PDA

View Full Version : Suggestions for hypothetical 4th trees



TGOskar
09-08-2013, 08:28 PM
After playing a while with the new Enhancement trees, and combined with a bit of boredom, I figured I'd work hypothetical "fourth" trees, aside from the current limit of 3 that should already exist. It's more of a mental exercise playing with archetypes alongside those that already exist. It's nothing that serious, but it'd be fun to hear what you think about them.

So far, what I've built includes:
Cleric: Master of Shrouds -- somewhat similar to Pale Master, but while the former took the "shrouds" of the latter, this one is fairer to the original. The Divine Disciple currently allows for building a character focused on negative energy, but this is closer in focus to Radiant Servant.
Fighter: Duelist -- a tree for the swashbuckler types. Limits you somewhat to light (or finessable) weapons and light armor, but builds up damage substantially.
Paladin: Gray Guard -- I recall some people around the forums want a Blackguard-esque tree, and Gray Guard is the closest compromise. It has two main aspects: one, blending aspects of Rogue into the Paladin, and the other being additions to the Paladin that give it a "dark" feel.
Rogue: Master Thrower -- an awesome tree that should make throwing weapons not just a viable option, but something that people will actually build towards.

TGOskar
09-08-2013, 09:17 PM
Core Enhancements
Necrotic Shroud (0 AP): You gain 1 Negative Energy spellpower for every point spent in this tree
Prerequisite: Rebuke undead class feature*
Summon Shadow (1 AP): You gain the ability to summon a shadow that acts on your behalf.
Prerequisite: Cleric level 3, Necrotic Shroud Core Enhancement
Summon Wraith (1 AP): You gain the ability to summon a wraith that acts on your behalf.
Prerequisite: Cleric level 6, Summon Shadow Core Enhancement
Summon Spectre (1 AP): You gain the ability to summon a spectre that acts on your behalf.
Prerequisite: Cleric level 12, Summon Wraith Core Enhancement
Summon Quell (1 AP): You have made a pact with the quells of the Black Abbot, and gained the ability to summon one of them to do your bidding.
Prerequisite: Cleric level 18, Summon Spectre Core Enhancement
Discorporation (1 AP): You are partially incorporeal, gaining a 25% miss chance. You also gain a permanent Feather Fall effect and you gain the ability to heal from negative energy attacks. Abilities that reduce negative energy damage instead serve as healing augmentation.
Prerequisite: Cleric level 20, Summon Quell Core Enhancement

*: The first Core enhancement would require the developers implementing the ability to Rebuke Undead. If not, then the requirement isn't necessary.

Tier 1 Enhancements
Extra Rebuking (1 AP/rank): You gain (+1/+2/+3) uses of rebuke undead
Frightening Visage (1 AP/rank): You gain a (+2/+4/+6) bonus to Intimidate checks and a (+1/+2/+3) bonus to the save DC of spells with the [fear] descriptor
Negative Energy Conduit (1 AP/rank): You reduce damage taken by negative energy by (5%/10%/15%)
Spell Devotion (1 AP/rank): You gain (+20/+40/+60) spellpower in one of the following spell types:
Evil: you gain Evil spellpower
Necrotic: you gain Negative Energy spellpower

Tier 2 Enhancements (requires Cleric level 2, 5 AP spent in tree)
Chill Touch (2 AP): You gain the ability to cast chill touch (1st) as a divine spell
Prerequisite: Negative Energy Conduit rank 3 enhancement
Improved Rebuking (1 AP/rank): Your effective Cleric level when rebuking undead increases by (1/2/3)
Prerequisite: Extra Rebuking enhancement; rank-based
Intense Casting (1 AP/rank): You cast the following spells at a (+1/+2/+3) caster level
Evil: applies to [evil] spells
Necrotic: applies to negative energy spells
Spell Critical (1 AP/rank): You gain a (5%/10%/15%) critical chance when casting a spell with this descriptor
Evil: your critical hit applies to [evil] spells
Necrotic: your critical hit applies to negative energy spells
Prerequisite: Spell Devotion enhancement
Spell Devotion II (1 AP/rank): You gain (+20/+40/+60) spellpower in one of the following spell types:
Evil: you gain Evil spellpower
Necrotic: you gain Negative Energy spellpower
Prerequisite: Spell Devotion enhancement

