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  1. #1

    Default Enhancements - Alpha version

    I'm going to try to post complete info for all the trees for all the races and classes. This will take a while.

    I'll change this table of contents into links as I add each one:

    Race
    Drow
    Dwarf
    Elf
    Halfling
    Half-Elf
    Half-Orc
    Human
    Warforged

    Class
    Artificer
    Barbarian
    Bard
    Cleric
    Druid
    Favored Soul
    Fighter
    Monk
    Paladin
    Ranger
    Rogue
    Sorcerer
    Wizard

  2. #2

    Default Artificer

    BATTLE ENGINEER


    Core Abilities

    Battle Engineer
    Your equipped rune arm grants you +8 Universal Spell Power when it is charged to Charge Tier 1.
    AP Cost: 0
    Requires: Artificer level 1, 1 AP spent in tree

    Infused Weapons
    Your equipped weapon in your main hand gains +1 to its Enhancement bonus. Additonally, you gain +1 bonus to your attack roll to confirm a critical hit, and a +1 bonus to the damage of your critical hits (before multipliers). Your equipped rune arm grants you an additonal +8 Universal Spell Power when it is charged to Charge Tier 2, for a total of +16.
    AP Cost: 2
    Requires: Artificer level 3, 5 AP spent in tree, Battle Engineer

    Infused Armor
    Your equipped armor gains +1 to its Enhancement bonus. Additionally, your equipped armor grants you +5 PRR and -10% ASF. (Artificer Infusions are not affected by ASF, but this assists with scroll use.) Your equipped rune arm grants you an additonal +8 Universal Spell Power when it is charged to Charge Tier 3, for a total of +24.
    AP Cost: 2
    Requires: Artificer level 6, 10 AP spent in tree, Infused Weapons rank 1

    Infused Weapons
    Your equipped weapon in your main hand gains an additional +1 to its Enhancement bonus, for a total of +2. You also gain an additonal +1 bonus to your attack roll to confirm a critical hit, and a +1 bonus to the damage of your critical hits (before multipliers), for a total of +2. Your equipped rune arm grants you an additonal +8 Universal Spell Power when it is charged to Charge Tier 4, for a total of +32.
    AP Cost: 2
    Requires: Artificer level 12, 20 AP spent in tree, Infused Armor rank 1

    Infused Armor
    Your equipped armor gains an additonal +1 to its Enhancement bonus, for a total of +2. Your equipped armor also grants you an additional +5 PRR for a total of +10 and an additional -10% ASF for a total of -20%. (Artificer Infusions are not affected by ASF, but this assists with scroll use.) Your equipped rune arm grants you an additonal +8 Universal Spell Power when it is charged to Charge Tier 5, for a total of +40.
    AP Cost: 2
    Requires: Artificer level 18, 30 AP spent in tree, Infused Weapons rank 2

    Master Engineer
    You gain +2 Intelligence. The Enhancement bonus of your armor and your equipped weapon in your main hand are each increased by an additional +1, for a total of +3. Your equipped weapon in your main hand is now a Spellcasting Implement, providing a +3 Implement bonus to Universal Spell Power for every +1 Enhancement bonus on the weapon.
    AP Cost: 2
    Requires: Artificer level 20, 40 AP spent in tree, Infused Armor rank 2


    Battle Engineer: Tier 1

    Weapon Training
    Select one of the following:
    - Crossbow Training: +1 to attack rolls with crossbows. +1 to damage with non-repeating crossbows.
    - Hand and a Half Training: +1 to attack and damage rolls with Bastard Swords and Dwarven Axes.
    AP Cost: 2
    Ranks: 1
    Requires: Artificer level 1

    Field Engineer
    +1/2/3 Concentration, Disable Device and Open Locks
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Artificer level 1

    Attack Boost
    Activate this ability to gain +4/6/8 Action Boost bonus to your attack rolls for 20 seconds.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Artificer level 1

    Thermal Venting
    You have optimized the magical venting of your rune arms. After firing, your cooldown is 10/20/30% faster.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Artificer level 1

    Item Defense
    You have a 25/50/75% chance to negate potential item wear.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Artificer level 1


    Battle Engineer: Tier 2

    Weapon Training
    Select one of the following:
    - Crossbow Training: +1 attack with crossbows, +1 to damage with repeating crossbows, +2 damage with non-repeating crossbows.
    - Hand and a Half Training: +1 to attack and damage rolls with Bastard Swords and Dwarven Axes.
    AP Cost: 2
    Ranks: 1
    Requires: Artificer level 2, 5 AP spent in tree, Weapon Training tier 1

    Wrack Construct
    Choose one of the following, both of which do On Damage: Deals 1/3/5d6 extra damage to constructs and living constructs, and applies Wracked: This construct's or living construct's fortification is reduced by 10% and loses its inherent immunity to sneak attack. This effect stacks up to 5 times.
    - Melee Wrack Construct
    - Ranged Wrack Construct
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Artificer level 2, 5 AP spent in tree

    Damage Boost
    Activate this ability to receive a +10/20/30% Action Boost bonus to damage 20 seconds.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Artificer level 2, 5 AP spent in tree

    Thaumaturgical Conduits
    You have made improvements to the efficiency of your rune arms. Your rune arms build charge 10/20/33% faster.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Artificer level 2, 5 AP spent in tree


    Battle Engineer: Tier 3

    Weapon Training
    Select one of the following:
    - Crossbow Training: +1 to attack rolls with crossbows. +1 to damage with non-repeating crossbows.
    - Hand and a Half Training: +1 to attack and damage rolls with Bastard Swords and Dwarven Axes.
    AP Cost: 2
    Ranks: 1
    Requires: Artificer level 3, 10 AP spent in tree, Weapon Training tier 2

    Disable Construct
    Activate: Target construct or living construct is dazed for 10/20/30 seconds. This effect is removed on damage. Using this ability on a target already effected by it will extend the duration. (Cooldown: 25 seconds)
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Artificer level 3, 10 AP spent in tree

    Extra Action Boost
    You can use each of your action boost 1/2/3 additional time(s) per rest.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Artificer level 3, 10 AP spent in tree

    Arcane Capacitors
    When moving, your Rune Arm's charge decays 25% slower than normal.
    AP Cost: 2
    Ranks: 1
    Requires: Artificer level 3, 10 AP spent in tree, Thaumaturgical Conduits rank 1

    Ability Point
    Select one of the following:
    - Strength +1
    - Dexterity +1
    - Intelligence +1
    AP Cost: 2
    Ranks: 1
    Requires: Artificer level 3, 10 AP spent in tree


    Battle Engineer: Tier 4

    Weapon Training
    Select one of the following:
    - Crossbow Training: +1 attack with crossbows, +1 to damage with repeating crossbows, +2 damage with non-repeating crossbows.
    - Hand and a Half Training: +1 to attack and damage rolls with Bastard Swords and Dwarven Axes.
    AP Cost: 2
    Ranks: 1
    Requires: Artificer level 4, 20 AP spent in tree, Weapon Training tier 3

    Battle Mastery
    Select one of the following Action Boosts:
    - Endless Fusilade: Enchant your crossbow to instantly reload itself for 6 seconds.
    - Haste Boost: Receive a 30% Action Boost attack speed bonus for 20 seconds.
    AP Cost: 2
    Ranks: 1
    Requires: Artificer level 4, 20 AP spent in tree, Weapon Training tier 4

    Rune Arm Overcharge
    The patterns of magic making up your rune arm are clearer to you than ever. Your stable charge tier is increased to charge tier 2.
    AP Cost: 2
    Ranks: 1
    Requires: Artificer level 4, 20 AP spent in tree

    Arcane Capacitors
    When moving, your Rune Arm's charge decays 50% slower than normal.
    AP Cost: 2
    Ranks: 1
    Requires: Artificer level 4, 20 AP spent in tree, Arcane Capacitors tier 3

    Ability Point
    Select one of the following:
    - Strength +1
    - Dexterity +1
    - Intelligence +1
    AP Cost: 2
    Ranks: 1
    Requires: Artificer level 4, 20 AP spent in tree


    Battle Engineer: Tier 5

    Weapon Attachment
    Activate to attach your currently equipped weapons to youself, giving you superior control over them. Until you unequip these items or rest, they deal +0.5[W] damage. (Cooldown: 3 minutes)
    AP Cost: 2
    Ranks: 1
    Requires: Artificer level 5, 40 AP spent in tree, Weapon Training tier 4, and one of: Construct Essence (feat), Warforged traits

    Rune Arm Overcharge
    The patterns of magic making up your rune arm are clearer to you than ever. Your stable charge tier is increased to charge tier 3.
    AP Cost: 2
    Ranks: 1
    Requires: Artificer level 5, 40 AP spent in tree, Rune Arm Overcharge tier 4

    Tactical Mobility
    Charging your rune arm no longer causes you to move at reduced speed.
    AP Cost: 2
    Ranks: 1
    Requires: Artificer level 5, 40 AP spent in tree, Rune Arm Overcharge tier 5, Arcane Capacitor tier 4




    ARCANOTECHNICIAN


    Core Abilities

    Arcanotechnician
    Every point spent in the Arcanotechnician tree provides you with +1 Universal Spell Power.
    AP Cost: 0
    Requires: Artificer level 1, 1 AP spent in tree

    Palliative Admixture
    Creating an infused potion of magical energy, you hurl it towards your target in an arc. The potion explodes in a small area that provides nearby allies with 20 Temporary Hit Point and 10 Temporary Spell Points. These last one minute, or until affected creatures rest. (Cost: 5 spell points. Cooldown: 12 seconds.)
    AP Cost: 2
    Requires: Artificer level 3, 5 AP spent in tree, Arcanotechnician

    Thaumaturgical Battery
    Whenever you cast an infusion or spell, you capture a portion of that infusion or spells' energy as 1 Temporary Spell Point. This Temporary Spell Points lasts for one minute, until consumed by another infusion or spell, or until you rest.
    AP Cost: 2
    Requires: Artificer level 6, 10 AP spent in tree, Palliative Admixture

