better result
Buff Will save Mythic Iron Will mythic feat: you reroll every time and take the better result
Buff Concealment Feat Blind Fight feat: you reroll all your melee attacks that missed because of enemy's concealment 1 more time
Buff Trips Feat Tandem Trip Teamwork Feat: you reroll all your Trip attempts
Buff Skill Checks Food Lucky Hand Sandwich: you roll all your skill checks twice and take the better result
Buff Every d20 roll Class Ability Luck Domain abilities: you reroll every time and take the better result
  • Also Knowledge Domain to a much lesser extent: you can reroll a single attack roll, saving throw or skill check during the next minute
Buff Attack Rolls
Saving Throws
Ability/Skill Checks
Class Ability Fortune Hex: you reroll every time and take the better result (Witch/Shaman/Sylvan Trickster/Hexcrafter)
Buff Enemy's Attack Rolls Class Ability Protective Luck Hex: the enemy has to reroll every attack roll against you and take the worse result (Witch/Shaman/Sylvan Trickster/Hexcrafter)
Debuff Attack Rolls
Saving Throws
Ability/Skill Checks
Class Ability Misfortune Hex (Will save negates): the enemy has to reroll every time and take the worse result (Witch/Shaman/Sylvan Trickster/Hexcrafter)
Debuff Attack Rolls
Saving Throws
Ability/Skill Checks
Class Ability Unlucky Enemy (lvl 10) of Warpriest's Luck Blessing: for 1 round the enemy has to reroll every time and take the worse result
Debuff Attack Rolls
Saving Throws
Skill Checks
Class Ability Misfortune of Dual-Cursed Oracle: once per day every enemy within 30 feet rerolls the die if they roll natural 20
Debuff Every d20 roll Class Spell Ill Omen of Dual-Cursed Oracle: the enemy has to reroll the next 1+1/4 caster levels d20 rolls and take the worse result
Debuff Every d20 roll Class Ability Touch of Chaos from Chaos Domain: the enemy has to reroll every time and take the worse result
Debuff Saving Throws Class Ability Eldritch Font Arcanist's Greater Surge: the enemy has to reroll the saving throw twice and take the worse result
Debuff Saving Throws Feat Persistent Metamagic: the enemy has to reroll every saving throw twice and take the worse result
Debuff Saving Throws Mythic Azata's Favourable Magic Superpower: the enemy has to reroll every saving throw twice and take the worse result
  • Note: the other part of this superpower that is supposed to make the target receive more damage on successful saving throws does not overrule Evasion
Debuff Every d20 roll Mythic Azata's Winds of the Fall spell: the enemy has to reroll every time and take the worse result (May still be bugged and have no effect)
Debuff Saving Throws Mythic Demon's Aspect of Socothbenoth: the enemy has to reroll every saving throw twice and take the worse result
Buff Initiative Class Ability Oracle's / MD Living Deity's War Sight Revelation from Battle Mystery: you reroll all your initiative rolls twice (thrice - since level 11)
Buff Attack Rolls Class Ability Monk's Perfect Strike: you reroll your next attack roll and take the better result
Buff Spell Penetration Class Ability Wizard's Specialist School - Evocation: at level 20 you reroll twice on all spell penetration checks for Evocaiton spells

Statistic Type Subtype Spells Class Abilities Items Mythic Other
Immunities Damage Any
  • Last Stand for 2 rounds
Physical

Incorporeal:

  • Assertion Of Dominance (Slashing/Piercing)
  • Incorporeal Shadow Demon summon (Belt of Demonic Shadow)
  • Aeon's Edict of Impenetrable Fortress spell

Incorporeal:

