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Questdoer
04-09-2017, 09:37 PM
There once was a time when DDO’s enhancement system worked differently than it does today.
But then in a rather large patch they reworked the whole thing, making it clearer and more interesting for everyone.
Well... Everyone except for our loyal friends and companions, the puppies.
They were left out of the enhancement update, despite the fact that they could have really used the extra power.
Most people don’t even bother summoning their pets for anything other than lever pulling, and the choices that their enhancements give them are limited to say the very least.
So I would like to propose an update for our poor neglected pets, so that they may die by our side and actually be worth reviving.

Thanks for reading.

Basic Info
Your pet gains +1 level and +2 AP to spend for every artificer/druid level you have.
Epic levels will also increase their level, but will not provide them with AP to spend.
Your pets will use your total level for the purposes of equipping items that have a minimum level requirement.
Iron defenders have only 50% natural fortification and will no longer occasionally breath fire or acid.

Base Stats
HP: 30 (+7 per level +7 per master level)
BAB: 1 (+1 per level)
AC: 10 (+1 per level)
STR: 10 (+1 every 2 levels)
DEX: 10 (+1 every 2 levels)
CON: 10 (+1 every 2 levels)
INT: 10 (+1 every 2 levels)
WIS: 10 (+1 every 2 levels)
CHR: 10 (+1 every 2 levels)

All pets
Unlike most trees the core enhancements for the generic tree do not cost AP nor do they have level requirements.

http://i.imgur.com/4zAF8qj.png
===Generic Pet Enhancement Tree===

Core
http://i.imgur.com/w5Wgk17.png(1) Alignment: multi choice.
Choose your alignment.
You are considered true neutral until you take this enhancement.

http://i.imgur.com/qCX0nnn.png(1) Lawful Good: AP cost 0, ranks 1, progression 0.
You are now considered lawful good.

http://i.imgur.com/695qHHf.png(2) Lawful Neutral: AP cost 0, ranks 1, progression 0.
You are now considered lawful neutral.

http://i.imgur.com/LYX5fky.png(3) Lawful Evil: AP cost 0, ranks 1, progression 0.
You are now considered lawful evil.

http://i.imgur.com/8hq3DZJ.png(4) True Neutral: AP cost 0, ranks 1, progression 0.
You remain true neutral.

http://i.imgur.com/oOZ7jec.png(5) Chaotic Good: AP cost 0, ranks 1, progression 0.
You are now considered chaotic good.

http://i.imgur.com/cd7pRe6.png(6) Chaotic Neutral: AP cost 0, ranks 1, progression 0.
You are now considered chaotic neutral.

http://i.imgur.com/ewcrwYt.png(7) Chaotic Evil: AP cost 0, ranks 1, progression 0.
You are now considered chaotic evil.

http://i.imgur.com/yJWTCJM.png(2) Pet Ability 1: multi choice.
One of your ability scores is increased.

http://i.imgur.com/ZD0g7vR.png(1) Pet Strength: AP cost 0, ranks 1, progression 0.
You gain +4 Strength the first time you take this enhancement, +3 the second time, +2 the third time, and +1 the fourth time.

http://i.imgur.com/ZfFAKh6.png(2) Pet Constitution: AP cost 0, ranks 1, progression 0.
You gain +4 Constitution the first time you take this enhancement, +3 the second time, +2 the third time, and +1 the fourth time.

http://i.imgur.com/nyVYnQe.png(3) Pet Dexterity: AP cost 0, ranks 1, progression 0.
You gain +4 Dexterity the first time you take this enhancement, +3 the second time, +2 the third time, and +1 the fourth time.

http://i.imgur.com/fntgqh3.png(4) Pet Intelligence: AP cost 0, ranks 1, progression 0.
You gain +4 Intelligence the first time you take this enhancement, +3 the second time, +2 the third time, and +1 the fourth time.

http://i.imgur.com/cumnCsX.png(5) Pet Wisdom: AP cost 0, ranks 1, progression 0.
You gain +4 Wisdom the first time you take this enhancement, +3 the second time, +2 the third time, and +1 the fourth time.

http://i.imgur.com/qmXTcC3.png(6) Pet Charisma: AP cost 0, ranks 1, progression 0.
You gain +4 Charisma the first time you take this enhancement, +3 the second time, +2 the third time, and +1 the fourth time.

http://i.imgur.com/yJWTCJM.png(3) Pet Ability 2: AP cost 0, ranks 1, progression 0.
Take pet ability again.

http://i.imgur.com/yJWTCJM.png(4) Pet Ability 3: AP cost 0, ranks 1, progression 0.
Take pet ability again.

http://i.imgur.com/yJWTCJM.png(5) Pet Ability 4: AP cost 0, ranks 1, progression 0.
Take pet ability again.


Tier 1
http://i.imgur.com/h8nzgys.png(1) Tactical Training 1: AP cost 1, ranks 1, progression 0, requires Alignment.
You gain a +2 enhancement bonus to the DCs of all your tactical feats.
This bonus is increased by 1 per 2 master levels up to a maximum of 3.

http://i.imgur.com/YQaRRYP.png(2) Sunder: AP cost 1, ranks 1, progression 0, requires Alignment.
Grants you use of the sunder feat.

http://i.imgur.com/gBgfMZT.png(3) Hate Management: multi choice.
Manipulate the amount of hate you generate in a fight.

http://i.imgur.com/Fe1MQUp.png(1) Draw Hate: AP cost 1, ranks 3, progression 0, requires Alignment.
Your attacks and spells generate 20% / 30% / 40% more hate.

http://i.imgur.com/iWNntS4.png(2) Divert Hate: AP cost 1, ranks 3, progression 0, requires Alignment.
Your attacks and spells generate 20% / 30% / 40% less hate.

http://i.imgur.com/02qx2mI.png(3) Shift Hate: AP cost 1, ranks 3, progression 0, requires Alignment + Diplomacy And Intimidate.
When you make a diplomacy attempt you will permanently decreases your hate generation by 20% / 30% / 40%, and when you make an intimidate attempt you will permanently increases your hate generation by 20% / 30% / 40%.
Both of these effects will override each other.

http://i.imgur.com/AChql3I.png(4) Diplomacy Or Intimidate: multi choice.
You learn to use either the diplomacy or the intimidate skill.

http://i.imgur.com/bSfaEvl.png(1) Diplomacy: AP cost 2, ranks 1, progression 0, requires Alignment.
You can now use the diplomacy skill, and gain +1 to your diplomacy checks per level.

http://i.imgur.com/o8CSdEH.png(2) Intimidate: AP cost 2, ranks 1, progression 0, requires Alignment.
You can now use the intimidate skill, and gain +1 to your intimidate checks per level.

http://i.imgur.com/3cKflph.png(5) Social Training 1: AP cost 1, ranks 1, progression 0, requires Alignment.
You gain a +2 competence bonus to your diplomacy, intimidate, and bluff skills.
This bonus is increased by 1 per master level up to a maximum of 5.


Tier 2
http://i.imgur.com/h8nzgys.png(1) Tactical Training 2: AP cost 1, ranks 1, progression 4, requires Tactical Training 1.
The maximum enhancement bonus you get from tactical training is increased to 6.

http://i.imgur.com/QBa61ok.png(2) Trip: AP cost 1, ranks 1, progression 4.
Grants you use of the trip feat.

http://i.imgur.com/YAL3s36.png(3) Box Hunter: AP cost 1, ranks 1, progression 4.
You seek out and destroy nearby boxes with frightening speed and efficiency.
In addition, explosions from barrels that you destroy will not deal damage to you or your friends.
Your master can disable this behavior through your custom AI.

http://i.imgur.com/AChql3I.png(4) Diplomacy And Intimidate: multi choice.
You learn to use both the diplomacy and intimidate skills.

http://i.imgur.com/bSfaEvl.png(1) Diplomacy: AP cost 1, ranks 1, progression 4, requires Intimidate.
You can now use the diplomacy skill, and gain +1 to your diplomacy checks per level.

http://i.imgur.com/o8CSdEH.png(2) Intimidate: AP cost 1, ranks 1, progression 4, requires Diplomacy.
You can now use the intimidate skill, and gain +1 to your intimidate checks per level.

http://i.imgur.com/3cKflph.png(5) Social Training 2: AP cost 1, ranks 1, progression 4, requires Social Training 1.
The maximum competence bonus you get from social training is increased to 10.