Tier 3 Augmentations (requires Cleric level 3, 10 AP spent in tree)
Ability Score Increase (1 AP/rank): You gain a (+1/+2/+4) increase** to a specific ability score. Choose one of the following:
Charisma: Apply all increments to Charisma
Constitution: Apply all increments to Constitution
Endless Rebuking (1 AP/rank): Your uses of Rebuke Undead recover at a rate of (60 s/30 s/15 s)
Prerequisite: Extra Rebuking enhancement; rank-based
Intense Casting II (1 AP/rank): You cast the following spells at a (+1/+2/+3) caster level
Evil: applies to [evil] spells
Necrotic: applies to negative energy spells
Prerequisite: Intense Casting enhancement
Lesser Death Aura (2 AP): You gain the ability to cast lesser death aura (2nd) as a cleric spell
Prerequisite: Chill Touch enhancement
Spell Critical II (1 AP/rank): You gain a (5%/10%/15%) critical chance when casting a spell with this descriptor
Evil: your critical hit applies to [evil] spells
Necrotic: your critical hit applies to negative energy spells
Prerequisite: Spell Critical enhancement, Spell Devotion II enhancement

**: This might seem a bit of power creep, but it can be controlled. On the other hand, considering just how high can certain ability scores get, and the total cost (6 AP, compared to the 2 AP for 2 points in one score or 1 point in both scores), it's a tougher decision. If necessary, simply apply the ability score increases as they currently exist.

Tier 4 Augmentations (requires Cleric level 4, 20 AP spent in tree)
Ability Score Increase II (1 AP/rank): You gain a (+1/+2/+4) increase to a specific ability score. Choose one of the following:
Charisma: Apply all increments to Charisma
Constitution: Apply all increments to Constitution
Prerequisite: Ability Score Increase enhancement
Improved Summoning (1 AP/rank): Your summoned creatures gain a (+2/+3/+4) enhancement bonus to their attack and damage rolls, and their weapons count as magic for bypassing damage reduction.
Prerequisite: Augment Summoning feat
Necrotic Potency (2 AP): Negative energy spells have no maximum caster level
Prerequisite: Intense Casting (necrotic) enhancement
Negative Energy Burst (2 AP): You gain the ability to cast negative energy burst (4th) as a divine spell
Prerequisite: Lesser Death Aura talent
Potent Rebuking (1 AP/rank): You affect (2d6/4d6/6d6) extra hit dice of undead
Prerequisite: Improved Rebuking enhancement; rank-based

Tier 5 Augmentations (requires Cleric level 5, 30 AP spent in tree)
Cruel Magic (2 AP): Treat unholy blight as a spell that deals negative energy damage for purposes of the Necrotic Potency talent
Prerequisite: Intense Casting (evil) enhancement, Necrotic Potency enhancement
Intense Rebuking (3 AP): When you rebuke undead, you apply one of the following benefits:
Empower Rebuke: rebuke 50% more undead
Maximize Rebuke: rebuke the maximum amount of undead possible.
Prerequisite: Master of Undeath enhancement
Master of Undeath (2 AP): Any undead you would successfully rebuke are automatically controlled
Prerequisite: Potent Rebuking rank 3 enhancement
Necromantic Focus (1/rank): You gain a (+1/+2/+3) bonus to the save DC of all necromancy spells. This stacks with the Spell Focus feat
Prerequisite: Frightening Visage talent, Necrotic Potency talent
Necrotic Ray (2 AP): You gain the ability to cast necrotic ray (6th) as a divine spell
Prerequisite: Negative Energy Burst talent

TGOskar
09-08-2013, 09:36 PM
Core Augmentations
Fencing Focus (0 AP): You gain the benefit of the Weapon Focus feat for all weapons that require Weapon Finesse. You treat all longswords as finessable weapons.
Swift Strike (1 AP): You may use your Dexterity modifier, if higher than your Strength modifier, with all weapons with which you can use the Weapon Finesse feat.
Prerequisite: Fighter level 3, Fencing Focus talent
Canny Defense (1 AP): You add your Intelligence modifier to your Armor Class when wearing light or no armor.
Prerequisite: Fighter level 6, Swift Strike talent
Insightful Strike (1 AP): You add your Intelligence modifier to your damage rolls with all weapons that require Weapon Finesse
Prerequisite: Fighter level 12, Canny Defense talent
Deflect Arrows (1 AP): You gain the Deflect Arrows feat when wielding a weapon that requires Weapon Finesse
Prerequisite: Fighter level 18, Insightful Strike talent
Lucky (1 AP): Once per rest, you can ignore death and recover 10% of your maximum hit points. You also never fail an attack roll on a result of a natural 1.
Prerequisite: Fighter level 20, Deflect Arrows talent

Tier 1 Augmentations
Action Boost (1 AP): You gain a +1 action boost* bonus based on the chosen type of boost for 6 seconds per character level. This bonus increases by 1 for every five character levels.
Move Boost: action boost bonus to movement speed equal to 5% per point.
Skill Boost: action boost bonus to all skills
Acrobatic Skill Mastery (1 AP/rank): You gain a (+1/+2/+4) bonus on all Balance, Jump and Tumble checks.
Enhanced Mobility (1 AP/rank): You gain a (+1/+2/+4) dodge bonus when moving
Prerequisite: Mobility feat
Flanking Mastery (1 AP/rank): You gain a (+1/+2/+3) bonus to attack rolls while flanking
Precise Strike (2 AP): You deal 1d6 points of damage with all weapons that require Weapon Finesse

*: This is, to me, what the Action Boost should be. Essentially, you get a progressive bonus as you gain character levels, and it should last for a good while as you gain levels. At 20th level, you gain essentially 2 minutes worth of a boost, and a +5 bonus each time you activate it.