  • Angel's Sunform spell
  • Demon's Aspect of Shadow Demon
Critical Hits
  • Lich's Bone Shield
Sneak Attacks
Acid
  • Gold Dragon
Cold
  • Azata's Protection of Nature
  • Gold Dragon
Electricity
  • Gold Dragon
Fire
  • Gold Dragon
Sonic
Force
Holy
Unholy
Negative Energy
  • Gold Dragon
Death
  • Repose Domain (lvl 8)
  • Life Oracle / MD Living Deity (lvl 20)
  • Shadowcaster (lvl 20)
  • Being Undead
  • Aeon Immunities
  • Angel's Abolish Undeath (SoH)
  • Lich's Ring of the Dead/ Blessing of Unlife
  • Swarm-That-Walks (MR10)
Gazes
  • Swarm-That-Walks (MR10)
Breath Attacks
  • Winds of Vengeance
Magic Resistable Spells
  • Magic Nullification
  • Trickster's Stealth 3 (de facto, with high enough Stealth)
Damage Spells w/ Saves
Pit Spells Huge and larger creatures are immune to Pit spells. Legendary Proportions are the easiest way to achive such size.
Ability/lvl Damage/Drain Energy Drain
  • Aeon Immunities
  • Angel's Abolish Undeath (SoH)
  • Azata's Friendly Hug
  • Gold Dragon
  • Lich's Ring of the Dead
Ability Score Damage
  • Aeon Immunities
  • Angel's Ward from Harm+
  • Lich's Ring of the Dead
Ability Score Drain
  • Angel's Ward from Harm+
  • Lich's Ring of the Dead
Negative Levels
  • Dance Macabre
Negative Effects Difficult Terrain
  • Wings (Angel, Demon, Gold Dragon, Devil)
  • Swarm-That-Walks (MR9)
Mind-affecting
  • Nature Oracle's / MD Living Deity's lvl 20 (Plant)
  • Aeon Immunities
  • Azata's Friendly Hug & Unbreakable Bond
  • Gold Dragon
  • Lich's Ring of the Dead
  • Swarm-That-Walks (MR10)
Compulsion
  • Angel's Abolish Guile (SoH)
  • Azata's Unbreakable Bond
  • Demon's Aspect of Succubus
  • Swarm-That-Walks (MR10)
Fear
  • Aeon's Crystal Mind
  • Azata's Optimistic Smile & Unbreakable Bond
  • Demon's Aspect of Succubus
  • Gold Dragon
  • Swarm-That-Walks (MR10)
Blinded
  • Swarm-That-Walks (MR9)
Charmed
  • Azata's Unbreakable Bond
  • Swarm-That-Walks (MR10)
Confused
  • Aeon Companion Immunities
  • Azata's Unbreakable Bond
  • Gold Dragon
  • Swarm-That-Walks (MR10)
Curse
  • Aeon Immunities
  • Swarm-That-Walks (MR10)
Dazed See Mind-Affecting Immunities
Dazzled
  • Swarm-That-Walks (MR10)
Diseased
  • Paladin (lvl 3)
  • Monk (lvl 5)
  • Wasting Oracle (lvl 10) / Plagued Oracle (lvl 15)
  • Prophet of Pestilence (lvl 12)
  • Shadowcaster (lvl 20)
  • Being Undead
  • Aeon Companion Immunities
  • Angel's Abolish Disease (SoH) and Ward from Disease+
  • Gold Dragon
  • Lich's Ring of the Dead/ Blessing of Unlife
  • Swarm-That-Walks (MR9)
  • Unclean Gift
Dominated
Entangled
Exhausted
  • Lame Oracle (lvl 15) / Life Oracle / MD Living Deity (lvl 20)
  • Shadowcaster (lvl 20)
  • Being Undead
  • Angel's Ward from Weakness+
  • Swarm-That-Walks (MR9)
Fatigued
  • Lame Oracle (lvl 5) / Life Oracle / MD Living Deity (lvl 20)
  • Shadowcaster (lvl 20)
  • Being Undead
  • Angel's Ward from Weakness+
  • Swarm-That-Walks (MR9)
Flat-Footed
Flanked
Nauseated
  • Internal Fortitude (Rage)
  • Wasting Oracle (lvl 15) / Life Oracle / MD Living Deity (lvl 20)
  • Prophet of Pestilence (lvl 12)
  • Angel's Ward from Harm+
  • Swarm-That-Walks (MR9)
Poison
  • Close to the Abyss
  • Demon's MR5 True Demonkind
  • Aeon Companion Immunities
  • Angel's Abolish Poison (SoH) and Ward from Harm+
  • Gold Dragon
  • Lich's Ring of the Dead/ Blessing of Unlife
  • Swarm-That-Walks (MR9)
Paralized
  • Gold Dragon
  • Lich's Ring of the Dead/ Blessing of Unlife
  • Swarm-That-Walks (MR9)
Petrified
  • Swarm-That-Walks (MR9)
Prone
  • Swarm-That-Walks (MR9)
If Prone condition stems from bad terrain (e.g. Grease spell), then Freedom of Movement, Winds of Vengeance and Wings make you immune to it. Otherwise (e.g. Sirocco, Hideous Laughter, retaliatory effect from Winds of Vengeance, Trip), they don't.

Not just winged, but Airborne creatures like Gargoyles are hard immune to prone.
Incorporeal creatures are also immune to Prone (see all cases above, in Damage/Physical section).
Hideous Laughter still works on prone-immune enemies, it just doesn't knock them on the ground.