Tier 3
http://i.imgur.com/h8nzgys.png(1) Tactical Training 3: AP cost 1, ranks 1, progression 8, requires Tactical Training 2 + master level 13.
The maximum enhancement bonus you get from tactical training is increased to 8.

http://i.imgur.com/GpGnxZO.png(2) Hamstring: AP cost 2, ranks 1, progression 8.
Grants you use of the hamstring feat.

http://i.imgur.com/aZKN53L.png(3) Striding: AP cost 1, ranks 3, progression 8.
You run 20% / 40% / 60% faster.

http://i.imgur.com/LSOwEDd.png(4) Bluff : AP cost 2, ranks 1, progression 8.
You can now use the bluff skill, and gain +1 to your bluff checks per level.

http://i.imgur.com/3cKflph.png(5) Social Training 3: AP cost 1, ranks 1, progression 8, requires Social Training 2.
The maximum competence bonus you get from social training is increased to 15.


Tier 4
http://i.imgur.com/h8nzgys.png(1) Tactical Training 4: AP cost 1, ranks 1, progression 12, requires Tactical Training 3 + master level 18.
The maximum enhancement bonus you get from tactical training is increased to 10, +1 for every 2 epic levels your master has.

http://i.imgur.com/5KCxcyI.png(2) Improved Trip: AP cost 2, ranks 1, progression 12.
Grants you use of the improved trip feat.
This does not require regular trip, but its DC is reduced by 4 without it.

http://i.imgur.com/yyrxIKq.png(3) Stunning Blow: AP cost 2, ranks 1, progression 12.
Grants you use of the stunning blow feat.

http://i.imgur.com/tx4dByo.png(4) Improved Sunder: AP cost 2, ranks 1, progression 12.
Grants you use of the improved trip feat.
This does not require regular sunder, but its DC is reduced by 4 without it.

http://i.imgur.com/3cKflph.png(5) Social Training 4: AP cost 1, ranks 1, progression 12, requires Social Training 3.
The maximum competence bonus you get from social training is increased to 17, +1 for every 2 epic levels your master has.

Iron Defender

http://imgur.com/H3FkHoF.png
===Unbreakable Defender Tree===

Core
http://i.imgur.com/ROSWufg.png(1) Fully Armored: AP cost 1, ranks 1, progression 0, requires level 1.
For each core ability you claim in this tree you gain +10% fortification.

http://i.imgur.com/e8UMSem.png(2) Reboot: AP cost 1, ranks 1, progression 5, requires level 4 + Fully Armored.
You gain the diehard feat and automatically stabilize when incapacitated.

http://i.imgur.com/HxGgbkV.png(3) Well Made: AP cost 1, ranks 1, progression 10, requires level 7 + Reboot.
You gain +5% maximum HP and repair amplification.

http://i.imgur.com/pquvXSc.png(4) Maker's Touch: AP cost 1, ranks 1, progression 15, requires level 10 + Well Made.
You gain temporary hit points equal to your masters repair skill every time your master casts a spell on you.

http://i.imgur.com/6s5OOqo.png(5) Expertly Made: AP cost 1, ranks 1, progression 20, requires level 13 + Maker's Touch.
You gain +5% maximum HP and repair amplification.

http://i.imgur.com/5tD5lEm.png(6) High Gear: AP cost 1, ranks 1, progression 25, requires level 16 + Expertly Made.
Any repair spell that heals you for more than your maximum health will enhance your next attack to deal additional damage equal to the excess healing.
Max 1000 damage.


Tier 1
http://i.imgur.com/6h2qaj8.png(1) Elemental Proofing 1: multi choice.
Increases your resistance to a chosen type of elemental damage.

http://i.imgur.com/YjWSHUD.png(1) Coolant: AP cost 2, ranks 1, progression 1.
All fire damage against you is reduced by 10, and you take 5% less elemental damage in general.

http://i.imgur.com/SfrBrKO.png(2) Wax Coating: AP cost 2, ranks 1, progression 1.
All acid damage against you is reduced by 10, and you take 5% less elemental damage in general.

http://i.imgur.com/SoAzh7l.png(3) Antifreeze: AP cost 2, ranks 1, progression 1.
All cold damage against you is reduced by 10, and you take 5% less elemental damage in general.

http://i.imgur.com/jw8QPMN.png(4) Surge Protectors: AP cost 2, ranks 1, progression 1.
All electrical damage against you is reduced by 10, and you take 5% less elemental damage in general.

http://i.imgur.com/bHYycUh.png(5) Shock Absorbers: AP cost 2, ranks 1, progression 1.
All sonic damage against you is reduced by 10, and you take 5% less elemental damage in general.

http://i.imgur.com/cYtbyAX.png(2) Reinforcement 1: AP cost 2, ranks 1, progression 1.
You gain +1 damage reduction at levels 1, 8, 16, and 24.

http://i.imgur.com/oTH8Ay2.png(3) Spiked Armor 1: AP cost 2, ranks 1, progression 1.
Enemies that hit you take 1d6 piercing damage.
Damage scales with 100% your PRR.

http://i.imgur.com/3Xg1GNI.png(4) Never Beyond Repair 1: AP cost 2, ranks 1, progression 1.
Your range of unconsciousness is increased by 50% of your constitution.

http://i.imgur.com/euJE1vj.png(5) Mithral Plate: AP cost 2, ranks 1, progression 1.
You gain the Mithral Body feat.


Tier 2
http://i.imgur.com/6h2qaj8.png(1) Elemental Proofing 2: AP cost 2, ranks 1, progression 5, requires Elemental Proofing 1.
Take one of the Elemental Proofing Enhancements that you haven't chosen yet.

http://i.imgur.com/cYtbyAX.png(2) Reinforcement 2: AP cost 2, ranks 1, progression 5, requires Reinforcement 1.
You gain +1 damage reduction at levels 2, 10, 18, and 26.

http://i.imgur.com/oTH8Ay2.png(3) Spiked Armor 2: AP cost 2, ranks 1, progression 5, requires Spiked Armor 1.
Enemies that hit you take an additional 1d6 piercing damage.
Damage scales with 100% your PRR.

http://i.imgur.com/3Xg1GNI.png(4) Never Beyond Repair 2: AP cost 2, ranks 1, progression 5, requires Never Beyond Repair 1.
Your range of unconsciousness is increased by an additional 50% of your constitution.

http://i.imgur.com/sANWQJE.png(5) Adamantine Plate: AP cost 2, ranks 1, progression 5, requires Mithral Plate.
Your Mithral Body feat is replaced by the Adamantine Body feat.


Tier 3
http://i.imgur.com/6h2qaj8.png(1) Elemental Proofing 3: AP cost 2, ranks 1, progression 10, requires Elemental Proofing 2.
Take one of the Elemental Proofing Enhancements that you haven't chosen yet.

http://i.imgur.com/cYtbyAX.png(2) Reinforcement 3: AP cost 2, ranks 1, progression 10, requires Reinforcement 2.
You gain +1 damage reduction at levels 4, 12, 20, and 28.

http://i.imgur.com/oTH8Ay2.png(3) Spiked Armor 3: AP cost 2, ranks 1, progression 10, requires Spiked Armor 2.
Enemies that hit you take an additional 1d6 piercing damage.
Damage scales with 100% your PRR.

http://i.imgur.com/3Xg1GNI.png(4) Never Beyond Repair 3: AP cost 2, ranks 1, progression 10, requires Never Beyond Repair 2.
Your range of unconsciousness is increased by an additional 50% of your constitution.

http://i.imgur.com/dw2AI99.png(5) Metallic Constitution 1: AP cost 1, ranks 2, progression 10.
You gain +1 / +2 constitution.