Tier 2 Augmentations (requires Fighter level 2, 5 AP spent in tree)
Action Boost II (1 AP): You gain a +1 action boost bonus based on the chosen type of boost for 6 seconds per character level. This bonus increases by 1 for every five character levels.
Move Boost: action boost bonus to movement speed equal to 5% per point.
Skill Boost: action boost bonus to all skills
Prerequisite: Action Boost enhancement
Critical Accuracy (1 AP/rank): You gain a (+1/+2/+4) bonus to confirm critical hits.
Elaborate Parry (1 AP/rank): You gain a (+1/+2/+4) increase to AC bonus when fighting defensively or using the Combat Expertise feat
Grace (1 AP/rank): You gain a (+1/+2/+4) dodge bonus to AC and Reflex saves
Precise Strike II (2 AP): You deal 1d6 points of damage with all weapons that require Weapon Finesse
Prerequisite: Precise Strike enhancement

Tier 3 Augmentations (requires Fighter level 3, 10 AP spent in tree)
Ability Score Increase (1 AP/rank): You gain a (+1/+2/+4) increase to a specific ability score. Choose one of the following:
Dexterity: Apply all increments to Dexterity
Intelligence: Apply all increments to Intelligence
Bleeding Wound (2 AP): Toggle: you sacrifice Precise Strike damage dice to deal 1 point of bleeding damage per die.
Prerequisite: Precise Strike II enhancement
Critical Damage (1 AP/rank): You deal an extra (+3/+6/+10) points of damage on a critical hit. This bonus applies before adjustment by modifiers.
Prerequisite: Critical Accuracy enhancement
Precise Strike III (2 AP): You deal 1d6 points of damage with all weapons that require Weapon Finesse
Prerequisite: Precise Strike II enhancement
Vexing Flanker (2 AP): You count as if flanking when fighting adjacent to an ally
Prerequisite: Flanking Mastery rank 3 enhancement

Tier 4 Augmentations (requires Fighter level 4, 20 AP spent in tree)
Ability Score Increase II (1 AP/rank): You gain a (+1/+2/+4) increase to a specific ability score. Choose the option that remains from the first choice:
Dexterity: Apply all increments to Dexterity
Intelligence: Apply all increments to Intelligence
Prerequisite: Ability Score Increase enhancement
Deadly Critical (1 AP/rank): Your critical hits also cause (1/2/4) points of ability damage. Choose one of the following:
Numbing: you deal Dexterity damage
Weakening: you deal Strength damage
Wounding: you deal Constitution damage
Keen Finesse (2 AP): Your critical threat range with all weapons that require Weapon Finesse increases by 1.Prerequisite: Critical Accuracy enhancement, Precise Strike III enhancement
Precise Strike IV (2 AP): You deal 1d6 points of damage with all weapons that require Weapon Finesse
Prerequisite: Precise Strike III enhancmeent
Uncanny Feint (1 AP/rank): You reduce the cooldown of Improved Feint to (6/4/2) seconds
Prerequisite: Improved Feint feat

Tier 5 Augmentations (requires Fighter level 5, 30 AP spent in tree)
Deadly Critical II 1/rank Your critical hits also cause (1/2/4) points of ability damage. Choose one of the following:
Numbing: you deal Dexterity damage
Weakening: you deal Strength damage
Wounding: you deal Constitution damage
Prerequisite: Deadly Critical talent
Deadly Finesse (2 AP): Your critical damage multiplier with all weapons that require Weapon Finesse increases by 1.
Prerequisite: Keen Finesse enhancement, Precise Strike IV enhancement
Flurry of Strikes (1 AP/rank): You gain a (+10%/+15%/+25%) chance of doublestrike when using a weapon that requires Weapon Finesse.
Precise Strike V (2 AP): You deal 1d6 points of damage with all weapons that require Weapon Finesse
Prerequisite: Precise Strike IV talent
Slippery Mind (2 AP): You gain the Slippery Mind rogue special ability