    Lightning Bolt
    The spell Lightning Bolt is added to your spellbook as a level 3 Artificer spell.
    AP Cost: 2
    Requires: Artificer level 12, 20 AP spent in tree, Thaumaturgical Battery

    Critical Admixture
    Creating an infused potion of magical energy, you hurl it towards your target in an arc. The potion explodes in a small AOE that deals 6d8+8 positive energy damage to nearby living allies and enemy undead. This infusion is effected by Artificer Knowledge: Potions. This SLA requires no material components. (Cost: 5 spell points. Cooldown: 8 seconds.)
    AP Cost: 2
    Requires: Artificer level 18, 30 AP spent in tree, Lightning Bolt

    Arcane Empowerment
    The patterns of the most complex magical formulae are like children's drawings to you. You gain +2 Intelligence and +5 Spellcraft. You treat any non-scroll activated equipped item that casts spells (such as wands, rods, armor, or other activated items) as if they were staves, increasing their caster level as equal to yours as well as increasing Save DCs to (10 + your Intelligence bonus + level of spell) if it would be an improvement. These increases are applied after Artificer Knowledge, so do not stack.
    AP Cost: 2
    Requires: Artificer level 20, 40 AP spent in tree, Critical Admixture


    Arcanotechnician: Tier 1

    Lightning Sphere
    You may cast the spell Lightning Sphere at will as an SLA. You may use Metamagic Feats with SLAs at no additional cost. (Cost: 8/6/4 spell points. Cooldown: 15/10/5 seconds.)
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Artificer level 1

    Energy of Creation
    Your studies have increased your maximium Spell Points by 30/60/90.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Artificer level 1

    Uncaring Master
    Your Iron Defender is expendable in your eyes - you can always rebuild it later. You no longer take damage or lose spell points when it dies.
    AP Cost: 2
    Ranks: 1
    Requires: Artificer level 1

    Spell Critical
    Your Electric, Fire, and Force spells have additional 1% to critically hit.
    AP Cost: 2
    Ranks: 1
    Requires: Artificer level 1

    Wand Heightening
    Add +1/2/3 to the save DCs of your offensive wands.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Artificer level 1


    Arcanotechnician: Tier 2

    Efficient Metamagic
    Choose one of the following:
    - Efficient Empower: Empower Spell costs 2/4/6 fewer spell points.
    - Efficient Quicken: Quicken costs 1/2/4 fewer spell points.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Artificer level 2, 5 AP spent in tree

    Imbued Defender
    Your Iron Defender gains +5/10/15 PRR and 5/10/15% doublestrike.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Artificer level 2, 5 AP spent in tree

    Spell Critical
    Your Electric, Fire, and Force spells have additional 1% to critically hit.
    AP Cost: 2
    Ranks: 1
    Requires: Artificer level 2, 5 AP spent in tree, Spell Critical tier 1

    Wand and Scroll Mastery
    +25/50/75% to the effectiveness of your wands, scrolls, and other items that cast spells.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Artificer level 2, 5 AP spent in tree, Wand Heightening of same rank


    Arcanotechnician: Tier 3

    Efficient Metamagic
    Choose one of the following:
    - Efficient Empower: Empower Spell costs 2/4/6 fewer spell points.
    - Efficient Quicken: Quicken costs 1/2/4 fewer spell points.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Artificer level 3, 10 AP spent in tree, Efficient Metamagic tier 2 of same rank

    Repair Systems
    You have installed automated repair systems in your Iron Defender. It repairs 1 point of damage every 18/12/ seconds. At rank 2: Every 6 seconds, your Iron Defender will slightly repair you. At rank 3: Every 6 seconds, your Iron Defender will slightly repair you and any nearby allies.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Artificer level 3, 10 AP spent in tree, Imbued Defender of same rank

    Spell Critical
    Your Electric, Fire, and Force spells have additional 1% to critically hit.
    AP Cost: 2
    Ranks: 1
    Requires: Artificer level 3, 10 AP spent in tree, Spell Critical tier 2

    Intelligence
    +1 Intelligence
    AP Cost: 2
    Ranks: 1
    Requires: Artificer level 3, 10 AP spent in tree


    Arcanotechnician: Tier 4

    Blast Rod
    You may cast the spell Blast Rod at will as an SLA. You may use Metamagic Feats with SLAs at no additional cost. (Cost: 12/8/6 spell points. Cooldown: 18/12/6 seconds.)
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Artificer level 4, 20 AP spent in tree, Lightning Sphere of same rank

    Efficient Heighten
    Using the Heighten Spell Metamagic costs you 1/2 fewer Spell Point(s) per heightened level.
    AP Cost: 2 per rank
    Ranks: 2
    Requires: Artificer level 4, 20 AP spent in tree, Efficient Metamagic tier 3 of same rank

    Arcane Engine
    You have carved arcane symbols on the core engine of your Iron Defender, allowing you to channel Arcane energies through him. As long as you remain near your Iron Defender, he will provide you with 3/6/10 Universal Spell Power.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Artificer level 4, 20 AP spent in tree, Repair Systems of same rank

    Spell Critical
    Your Electric, Fire, and Force spells have additional 1% to critically hit.
    AP Cost: 2
    Ranks: 1
    Requires: Artificer level 4, 20 AP spent in tree, Spell Critical tier 3

    Intelligence
    +1 Intelligence
    AP Cost: 2
    Ranks: 1
    Requires: Artificer level 4, 20 AP spent in tree


    Arcanotechnician: Tier 5

    Lightning Motes
    You may cast the spell Lightning Motes at will as an SLA. You may use Metamagic Feats with SLAs at no additional cost. (Cost: 4/3/2 spell points. Cooldown: 12/8/4 seconds.)
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Artificer level 5, 40 AP spent in tree, Blast Rod of same rank

    Master Defender
    Your Iron Defender gain +2/4/6 to Strength, Dexterity, and Constitution. In addition, as long as you remain near your Iron Defender, he will provide you with 1/2/3% Dodge.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Artificer level 5, 40 AP spent in tree, Arcane Engine of same rank

    Evocation Focus
    You have trained extensively in Evocation magic, granting a +1 bonus to your spell DCs of that school.
    AP Cost: 2
    Ranks: 1
    Requires: Artificer level 5, 40 AP spent in tree

  3. #3

  4. #4

  5. #5

    Default Cleric

    HEALING DOMAIN


    Core Abilities

    Healing Domain
    For each action point spent in this tree, you gain 1 Light Spell Power and 1.5 Positive Energy Spell Power.
    AP Cost: 0
    Requires: Cleric level 1, 1 AP spent in tree

    Pacifism
    Toggle: You gain 25 Positive Energy Spell Power and 3% Positive Energy Spell Critical Chance, but have -50 Spell Power and cannot critically hit with other spell damage types, and deal -1[W] damage.
    AP Cost: 2
    Requires: Cleric level 3, 5 AP spent in tree, Healing Domain

    Positive Energy Burst
    You gain +1% Positive Energy Spell Critical Chance. Channel Divinity: A wave of positive energy that expands from the caster, healing 1d8 plus 1 per Cleric level to all nearby allies, as well as removing 1d4 negative levels and 1d6 points of ability damage. Undead are instead damaged by the energy, taking 1d8 points of damage per Cleric level - a successful Will save reduces the damage by half.
    AP Cost: 2
    Requires: Cleric level 6, 10 AP spent in tree, Pacifism

    Improved Empower Healing
    You gain +1% Positive Energy Spell Critical Chance. The Empower Healing Spell metamagic now grants +100 Positive Energy Spell Power instead of +75.
    AP Cost: 2
    Requires: Cleric level 12, 20 AP spent in tree, Positive Energy Burst

    Positive Energy Shield
    You gain +1% Positive Energy Spell Critical Chance. Channel Divinity: Your living ally receives temporary hit points equal to your Heal skill. While these hit points remain, your target receives +10% Sacred bonus to healing they receive from positive energy.
    AP Cost: 2
    Requires: Cleric level 18, 30 AP spent in tree, Improved Empower Healing

    Radiant Servant
    You gain +2 Wisdom. Every fifth positive energy spell you cast deals maximum healing and has +50% chance to critical.
    AP Cost: 2
    Requires: Cleric level 20, 40 AP spent in tree, Positive Energy Shield


    Healing Domain: Tier 1

    Extra Turning
    +1/2/3 Turn Undead per rest.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Cleric level 1

    Wand Mastery
    +25/50/75% effectiveness of your wands, scrolls, and other items that cast spells, and +1/2/3 to the save DCs of your offensive wands.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Cleric level 1

    Divine Cleansing
    Channel Divinity: Removes harmful effects from your target. Leaves a lingering immunity to natural and magical diseases and poisons for 12 seconds per Cleric level.
    Rank 1: Removes all Disease and Poison effects.
    Rank 2: Removes all Blindness, Curse, Disease and Poison effects.
    Rank 3: Removes all Blindness, Curse, Disease, Paralysis, Petrification and Poison effects.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Cleric level 1

    Bliss
    When you use a Turn Attempt for any reason, you gain 3/4/5 Temporary Hit Points for each Healing Core Ability you possess.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Cleric level 1

    Altrusim
    +1/2/3 Concentration, Diplomacy and Heal. You also gain +0/0/10 Positive Energy Spell Power.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Cleric level 1


    Healing Domain: Tier 2

    Improved Turning
    You count as 1/2/3 level(s) higher when turning undead, and add 2/4/6 to the number of hit dice turned.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Cleric level 2, 5 AP spent in tree, Extra Turning of same rank

    Mighty Turning
    Undead that you successfully turn are instead destroyed.
    AP Cost: 2
    Ranks: 1
    Requires: Cleric level 2, 5 AP spent in tree, Improved Turning 1