Tier 4
http://i.imgur.com/6h2qaj8.png(1) Elemental Proofing 4: AP cost 2, ranks 1, progression 15, requires Elemental Proofing 3.
Take one of the Elemental Proofing Enhancements that you haven't chosen yet.

http://i.imgur.com/cYtbyAX.png(2) Reinforcement 4: AP cost 2, ranks 1, progression 15, requires Reinforcement 3.
You gain +1 damage reduction at levels 6, 14, 22, and 30.

http://i.imgur.com/oTH8Ay2.png(3) Spiked Armor 4: AP cost 2, ranks 1, progression 15, requires Spiked Armor 3.
Enemies that hit you take an additional 1d6 piercing damage.
Damage scales with 100% your PRR.

http://i.imgur.com/3Xg1GNI.png(4) Never Beyond Repair 4: AP cost 2, ranks 1, progression 15, requires Never Beyond Repair 3.
Your range of unconsciousness is increased by an additional 50% of your constitution.

http://i.imgur.com/dw2AI99.png(5) Metallic Constitution 2: AP cost 1, ranks 2, progression 15.
You gain +1 / +2 constitution.


Tier 5
http://i.imgur.com/RQvnv8V.png(1) Element Proof: AP cost 2, ranks 1, progression 20, requires Elemental Proofing 4.
You take 30% reduced damage from all elemental attacks, and all fire, acid, cold, electric, sonic, force, light, alignment, and rust damage is reduced by 15.
Element Proof does not stack with any of the other Elemental Proofing Enhancements.

http://i.imgur.com/q4be7da.png(2) Blunting Skin: AP cost 2, ranks 1, progression 20, requires Reinforcement 4.
Enemies lose 1 attack damage for 20 seconds each time they hit you in combat, stacks up to 10 times.

http://i.imgur.com/WrdM6X6.png(3) Reflective Armor: AP cost 2, ranks 1, progression 20, requires Spiked Armor 4.
When you are struck by an enemy spell you deal 4d6 force damage to the caster.
Damage scales with 100% your MRR, and cannot affect the same enemy more than once every 2 seconds.

http://i.imgur.com/6SPnOdF.png(4) Never Stay Down: AP cost 2, ranks 1, progression 20, requires Never Beyond Repair 4.
You gain +100% repair amplification while unconscious.

http://i.imgur.com/CVMVtJ2.png(5) Lockup: AP cost 1, ranks 1, progression 20.
You take 15% less extra damage while helpless.


http://i.imgur.com/97CElv5.png
===War Machine Tree===

Core
http://i.imgur.com/8XOQPWY.png(1) Made To Kill: AP cost 1, ranks 1, progression 0, requires level 1.
For each core ability you claim in this tree you gain +0.5W damage.

http://i.imgur.com/nQ6pPLm.png(2) Morphic Systems: AP cost 1, ranks 1, progression 5, requires level 4 + Made To Kill.
Your attacks bypass bludgeoning, piercing, and slashing damage reduction.

http://i.imgur.com/xF0jsFp.png(3) Metalline Systems: AP cost 1, ranks 1, progression 10, requires level 7 + Morphic Systems.
Your attacks bypass metallic damage reduction

http://i.imgur.com/CLLbmrm.png(4) Aligned Systems: AP cost 1, ranks 1, progression 15, requires level 10 + Metalline Systems.
Your attacks bypass alignment based damage reduction

http://i.imgur.com/xkl1Fen.png(5) Core Breach: AP cost 1, ranks 1, progression 20, requires level 13 + Aligned Systems.
When you die you release a burst of energy that deals 1d6 per caster level force damage and trips all enemies within a very wide radius for 4 seconds.
Enemies who make a DC (20 + level) reflex save take half damage, and enemies who make a DC (10 + half your level) fortitude save avoid the knockdown.

http://i.imgur.com/8CY2pED.png(6) Overcharge: AP cost 1, ranks 1, progression 25, requires level 16 + Core Breach.
You trigger Core Breach’s explosion, but instead of dieing you are simply knocked down for 4 seconds.
45 second cooldown.


Tier 1
http://i.imgur.com/uwkpNbb.png(1) Elemental Module 1: multi choice.
You're equipped with one of a variety of elemental modules that you sometimes use for your attacks.

http://i.imgur.com/JbTE3hD.png(1) Flame Thrower: AP cost 2, ranks 1, progression 1.
Your attacks have a 10% chance to produce a burning cone that deals 1d6 +2 per level fire damage.
Flame Thrower cannot trigger more than once every 10 seconds, nor can it trigger off the same attack as another elemental module.
Your master can disable this behavior through your custom AI.

http://i.imgur.com/9UTDkA4.png(2) Acid Jet: AP cost 2, ranks 1, progression 1.
Your attacks have a 10% chance to produce a caustic cone that deals 1d6 +2 per level acid damage.
Acid Jet cannot trigger more than once every 10 seconds, nor can it trigger off the same attack as another elemental module.
Your master can disable this behavior through your custom AI.

http://i.imgur.com/qFWSBRi.png(3) Nitrogen Spray: AP cost 2, ranks 1, progression 1.
Your attacks have a 10% chance to produce a frigid cone that deals 1d6 +2 per level cold damage.
Nitrogen Spray cannot trigger more than once every 10 seconds, nor can it trigger off the same attack as another elemental module.
Your master can disable this behavior through your custom AI.

http://i.imgur.com/HHtoErZ.png(4) Static Discharge: AP cost 2, ranks 1, progression 1.
Your attacks have a 10% chance to produce a jolting cone that deals 1d6 +2 per level electric damage.
Static Discharge cannot trigger more than once every 10 seconds, nor can it trigger off the same attack as another elemental module.
Your master can disable this behavior through your custom AI.

http://i.imgur.com/qCRxHLL.png(2) Magical Charge 1: AP cost 1, ranks 1, progression 1.
Your universal spell power is increased by 10.

http://i.imgur.com/3GMWRvg.png(3) Hooked Teeth 1: AP cost 2, ranks 1, progression 1.
Your attacks bleed enemies for 1d6 damage every 2 seconds for 6 seconds.
Damage scales 100% with melee power.

http://i.imgur.com/JMhlvjN.png(4) Unleashed 1: AP cost 1, ranks 1, progression 1.
Your collar gains +1 to its enhancement bonus.

http://i.imgur.com/kIcr1GL.png(5) Intercept: AP cost 1, ranks 3, progression 1.
You completely deflect 1 attack that would otherwise hit you every 12 / 8 / 4 seconds.


Tier 2
http://i.imgur.com/uwkpNbb.png(1) Elemental Module 2: AP cost 2, ranks 1, progression 5, requires Elemental Module 1.
Take one of the Elemental Modules that you haven't chosen yet.

http://i.imgur.com/qCRxHLL.png(2) Magical Charge 2: AP cost 1, ranks 1, progression 5, requires Magical Charge 1.
Your universal spell power is increased by an additional 10.

http://i.imgur.com/3GMWRvg.png(3) Hooked Teeth 2: AP cost 2, ranks 1, progression 5, requires Hooked Teeth 1.
The bleeding effect now stacks up to 2 times.

http://i.imgur.com/JMhlvjN.png(4) Unleashed 2: AP cost 1, ranks 1, progression 5, requires Unleashed 1.
Your collar gains an additional +1 to its enhancement bonus.

http://i.imgur.com/fBNOtXL.png(5) Retaliate: AP cost 1, ranks 1, progression 5, requires.
When intercept triggers you get a free attack against the enemy that would have hit you.
Even if they are ranged.