TGOskar
09-08-2013, 10:00 PM
Core Enhancement
Sacrament of Trust (0 AP): You are capable of wielding weapons of evil alignment without taking negative levels.You gain a +1 bonus to your negative energy spellpower for each point you spend on this tree
Justice Blade (1 AP): You can smite any opponent, regardless of alignment.
Prerequisites: Paladin level 3, Sacrament of Trust Core Enhancement
Aura of Despair (1 AP): Any enemies within range of your aura take a -2 penalty on their Armor Class and saving throws
Prerequisites: Paladin level 6, Justice Blade Core Enhancement
Devastating Touch (1 AP): Spend 1 daily use of Lay on Hands to deal an equal amount of damage to an enemy.
Prerequisites: Paladin level 12, Aura of Despair Core Enhancement
Aura of Deception (1 AP): Toggle: your Aura of Devotion* now grants damage reduction bypassed by weapons of good alignment.
Prerequisites: Paladin level 3, Aura of Despair Core Enhancement
Stand Above Morality (1 AP): You gain immunity to energy drain and negative energy damage. Toggle: you are healed by inflict spells and spells that deal negative energy damage, but are harmed by cure spells and spells that deal light or positive energy damage.
Prerequisites: Paladin level 20, Aura of Deception Core Enhancement

*: This would imply adding more auras than just Aura of Good and Aura of Courage. This hypothetical aura would grant damage reduction 5/evil, with the same range as Aura of Good.

Tier 1 Augmentations
Demoralize (2 AP): You demoralize a single opponent, causing it to be shaken for 6 rounds per Paladin level unless it succeeds on a Will save (DC=10 + ½ ranks in Intimidate + Charisma modifier). This ability imposes a lengthy 30 second cooldown of the Intimidate skill.
Inflict Minor Wounds (2 AP): You learn the inflict minor wounds orison**, and may use it alongside your other orisons.
Punishment Devotion (1 AP/rank): You gain (+20/+40/+60) Negative energy spellpower
Stealthy (1 AP/rank): You gain a (+3/+6/+10) bonus to your Hide and Move Silently skills
Toxin Affinity (1 AP/rank): You gain a (+1/+2/+3) bonus to all Fortitude saves against poison. Any weapon with a poison effect gains a (+1/+2/+4) bonus to its save DC

**: Another hypothetical option (should have posted the retooled version of the Paladin class, nonetheless). This is like the Eternal Wand of Cure Minor Wounds, except for Inflict. Good for Pale Masters, oddly enough. If not allowed, might as well work a different enhancement that enables others.

Tier 2 Augmentations (requires Paladin level 2, 5 AP spent in tree)
Devious Strike (2 AP): You deal sneak attack damage against a prone opponent
Righteous Fervor (1 AP/rank): When making a successful smite against an opponent, you gain a (+1/+2/+4) sacred bonus to hit and a (+2/+4/+6) sacred bonus to damage rolls against the creature. This benefit lasts until the target dies or you smite another creature; repeated uses of smite on the same creature do not stack.
Sneak Attack Training (2 AP): Gain +1d6 sneak attack damage dice
Prerequisites: Stealthy rank 3 enhancement
Tactical Acumen (1 AP/rank): You gain a (+1/+2/+3) bonus to the save DC of all Tactical feats
Terrifying Smite (1 AP/rank): Toggle: When making a smite evil attack, you deal an extra (+1d6/+2d6/+4d6) points of cold damage and force a Will saving throw with a DC equal to (10 + ½ Paladin level + Cha modifier + 0/+1/+2) on the opponent to prevent being shaken for 30 seconds + 6 seconds per Paladin level.
Prerequisites: Demoralize enhancement

Tier 3 Augmentations (requires Paladin level 3, 10 AP spent in tree)
Ability Score Increase (1 AP/rank): You gain a (+1/+2/+4) increase to a specific ability score. Choose one of the following:
Dexterity: Apply all increments to Dexterity
Strength: Apply all increments to Strength
Imperious Command (1 AP/rank): When demoralizing an opponent, the target is panicked for the first (6/12/18) seconds.
Prerequisites: Demoralize enhancement
Sacred Stealth (2 AP): Spend 1 use of Turn Undead to add your Charisma modifier to, and ignore armor check penalty for, Hide and Move Silently checks for 1 minute per class level.
Prerequisites: Stealthy enhancement
Rebuke Undead (2 AP): Toggle: you may rebuke instead of turn undead. Undead with less than half your effective cleric level are instead commanded, serving as an ally.
Prerequisites: Punishment Devotion enhancement
Reverse Casting: Healing (4 AP): Toggle: you replace any cure spell you know for an inflict spell of the same level.
Prerequisites: Punishment Devotion enhancement