    Purge Dark Magics
    Channel Divinity: Dispels 1/2/3 hostile magical effect(s) from your target.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Cleric level 2, 5 AP spent in tree, Divine Cleansing of same rank

    Channel Divinity
    Choose one of the following:
    - Divine Healing: Your target heals 1/2/4d4 hp every 2 seconds for 2 seconds per point of Heal skill you possess.
    - Divine Vitality: Your target ally gains 3/5/7d4+10 spellpoints. This ability cannot target yourself.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Cleric level 2, 5 AP spent in tree

    Efficient Empower Healing
    Healing spells cast while the Empower Healing Spell feat is activated cost 1/2/4 fewer spell point(s).
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Cleric level 2, 5 AP spent in tree


    Healing Domain: Tier 3

    intense Healing
    Your Positive Energy Spells are cast at +1/2/3 caster level.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Cleric level 3, 10 AP spent in tree

    Unyielding Sovereignty
    Activate: Fully heals all hit point damage done to a targeted ally, removes ability damage, death penalty effects, negative levels, the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, and stunned.
    AP Cost: 2
    Ranks: 1
    Requires: Cleric level 3, 10 AP spent in tree

    Martyrdom
    Toggle: When you are killed, four turn attempts are expended. All nearby living allies and enemy undead receive 250/500/1000 positive energy healing and are affected by your Divine Cleansing ability if you possess it. This healing effect is unaffected by Spell Power. (This ability has no effect if you have insufficient turn attempts when you die.) This ability toggles off on death.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Cleric level 3, 10 AP spent in tree, Divine Healing/Vitality of same rank

    Ability Point
    Select one of the following:
    - Wisdom +1
    - Charisma +1
    AP Cost: 2
    Ranks: 1
    Requires: Cleric level 3, 10 AP spent in tree


    Healing Domain: Tier 4

    Endless Turning
    Turn Undead uses regenerate at a base of one every 2 minutes, or 10% faster per rank if it already regenerates.
    AP Cost: 2
    Ranks: 3
    Requires: Cleric level 4, 20 AP spent in tree, Improved Turning of same rank

    Incredible Healing
    The maximum caster level of your Positive Energy Spells are increased by 1/2/3.
    AP Cost: 2
    Ranks: 3
    Requires: Cleric level 4, 20 AP spent in tree, Intense Healing of same rank

    Divine Health
    You are immune to natural, magical, and supernatural diseases.
    AP Cost: 2
    Ranks: 1
    Requires: Cleric level 4, 20 AP spent in tree

    Ability Point
    Select one of the following:
    - Wisdom +1
    - Charisma +1
    AP Cost: 2
    Ranks: 1
    Requires: Cleric level 4, 20 AP spent in tree


    Healing Domain: Tier 5

    Positive Energy Aura
    Channel Divinity: A positive energy aura envelopes you in an aura of healing, positive energy, and affects a number of targets equal to Cleric level. Allies within the aura are healed 1 hit point per 3 Cleric levels as long as they remain within it. Undead enemies are damaged for the same amount.
    AP Cost: 2
    Ranks: 1
    Requires: Cleric level 5, 40 AP spent in tree

    Cure Focus
    Your Cure Wounds spells have no maximum caster level.
    AP Cost: 2
    Ranks: 1
    Requires: Cleric level 5, 40 AP spent in tree, Incredible Healing rank 1

    Reactive Heal
    Channel Divinity: The next time your target falls below half hit points, they receive 250 positive energy healing. A target can only benefit from a Reactive Heal once every 3 minutes (reset by resting). This healing effect is unaffected by spell power.
    AP Cost: 2
    Ranks: 1
    Requires: Cleric level 5, 40 AP spent in tree, Martyrdom rank 1





    PROTECTOR DOMAIN


    Core Abilities

    Protector
    You gain +2 AC for each Protection Core Ability you possess (including this one). +1 Universal Spell Power for each action point spent in this tree.
    AP Cost: 0
    Requires: Cleric level 1, 1 AP spent in tree

    Sanctuary
    For 20 seconds, you gain +20 Sacred bonus to PRR. (77 spell points to cast, 1 minute cooldown.)
    AP Cost: 2
    Requires: Cleric level 3, 5 AP spent in tree, Protector

    Enhanced Sanctuary
    Sanctuary additionally grants +20 Sacred bonus to energy resistance against Fire, Cold, Electric and Acid damage.
    AP Cost: 2
    Requires: Cleric level 6, 10 AP spent in tree, Sanctuary

    Death Pact
    The spell allows you to enter a pact with your deity that brings you back to life after you are slain. While under the effects of this spell, your constitution is decreased by two, and cannot be restored until you rest.
    AP Cost: 2
    Requires: Cleric level 12, 20 AP spent in tree, Enhanced Sanctuary

    Ultimate Sanctuary
    Sanctuary additional grants +4 to saving throws.
    AP Cost: 2
    Requires: Cleric level 18, 30 AP spent in tree, Death Pact

    Ultimate Protector
    Passive: +2 wisdom
    Active: Divine Intervention: Ward your target against fatal damage. Hit point damage cannot lower a warded ally's hit point total below -9. When a warded ally is incapacitated, this effect heals the target after a few seconds for 10 to 39 hit points and then fade.
    AP Cost: 2
    Requires: Cleric level 20, 40 AP spent in tree, Ultimate Sanctuary


    Protector Domain: Tier 1

    Close Wounds
    Positive energy heals wounds of your target or damages undead for 2 to 4 hit points plus an additional 1 for every caster level up to caster level 5. Cooldown 5/4/3 seconds.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Cleric level 1

    Toughness
    +5/10/15 maximum hp.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Cleric level 1

    Shield Other
    Target ally gains +5/10/15 Sacred bonus to PRR for number of seconds equal to 6 + heal skill. Cannot self-target.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Cleric level 1

    Sacred Touch
    When you heal allies (with positive energy damage spells) they gain +1/2/3 AC and +1/2/3 PRR for 12 seconds.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Cleric level 1

    Awareness
    +1/2/3 Listen, Search and Spot. +0/0/1 saves vs traps.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Cleric level 1


    Protector Domain: Tier 2

    [u]Command[u]
    An enemy is commanded to fall to the ground and lie prone. A successful Will save negates this effect. 4 spell points to cast, cooldown 10/8/6 seconds.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Cleric level 2, 5 AP spent in tree

    Energy Resistance
    You gain +2/4/6 energy resistance against Acid, Cold, Electric and Fire damage.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Cleric level 2, 5 AP spent in tree

    Grant Energy Resistance
    Shield Other additional grants +2/4/6 Sacred bonus to energy resistance against Acid, Cold, Electric and Fire damage.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Cleric level 2, 5 AP spent in tree, Shield Other of same rank, Energy Resistance of same rank

    Efficient Metamagic
    Choose one of the following:
    - Efficient Empower: Empower costs 2/4/6 fewer spell points.
    - Efficient Enlarge: Enlarge costs 1/2/4 fewer spell points.
    - Efficient Maximize: Maximize costs 3/6/9 fewer spell points.
    - Efficient Quicken: Quicken costs 1/2/4 fewer spell points.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Cleric level 2, 5 AP spent in tree

    Trapfinding
    +1 Listen, Search and Spot. +1 Saves vs Traps. You gain the Trapfinding feat, which allows you to search for and find high level traps as if you were a rogue. This does not automatically grant the ability to Disable these traps.
    AP Cost: 2
    Ranks: 1
    Requires: Cleric level 2, 5 AP spent in tree, Awareness 1


    Protector Domain: Tier 3

    Prayer
    Gives special favor to you and any allies near you, giving a +1 luck bonus to allies a -1 penalty to enemies attack rolls, weapon damage, saves, and skill checks. Spell point cost 10/5/1, cooldown 180/60/20 seconds.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Cleric level 3, 10 AP spent in tree

    Armored
    +1/2/3 AC
    AP Cost: 2 per rank
    Ranks: 3 ranks
    Requires: Cleric level 3, 10 AP spent in tree, Energy Resistance of same rank

    Grant Armor
    When you Shield Other, your target gains 1/2/3 stack(s) of Wary. Wary: +1 AC. Stacks up to 10 times. One stack fades every 3 seconds.
    AP Cost: 2 per rank
    Ranks: 3 ranks
    Requires: Cleric level 3, 10 AP spent in tree, Armored of same rank, Grant Energy Resistance of same rank

    Alert
    You or target ally gains 2/4/6 stacks of Wary. Usable five times per rest. Wary: +1 AC. Stacks up to 10 times. One stack fades every 3 seconds.