Tier 3
http://i.imgur.com/uwkpNbb.png(1) Elemental Module 3: AP cost 2, ranks 1, progression 10, requires Elemental Module 2.
Take one of the Elemental Modules that you haven't chosen yet.

http://i.imgur.com/qCRxHLL.png(2) Magical Charge 3: AP cost 1, ranks 1, progression 10, requires Magical Charge 2.
Your universal spell power is increased by an additional 10.

http://i.imgur.com/3GMWRvg.png(3) Hooked Teeth 3: AP cost 2, ranks 1, progression 10, requires Hooked Teeth 2.
The bleeding effect now stacks up to 3 times.

http://i.imgur.com/JMhlvjN.png(4) Unleashed 3: AP cost 1, ranks 1, progression 10, requires Unleashed 2.
Your collar gains an additional +1 to its enhancement bonus.

http://i.imgur.com/9NDVlch.png(5) Mechanical Strength 1: AP cost 1, ranks 2, progression 10.
You gain +1 / +2 strength.


Tier 4
http://i.imgur.com/uwkpNbb.png(1) Elemental Module 4: AP cost 2, ranks 1, progression 15, requires Elemental Module 3.
Take one of the Elemental Modules that you haven't chosen yet.

http://i.imgur.com/qCRxHLL.png(2) Magical Charge 4: AP cost 1, ranks 1, progression 15, requires Magical Charge 3.
Your universal spell power is increased by an additional 10.

http://i.imgur.com/3GMWRvg.png(3) Hooked Teeth 4: AP cost 2, ranks 1, progression 15, requires Hooked Teeth 3.
The bleeding effect now stacks up to 4 times.

http://i.imgur.com/JMhlvjN.png(4) Unleashed 4: AP cost 1, ranks 1, progression 15, requires Unleashed 3.
Your collar gains an additional +1 to its enhancement bonus.

http://i.imgur.com/9NDVlch.png(5) Mechanical Strength 2: AP cost 1, ranks 2, progression 15.
You gain +1 / +2 strength.


Tier 5
http://i.imgur.com/3reSobX.png(1) Residual Energy: AP cost 2, ranks 1, progression 20, requires Elemental Module 4.
Whenever you trigger one of your Elemental Modules you gain a buff for 10 seconds that causes your attacks to deal 1d6 damage of that element type on hit.
These effects can stack with each other, and the damage on hit scales with spellpower.

http://i.imgur.com/xUnjOvP.png(2) Arcane Channeling: AP cost 2, ranks 1, progression 20, requires Magical Charge 4.
Your spells gain +30% chance to critically hit.

http://i.imgur.com/v1ewgt6.png(3) Deepen The Wound: AP cost 2, ranks 1, progression 20, requires Hooked Teeth 4.
The bleeding effect now stacks up to 5 times.
Your spells and attacks deal 20% more damage to enemies with 5 stacks of hooked teeth.

http://i.imgur.com/7byRmY1.png(4) Direct Attack: AP cost 2, ranks 1, progression 20, requires Unleashed 4.
Your attacks deal additional piercing damage equal to (your attack roll - your opponent's AC) on hit.
Damage scales 100% with melee power.

http://i.imgur.com/t7nNLLV.png(5) Shred Defenses: AP cost 1, ranks 1, progression 20.
Your attacks reduce enemy AC by 1 on hit for 20 seconds, this stacks up to 5 times.


http://i.imgur.com/E5A00F7.png
===Artificer's Assistant Tree===

Core
http://i.imgur.com/bDVGDed.png(1) Field Of Influence: AP cost 1, ranks 1, progression 0, requires level 1.
You project an invisible field of influence that slows enemy attack, moment, and casting speed by 5%, +3% for each core ability you claim in this tree besides this one.
Upon entering this field, and every 4 seconds thereafter, enemies may make a (DC 5 + intelligence modifier + level) fortitude save to gain 4 seconds of immunity to this effect.

http://i.imgur.com/lT600M5.png(2) Evasion: AP cost 1, ranks 1, progression 5, requires level 4 + Field Of Influence.
When you make a successful Reflex save to avoid damage you suffer no damage instead of half damage.

http://i.imgur.com/IJ0IiQb.png(3) Problem Solving: multi choice.
Every obstacle is just another problem to be solved.

http://i.imgur.com/XLmE16R.png(1) Smarter Technique: AP cost 1, ranks 1, progression 10, requires level 7 + Evasion.
The DCs of your combat techniques are increased by intelligence instead of strength.

http://i.imgur.com/DHnCu9C.png](2) Smarter Skills: AP cost 1, ranks 1, progression 10, requires level 7 + Evasion.
You use your intelligence modifier for all your skill checks instead of their original ability modifiers.

http://i.imgur.com/VMUPqfY.png(3) Smarter Defense: AP cost 1, ranks 1, progression 10, requires level 7 + Evasion.
You gain AC from your intelligence modifier instead of your dexterity.

http://i.imgur.com/IJ0IiQb.png(4) Improved Problem Solving: AP cost 1, ranks 1, progression 15, requires level 10 + Problem Solving.
Pick one of the enhancements from Problem Solving that you don't already have.

http://i.imgur.com/lT600M5.png(5) Improved Evasion: AP cost 1, ranks 1, progression 20, requires level 13 + Improved Problem Solving.
When you attempt a Reflex save against an effect that normally does half damage when saved against you suffer no damage if you successfully save and half damage even if you fail.

http://i.imgur.com/VrXi8EC.png(6) Runic Transformation: AP cost 1, ranks 1, progression 25, requires level 16 + Improved Evasion.
After standing still for more than 6 seconds you transform into a floating spell ward with ranged attacks.
Your master gains 15 melee, ranged, and spell power if they are within your field of influence while you're in this state.
Moving reverts you to your normal form.


Tier 1
http://i.imgur.com/bSAtmQk.png(1) Trap Avoidance 1: AP cost 1, ranks 1, progression 1.
You gain +1 to all saves and +2 to saves vs traps.

http://i.imgur.com/k1B2pUw.png(2) Force Field 1: AP cost 1, ranks 1, progression 1.
You gain +2 AC.

http://i.imgur.com/zPjfOZP.png(3) Target Acquisition 1: AP cost 2, ranks 1, progression 1.
You draw your attention away from your own attacks to help your master.
While your master is within your field of influence your lose -1 attack and damage, but your master's weapon gains +1 to its enhancement bonus.

http://i.imgur.com/h8qx1dI.png(4) Astute 1: AP cost 2, ranks 1, progression 1.
You gain +1 to your listen and spot checks per level.
In addition you gain a +2 competence bonus to your listen and spot skills.
This bonus is increased by 1 per master level up to a maximum of 5.

http://i.imgur.com/j7z3s3k.png(5) Processing Speed: AP cost 2, ranks 1, progression 1.
You use your Intelligence modifier for your Reflex Saves instead of your Dexterity modifier.


Tier 2
http://i.imgur.com/bSAtmQk.png(1) Trap Avoidance 2: AP cost 1, ranks 1, progression 5, requires Trap Avoidance 1.
You gain an additional +1 to all saves and +2 to saves vs traps.

http://i.imgur.com/k1B2pUw.png(2) Force Field 2: AP cost 1, ranks 1, progression 5, requires Force Field 1.
You gain an additional +2 AC.

http://i.imgur.com/zPjfOZP.png(3) Target Acquisition 2: AP cost 2, ranks 1, progression 5, requires Target Acquisition 1.
Target acquisition reduces your attack and damage rolls by an additional -1 but provides your master with an additional +1 weapon enhancement bonus.

http://i.imgur.com/h8qx1dI.png(4) Astute 2: AP cost 2, ranks 1, progression 5, requires Astute 1.
The maximum competence bonus you get from astute is increased to 10.

http://i.imgur.com/f2uaEqb.png(5) Processing Power: AP cost 2, ranks 1, progression 5, requires Processing Speed.
You use your Intelligence modifier for all your Saves instead of just your Reflex Saves.