Tier 4 Augmentations (requires Paladin level 4, 20 AP spent in tree)
Ability Score Increase II (1 AP/tier): You gain a (+1/+2/+4) increase to a specific ability score. Choose one of the following:
Dexterity: Apply all increments to Dexterity
Strength: Apply all increments to Strength
Prerequisites: Ability Score Increase enhancement
Imp. Aura of Despair (1 AP/rank): Your Aura of Despair now grants an extra (-1/-2/-3) penalty on Armor Class and all saving throws
Prerequisites: Aura of Despair Core Enhancement
Invisibility (2 AP): You gain the ability to use invisibility, as the spell. Choosing this talent does not consume one of your known spells***.
Prerequisites: Sacred Stealth enhancement
Sneak Attack Training II (2 AP): Gain +1d6 sneak attack damage dice
Prerequisites: Sneak Attack Training enhancement
Vicious Smite (1 AP/rank): You deal an extra (2d6/4d6/8d6) points of damage on a successful smite, but you take (1d4/2d4/4d4) points of damage in exchange.
Prerequisites: Terrifying Smite enhancement; rank-based

***: This suggests the Paladin casts spells as a Favored Soul, through spells known instead of preparing. In this case, the Paladin would get the spell without requiring expending a spell slot. Otherwise, this works fine as an SLA.

Tier 5 Augmentations (requires Paladin level 5, 30 AP spent in tree)
Aura of Cruelty (1 AP/rank): You project an aura that deals an amount of damage equal to your Charisma modifier every (8/6/4) seconds against every enemy within a 30-ft. radius.
Prerequisites: Improved Aura of Despair enhancement, Vicious Smite enhancement
Mass Inf. Light Wounds (3 AP) You gain the ability to use mass inflict light wounds, as the spell. Choosing this talent does not consume one of your known spells.***
Prerequisites: Inflict Minor Wounds enhancement, Punishment Devotion rank 3 enhancement
Poison (2 AP): You gain the ability to use poison, as the spell. Choosing this talent does not consume one of your known spells***.
Prerequisites: Toxin Affinity rank 3 enhancement
Shadow Blade (1/rank): Spend 1 use of Turn Undead to surround your weapon with shadows, causing each attack to deal sneak attack damage for 1 minute + 6 seconds per class level. Melee attacks deals an extra (1d6/2d6/3d6) points of sneak attack damage.
Prerequisites: Devious Strike enhancement, Sneak Attack Training III enhancement
Weakening Smite (1 AP/rank): Choose one of the following. When you make a smite evil attack, you deal (1/2/4) points of the following damage:
Strength: your smites deal Strength damage
Dexterity: your smites deal Dexterity damage
Constitution: your smites deal Constitution damage
Intelligence: your smites deal Intelligence damage
Wisdom: your smites deal Wisdom damage
Charisma: your smites deal Charisma damage
Prerequisites: Vicious Smite enhancement; rank-based

TGOskar
09-08-2013, 10:20 PM
Core Enhancements
Shuriken Throwing (0 AP): You gain proficiency with shuriken.
Precise Throwing (1 AP): You add your Dexterity bonus to damage rolls with thrown weapons.
Prerequisites: Rogue level 3, Shuriken Throwing Core Enhancement
Unfettered Defense (1 AP): You add your Intelligence bonus as a bonus to Armor Class
Prerequisites: Rogue level 6, Precise Throwing Core Enhancement
Palm Shot (1 AP): You can apply the benefit of the Manyshot feat with darts, shuriken and throwing daggers.
Prerequisites: Rogue level 12, Unfettered Defense Core Enhancement
Eye of the Storm (1 AP): Toggle: you gain a dodge bonus to Armor Class and Reflex saves equal to the number of Core Augments you have chosen, but your movement is reduced by 10%
Prerequisites: Rogue level 18, Palm Shot Core Enhancement
Weak Spot (1 AP): Your thrown weapon attacks ignore fortification and damage reduction.
Prerequisites: Rogue level 20, Weak Spot Core Enhancement

Tier 1 Augmentations
Increased Precision (1 AP/rank): Your maximum range for the Point Blank Shot feat and sneak attacks by (5/10/15) feet.
Ricochet (1 AP/rank): Your thrown weapons have a (3%/6%/9%) chance of affecting nearby opponents. This is treated as if a glancing blow.
Sturdy Shot (1 AP/rank): When using non-returning throwing weapons, you have a (25%/50%/75%) chance of having the weapon return to you.
Thrown Weapon Focus (1 AP/rank): You gain a (+1/+2/+3) to-hit with thrown weapons. This stacks with the Weapon Focus, Greater Weapon Focus and Supreme Weapon Focus feats.
Thrown Weapon Trick (2 AP): You may execute one of the following tactical feats with thrown weapons:
Hamstring: you may execute the Hamstring feat with a throwing axe or throwing dagger
Sap: you may execute the Sap feat with a throwing hammer.
Stunning Blow: you may execute the Stunning Blow feat with a throwing axe or throwing hammer
Sunder: you may execute the Sunder feat with the throwing axe or throwing dagger
Trip: you may execute the Trip feat with the throwing axe, throwing dagger or throwing hammer.
This ability is separate from the actual feat, but uses the same cooldown.
Prerequisites: Hamstring, Improved Sunder, Improved Trip, Sap or Stunning Blow feat