Sickened
  • Internal Fortitude (Rage)
  • Plagued Oracle / Wasting Oracle (lvl 5)
  • Life Oracle / MD Living Deity (lvl 20)
  • Prophet of Pestilence (lvl 4)
  • Angel's Ward from Harm+
  • Lich's Blessing of Unlife
  • Swarm-That-Walks (MR9)
Sleeping
  • Draconic/Undead Bloodline (lvl 20)
  • Alchemist's Mummification
  • Nature Oracle's / MD Living Deity's lvl 20 (Plant)
  • Shadowcaster (lvl 20)
  • Being Undead
  • Gold Dragon
  • Lich's Ring of the Dead/ Blessing of Unlife
  • Swarm-That-Walks (MR10)
Slowed
Staggered
  • Swarm-That-Walks (MR9)
Stunned
  • Nature Oracle's / MD Living Deity's lvl 20 (Plant)
  • Stonelord Paladin (lvl 20)
  • Shadowcaster (lvl 20)
  • Being Undead
  • Lich's Ring of the Dead/ Blessing of Unlife
  • Swarm-That-Walks (MR9)

Statistic Bonus Type Bonus Size Source Type Source
Any Skill Skill Rank +1-20 (or 40) Skill Points Skill Rank reflects the actual number of skill points you spent on a particular skill during level-ups. In some cases (like Killing Pace bow) only skill rank matters. Usually the maximum skill rank is 20, but Legend can increase skills up to 40.
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 backgrounds, classes & archetypes, their specific parts (bloodlines, kineticist's elements and so on) and particular feats (e.g. some rogue feats). See Skills (WotR) 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 (WotR).
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 (WotR).
+1-10 Class Ability Vision of Madness from Madness Domain
+1 Item Grand Owl of Wisdom
+1 Class Feat Bard's Jack of All Trades (level 10)
+1-5 Mythic Trickster's Knowledge (World) 1 trick (affects almost all skills, except for Knowledge (World))
+1-6 Mythic Azata's Moral Support spell
+1-10 Mythic Gold Dragon's Perfect Mind
Sacred +1-10 Class Ability Touch of Good from Good Domain
+2 Class Ability Ecclesitheurge's Blessing of the Faithful
+2 Class Ability Warrior of the Holy Light Paladin's Shining Light: +2 to skill checks for good creatures for 1 turn
Morale +1-2 Class Ability Oracle's revelation Battlecry from Battle Mystery
+2 Spell Heroism or Good Hope
+4 Spell Heroism, Greater
+1-X Item/Ring Ring of Triumphant Advance doubles all of the wearer's morale bonuses
Luck +1 Spell Prayer
+2 Class Ability Divination Wizard's Foretell (Aid)
+1-4 Class Ability Archaeologist's Luck: +1 at levels 1, 5, 11, 17
+2 Mythic Azata's Sweet Sleep
+2 Mythic Angel's Holy Hymn
Insight +2 Class Ability Inspiring Command from Nobility Domain
+1-10 Class Ability Divination Wizard's Diviner's Fortune: +1/2 Wizard's level to skill checks
+2 Item/Shield Light Aura of The Undying Love of the Hopebringer
+4 Item/Ring The Seven Virtues of a True Ruler (Humility)
Competence +1 Spell Guidance
+1-6 Class Ability Bard's or Sensei's Inspire Competence song
+1-X Class Ability Order of Cockatrice Cavalier's Moment of Triumph ability adds Charisma bonus to all skill checks for 1 round
+1-X Class Ability Order of Star Cavalier's Calling ability adds Charisma bonus to the next skill check
Circumstance +3 Mythic Bit of Fun => MR2 Creative Approach
+5 Item Signet of House Vespertilio
Meal +1-4 Food Hearty Meal (+1), Moss Pottage (+3), Mulled Wine (+4), Lucky Hand Sandwich (+5, DLC3) or Demon Slayer Soup (+3)
Anthletics Untyped +2 Feat Endurance
+3 Class Feat Familiar (Jerboa, Tarantula)
+10 Item/Boots Ronneck's Sacrifice
+2 Other Bloody Meat from Latverk or DLC 3
Racial +2 Racial
Competence +5-12 Item
+4 Spell Animal Aspect (Monkey)
+4-8 Class Ability Hunter's Animal Focus (Monkey)
Enhancement +1-10 Class Ability Strength Surge from Strength Domain (may still be bugged)
Luck +1-6 Spell Divine Power
Rage +1-10 Class Ability Skald's Song of Strength
Mobility Untyped +2-4 Feat Stealthy
+3 Class Feat Familiar (Monkey)
+10 Item/Boots Ronneck's Sacrifice