Tier 3
http://i.imgur.com/bSAtmQk.png(1) Trap Avoidance 3: AP cost 1, ranks 1, progression 10, requires Trap Avoidance 2.
You gain an additional +1 to all saves and +2 to saves vs traps.

http://i.imgur.com/k1B2pUw.png(2) Force Field 3: AP cost 1, ranks 1, progression 10, requires Force Field 2.
You gain an additional +2 AC.

http://i.imgur.com/zPjfOZP.png(3) Target Acquisition 3: AP cost 2, ranks 1, progression 10, requires Target Acquisition 2.
Target acquisition reduces your attack and damage rolls by an additional -1 but provides your master with an additional +1 weapon enhancement bonus.

http://i.imgur.com/h8qx1dI.png(4) Astute 3: AP cost 2, ranks 1, progression 10, requires Astute 2.
The maximum competence bonus you get from astute is increased to 15.

http://i.imgur.com/lskzOAN.png(5) Artificial Intelligence 1: AP cost 1, ranks 2, progression 10.
You gain +1 / +2 intelligence.


Tier 4
http://i.imgur.com/bSAtmQk.png(1) Trap Avoidance 4: AP cost 1, ranks 1, progression 15, requires Trap Avoidance 3.
You gain an additional +1 to all saves and +2 to saves vs traps.

http://i.imgur.com/k1B2pUw.png(2) Force Field 4: AP cost 1, ranks 1, progression 15, requires Force Field 3.
You gain an additional +2 AC.

http://i.imgur.com/zPjfOZP.png(3) Target Acquisition 4: AP cost 2, ranks 1, progression 15, requires Target Acquisition 3.
Target acquisition reduces your attack and damage rolls by an additional -1 but provides your master with an additional +1 weapon enhancement bonus.

http://i.imgur.com/h8qx1dI.png(4) Astute 4: AP cost 2, ranks 1, progression 15, requires Astute 3.
The maximum competence bonus you get from astute is increased to 17, +1 for every 2 epic levels your master has.

http://i.imgur.com/lskzOAN.png(5) Artificial Intelligence 2: AP cost 1, ranks 2, progression 15.
You gain +1 / +2 intelligence.


Tier 5
http://i.imgur.com/5Y1oU3Y.png(1) Assisted Escape: AP cost 2, ranks 1, progression 20, requires Trap Avoidance 4.
You and your master gain +2 to all saves while your master is within your field of influence.

http://i.imgur.com/fJQk3MN.png(2) Mutual Protection: AP cost 2, ranks 1, progression 20, requires Force Field 4.
You and your master gain (2 + your intelligence modifier) AC while your master is within your field of influence.

http://i.imgur.com/rgLuaQY.png(3) Report Weakness: AP cost 2, ranks 1, progression 20, requires Target Acquisition 4.
Your critical hits no longer deal additional damage.
Instead they provide your master with a temporary buff that guarantees their next attack to critically hit.

http://i.imgur.com/eZrXZ2o.png(4) Helpful Advice: AP cost 2, ranks 1, progression 20, requires Astute 4.
Your master gains +4 to all their skill checks while they are within your field of influence.

http://i.imgur.com/vfznmch.png(5) Remote Disarmament: AP cost 2, ranks 1, progression 20.
You can attempt to disable devices for your master.
This skill uses your masters disable device checks, only reduced by 4.

Wolf

http://imgur.com/VGVxvnF.png
===Guard Dog Tree===

Core
http://i.imgur.com/wzrF45O.png(1) Thick Fur: AP cost 1, ranks 1, progression 0, requires level 1.
You gain +2 base health per AP spent in this tree.

http://i.imgur.com/2OVfUij.png(2) Evasion: AP cost 1, ranks 1, progression 5, requires level 4 + Thick Fur.
When you make a successful Reflex save to avoid damage you suffer no damage instead of half damage.

http://i.imgur.com/FhLkBXi.png(3) Loyalty: AP cost 1, ranks 1, progression 10, requires level 7 + Evasion.
While you are next to your master you gain +5% max health, and immunity to fear effects.

http://i.imgur.com/nmgErwv.png(4) Armored Dog: AP cost 1, ranks 1, progression 15, requires level 10 + Loyalty.
You are proficient with all non metallic armor and gain bonus physical resistance when wearing it.

http://i.imgur.com/2OVfUij.png(5) Improved Evasion: AP cost 1, ranks 1, progression 20, requires level 13 + Armored Dog.
When you attempt a Reflex save against an effect that normally does half damage when saved against you suffer no damage if you successfully save and half damage even if you fail.

http://i.imgur.com/V86YXNX.png(6) Undying Loyalty: AP cost 1, ranks 1, progression 25, requires level 16 + Improved Evasion.
Once per rest you will resurrect yourself from the brink of death.
This will transform you into another animal until you rest.
Bear: +15% max health, but -20% movement speed.
Hyena: +2d6 sneak attack damage, but -10 intimidate and your attacks generate 40% less hate.
Worg: +10% chance to trip enemies on hit, but -10% healing.
Lion: +10 to all skills, but -2 to all saves.
Rat: +15% dodge chance, but +10% miss chance.
Panther: +10 melee power, -10 PRR.


Tier 1
http://i.imgur.com/yHHTmGg.png(1) Good Health 1: AP cost 2, ranks 1, progression 1.
You gain +10% positive healing amplification.

http://i.imgur.com/0PWIdtO.png(2) Natural Resistance 1: AP cost 2, ranks 1, progression 1.
You gain +2 to all saves.

http://i.imgur.com/h5YY7mp.png(3) Elusive 1: AP cost 2, ranks 1, progression 1.
You gain +5% dodge chance and dodge chance cap.

http://i.imgur.com/orGDfAE.png(4) Feed 1: AP cost 2, ranks 1, progression 1.
When you have less than 100% health your attacks restore 1 to 2 HP on hit.
Healing scales 100% with melee power.

http://i.imgur.com/lnnniva.png(5) Wild Rage: AP cost 2, ranks 1, progression 1.
You fly into a wild rage for 60 seconds gaining +4 strength and constitution.
After the rage ends your strength and constitution are reduced by -2 for 30 seconds.
This ability can not be used again until both the rage and fatigue effects have ended.
Restoration spells will clear both the rage and the fatigue effects.


Tier 2
http://i.imgur.com/yHHTmGg.png(1) Good Health 2: AP cost 2, ranks 1, progression 5, requires Good Health 1.
You gain an additional +10% positive healing amplification.

http://i.imgur.com/0PWIdtO.png(2) Natural Resistance 2: AP cost 2, ranks 1, progression 5, requires Natural Resistance 1.
You gain an additional +2 to all saves.

http://i.imgur.com/h5YY7mp.png(3) Elusive 2: AP cost 2, ranks 1, progression 5, requires Elusive 1.
You gain an additional +5% dodge chance and dodge chance cap.

http://i.imgur.com/orGDfAE.png(4) Feed 2: AP cost 2, ranks 1, progression 5, requires Feed 1.
When you have less than 75% health your attacks restore an additional 1 to 4 HP on hit.
Healing scales 100% with melee power.

http://i.imgur.com/uF6HjCv.png(5) Feral Rage: AP cost 2, ranks 1, progression 5, requires Wild Cleave.
Wild rage grants you 10 melee power.
Every 6 seconds this bonus is reduced by 1.


