Evasion

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A character can avoid even magical and unusual attacks with great agility. If a character makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless character does not gain the benefit of evasion.

Evasion is one of many Class Features available in Pathfinder: Wrath of the RighteousClass Features are generally passive benefits that characters gain based on their Class but can also sometimes be active Skills that you can use in combat. Abilities in Pathfinder: Wrath of the Righteous can be used for both dealing damage to Enemies, inflict Status Ailments, buff characters or just protect you.

 

Evasion Information

Type:

 

How to Acquire Evasion

Evasion can be obtained by the following classes:

 

Evasion can be cast by using the following Items:

  • Item: ??
  • Weapon: ??
  • Armor: ??

 

Evasion Tips & Notes

  • Notes & Tips go here

 

 
Shared Abilities
Advanced Talents  ♦  Alignment Restriction  ♦  Animal Companion  ♦  Arcane Bond - Object  ♦  Arcane Reservoir  ♦  Arcane Spellcasting  ♦  Arcanist Exploits  ♦  Bardic Knowledge  ♦  Bardic Performance (Move Action)  ♦  Bardic Performance (Swift Action)  ♦  Blinding Strike  ♦  Bloodline (Ability)  ♦  Bonus Feat  ♦  Brew Potions  ♦  Canny Defense  ♦  Cantrips  ♦  Channel Energy  ♦  Confounding Blades  ♦  Crippling Strike  ♦  Danger Sense  ♦  Defensive Parry  ♦  Defensive Powers  ♦  Dirge of Doom  ♦  Dispelling Attack  ♦  Domain Selection  ♦  Double Debilitation  ♦  Fast Movement  ♦  Favored Enemy  ♦  Favored Terrain  ♦  Grand Hex  ♦  Greater Exploits  ♦  Hex  ♦  Hunter's Surprise  ♦  Hunter Tactics  ♦  Improved Evasion  ♦  Improved Quarry  ♦  Improved Uncanny Dodge  ♦  Indomitable Stance  ♦  Inspire Courage  ♦  Inspire Greatness  ♦  Inspire Heroics  ♦  Ki Arrows  ♦  Ki Weapon  ♦  Major Hexes  ♦  Master Hunter  ♦  Nature Sense  ♦  Once and Future Scion  ♦  Opportunist  ♦  Oracle's Curse  ♦  Perfect Strike  ♦  Quarry  ♦  Rousing Retort  ♦  Scribe Scrolls  ♦  Seeker's Trapfinding  ♦  Seeker Bonus Feat  ♦  Skill Mastery - Knowledge  ♦  Skill Mastery - Lore  ♦  Skill Mastery - Stealth and Trickery  ♦  Slayer Camouflage  ♦  Slayer Talents  ♦  Sneak Attack  ♦  Spontaneous Summoning  ♦  Teamwork Feat  ♦  Trapfinding  ♦  Uncanny Dodge  ♦  Weapon and Armor Proficiency  ♦  Weapon Mastery  ♦  Weapon Snatcher  ♦  Well-Versed



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    • Anonymous

      things like this are just what make casters weak.
      Since they have changed so much since back in the day with Baldurs Gate ... (which seemed better balanced) Casters should be powerful and they have weakneeses already.
      All these additional feats and changes which makes casters weak... well then what is the point in having them when you can just herp a derp a warrior. (which is boring).
      Anyway they went ahead and nerfed casters into the ground directtly or indirectly so the question is now that they are so much weaker than they used to be.. why have they not made casters just able to cast spells all day.. like take away the limited casting thing since they are so much weaker now. At the very least you can do something like double their spells. So sorcerors would max out at 12 per level for example normally. Wizards would have about 10 per level .

      But honestly this whole nerfing casters and buffing the enemies endlessly has just been so detrimental to the game .

      Summoners are out right horse sht. They suck when you start the game unless you pick 1 class where they last a minute at least. (monster tact) but they basically start off like total garbage.... a level 1 summoner starts the game... and their summon last 1 round... like what dummy could not use his brain to think ... hey we should may be put a minimum on these spells of like 5 or 10 rounds. Because they are basically useless at the start of the game. 1 round a level was never good enough to begin with. By the time you get to level 20 they are basically lasting long enough for either 1 or 2 long fights... which is only 2 minutes at level 20 normally.

      Never mind casters that rely on ranged touch type spellls. 1st you need to land the hit... (dumb). 2nd then you need to beat their spell resistance.... 3rd you need to beat their saving tthrows..... 4th... you need to overcome any energy resistence. 5. If you passed all those things congratulations your 1 spell has landed... good luck doing that for every damn spell... (OUT RIGHT BAD MECHANICS) THEY NEED TO GET WITH 2023 AND REMOVE SOME OF THIS SENSELESS CRP THAT MAKES CASTERS BAD.
      Like that is 3 or 4 things you need to beat just to deal damage...
      I say TAKE AWAY THE ROLL JUST TO HIT FOR STARTERS. There was never any need for it. You are casting a spell. You are not shooting a bow and we already have to beat saving throws and spell resistance.

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