    Ability Point
    Select one of the following:
    - Wisdom +1
    - Charisma +1
    AP Cost: 2
    Ranks: 1
    Requires: Cleric level 3, 10 AP spent in tree


    Protector Domain: Tier 4

    Stalwart Pact
    Grants the target 5 hit points for every 2 caster levels, a +2 luck bonus to saves, and DR 5/Magic, if the target falls below 50% hit points. Costs 20/10/5 spell points, cooldown 60/40/20 seconds.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Cleric level 4, 20 AP spent in tree

    Light Guard
    When you take damage from an attack, your attacker received 1d4/1d6/1d8 light damage.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Cleric level 4, 20 AP spent in tree, Armored of same rank

    Grant Light Guard
    Shield Other grants Light Guard to your targeted ally. Light Guard: When you take damage from an attack, your attacker received 1d4/1d6/1d8 light damage.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Cleric level 4, 20 AP spent in tree, Light Guard of same rank, Grant Armor of same rank

    Cautious
    When damaged by physical attacks, you have a 5/10/15% chance to become Wary, gaining +1 AC for 3 seconds. Wary: +1 AC. Stacks up to 10 times. One stack fades every 3 seconds.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Cleric level 4, 20 AP spent in tree, Alert of same rank

    Ability Point
    Select one of the following:
    - Wisdom +1
    - Charisma +1
    AP Cost: 2
    Ranks: 1
    Requires: Cleric level 4, 20 AP spent in tree


    Protector Domain: Tier 5

    Blur
    You gain a permanent Blur effect, and Blur is added to your level 3 spell list.
    AP Cost: 2
    Ranks: 1
    Requires: Cleric level 5, 40 AP spent in tree

    Arcane Encumberance
    When enemies damage you with spells, there's a 10/20/30% chance they will be knocked down. (Does not affect bosses.)
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Cleric level 5, 40 AP spent in tree, Light Guard of same rank

    Dodge Elements
    You or target ally gains 25% chance to completely ignore Acid, Cold, Electric and Fire damage for 20 seconds. Cost 25 spell points, 1 minute cooldown.
    AP Cost: 2
    Ranks: 1
    Requires: Cleric level 5, 40 AP spent in tree

  6. #6

  7. #7

  8. #8

    Default Fighter

    KENSEI


    Core Abilities

    Weapon Mastery
    Choose one of the following as your Kensei focus. You gain +1 to hit with these weapons, and many Kensei abilities require that you use one of these weapons. (These are labaled as "Focus" abilities.) Exotic weapons are added by taking the Tier 1 Exotic Weapon Mastery enhancement. (Dwarves using Dwarven Axes do not need to take that enhancement.)
    - Archery: Longbow, Shortbow
    - Axes: Battleaxe, Greataxe, Handaxe, Throwing Axe, Dwarven Axe
    - Crossbows: Heavy Crossbow, Light Crossbow, Great Crossbow, Repeating Crossbows
    - Druidic Weapons: Club, Dagger, Dart, Quarterstaff, Scimitar, Sickle, Unarmed combat
    - Heavy Blades: Falchion, Greatsword, Longsword, Scimitar, Bastard Sword, Khopesh
    - Light Blades Dagger, Kukri, Rapier, Shortsword, Throwing Dagger
    - Maces and Clubs: Club, Light Mace, Heavy Mace, Greatclub, Morningstar, Quarterstaff
    - Martial Art Kama, Quarterstaff, Shuriken, Unarmed combat
    - Picks and Hammers: Light Pick, Heavy pick, Light Hammer, Warhammer, Maul, Throwing Hammer
    AP Cost: 0
    Requires: Fighter level 1, 1 AP spent in tree

    Spiritual Bond
    When you have a weapon equipped in your main hand that is part of your Focus, it gains On Vorpal: If this weapon has fewer stacks of Battle Meditation than the number of Kensei Core Abilities you possess, it gains one stack of Battle Meditation: This weapon gains a +1 Insight bonus to Enhancement bonus for 20 seconds. This stacks up to 10 times. On tier expiration, 1 stack of Meditative Focus is removed at a time.
    AP Cost: 2
    Requires: Fighter level 3, 5 AP spent in tree, Weapon Mastery

    Strike With No Thought
    When you have a melee weapon equipped in your main hand that is part of your FOcus, you gain 1% Doublestrike. Ranged weapons instead have a 1% chance to fire an extra projectile. Each additional Innate Ability you acquire from this tree increases this bonus by 1%.
    AP Cost: 2
    Requires: Fighter level 6, 10 AP spent in tree, Spiritual Bond

    Power Surge
    Action Boost: You gain a +8 Psionic bonus to Strength for 60 seconds. If you possess the ability to generate Ki, you
    gain On Hit: +2 Ki. (Cooldown: 1 minute)
    AP Cost: 2
    Requires: Fighter level 12, 20 AP spent in tree, Strike With No Thought

    One Cut
    Focus Action Boost: Your currently equipped weapons that are part of your Focus gain the Vorpal ability for 60 seconds. (Cooldown: 1 minute)
    AP Cost: 2
    Requires: Fighter level 18, 30 AP spent in tree, Power Surge

    Alacrity
    You gain +10% melee double strike with melee weapons and +10% chance to fire an extra projectile with ranged and thrown weapons. (Repeating Crossbows have a reduced chance to produce extra shots.)
    AP Cost: 2
    Requires: Fighter level 20, 40 AP spent in tree, One Cut


    Kensei: Tier 1

    Weapon Group Specialization
    You gain +1 to hit and damage with your selected Weapon Group.
    AP Cost: 2
    Ranks: 1
    Requires: Fighter level 1

    Exotic Weapon Mastery
    Adds exotic weapons to your Kensei Focus. Axes: Adds dwarven axes if you are not a dwarf. (This has no effect if you are a dwarf.) Crossbows: Adds great crossbows, heavy repeating crossbows, and light repeating crossbows. Heavy Blades: Adds bastard swords and khopesh.
    AP Cost: 2
    Ranks: 1
    Requires: Fighter level 1, Weapon Group Specialization

    Attack Boost
    Activate to gain a +4/6/8 Action Boost bonus to hit for 20 seconds. (Cooldown: 30 seconds)
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Fighter level 1

    Reed in the Wind
    Focus Melee Attack: Deals +1[W] damage. If you successfully damage your target you gain +3/6/9% insight bonus to Dodge for 6 seconds. (Cooldown: 30 seconds)
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Fighter level 1, Dodge (feat)


    Kensei: Tier 2

    Tactics
    +1/2/3 to the DC's of your Tactical abilities.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Fighter level 2, 5 AP spent in tree

    Weapon Group Specialization
    You gain +1 to hit and damage with with one handed weapons and bows in your chosen group, and +1 to hit and +2 damage with two handed weapons in your chosen group.
    AP Cost: 2
    Ranks: 1
    Requires: Fighter level 2, 5 AP spent in tree, Weapon Group Specialization tier 1

    Improved Dodge
    +1/2/3% Dodge when wearing light or no armor.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Fighter level 2, 5 AP spent in tree, Dodge (feat)

    Weapon Meditation
    Focus Meditate: You gain the ability to Meditate as if you were a monk, even if you are uncentered. While Meditating, every 6 seconds, if you have a weapon equipped in your main hand that is part of your Focus, it gains a stack of Meditative Focus: This weapon gains +1 Insight bonus to Enhancement bonus for 10 seconds. This stacks up to 10 times. On timer expiration, 1 stack of Meditative Focus is removed at a time.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Fighter level 2, 5 AP spent in tree, Attack Boost of same rank

    Ascetic Training
    Choose one of the following:
    - Agility: +1/2/3 Concentration, Reflex Saves, and Dodge cap
    - Conditioning: +1/2/3 Concentration and Fortitude Saves, +5/10/15 HP
    - Contemplation: +1/2/3 Concentration and Will Saves
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Fighter level 2, 5 AP spent in tree


    Kensei: Tier 3

    Critical Accuracy
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Fighter level 3, 10 AP spent in tree

    Weapon Group Specialization
    You gain +1 to hit and damage with your selected Weapon Group.
    AP Cost: 2
    Ranks: 1
    Requires: Fighter level 3, 10 AP spent in tree, Weapon Group Specialization tier 2

    Improved Mobility
    +1/2/3 MDB and Dodge cap while wearing light or no armor. -1/2/3 Armor Check Penalty in light armor.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Fighter level 3, 10 AP spent in tree, Improved Dodge of same rank, Mobility (feat)

    Shattering Strike
    Choose either Ranged or Melee. Focus Attack: Deals +1/2/3[W] damage. On Damage: Targets loses 15% fortification for 10 seconds (Fort DC 10 + Half Fighter Level + Wisdom Modifier Negates).
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Fighter level 3, 10 AP spent in tree, Weapon Meditiation of same rank

    Ability Point
    Select one of the following:
    - Strength +1
    - Dexterity +1
    - Wisdom +1
    AP Cost: 2
    Ranks: 1
    Requires: Fighter level 3, 10 AP spent in tree


    Kensei: Tier 4

    Critical Damage
    +1/2/3 critical hit damage (before weapon multipliers)
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Fighter level 4, 20 AP spent in tree, Critical Accuracy of same rank

    Weapon Group Specialization
    You gain +1 to hit and damage with with one handed weapons and bows in your chosen group, and +1 to hit and +2 damage with two handed weapons in your chosen group.
    AP Cost: 2
    Ranks: 1
    Requires: Fighter level 4, 20 AP spent in tree, Weapon Group Specialization tier 3

    Ability Point
    Select one of the following:
    - Strength +1
    - Dexterity +1
    - Wisdom +1
    AP Cost: 2
    Ranks: 1
    Requires: Fighter level 4, 20 AP spent in tree


    Kensei: Tier 5

    A Good Death
    Choose either Ranged or Melee. Focus Attack: Perform an attack with +1 Critical Damage Multiplier. On Damage: If the target is below 20% health, deal 500 damage. (Cooldown: 30 seconds)
    AP Cost: 1
    Ranks: 1
    Requires: Fighter level 5, 40 AP spent in tree, Critical Damage rank 1

    Keen Edge
    You gain a +1 Competence bonus to Critical Threat Range with your Focus weapons.
    AP Cost: 1
    Ranks: 1
    Requires: Fighter level 5, 40 AP spent in tree, Weapon Group Specialization tier 4, Improved Critical (feat)

    One With the Blade
    Your melee Focus weapons are considered Centering. This ability does not affect ranged weapons.
    AP Cost: 1
    Ranks: 1
    Requires: Fighter level 5, 40 AP spent in tree, Keen Edge, Deadly Strike

    Deadly Strike
    Choose either Ranged or Melee. Focus Attack: Expend a use of Action Boost: Attack to perform an attack that is automatically considered a critical threat. On Vorpal: 500 damage. (Cooldown: 30 seconds)
    AP Cost: 1
    Ranks: 1
    Requires: Fighter level 5, 40 AP spent in tree, Shattering Strike




    STALWART DEFENDER


    Core Abilities

    Toughness
    You gain +1 Hit Point for each action point you spend in this tree. Each Stalwart Defender Core Ability you possess (including this one) grants +3% Fortification.
    AP Cost: 0
    Requires: Fighter level 1, 1 AP spent in tree