Tier 3
http://i.imgur.com/yHHTmGg.png(1) Good Health 3: AP cost 2, ranks 1, progression 10, requires Good Health 2.
You gain an additional +10% positive healing amplification.

http://i.imgur.com/0PWIdtO.png(2) Natural Resistance 3: AP cost 2, ranks 1, progression 10, requires Natural Resistance 2.
You gain an additional +2 to all saves.

http://i.imgur.com/h5YY7mp.png(3) Elusive 3: AP cost 2, ranks 1, progression 10, requires Elusive 2.
You gain an additional +5% dodge chance and dodge chance cap.

http://i.imgur.com/orGDfAE.png(4) Feed 3: AP cost 2, ranks 1, progression 10, requires Feed 2.
When you have less than 50% health your attacks restore an additional 1 to 8 HP on hit.
Healing scales 100% with melee power.

http://i.imgur.com/ycKtg47.png(5) Canine Constitution 1: AP cost 1, ranks 2, progression 10.
You gain +1 / +2 constitution.


Tier 4
http://i.imgur.com/yHHTmGg.png(1) Good Health 4: AP cost 2, ranks 1, progression 15, requires Good Health 3.
You gain an additional +10% positive healing amplification.

http://i.imgur.com/0PWIdtO.png(2) Natural Resistance 4: AP cost 2, ranks 1, progression 15, requires Natural Resistance 3.
You gain an additional +2 to all saves.

http://i.imgur.com/h5YY7mp.png(3) Elusive 4: AP cost 2, ranks 1, progression 15, requires Elusive 3.
You gain an additional +5% dodge chance and dodge chance cap.

http://i.imgur.com/orGDfAE.png(4) Feed 4: AP cost 2, ranks 1, progression 15, requires + Feed 3.
When you have less than 25% health your attacks restore an additional 1 to 16 HP on hit.
Healing scales 100% with melee power.

http://i.imgur.com/ycKtg47.png(5) Canine Constitution 2: AP cost 1, ranks 2, progression 15.
You gain +1 / +2 constitution.


Tier 5
http://i.imgur.com/qv5FgNJ.png(1) Positive Feedback: AP cost 2, ranks 1, progression 20, requires Good Health 4.
You are healed by 10% of the healing your master receives, and your master is healed by 10% of the healing you receive.
Healing from feed, feast, or positive feedback is not counted for this effect.

http://i.imgur.com/HO0SUev.png(2) Dogged Defiance: AP cost 2, ranks 1, progression 20, requires Natural Resistance 4.
You gain 10 +1 per level spell resistance.

http://i.imgur.com/3QKPbxL.png(3) Painful Lesson: AP cost 2, ranks 1, progression 20, requires Elusive 4.
When you are hit in combat you gain +1% dodge chance and +1% dodge chance cap, stacking up to 10 times.
Stacks fade at a rate of 1 every 20 seconds.

http://i.imgur.com/lJFVff4.png(4) Feast: AP cost 2, ranks 1, progression 20, requires Feed 4.
When you critically hit an enemy you are rejuvenated as if hit by a greater restoration spell, and are healed by an amount equal to your constitution.

http://i.imgur.com/lHqEZhu.png(5) Four Strong Legs: AP cost 2, ranks 1, progression 20, requires.
You are immune to most forms of knockdown.


http://imgur.com/Qmr664h.png
===Night Predator Tree===

Core
http://i.imgur.com/s5oZS7i.png(1) Prey Seeker: AP cost 1, ranks 1, progression 0, requires level 1.
Your attacks bypass 1% of your opponents fortification per AP spent in this tree.

http://i.imgur.com/hcqp9RK.png(2) Pray On The Weak: AP cost 1, ranks 1, progression 5, requires level 4 + Penetrating Fangs.
You deal an additional +15% damage to helpless enemies.

http://i.imgur.com/HQTWZUy.png(3) Animalistic: multi choice.
Your attacks critically hit harder or more often.

http://i.imgur.com/QGxmUMY.png(1) Animalistic Brutality: AP cost 1, ranks 1, progression 10, requires level 7 + Pray On The Weak.
Your attacks have +1 critical damage multiplier.

http://i.imgur.com/6isqaWq.png(2) Animalistic Violence: AP cost 1, ranks 1, progression 10, requires level 7 + Pray On The Weak.
Your attacks have +1 critical threat.

http://i.imgur.com/hcqp9RK.png(4) Devour On The Weak: AP cost 1, ranks 1, progression 15, requires level 10 + Animalistic.
You deal an additional +15% damage to helpless enemies.

http://i.imgur.com/HQTWZUy.png(3) Exceedingly Animalistic: multi choice.
Your attacks critically hit harder and more often.

http://i.imgur.com/QGxmUMY.png(1) Animalistic Brutality: AP cost 1, ranks 1, progression 20, requires level 13 + Devour On The Weak + Animalistic Violence.
Your attacks have +1 critical damage multiplier.

http://i.imgur.com/6isqaWq.png(2) Animalistic Violence: AP cost 1, ranks 1, progression 20, requires level 13 + Devour On The Weak + Animalistic Brutality.
Your attacks have +1 critical threat.

http://i.imgur.com/HQRw3Sr.png(6) Blood Scent: AP cost 1, ranks 1, progression 25, requires level 16 + Exceedingly Animalistic.
Once every 6 seconds your master marks the next enemy they attack for 6 seconds.
Marked enemies will draw your attention and cause your next attack to consume the mark, dealing 5d20 additional damage.
Damage scales with your melee power.


Tier 1
http://i.imgur.com/t8k9efE.png(1) Stalk 1: AP cost 1, ranks 1, progression 1.
You enter stealth if you haven't been in combat for 6 seconds, and gain +1 to your hide and move silently checks per level.
In addition you gain a +2 competence bonus to your hide and move silently skills.
This bonus is increased by 1 per master level up to a maximum of 5.

http://i.imgur.com/uBSzto2.png(2) Sneak Attack 1: AP cost 2, ranks 1, progression 1.
You you deal an additional 1d6 sneak attack damage.

http://i.imgur.com/ZLeu3Lt.png(3) Go For The Throat 1: AP cost 1, ranks 1, progression 1.
You gain +2 to confirm critical hits and critical hit damage.

http://i.imgur.com/gYTa59I.png(4) Quick Killer 1: AP cost 2, ranks 1, progression 1.
You attack 5% faster.

http://i.imgur.com/Cd2T1DB.png(5) Agile Hunter: AP cost 1, ranks 1, progression 1.
You can now use your dexterity modifier for your attack rolls.


Tier 2
http://i.imgur.com/t8k9efE.png(1) Stalk 2: AP cost 1, ranks 1, progression 5, requires Stalk 1.
The maximum competence bonus you get from stalk is increased to 10.

http://i.imgur.com/uBSzto2.png(2) Sneak Attack 2: AP cost 2, ranks 1, progression 5, requires Sneak Attack 1.
You you deal an additional 1d6 sneak attack damage.

http://i.imgur.com/ZLeu3Lt.png(3) Go For The Throat 2: AP cost 1, ranks 1, progression 5, requires Go For The Throat 1.
You gain an additional +2 to confirm critical hits and critical hit damage.

http://i.imgur.com/gYTa59I.png(4) Quick Killer 2: AP cost 2, ranks 1, progression 5, requires Quick Killer 1.
You attack an additional 5% faster.

http://i.imgur.com/Cd2T1DB.png(5) Agile Predator: AP cost 1, ranks 1, progression 5, requires Agile Hunter.
You can now use your dexterity modifier for your damage rolls.