Tier 2 Augmentations (requires Rogue level 2, 5 AP spent in tree)
Blood Rain (1 AP/rank): Toggle: you sacrifice (5/6/8) points of your base attack bonus to deal an equal amount of damage with thrown weapons.
Sneaky Shot (2 AP): When using this ability, you make a ranged attack that automatically deals sneak attack damage. This ability may only be used with thrown weapons and has a 60 sec. cooldown.
Prerequisites: Improved Feint feat
Thrown Weapon Spec. (1 AP/rank): You gain a (+2/+4/+6) bonus to damage rolls with thrown weapons. This stacks with the Weapon Specialization and Greater Weapon Specialization feats.
Thrown Weapon Trick II (2 AP): You may execute one of the following tactical feats with thrown weapons:
Hamstring: you may execute the Hamstring feat with a throwing axe or throwing dagger
Sap: you may execute the Sap feat with a throwing hammer.
Stunning Blow: you may execute the Stunning Blow feat with a throwing axe or throwing hammer
Sunder: you may execute the Sunder feat with the throwing axe or throwing dagger
Trip: you may execute the Trip feat with the throwing axe, throwing dagger or throwing hammer.
This ability is separate from the actual feat, but uses the same cooldown.
Prerequisites: Hamstring, Improved Sunder, Improved Trip, Sap or Stunning Blow feat, Thrown Weapon Trick enhancement

Tier 3 Augmentations (requires Rogue level 3, 10 AP spent in tree)
Ability Score Increase (1 AP/rank): You gain a (+1/+2/+4) increase to a specific ability score. Choose one of the following:
Dexterity: Apply all increments to Dexterity
Strength: Apply all increments to Strength
Ambidextrous Throwing (2 AP): You can equip a thrown weapon in each hand. You apply the benefits of the Two-Weapon Fighting feat chain when doing so, but at a -10% to offhand attacks.
Prerequisites: Two-Weapon Fighting feat
Blade Wind (2 AP): When activating this ability, you deal damage to all enemies in a 30-ft. cone with your thrown weapon. This ability has a 30-sec. cooldown
Thrown Weapon Trick III (2 AP): You may execute one of the following tactical feats with thrown weapons:
Hamstring: you may execute the Hamstring feat with a throwing axe or throwing dagger
Sap: you may execute the Sap feat with a throwing hammer.
Stunning Blow: you may execute the Stunning Blow feat with a throwing axe or throwing hammer
Sunder: you may execute the Sunder feat with the throwing axe or throwing dagger
Trip: you may execute the Trip feat with the throwing axe, throwing dagger or throwing hammer.
This ability is separate from the actual feat, but uses the same cooldown.
Prerequisites: Hamstring, Improved Sunder, Improved Trip, Sap or Stunning Blow feat, Thrown Weapon Trick II enhancement

Tier 4 Augmentations (requires Rogue level 4, 20 AP spent in tree)
Ability Score Increase II (1 AP/rank): You gain a (+1/+2/+4) increase to a specific ability score. Choose one of the following:
Dexterity: Apply all increments to Dexterity
Strength: Apply all increments to Strength
Prerequisites: Ability Score Increase enhancement
Keen Thrower (2 AP): You gain a +1 to critical threat range with thrown weapons. This benefit applies after any other modifications to threat range, such as the keen weapon enhancement or the Improved Critical feat.
Lightning Ricochet (1 AP/rank): Your attack speed with thrown weapons increases by (5%/10%/15%)
Prerequisites: Thrown Weapon Specialization enhancement; rank-based
Thrown Weapon Trick IV (2 AP): You may execute one of the following tactical feats with thrown weapons:
Hamstring: you may execute the Hamstring feat with a throwing axe or throwing dagger
Sap: you may execute the Sap feat with a throwing hammer.
Stunning Blow: you may execute the Stunning Blow feat with a throwing axe or throwing hammer
Sunder: you may execute the Sunder feat with the throwing axe or throwing dagger
Trip: you may execute the Trip feat with the throwing axe, throwing dagger or throwing hammer.
This ability is separate from the actual feat, but uses the same cooldown.
Prerequisites: Hamstring, Improved Sunder, Improved Trip, Sap or Stunning Blow feat, Thrown Weapon Trick III enhancement
Versatile Combatant (2 AP): You can equip a melee weapon in your main hand and a thrown weapon in your off-hand. You may only use the thrown weapon if there are no opponents within melee range, or if you manually target an opponent at a distance.
Prerequisites: Ambidextrous Throwing enhancement