    Overbalance
    Your shields gain On Vorpal: Knock an opponent to the ground.
    AP Cost: 2
    Requires: Fighter level 3, 5 AP spent In tree, Toughness

    Stalwart Defense
    Shield Defensive Stance: You gain 10 Physical Resistance and a 50% bonus to melee threat generation. While in this stance, you move 10% slower, and are immune to rage effects. Requires an equipped shield and melee weapon. (Cooldown: 1 minute)
    AP Cost: 2
    Requires: Fighter level 6, 10 AP spent In tree, Overbalance

    Stand Fast
    Shield Action Boost: You gain a +20 bonus to saves vs Fear and Knockdown for 20 seconds. This ability can be used
    while feared or knocked down to end these effects. (Cooldown: 30 seconds)
    AP Cost: 2
    Requires: Fighter level 12, 20 AP spent In tree, Stalwart Defense

    Defensive Sweep
    Shield Action Boost: You generate +50% threat and your basic attacks strike two targets per swing instead of one for 20 seconds. (Cooldown: 30 seconds)
    AP Cost: 2
    Requires: Fighter level 18, 30 AP spent In tree, Stand Fast

    Last Stand
    Passive: You gain +2 Constitution. Shield Action Boost: You gain +100% Maximum hit points, +50 Physical Resistance Rating, and On Attacked: You are healed for 1d10 positive energy healing. This Action Boost does not share a cooldown with other Action Boost abilities, and can be used while helpless. (Cooldown: 3 minutes)
    AP Cost: 2
    Requires: Fighter level 20, 40 AP spent In tree, Defensive Sweep


    Stalwart Defender: Tier 1

    Item Defense
    You have a 25/50/75% chance to negate potential item wear.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Fighter level 1

    Improved Stalwart Defense
    Choose one of the following:
    - Durable Defense: While in Stalwart Defense, you gain a +5/10/15 Competence bonus to PRR.
    - Inciting Defense: While in Stalwart Defense, you gain a 25/50/75% Competence bonus to melee threat generation.
    - Resilient Defense: While in Stalwart Defense, you gain a +1/2/3 Competence bonus to all Saving Throws.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Fighter level 1

    Stalwart Defensive Mastery
    +1/2/3 AC and MDB
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Fighter level 1

    Defense Boost
    Activate to gain a +5 Action Boost bonus to AC and PRR for 20 seconds. (Cooldown: 30 seconds)
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Fighter level 1

    Threatening Countenance
    +1/2/3 Haggle, Intimidate, and +5/10/15% melee threat generation.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Fighter level 1


    Stalwart Defender: Tier 2

    Shield Striking
    Increases your chance to make secondary shield bashes while attacking by 5/10/15%.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Fighter level 2, 5 AP spent in tree, Improved Shield Bash (feat)

    Improved Stalwart Defense
    Choose a second Improved Stalwart Defense (see tier 1)
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Fighter level 2, 5 AP spent in tree, Improved Stalwart Defense tier 1 of same rank

    Stalwart Shield Mastery
    +5/10/15% Shield AC and +1/2/3 Tower Shield MDB.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Fighter level 2, 5 AP spent in tree, Armor Mastery of same rank

    Reinforced Defense
    Choose either Shields or Armor/Docent: The AC bonus you gain from the chosen group is increased by 15/30/50%.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Fighter level 2, 5 AP spent in tree

    Instinctive Defense
    You take 5/10/15% less extra damage when struck while helpless. (Additional damage while helpless varies by difficulty setting from 5% to 25%.)
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Fighter level 2, 5 AP spent in tree


    Stalwart Defender: Tier 3

    Improved Stalwart Defense
    Choose the third (final) Improved Stalwart Defense (see tier 1)
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Fighter level 3, 10 AP spent in tree, Improved Stalwart Defense tier 2 of same rank

    Greater Stalwart Defense
    Choose one of the following:
    - Hardy Defense: While in Stalwart Defense, you gain a +2/4/6 Competence bonus to Constitution
    - Strong Defense: While in Stalwart Defense, you gain a +2/4/6 Competence bonus to Strength.
    - Tenacious Defense: While in Stalwart Defense, you gain a +10/15/20% Competence bonus to maximum hit points.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Fighter level 3, 10 AP spent in tree, Improved Stalwart Defense tier 3 of same rank

    Reinforced Defense
    Choose the second (final) Reinforced Defense. (See tier 2)
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Fighter level 3, 10 AP spent in tree, Reinforced Defense tier 2 of same rank

    Ability Point
    Select one of the following:
    - Strength +1
    - Constitution +1
    AP Cost: 2
    Ranks: 1
    Requires: Fighter level 3, 10 AP spent in tree


    Stalwart Defender: Tier 4

    Counterattack
    Action Boost: You gain On Shield Block: Your next attack within 3 seconds gains +1[W]. Stacks up to 0/2/3 times. (Cooldown: 30 seconds)
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Fighter level 4, 20 AP spent in tree, Shield Striking of same rank

    Swift Defense
    Stalwart Defense no longer reduces your movement speed.
    AP Cost: 1
    Ranks: 1
    Requires: Fighter level 4, 20 AP spent in tree

    Greater Stalwart Defense
    Choose a second Greater Stalwart Defense (see tier 3)
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Fighter level 4, 20 AP spent in tree, Greater Stalwart Defense tier 3 of same rank

    Shield Expertise
    Shields you equip gain +1/2/3 to their Enhancement Bonus.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Fighter level 4, 20 AP spent in tree, Reinforced Defense tier 3 of same rank

    Ability Point
    Select one of the following:
    - Strength +1
    - Constitution +1
    AP Cost: 2
    Ranks: 1
    Requires: Fighter level 4, 20 AP spent in tree


    Stalwart Defender: Tier 5

    Reprisal
    When you have a shield equipped you gain On Attacked: Your next attack gains +1 damage. This effect can
    stack up to 3/6/10 times.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Fighter Level 5, 40 AP spent in tree, Counterattack of same rank

    Block and Cut
    Shield Melee Attack: Perform a melee attack with your main hand weapon that deals +1/2/3[W]. On Damage: You gain a 10/15/25% Morale bonus to melee doublestrike for 10 seconds. Requires an equipped shield and melee weapon. (Cooldown: 20 seconds)
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Fighter Level 5, 40 AP spent in tree

    Greater Stalwart Defense
    Choose the third (final) Greater Stalwart Defense (see tier 3)
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Fighter Level 5, 40 AP spent in tree, Greater Stalwart Defense tier 4 of same rank

    Armor Expertise
    Armor you equip gains +1/2/3 to its Enhancement bonus.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Fighter Level 5, 40 AP spent in tree, Shield Expertise of same rank

  9. #9

  10. #10

  11. #11

    Default Ranger

    TEMPEST


    Core Abilities

    Shield of Whirling Steel
    While you are dual wielding, you gain +2 Shield bonus to AC. This increases by +1 for every Tempest Core Ability you acquire.
    AP Cost: 0
    Requires: Ranger level 1, 1 AP spent in tree

    Tempest
    You gain 10% chance to make off-hand attacks when dual wielding, you can use your Dexterity modifier to hit with light melee weapons. You now treat Scimitars as if they were light melee weapons.
    AP Cost: 2
    Requires: Ranger level 3, 5 AP spent in tree, Shield of Whirling Steel

    Graceful Death
    While you are dual wielding, you can use your Dexterity modifier for damage with light melee weapons.
    AP Cost: 2
    Requires: Ranger level 6, 10 AP spent in tree, Tempest

    Deflect Arrows
    You gain the benefits of the Deflect Arrows feat while dual wielding, knocking aside one incoming projectile that would have struck you every 6 seconds. You also gain an additional 10% chance to make off-hand attacks when dual wielding.
    AP Cost: 2
    Requires: Ranger level 12, 20 AP spent in tree, Graceful Death

    Whirlwind
    You gain +5% melee doublestrike chance when dual wielding.
    AP Cost: 2
    Requires: Ranger level 18, 30 AP spent in tree, Deflect Arrows

    Dervish
    You gain +2 Dexterity. You now have a +25% chance to doublestrike with your off-hand when dual wielding.
    AP Cost: 2
    Requires: Ranger level 20, 40 AP spent in tree, Whirlwind


    Tempest: Tier 1

    Item Defense
    You have a 25/50/75% chance to negate potential item wear.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Ranger level 1

    Improved Reaction
    +1/2/3 Reflex Saves and an addition +1/2/3 to Saves against Traps.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 1

    Improved Defense
    Your Shield of Whirling Steel grants +1/2/3 additional AC, and if you possess Deflect Arrows it can trigger once every 4/3/2 seconds.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 1

    Whirling Blades
    +1 to hit and damage when dual wielding.
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 1

    Awareness
    +1/2/3 Balance, Jump, and Tumble. +2/4/6 AC while Tumbling.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Ranger level 1


    Tempest: Tier 2

    Improved Parry
    Gain +3/6/10 PRR when dual wielding.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 2, 5 AP spent in tree

    Improved Dodge
    +1/2/3% Dodge when wearing light or no armor.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 2, 5 AP spent in tree, Dodge (feat), Improved Reaction of same rank

    Bleed Them Out
    Melee Attack: Deals +1/2/3[W] damage and on successful damage causes your opponent to bleed. The bleed effect can stack up to 5 times. (Cooldown: 6 seconds)
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 2, 5 AP spent in tree

    Whirling Blades
    +1 to hit and damage when dual wielding.
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 2, 5 AP spent in tree, Whirling Blades tier 1

    Action Boost
    Select one of the following:
    - Haste Boost: +10/20/30% Action Boost bonus to attack speed for 20 seconds.
    - Sprint Boost: +30/40/50% Action Boost bonus to movement speed for 20 seconds.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 2, 5 AP spent in tree


    Tempest: Tier 3

    Critical Accuracy
    +1/2/3 to confirm Critical Hits.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 3, 10 AP spent in tree