Tier 3
http://i.imgur.com/t8k9efE.png(1) Stalk 3: AP cost 1, ranks 1, progression 10, requires Stalk 2.
The maximum competence bonus you get from stalk is increased to 15.

http://i.imgur.com/uBSzto2.png(2) Sneak Attack 3 name: AP cost 2, ranks 1, progression 10, requires Sneak Attack 2.
You you deal an additional 1d6 sneak attack damage.

http://i.imgur.com/ZLeu3Lt.png(3) Go For The Throat 3: AP cost 1, ranks 1, progression 10, requires Go For The Throat 2.
You gain an additional +2 to confirm critical hits and critical hit damage.

http://i.imgur.com/gYTa59I.png(4) Quick Killer 3: AP cost 2, ranks 1, progression 10, requires Quick Killer 2.
You attack an additional 5% faster.

http://i.imgur.com/eaJ5OVD.png(5) Predatory Strength Or Dexterity 1: multi choice.
You gain increased strength or dexterity.

http://i.imgur.com/GIuI4Lt.png(1) Predatory Strength 1: AP cost 1, ranks 2, progression 10.
You gain +1 / +2 strength.

http://i.imgur.com/GbuoeVw.png(2) Predatory Dexterity 1: AP cost 1, ranks 2, progression 10.
You gain +1 / +2 dexterity.


Tier 4
http://i.imgur.com/t8k9efE.png(1) Stalk 4: AP cost 1, ranks 1, progression 15, requires Stalk 3.
The maximum competence bonus you get from stalk is increased to 17, +1 for every 2 epic levels your master has.

http://i.imgur.com/uBSzto2.png(2) Sneak Attack 4 name: AP cost 2, ranks 1, progression 15, requires Sneak Attack 3.
You you deal an additional 1d6 sneak attack damage.

http://i.imgur.com/ZLeu3Lt.png(3) Go For The Throat 4: AP cost 1, ranks 1, progression 15, requires Go For The Throat 3.
You gain an additional +2 to confirm critical hits and critical hit damage.

http://i.imgur.com/gYTa59I.png(4) Quick Killer 4: AP cost 2, ranks 1, progression 15, requires Quick Killer 3.
You attack an additional 5% faster.

http://i.imgur.com/eaJ5OVD.png(5) Predatory Strength Or Dexterity 2: multi choice.
You gain increased strength or dexterity.

http://i.imgur.com/GIuI4Lt.png(1) Predatory Strength 2: AP cost 1, ranks 2, progression 15.
You gain +1 / +2 strength.

http://i.imgur.com/GbuoeVw.png(2) Predatory Dexterity 2: AP cost 1, ranks 2, progression 15.
You gain +1 / +2 dexterity.


Tier 5
http://i.imgur.com/OpwcWyr.png(1) Sudden Death: AP cost 2, ranks 1, progression 20, requires Stalk 4.
Sneak attacks from stealth deal 1d12 additional damage per level, and mark the target for 10 seconds.
If a target dies before the mark expires then you instantly re-enter stealth.

http://i.imgur.com/156e6qU.png(2) Sneak Assault: AP cost 2, ranks 1, progression 20, requires Sneak Attack 4.
Your sneak attacks deal 1d6 extra damage, plus an additional 1d2 per physical power.

http://i.imgur.com/wTlJOe9.png(3) Critically Wounded: AP cost 2, ranks 1, progression 20, requires Go For The Throat 4.
Your critical hits deal 1d6 damage to a random ability score, and your critical hits on a natural roll of 20 deal 1d6 damage to all ability scores.

http://i.imgur.com/iHc52XU.png(4) Fast And Deadly: AP cost 2, ranks 1, progression 20, requires Quick Killer 4.
You gain +10% doublestrike chance.

http://i.imgur.com/oARUSXg.png(5) Ankle Biter: AP cost 2, ranks 1, progression 20.
While flanking your attacks deal +1W damage.


http://imgur.com/aN4cnPo.png
===Spirit Animal Tree===

Core
http://i.imgur.com/v1yqlKY.png(1) Howl: AP cost 1, ranks 1, progression 0, requires level 1.
You gain the ability to howl at the cost of 50 mana.
Nearby enemies who hear you must make a DC (10 + level + wisdom) will save or be afflicted with a stack of vulnerable and shaken.
10 second cooldown.
You also gain max mana equal to (150 + four times your wisdom score + 5 per AP spent in this tree.)

http://i.imgur.com/qokQEpD.png(2) Sharp Senses: AP cost 1, ranks 1, progression 5, requires level 4 + Howl.
Your sharp senses let you attack concealed or invisible enemies without penalty.

http://i.imgur.com/WjBs3aj.png(3) Spiritual Experience: AP cost 1, ranks 1, progression 10, requires level 7 + Sharp Senses
You know a thing a two about the spirit world, and as such can bypass incorporeality.

http://i.imgur.com/FHEevFx.png(4) Wild Magic: AP cost 1, ranks 1, progression 15, requires level 10 + Spiritual Experience.
Your vorpal strikes restore mana equal to your wisdom score, and reset the cooldown of Howl.

http://i.imgur.com/1qcWtEf.png(5) Spiritual Clarity: AP cost 1, ranks 1, progression 20, requires level 13 + Wild Magic.
Your pack members gain temporary mana points equal to your level for 20 seconds whenever you use Howl.
This stacks up to 3 times.

http://i.imgur.com/QcxeYEp.png(6) Wolf Spirit: AP cost 1, ranks 1, progression 25, requires level 16 + Spiritual Clarity.
Your whole pack is imbued with your wolf spirit, increasing their attack and casting speed by 10% even while you're dead.


Tier 1
http://i.imgur.com/am89cb6.png(1) Haunting Howl 1: AP cost 1, ranks 1, progression 1.
Howl applies an additional stack vulnerable to enemies who fail its save.

http://i.imgur.com/OnfQLbU.png(2) Motivating Howl 1: AP cost 2, ranks 1, progression 1.
When you howl nearby pack members gain stacks of regeneration equal to your level, up to a cap of 100.
Every 8 seconds a stack fades, and the target has 1 health restored.
Healing scales 200% with positive spell power.

http://i.imgur.com/zNM86ED.png(3) Nature's Guide 1: AP cost 1, ranks 1, progression 1.
All pack members other then you or your master gain +10% movement speed while you are alive.
If you have the Wolf Spirit enhancement then this effect no longer require you to be alive.

http://i.imgur.com/cMxUZVN.png(4) Ominous Fog 1: AP cost 2, ranks 1, progression 1.
Whenever you howl you shroud the area in fog for 60 seconds.
Allies within the fog will have a 10% chance to be missed due to concealment.

http://i.imgur.com/4VQleMo.png(5) Invigorating Assault: AP cost 1, ranks 3, progression 1.
Your attacks restore 1 / 3 / 5 mana on hit.


Tier 2
http://i.imgur.com/am89cb6.png(1) Haunting Howl 2: AP cost 1, ranks 1, progression 5, requires Haunting Howl 1.
Howl applies an additional stack vulnerable to enemies who fail its save.

http://i.imgur.com/OnfQLbU.png(2) Motivating Howl 2: AP cost 2, ranks 1, progression 5, requires Motivating Howl 1.
Regeneration stacks are now converted into health at a rate of 1 every 7 seconds.

http://i.imgur.com/zNM86ED.png(3) Nature's Guide 2: AP cost 1, ranks 1, progression 5, requires Nature's Guide 1.
Nature's guide grants an additional +10% movement speed.

http://i.imgur.com/cMxUZVN.png(4) Ominous Fog 2: AP cost 2, ranks 1, progression 5, requires Ominous Fog 1.
Allies within the fog now have a 15% chance to be missed due to concealment instead of a 10% chance.

http://i.imgur.com/ey79hSf.png(5) Wasteless Power: AP cost 1, ranks 3, progression 5, requires Invigorating Assault.
Your mana is restored by 5% / 15% / 25% of the mana used by your master.