Racial +2 Racial
Competence +5-12 Item
+4 Spell Animal Aspect, Greater (Monkey)
Enhancement +4 Item/Weapon Numerian Greatsword
Stealth Untyped +2-4 Feat Stealthy
+3 Class Feat Familiar (Cat)
+4-8 Spell Chameleon Stride and Chameleon Stride, Greater (stacking)
+20-40 Spell Invisibility and Greater Invisibility (stacking)
Racial +2 Racial
Competence +3-15 Item
+2-4 Spell Animal Aspect/Animal Aspect, Greater (Racoon)
+4-8 Class Ability Hunter's Animal Focus (Owl)
Profane +2 Item Devil, Imp
Insight +1 Item "Know Thy Enemy! A Crusader's Brief" book
Trickery Untyped +2-8 Feat
Competence +5-10 Item
+2-4 Spell Animal Aspect/Animal Aspect, Greater (Racoon)
Racial +2 Racial
Profane +2 Item Devil, Imp
Insight +3 Item/Helmet Mask of Nothing
Lockpicker's Kit +1-3 Item Lockpicker's Kit I or Lockpicker's Kit II or Lockpicker's Kit III
Knowledge (Arcana) Untyped +2 Racial Feat Elf's/Dwarf's/Gnome's Breadth of Knowledge
+2 Item Scroll of Angelic knowledge (Duality of Conjuration and Summoning)
+2 Background Nexian Scholar
Racial +2 Racial
Competence +3-15 Item
Insight +3 Item/Robe Loremaster's Robe
+3 Item/Helmet Mask of Nothing
+3 Item Pipefox
Knowledge (World) Untyped +2 Racial Feat Elf's/Dwarf's/Gnome's Breadth of Knowledge
+3 Class Feat Familiar (Duck)
+2 Item Scroll of Angelic knowledge (Duality of Conjuration and Summoning)
+2 Background Osirian Historian
Racial +2 Racial
Competence +5-15 Item
Insight +3 Item/Robe Loremaster's Robe
+3 Item/Helmet Mask of Nothing
+1 Item "An Unfinished Draft of a Letter" Book
Lore (Nature) Untyped +2 Racial Feat Elf's/Dwarf's/Gnome's Breadth of Knowledge
+3 Class Feat Familiar (Dog)
+1-10 Class Ability Court Poet's Song of Inspiration
+2 Item Scroll of Angelic knowledge (Duality of Conjuration and Summoning)
Racial +2 Racial
Competence +4-15 Item
Insight +3 Item/Robe Loremaster's Robe
+3 Item/Helmet Mask of Nothing
+1 Item "The History of the Worldwound" Book
Lore (Religion) Untyped +2 Racial Feat Elf's/Dwarf's/Gnome's Breadth of Knowledge
+1-10 Class Ability Court Poet's Song of Inspiration
+2 Item Scroll of Angelic knowledge (Duality of Conjuration and Summoning)
Racial +2 Racial
Competence +5-15 Item
Insight +3 Item/Robe Loremaster's Robe
+3 Item/Helmet Mask of Nothing
+1 Item "The History of the Worldwound" Book
Perception Untyped +2-8 Feat
+2 Class Feat Familiar (any)
+4 Class Feat Canny Observer (Rogue Talent)
+1-10 Class Ability Court Poet's Song of Inspiration
Racial +2 Racial
Competence +5-10 Item
+2 Spell Animal Aspect, Greater (Gorilla)
+3 Spell Aspect of the Falcon
+4-8 Class Ability Hunter's Animal Focus (Falcon)
Insight +2 Item Pipefox
+3 Item/Helmet Mask of Nothing
+1 Item "Know Thy Enemy! A Crusader's Brief" book
Persuasion Untyped +2-8 Feat
+X Feat Intimidating Prowess
+3 Class Feat Familiar (Raven, Viper)
+1-20 Class Ability Touch of Glory from Glory Domain
+1-Х Mythic Demon's spell Consume Fear: +X to Intimidation equal to caster level
+2 Item/Gloves Oppressor's Gloves (Intimidation only)
+2 Item Scroll of Demonic Intimidation (Duality of Conjuration and Summoning) (Intimidation only)
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)
  • Dhampir Dhampirs (Bluff only) or Moroi-Born/Vampire King-Born (Diplomacy only)
Competence +4-15 Item
Circumstance +2 Item/Face Razmiri Infiltrator Magic Deceiver's Razmiri Mask (Bluff only)
Morale +5 Item/Weapon Ceremonial Falcata
+5 Item/Cloak Scarlet Allure
Sacred +5 Spell Eaglesoul (Intimidation against evil creatures only)
Insight +7 Item/Armor Overlord's Chainmail
Use Magic Device Untyped +2 Racial Feat Elf's or Half-Elf's Discerning Eye
+2-4 Feat Deft Hands
+1-20 Class Ability Touch of Glory from Glory Domain
Racial +2 Racial
Competence +5-10 Item
Insight +3 Item/Helmet Mask of Nothing


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