    Improved Mobility
    +1/2/3 MDB and Dodge cap while wearing light or no armor. -1/2/3 Armor Check Penalty in light armor.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 3, 10 AP spent in tree, Mobility (feat), Improved Dodge of same rank

    Whirling Blades
    +1 to hit and damage when dual wielding.
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 3, 10 AP spent in tree, Whirling Blades tier 2

    Ability Point
    Select one of the following:
    - Strength +1
    - Dexterity +1
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 3, 10 AP spent in tree


    Tempest: Tier 4

    Critical Damage
    +1/2/3 critical hit damage (before multipliers).
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 4, 20 AP spent in tree, Critical Accuracy of same rank

    Elaborate Parry
    Melee Dual Wielding Attack: Attacks an opponent. For the next 5/10/15 seconds, each time you damage an opponent you gain 2% dodge for 5 seconds. This effect can stack up to 10 times. (Cooldown: 2 minutes)
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 4, 20 AP spent in tree

    The Growing Storm
    Melee Dual Wielding Attack: Attacks an opponent. For the next 5/10/15 seconds, each time you damage an opponent you gain +1 damage and -2 AC for 5 seconds. This effect can stack up to 10 times. (Cooldown: 1 minute)
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 4, 20 AP spent in tree

    Whirling Blades
    +1 to hit and damage when dual wielding.
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 4, 20 AP spent in tree, Whirling Blades tier 3

    Ability Point
    Select one of the following:
    - Strength +1
    - Dexterity +1
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 4, 20 AP spent in tree


    Tempest: Tier 5

    Evasive Dance
    Improves your Evasion ability so that on a failed Reflex saving throw against an attack that normally deals half damage on a successful save, you only take 85/70/50% damage.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 5, 40 AP spent in tree, Evasion (feat), Elaborate Parry of same rank

    A Thousand Cuts
    Melee Dual Wielding Attack: Deals +1/3/5[W] damage. You gain +30/60/90 Melee Doublestrike chance for 6 seconds. (Cooldown: 2 minutes.)
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 5, 40 AP spent in tree, The Growing Storm of same rank

    Dance of Death
    Melee Dual Wielding Attack: Deals +1/3/?[W] damage. Your basic attacks when dual wielding strike 2/3/? targets per swing instead of one for 6 seconds.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 5, 40 AP spent in tree, Whirling Blades tier 4




    ARCANE ARCHER


    Core Abilities

    Arcane Archer
    Any bow you equip gains a +1 Enhancement bonus for each Arcane Archer core ability you possess. (This does not stack with the bow's existing Enhancement bonus.) All bows are treated as Implements in your hands.
    AP Cost: 0
    Requires: Ranger level 1, 1 AP spent in tree

    Morphic Arrows
    Arcane Archer Secondary Imbue Toggle: Your arrows deal bludgeoning, piercing and slashing damage. (Cost: 20 spell points. Cooldown: 10 seconds.)
    AP Cost: 2
    Requires: Ranger level 3, 5 AP spent in tree, Arcane Archer

    Metalline Arrows
    Arcane Archer Secondary Imbue Toggle: Your arrows bypass all metallic damage reduction. (Cost: 20 spell points. Cooldown: 10 seconds.)
    AP Cost: 2
    Requires: Ranger level 6, 10 AP spent in tree, Morphic Arrows

    Aligned Arrows
    Arcane Archer Secondary Imbue Toggle: Your arrows bypass all alignment based damage reduction. (Cost: 20 spell points. Cooldown: 10 seconds.)
    AP Cost: 2
    Requires: Ranger level 12, 20 AP spent in tree, Metalline Arrows

    Shadow Arrows
    Arcane Archer Secondary Imbue Toggle: +5% Extra Shot chance any time you fire an arrow. (Cost: 20 spell points. Cooldown: 10 seconds.)
    AP Cost: 2
    Requires: Ranger level 18, 30 AP spent in tree, Aligned Arrows

    Master of Imbuement
    You gain +2 Dexterity and +10% Extra Shot chance (Repeating crossbows have a reduced chance to produce Extra Shots). When you leave a primary Arcane Archer Imbue stance, the bonus granted by the stance lingers for 30 seconds before being removed.
    AP Cost: 2
    Requires: Ranger level 20, 40 AP spent in tree, Shadow Arrows


    Arcane Archer: Tier 1

    Conjure Arrows
    Activate to create a stack of returning +1 arrows. These arrows are destroyed when you log out for an extended period of time.
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 1

    True Strike
    Ranged Archery Attack: Perform a ranged attack with +20 to hit. You receive a +0/2/4 Insight bonus to hit for 0/6/12 seconds.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 1

    Energy of the Wild
    +30/60/100 maximum spell points. At tier 3 receive Magical Training: Increase your maximum spell points by 80, and grants Echoes of Power while below 12 spell points.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Ranger level 1

    Elemental Arrows
    Select one of the following elemental Arcane Archer Imbue Toggles: (20 spell points, 10 second cooldown)
    - Corrosive Arrows: +1d6 acid damage
    - Flaming Arrows: +1d6 fire damage
    - Frost Arrows: +1d6 cold damage
    - Shock Arrows: +1d6 electric damage
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 1

    Awareness
    +1/2/3 Listen, Search, Spot, and to hit.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Ranger level 1


    Arcane Archer: Tier 2

    Dispelling Shot
    Ranged Archery Attack: Performs a ranged attack that deals +1/2/3[W] damage and dispels 1/2/3 beneficial effect(s) from your target.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 2, 5 AP spent in tree

    Force Arrows
    Arcane Archer Imbue Toggles: You imbue your arrows with magical force. Your arrows gain On Hit: +1d4/6/6 force damage and the Ghost Touch ability. At tier 3 gain On Critical: 1d10 to 3d10 force damage based on critical multiplier. (20 spell points, 10 second cooldown)
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 2, 5 AP spent in tree

    Inferno Shot
    Ranged Archery Attack: Performs a ranged attack with +0/1/2[W] damage. On Hit: Target gains 1 stack of Inferno (Target takes 1d6 fire damage every 2 second for 6 seconds. This effect can stack 20 times, and loses one stack on expiration.).
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 2, 5 AP spent in tree

    Elemental Arrows
    Select a second elemental Arcane Archer Imbue Toggle. (See tier 1)
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 2, 5 AP spent in tree, Elemental Arrows tier 1

    Action Boost
    Select one of the following:
    - Attack Boost: +4/6/8 Action Boost bonus to hit for 20 seconds.
    - Energy Resist Boost: +5/10/15 Action Boost bonus to Energy Resistance for 20 seconds.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 2, 5 AP spent in tree


    Arcane Archer: Tier 3

    Shattermantle Shot
    Ranged Archery Attack: Perform a ranged attack with +1/2/3[W] damage. On Hit: Target gains 1/2/3 stack(s) of Reduced Spell Resistance (-1 Spell Resistance. This effect can stack 100 times.) On Vorpal Hit: Shattermantle (-100 Spell Resistance for 10 seconds. Will DC 10/14/18 + Half Ranger Level + Wisdom Modifier negates.)
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 3, 10 AP spent in tree, Dispelling Shot of same rank

    Terror Arrows
    Arcane Archer Imbue Toggle: You imbue your arrows with negative energy. On Hit: Target is feared. (Will DC 17/21/25 negates.) On Vorpal: Target is subject to a Phantasmal Killer effect.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 3, 10 AP spent in tree, Force Arrows of same rank

    Soul Magic
    Every time you strike an enemy with your bow, you gain 1 temporary spell point. This effect can stack up to 10 times.
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 3, 10 AP spent in tree, Magical Training

    Elemental Arrows
    Select a third elemental Arcane Archer Imbue Toggle. (See tier 1)
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 3, 10 AP spent in tree, Elemental Arrows tier 2

    Ability Point
    Select one of the following:
    - Dexterity +1
    - Wisdom +1
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 3, 10 AP spent in tree


    Arcane Archer: Tier 4

    Banishing Arrows
    Arcane Archer Imbue Toggle: Your arrows gain On Vorpal: Banish an extraplanar creature back to its home plane. Powerful creatures may resist the vorpal effect until sufficiently damaged but will take 100 points of damage on a confirmed vorpal strike instead of being destroyed.
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 4, 20 AP spent in tree, Paralyzing Arrows rank 1

    Paralyzing Arrows
    Arcane Archer Imbue Toggle: Youimbue your arrows with paralyzing force. On Hit: Target is paralyzed. (Will DC 18/22/26 negates.)
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 4, 20 AP spent in tree, Terror Arrows of same rank

    Smiting Arrows
    Arcane Archer Imbue Toggle: Your arrows gain On Vorpal: Destroy a construct. Powerful constructs may resist the vorpal effect until sufficiently damaged but will take 100 points of damage on a confirmed vorpal strike instead of being destroyed.
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 4, 20 AP spent in tree, Paralyzing Arrows rank 1

    Elemental Arrows
    Select the fourth (final) elemental Arcane Archer Imbue Toggle. (See tier 1)
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 4, 20 AP spent in tree, Elemental Arrows tier 3

    Ability Point
    Select one of the following:
    - Dexterity +1
    - Wisdom +1
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 4, 20 AP spent in tree


    Arcane Archer: Tier 5

    Moonbow
    While wielding a bow, once every 30 seconds you gain 20 temporary spell points for 10 seconds.
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 5, 40 AP spent in tree

    Arrow of Slaying
    Ranged Archery Attack: Performs a ranged attack with +250 damage. (This damage can be multiplied by critical hits.) (Cost: 20 spell points. Cooldown: 20 seconds.)
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 5, 40 AP spent in tree, Paralyzing Arrows rank 1