Tier 3
http://i.imgur.com/am89cb6.png(1) Haunting Howl 3: AP cost 1, ranks 1, progression 10, requires Haunting Howl 2.
Howl applies an additional stack vulnerable to enemies who fail its save.

http://i.imgur.com/OnfQLbU.png(2) Motivating Howl 3: AP cost 2, ranks 1, progression 10, requires Motivating Howl 2.
Regeneration stacks are now converted into health at a rate of 1 every 4 seconds.

http://i.imgur.com/zNM86ED.png(3) Nature's Guide 3: AP cost 1, ranks 1, progression 10, requires Nature's Guide 2.
Nature's guide grants an additional +10% movement speed.

http://i.imgur.com/cMxUZVN.png(4) Ominous Fog 3: AP cost 2, ranks 1, progression 10, requires Ominous Fog 2.
Allies within the fog now have a 20% chance to be missed due to concealment instead of a 15% chance.

http://i.imgur.com/oMY07Ra.png(5) Wolven Wisdom 1: AP cost 1, ranks 2, progression 10.
You gain +1 / +2 wisdom.


Tier 4
http://i.imgur.com/am89cb6.png(1) Haunting Howl 4: AP cost 1, ranks 1, progression 15, requires Haunting Howl 3.
Howl applies an additional stack vulnerable to enemies who fail its save.

http://i.imgur.com/OnfQLbU.png(2) Motivating Howl 4: AP cost 2, ranks 1, progression 15, requires Motivating Howl 3.
Regeneration stacks are now converted into health at a rate of 1 every second.

http://i.imgur.com/zNM86ED.png(3) Nature's Guide 4: AP cost 1, ranks 1, progression 15, requires Nature's Guide 3.
Nature's guide grants an additional +10% movement speed.

http://i.imgur.com/cMxUZVN.png(4) Ominous Fog 4: AP cost 2, ranks 1, progression 15, requires Ominous Fog 3.
Allies within the fog now have a 25% chance to be missed due to concealment instead of a 20% chance.

http://i.imgur.com/oMY07Ra.png(5) Wolven Wisdom 2: AP cost 1, ranks 2, progression 15.
You gain +1 / +2 wisdom.


Tier 5
http://i.imgur.com/QL56L4f.png(1) Horrifying Howl: AP cost 2, ranks 1, progression 20, requires Haunting Howl 4.
Enemies who fail to save against Howl must make a second (10 + caster level + wisdom) will save or become paralyzed with fear for 4 seconds.

http://i.imgur.com/HrlUyAh.png(2) Magnificent Howl: AP cost 2, ranks 1, progression 20, requires Motivating Howl 4.
Howl now grants nearby pack members temporary hit points equal to twice your level for 60 seconds.
Scales 200% with positive spell power.

http://i.imgur.com/STRhRaH.png(3) Strength Of The Pack: AP cost 2, ranks 1, progression 20, requires Nature's Guide 4.
Nature's guide grants pack members other then you or your master +20% additional attack speed.

http://i.imgur.com/3iDEVVC.png(4) Ghost Of The Forest: AP cost 2, ranks 1, progression 15, requires Ominous Fog 4.
Enemy attacks have a 10% chance to miss you due to incorporeality.

http://i.imgur.com/rc0DY1l.png(5) One With The Spirits: AP cost 1, ranks 1, progression 20.
Your master no longer takes a hit to their health or mana when you die, as they know you are one with the spirits.

doubledge
04-09-2017, 09:58 PM
Having the stats scale flat at +1 per two levels is probably a worse idea where it is now: the dogs will never be particularily wise, charismatic, or intelligent, but they should have massive strength, constitution, and dexterity.
I'd change the stat spread to

Strength 14 (+1/level)
Dexterity 14(+1/level)
Constitution 14(+1/level)
Intelligence 6(+1/2 levels)
Wisdom 6(+1/2 levels)
Charisma 6(+1/2 levels)

This is slightly better for what they're doing.

:Edit: Nvm, didn't see the stat boosts in the tree.

Having good/bad/chaotic/lawful be mandatory for the dog is not ideal.

I still think these stats need tweaking... just my two cents.


:Edit 2:

Holy Damn! That wolf tree is insane! Spirit animal is horribly powerful. Anything increasing attack speed, let alone for an entire party would ensure that that's the only way to go!

Questdoer
04-10-2017, 12:28 AM
Having good/bad/chaotic/lawful be mandatory for the dog is not ideal.

Why? It costs 0 AP and you have the option to stay true neutral if you want.



:Edit 2:

Holy Damn! That wolf tree is insane! Spirit animal is horribly powerful. Anything increasing attack speed, let alone for an entire party would ensure that that's the only way to go!

It doesn't buff the entire party only your pack.
In DDO a "pack" is defined as the druid and all of his or her hirelings, pets, summoned creatures, and charmed creatures.

Also that enhancement is the same as "Wolf Strength of the Pack", the current capstone.
The only change is that it works through death.

Questdoer
04-14-2017, 08:42 AM
Also that enhancement is the same as "Wolf Strength of the Pack", the current capstone.
The only change is that it works through death.
Oh and it speeds up spell casts as well.
But it no longer gives a +1 morale bonus to Constitution and Will saves anymore so its only fair.

Questdoer
04-24-2017, 05:39 PM
Fixed a bug that was causing some of the pictures to not show up.

FuryFlash
04-25-2017, 06:51 PM
This is awesome! I like the idea of really being able to customize the pets themselves, not to mention a much-needed boost in usefulness for the pets. On the other hand, some of these might need to be scaled back a bit. If only this would actually happen... :rolleyes:

edrein
04-27-2017, 10:17 AM
These trees are great! Only question I have is whether or not the Palemaster's skeleton would have access to the general tree? If so, perhaps you could tweak it to have a few more benefits? Seems a shame that the PM skeleton is currently the arguably best pet (only because it's enhancements are right there in the player's tree and help AP spending towards capstone), but that still means it is terribly weak. If you do a 15 wiz/5 warlock build and invest in Enlightened Spirits pet buffs the skeleton is a nearly unkilleable beast in EE content (I test this before reaper came out) but is utterly useless as far as holding aggro or remotely dealing damage is concerned. And sadly the skeleton has 45% doublestrike.

I'd love the skeleton to be able to benefit from a generalist summoner/pet enhancement line that isn't tied to player AP at all. But remain it's unique position of not being able to be geared like the dogs. The trade off remains as is, but all pets benefit.

Questdoer
04-29-2017, 07:34 AM
These trees are great! Only question I have is whether or not the Palemaster's skeleton would have access to the general tree? If so, perhaps you could tweak it to have a few more benefits? Seems a shame that the PM skeleton is currently the arguably best pet (only because it's enhancements are right there in the player's tree and help AP spending towards capstone), but that still means it is terribly weak. If you do a 15 wiz/5 warlock build and invest in Enlightened Spirits pet buffs the skeleton is a nearly unkilleable beast in EE content (I test this before reaper came out) but is utterly useless as far as holding aggro or remotely dealing damage is concerned. And sadly the skeleton has 45% doublestrike.

I'd love the skeleton to be able to benefit from a generalist summoner/pet enhancement line that isn't tied to player AP at all. But remain it's unique position of not being able to be geared like the dogs. The trade off remains as is, but all pets benefit.

Yeah I have thought about it.

Giving the skeleton access to the general tree would solve some of the issues you have raised here.
But they would have to have either reduced AP gain per level, or another tree to put points into.
Otherwise people would have more points then they know what to do with and that's not very fun.

Maybe I could make trees that bring back the original archer/knight/wizard set up.
Maybe...

Questdoer
06-22-2019, 12:06 PM
Some day I should revisit this whole thing...
But not any time soon.

Kutalp
06-22-2019, 11:15 PM
My humble support for the Pet enhancement update.