Tier 5 Augmentations (requires Rogue level 5, 30 AP spent in tree)
Blade Storm (2 AP): When activating this ability, you deal damage to all opponents within a 30-ft. radius with thrown weapons. This ability counts as if you had the Whirlwind Attack feat, and increases its cooldown by 50%.
Prerequisites: Blade Wind enhancement
Deadeye Shot (2 AP): You gain +1 critical damage multiplier with thrown weapons.
Prerequisites: Keen Thrower enhancement
Thrown Weapon Trick V (2 AP): You may execute one of the following tactical feats with thrown weapons:
Hamstring: you may execute the Hamstring feat with a throwing axe or throwing dagger
Sap: you may execute the Sap feat with a throwing hammer.
Stunning Blow: you may execute the Stunning Blow feat with a throwing axe or throwing hammer
Sunder: you may execute the Sunder feat with the throwing axe or throwing dagger
Trip: you may execute the Trip feat with the throwing axe, throwing dagger or throwing hammer.
This ability is separate from the actual feat, but uses the same cooldown.
Prerequisites: Hamstring, Improved Sunder, Improved Trip, Sap or Stunning Blow feat, Thrown Weapon Trick IV enhancement

TGOskar
09-29-2013, 06:31 PM
Thought people would see this, so I feel a bit disappointed. Still: the best way to bump this is with new content, so here's an interesting take on an old PrC from Complete Divine that's right up the alley for Favored Soul: the Contemplative.

Core Augmentations
Meditative Focus (0 AP) You gain a ki bar, as a Monk. You treat your deity’s favored weapon as a ki weapon. If you are already a monk, you gain 5 extra ki points.
Divine Health (1 AP) You gain Divine Health, as per the Paladin class feature.
Prerequisites: Favored Soul level 3, Meditative Focus Core enhancement
Divine Body (1 AP) You gain immunity to all natural and magical poisons, as per the Monk Diamond Body class feature. If you are also a 11th level Monk, you gain immunity to supernatural poisons
Prerequisites: Favored Soul level 6, Divine Health Core enhancement
Divine Soul (1 AP) You gain spell resistance equal to 10 + class level, as per the Monk Diamond Soul class feature.
Prerequisites: Favored Soul level 12, Divine Body Core enhancement
Eternal Body (1 AP) You cannot be raised as undead, as per the Monk’s Timeless Body class feature. You also gain immunity to death effects.
Prerequisites: Favored Soul level 18, Divine Soul Core enhancement
Mystic Union (1 AP) You’re considered an outsider of your alignment for purposes of spells and abilities that affect humanoids, but become immune to spells that banish or dispel extraplanar creatures. You gain damage reduction 10/epic.
Prerequisites: Favored Soul level 20, Eternal Body Core enhancement

Tier 1 Augmentations
Energy of the Zealot (1 AP/rank) You gain (+30/+60/+90) spell points
Ki Elemental Power (2 AP) Spend 10 ki to gain +15 spellpower with one of the following elements. If you have levels in Monk, you gain 10 extra spellpower when using the right stance
Acid: gain Acid spellpower (Mountain Stance)
Cold: gain Cold spellpower (Ocean Stance)
Electricity: gain Electricity spellpower (Wind Stance)
Fire: gain Fire spellpower (Sun Stance)
Sacred Defense (1 AP/rank) You gain (+2/+3/+4) sacred bonus to all saving throws
Staff Training (1 AP/rank) You gain a +(1/2/3) bonus to attack rolls and a +(2/4/6) bonus to damage rolls with quarterstaffs. You also gain one of the following abilities based on the rank.
Rank 1: You treat quarterstaffs as your deity’s favored weapon for purposes of Child of the Faith
Rank 2: You treat quarterstaffs as ki focus weapons
Rank 3: You treat quarterstaffs as your deity’s favored weapon for purposes of Beloved of the Faith
True Devotion (1 AP/rank) You gain (20/40/60) alignment-based spellpower

Tier 2 Augmentations (requires Favored Soul level 2, 5 AP spent in tree)
Ascetic Training (1 AP/rank) Choose one of the following abilities. All abilities grant a +(1/2/3) bonus to Concentration checks, as well as the following benefits:
Agility: +(1/2/3) dodge bonus to AC and Reflex saves
Conditioning: +(1/2/3) Fortitude saves, +(5/10/15) HP
Contemplation: +(1/2/3) Will saves. Rank 3: you gain +1 passive ki regeneration
Ki Elemental Power II (2 AP) Spend 10 ki to gain +15 spellpower with one of the following elements. If you have levels in Monk, you gain 10 extra spellpower when using the right stance
Acid: gain Acid spellpower (Mountain Stance)
Cold: gain Cold spellpower (Ocean Stance)
Electricity: gain Electricity spellpower (Wind Stance)
Fire: gain Fire spellpower (Sun Stance)
Prerequisites: Ki Elemental Power enhancement
Ki Spell Focus (2 AP) Spend 15 ki to increase the save DC of all your spells by 1 for 20 seconds.
Meditation (1 AP/rank) You gain the ability to Meditate, as a Monk. You gain (1/2/3) uses per rest of Meditate. If you are already a Monk, these uses stack with existing uses of Meditate
Spiritual Empowerment (2 AP) Choose one of the following restoration abilities:
Ki Echoes: Spend 20 ki to restore 10 SP.
Magical Focus: Spend 10 SP to restore 20 ki