    Improved Elemental Arrows
    Your Elemental Arrow Imbues gain On Critical: 1d10 to 3d10 elemental damage based on critical multiplier, and an additional effect:
    - Corrosive Arrows gain Improved Destruction (-2 AC and -2% fort for 20 seconds, stacks up to 4 times)
    - Flaming Arrows gain On Critical: Burning (1d6 fire damage every 2 seconds for 6 seconds, stacks up to 20 times)
    - Frost Arrows gain On Critical: Lethargy (-1 saves, non-bosses move and attack 5% slower, stacks up to 5 times.)
    - Shock Arrows gain On Critical: Vulnerable (2% more damage for 6 seconds, stacks up to 10 times.)
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 5, 40 AP spent in tree, Elemental Arrows tier 4

    Runebow
    Bows you wield gain an additional +2 Enhancement bonus. This is considered a Magic weapon effect.
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 5, 40 AP spent in tree




    DEEPWOOD STALKER


    Core Abilities

    Far Shot
    You gain +1 Sneak Attack Die. Your Point Blank Shot and Ranged Sneak Attack range is increased by 5 meters for each Deepwood Stalker core ability you possess.
    AP Cost: 0
    Requires: Ranger level 1, 1 AP spent in tree

    Sneak Attack
    +1 Sneak Attack Die.
    AP Cost: 2
    Requires: Ranger level 3, 5 AP spent in tree, Far Shot

    Called Shot
    Select one of the following:
    - Exposing Strike: Melee Attack: +2[W], +4 to hit, +1 crit range, +1 multiplier. On damage: Target vulnerable to sneak attack for 4 seconds.
    - Sniper Shot: Ranged Attack: +2[W], +4 to hit, +2 crit range, +2 multiplier. On damage: Target vulnerable to sneak attack for 4 seconds.
    AP Cost: 2
    Requires: Ranger level 6, 10 AP spent in tree, Sneak Attack rank 1

    Sneak Attack
    +1 Sneak Attack Die.
    AP Cost: 2
    Requires: Ranger level 12, 20 AP spent in tree, Called Shot

    Mark of the Hunted
    Activate: Expend a use of Animal Empathy. Your currently selected enemy receives -10% fort, -10 AC, -10 Spell Resistance, and suffers a -4 penalty to all ability score for 3 minutes.
    AP Cost: 2
    Requires: Ranger level 18, 30 AP spent in tree, Sneak Attack rank 2

    Horizon Shot
    You gain +2 Dexterity and +1 Sneak Attack Die. You are always considered to be in Point Blank Shot and Ranged Sneak Attack range.
    AP Cost: 2
    Requires: Ranger level 20, 40 AP spent in tree, Mark of the Hunted


    Deepwood Stalker: Tier 1

    Favored Defense
    Select one of the following:
    - Favored Protection: You gain +2/4/6 AC when attacked by a Favored Enemy.
    - Favored Resistance: You gain +1/2/3 to Saving Throws against spells or effects from a Favored Enemy.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 1

    Stealthy
    +1/2/3 to Hide and Move Silently, and +0/0/1 Sneak Attack die.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 1

    Increased Empathy
    +1/2/3 Diplomacy and Animal Empathy uses per rest.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Ranger level 1

    Versatile Empathy
    Your Wild Empathy now also pacifies Vermin/Vermin and Elementals.
    AP Cost: 1 per rank
    Ranks: 2
    Requires: Ranger level 1, Increased Empathy of same rank

    Tendon Cut
    Melee Attack: Deals +0.5/1.0/1.5[W] damage. On Sneak Attack: Slow your enemy's movement by 50% for 10 seconds.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 1


    Deepwood Stalker: Tier 2

    Favored Defense
    Select the second Favored Defense. (See tier 1)
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 2, 5 AP spent in tree, Favored Defense tier 1

    Faster Sneaking
    +20/35/50% movement speed while sneaking.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 2, 5 AP spent in tree, Stealthy of same rank

    Empathic Healing
    SLA: You expend a use of Animal Empathy to produce a Lesser Vigor/Mass Lesser Vigor effect.
    AP Cost: 2 per rank
    Ranks: 2
    Requires: Ranger level 2, 5 AP spent in tree, Increased Empathy of same rank

    Improved Weapon Finesse
    You can use your Dexterity Modifier for damage when wielding melee weapons with which you can use your Dexterity modifier to hit.
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 2, 5 AP spent in tree, Weapon Finesse (feat)

    Action Boost
    Select one of the following:
    - Damage Boost: +10/20/30% Action Boost bonus to weapon damage for 20 seconds.
    - Skills Boost: +2/4/6 Action Boost bonus to all skills for 20 seconds.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 2, 5 AP spent in tree


    Deepwood Stalker: Tier 3

    Favored Accuracy
    You gain +1/2/3 to hit when attacked a Favored Enemy.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 3, 10 AP spent in tree

    Thrill of the Hunt
    You gain +1/2/3 damage for 6 seconds after damaging an opponent beneath 25/25/35% health.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 3, 10 AP spent in tree

    Aimed Shot
    Ranged Attack: Performs a ranged attack with +10 to hit and +1 Critical Damage Multiplier. On Damage: If you are in Archer's Focus stance and Manyshot is not active, gain three stacks of Archer's Focus.
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 3, 10 AP spent in tree

    Ability Point
    Select one of the following:
    - Dexterity +1
    - Wisdom +1
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 3, 10 AP spent in tree


    Deepwood Stalker: Tier 4

    Favored Damage
    You deal +1/2/3 damage when attacking a Favored Enemy.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 4, 20 AP spent in tree, Favored Accuracy of same rank

    Killer
    When you kill a target, you gain 5% Morale bonus to Melee Doublestrike and Extra Shot Chance for 15 seconds. Weak enemies will not always produce this effect. The Killer buff can stack up to 2/3/4 times. (Repeating Crossbows have a reduced chance to produce Extra Shots.)
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Ranger level 4, 20 AP spent in tree, Favored Damage of same rank

    Hunter's Mercy
    Select a melee or ranged attack: Deal +3[W] damage. On Sneak Attack: If target is below 20% health, deal 500 damage.
    - Merciful Strike: Melee Attack
    - Merciful Shot: Ranged Attack
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 4, 20 AP spent in tree, Killer rank 1

    Leg Shot
    Ranged Attack: On Damage, slow your enemy's movement by 50% for 10 seconds.
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 4, 20 AP spent in tree, Aimed Shot

    Ability Point
    Select one of the following:
    - Dexterity +1
    - Wisdom +1
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 4, 20 AP spent in tree


    Deepwood Stalker: Tier 5

    Extra Favored Enemy
    You gain an additional Favored Enemy from a list of living creatures commonly found in the woods. (This increases the damage bonus you receive against all favored enemies you possess by 2.) Choices are Animal, Dragon, Dwarf, Elf, Giant, Gnoll, Goblinoid, Halfling, Human, Magical Beast, Monstrous Humanoid, Orc, Plant, Reptilian, Vermin
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 5, 40 AP spent in tree, Favored Damage rank 1

    Heavy Draw
    Toggle: When Heavy Draw is active, you deal +5 damage but have -5 to attack rolls with archery and thrown attacks. Effects that modify the attack penalty and damage bonus of Power Attack feat also modify this ability (but other effects related to Power Attack do not). This ability has no effect when using a crossbow.
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 5, 40 AP spent in tree

    Head Shot
    Ranged Attack: Perform a ranged attack that is automatically considered a critical threat. On Vorpal: 500 damage. (Cooldown: 1 minute.)
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 5, 40 AP spent in tree, Leg Shot

    Improved Archer's Focus
    Your Archer's Focus can now stack up to 25 times instead of 15.
    AP Cost: 2
    Ranks: 1
    Requires: Ranger level 5, 40 AP spent in tree, Precise Shot (feat)

  12. #12

  13. #13

  14. #14

  15. #15

    Default Drow

    DROW


    Core Abilities

    Spell Resistance
    Your Spell Resistance increases by +2.
    AP Cost: 0
    Requires: Level 1, 1 AP spent in tree

    Ability Point
    Choose one of the following:
    - Dexterity +1
    - Intelligence +1
    - Charisma +1
    AP Cost: 2
    Requires: Level 2, Spell Resistance rank 1

    Spell Resistance
    Your Spell Resistance increases by +2.
    AP Cost: 2
    Requires: Level 4, Ability Point rank 1

    Ability Point
    Choose one of the following:
    - Dexterity +1
    - Intelligence +1
    - Charisma +1
    AP Cost: 2
    Requires: Level 8, Spell Resistance rank 2

    Spell Resistance
    Your Spell Resistance increases by +2.
    AP Cost: 2
    Requires: Level 16, Ability Point rank 2


    Drow: Tier 1

    Faerie Fire
    SLA 5/day: Faerie Fire: Arcs a flare of Faerie Fire through the air, bursting outward to affect all enemies near it. Targets are dazzled and take -1 penalty to attack, spot, and search. Targets that fail a reflex saving throw (DC10 + Half Character Level + Charisma Modifier) are illuminated by Faerie Fire, dispelling stealth, invisibility, blur, and displacement, for 30 seconds, and giving a -40 penalty to hide. Sightless enemies are immune to the dazzle effect. (Cooldown: 3 seconds)
    AP Cost: 2
    Ranks: 1
    Requires: n/a

    Vermin Lore
    You gain a +1/3/6 bonus to hit and to saving throws when fighting Vermin and vermin-like creatures, including arachnids, Driders, Scorpions, Scorrow, and Spiders.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: n/a

    Keen Senses
    +1/2/3 Listen, Search, and Spot.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: n/a

    Xen'drik Weapon Training
    +1 to hit and damage with Rapiers, Shortswords, and Shuriken.
    AP Cost: 2
    Ranks: 1
    Requires: n/a

    Arcane Fluidity
    Your arcane spell failure chance while wearing armor is decreased by 5/10/15%. (This has no effect on arcane spell failure from shields.)
    AP Cost: 1 per rank
    Ranks: 3
    Requires: n/a