Tier 3 Augmentations (requires Favored Soul level 4, 10 AP spent in tree)
Ability Score Increase (1 AP/rank) You gain a (+1/+2/+4) increase to a specific ability score. Choose one of the following:
Charisma: Apply all increments to Charisma
Wisdom: Apply all increments to Wisdom
Extended Echo (1 AP/rank) Your Echoes of Power restore up to a maximum of (30/60/90) spell points
Prerequisites: Energy of the Zealot enhancement; rank-based
Ki Devotion (2 AP) Spend 10 ki to gain +15 spellpower with one of the following energy types. If you have 3 levels in Monk, you gain 5 extra spellpower with the energy represented by your chosen philosophical path.
Healing: gain Positive Energy spellpower (Path of Harmonious Balance)
Necrotic: gain Negative Energy spellpower (Path of Ineffable Dominion)
Ki[I] Elemental Power III[/B] (2 AP) Spend 10 ki to gain +15 spellpower with one of the following elements. If you have levels in Monk, you gain 10 extra spellpower when using the right stance
Acid: gain Acid spellpower (Mountain Stance)
Cold: gain Cold spellpower (Ocean Stance)
Electricity: gain Electricity spellpower (Wind Stance)
Fire: gain Fire spellpower (Sun Stance)
Prerequisites: Ki Elemental Power II enhancement
Uncanny Dodge (2 AP/rank) You gain (Uncanny Dodge/Improved Uncanny Dodge), as per the Barbarian and Rogue class feature.

Tier 4 Augmentations (requires Favored Soul level 7, 20 AP spent in tree)
Ability Score Increase II (1 AP/rank) You gain a (+1/+2/+4) increase to a specific ability score. Choose one of the following:
Charisma: Apply all increments to Charisma
Wisdom: Apply all increments to Wisdom
Prerequisites: Ability Score Increase enhancement
Divine Wholeness (2 AP)You gain Wholeness of Body, as per the Monk class feature, but you use your Charisma modifier. If you have 7 levels of Monk, you add both your Wisdom and Charisma modifiers.
Grand Echoes (1 AP/rank) You restore an extra (1/2/5) SP every 4 seconds with Echoes of Power
Prerequisites: Extended Echoes enhancement; rank-based
Ki Elemental Power IV (2 AP) Spend 10 ki to gain +15 spellpower with one of the following elements. If you have levels in Monk, you gain 10 extra spellpower when using the right stance
Acid: gain Acid spellpower (Mountain Stance)
Cold: gain Cold spellpower (Ocean Stance)
Electricity: gain Electricity spellpower (Wind Stance)
Fire: gain Fire spellpower (Sun Stance)
Prerequisites: Ki Elemental Power III enhancement
Slippery Mind (2 AP) You gain the Slippery Mind rogue special ability

Tier 5 Augmentations (requires Favored Soul level 11, 30 AP spent in tree)
Healing Amplification (1 AP/rank) You gain a +(5%/10%/15%) Positive Energy amplification
Ki Spellpower (2 AP) Spend 10 ki to gain a +10 bonus to Universal spellpower for 20 seconds.
Prerequisites: Ki Devotion enhancement, Ki Elemental Spellpower IV Enhancement
Meditation Echoes (2 AP) When you Meditate, you also restore SP as if you were under Echoes of Power.
Prerequisites: Meditate rank 3 enhancement, Grand Echoes rank 3 enhancement
Prayer Focus (1 AP/rank) When you finish meditating, you gain +(3/6/10) bonus to Universal spellpower and grant a bonus to allies based on your choice of deity for (20/40/60) sec.:
Lord of Blades: Blade Guard [deal (1d4/2d4/4d4) slashing damage to attacking enemy]
The Silver Flame: +(1/2/3) bonus to attack and +(2/4/6) to damage rolls against evil creatures
The Sovereign Host: +(3/6/10) Universal spellpower
The Undying Court: +(1/2/3) bonus to all saves, +(2/4/6) bonus to AC
Vulkoor: +(1/3/5) bonus to critical damage, +(2/6/10) damage on sneak attacks.
Spiritual Burst (1 AP/rank) Spend 10 ki and 10 SP to deliver a blast that deals (1d4/1d6/1d8) points of damage, affecting creatures based on your deity’s alignment. A deity with extreme alignments deals half damage to creatures with only one alignment component and full damage to the opposite alignment.
Lord of Blades: half lawful, half evil
The Silver Flame: half lawful, half good
The Sovereign Host: good
The Undying Court: good
Vulkoor: evil