    Drow: Tier 2

    Enchantment Lore
    +2/4/6 to saves vs. Enchantments. You also gain +0/0/1 Enchantment Spell DC.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: 5 AP spent in tree

    Venom Lore
    +1/2/3 Heal and Saves against Poison. +2/4/6 Poison Resistance against hit point damaging poisons.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: 5 AP spent in tree

    Nothing is Hidden
    Your senses are so acute that you no longer need to spend time searching for the obvious. You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, although this Search check occurs at a -12/8/4 penalty.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: 5 AP spent in tree, Keen Senses of same rank

    Xen'drik Weapon Training
    +1 to hit and damage with Rapiers, Shortswords, and Shuriken.
    AP Cost: 2
    Ranks: 1
    Requires: 5 AP spent in tree, Xen'drik Weapon Training tier 1

    Ambidexterity
    You gain +1/1/1 to hit, +0/0/1 damage, and +0/1/1% dodge when dual-wielding or fighting unarmed.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: 5 AP spent in tree, Two Weapon Fighting (feat)


    Drow: Tier 3

    Darkfire
    SLA 5/day: Fire a bolt of darkness that deals 1d12 damage per character level, Reflex DC (10 + Half Character Level + Charisma Modifier) Half damage. At level 11 and 21 an additional bolt is fired. Effects that grants extra Action Boost uses give you additional uses per rest of this ability. (Cooldown: 6 seconds)
    AP Cost: 2
    Ranks: 1
    Requires: 10 AP spent in tree

    Improved Dodge
    +1/2/3% Dodge when wearing light or no armor.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: 10 AP spent in tree, Dodge (feat)

    Xen'drik Weapon Training
    +1 to hit and damage with Rapiers, Shortswords, and Shuriken.
    AP Cost: 2
    Ranks: 1
    Requires: 10 AP spent in tree, Xen'drik Weapon Training tier 2


    Drow: Tier 4

    Venomed Blades
    Poison Stance: On Hit: 1d4/6/8 Poison damage with weapon attacks. This enhancement cannot be taken at the same time as Venomed Blades in the Assassin tree. (Cooldown: 3 seconds)
    AP Cost: 1 per rank
    Ranks: 3
    Requires: 20 AP spent in tree, Venom Lore of same rank

    Xen'drik Weapon Training
    +1 to hit and damage with Rapiers, Shortswords, and Shuriken.
    AP Cost: 2
    Ranks: 1
    Requires: 20 AP spent in tree, Xen'drik Weapon Training tier 3

  16. #16

    Default Dwarf

    DWARF


    Core Abilities


    Toughness
    You gain 10 HP
    AP Cost: 0
    Requires: Level 1, 1 AP spent in tree

    Dwarven Constitution
    +1 Constitution
    AP Cost: 2
    Requires: Level 2, Toughness rank 1

    Toughness
    You gain 10 HP
    AP Cost: 1
    Requires: Level 4, Dwarven Constitution rank 1

    Dwarven Constitution
    +1 Constitution
    AP Cost: 2
    Requires: Level 8, Toughness rank 2

    Toughness
    You gain 10 HP
    AP Cost: 1
    Requires: Level 16, Dwarven Constitution rank 2


    Dwarf: Tier 1

    Kundarak Dragonmark Focus
    +1/2/3 dragonmark use per day, +1/2/3 Search
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Least Dragonmark of Warding (feat)

    Iron Stomach
    You have an instinctive understanding of beverages due to your excessive study of them. The Caster Level of potions you drink are increased by 1/2/3.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: n/a

    Stout
    +1/2/3 Balance and Saves against Poison.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: n/a

    Dwarven Weapon Training
    Choose one of the following:
    - Axe Training: +1 to hit and damage with battle axes, dwarven waraxes, hand axes, great axes, and throwing axes.
    - Pick and Hammer Training: +1 to hit and damage with heavy picks, light hammer, light picks, mauls, throwing hammers, and warhammers.
    AP Cost: 2
    Ranks: 1
    Requires: n/a

    Dwarven Armor Mastery
    +1/2/3 Armor Class and Armor Maximum Dexterity Bonus
    AP Cost: 1 per rank
    Ranks: 3
    Requires: n/a


    Dwarf: Tier 2

    Lesser Dragonmark of Warding
    Lesser Dragonmark Spell: Spell Resistance: Wards an ally with Spell Resistance of 12 plus 1 per caster level. (Cooldown: 10 seconds)
    AP Cost: 2
    Ranks: 1
    Requires: 5 AP spent in tree, Kundarak Dragonmark Focus

    Dwarven Tactics
    Grants a +1/2/3 bonus on the DC of your combat feats.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: 5 AP spent in tree

    Child of the Mountain
    You gain 2/3/4% Maximum Health and +1/2/3 to Fortitude saves, but suffer -1/2/3 to Reflex saves.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: 5 AP spent in tree

    Dwarven Weapon Training
    For weapons selected in Dwarven Weapon Training tier 1, +1 to hit and damage with one handed weapons, +1 to hit and +2 damage with two handed weapons.
    AP Cost: 2
    Ranks: 1
    Requires: 5 AP spent in tree, Dwarven Weapon Training tier 1

    Dwarven Shield Mastery
    +5/10/15% Shield AC and +1/2/3 Tower Shield MDB.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: 5 AP spent in tree, Dwarven Armor Mastery of same rank


    Dwarf: Tier 3

    Greater Dragonmark of Warding
    Greater Dragonmark Spell: Radiant Forcefield: Your target is surrounded in a sphere of magical force that reduces all damage (except untyped damage) they take by 25% for a short time. (Cooldown: 1 minute)
    AP Cost: 2
    Ranks: 1
    Requires: 10 AP spent in tree, Lesser Dragonmark of Warding

    Dwarven Runes
    Gain +1/2/3 to saves against spell effects.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: 10 AP spent in tree

    Stand Like Stone
    Action Boost: For 12 seconds you gain +10/20/30 Balance, PRR, and stacking Energy Resistance, but have a 50% penalty to movement speed, sink in water and cannot fly. (Cooldown: 3 minutes)
    AP Cost: 2 per rank
    Ranks: 3
    Requires: 10 AP spent in tree, Child of the Mountain of same rank

    Dwarven Weapon Training
    For weapons selected in Dwarven Weapon Training tier 1, +1 to hit and damage.
    AP Cost: 2
    Ranks: 1
    Requires: 10 AP spent in tree, Dwarven Weapon Training tier 2


    Dwarf: Tier 4

    Hands of Stone
    Greater Dragonmark Spell: Earthgrab. Reflex DC 10 + Level + Constitution Modifier Negates. (Cooldown: 30 seconds)
    AP Cost: 1
    Ranks: 1
    Requires: 20 AP spent in tree, Greater Dragonmark of Warding

    Dwarf Fortress
    While wearing full plate and using a shield, you gain +1/2/3 AC, Intimidate, and Will saving throws vs Fear, and
    you deal +3/5/7% additional weapon damage.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: 20 AP spent in tree, Stand Like Stone of same rank

    Dwarven Weapon Training
    For weapons selected in Dwarven Weapon Training tier 1, +1 to hit and damage with one handed weapons, +1 to hit and +2 damage with two handed weapons.
    AP Cost: 2
    Ranks: 1
    Requires: 20 AP spent in tree, Dwarven Weapon Training tier 3

    Throw Your Weight Around
    For weapons selected in Dwarven Weapon Training tier 1, you may use your Constitution Modifier to determine the damage you deal.
    AP Cost: 1
    Ranks: 1
    Requires: 20 AP spent in tree, Dwarven Weapon Training tier 4

  17. #17

    Default Elf

    ELF


    Core Abilities

    Elven Accuracy
    You gain +2% to hit with all attacks. Your Point Blank Shot and Ranged Sneak Attack range is increased by 2 meters for each Elven Core Ability you possess from this tree.
    AP Cost: 0
    Requires: Level 1, 1 AP spent in tree

    Elven Dexterity
    +1 Dexterity
    AP Cost: 2
    Requires: Level 2, Elven Accuracy rank 1

    Elven Accuracy
    You gain +2% to hit with all attacks.
    AP Cost: 2
    Requires: Level 4, Elven Dexterity rank 1

    Elven Dexterity
    +1 Dexterity
    AP Cost: 2
    Requires: Level 8, Elven Accuracy rank 2

    Elven Accuracy
    You gain +2% to hit with all attacks.
    AP Cost: 2
    Requires: Level 16, Elven Dexterity rank 2


    Elf: Tier 1

    Phiarlan Dragonmark Focus
    +1/2/3 dragonmark use per day, +1/2/3 Hide
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Least Dragonmark of Shadow (feat)

    Child of Nature
    Entangle: DC: 10 + Half Character Level + Wisdom modifier negates. (Cost: 1 HP & 10 SP to cast. Cooldown: 3 seconds.)
    AP Cost: 2
    Ranks: 1
    Requires: n/a

    Keen Senses
    +1/2/3 Listen, Search, and Spot.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: n/a

    Elven Weapon Training
    Choose one of the following:
    - Arenal Weapon Training: +1 to hit and damage with Longswords, Rapiers, and Longbows
    - Valenar Weapon Training: +1 to hit and damage with Scimitars, Falchions, and Shortbows
    AP Cost: 2
    Ranks: 1
    Requires: n/a

    Arcane Fluidity
    Your arcane spell failure chance while wearing armor is decreased by 5/10/15%. (This has no effect on arcane spell failure from shields.)
    AP Cost: 1 per rank
    Ranks: 3
    Requires: n/a


    Elf: Tier 2

    Lesser Dragonmark of Shadow
    SLA (5/day): Shadow Walk
    Action Point Cost: 2
    Ranks: 1
    Requires: Level 2, 5 AP spent in tree, Phiarlan Dragonmark Focus rank 1

    Enchantment Lore
    +2/4/6 Saves vs Enchantments. You also gain +0/0/1 Enchantment spell DC
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Level 2, 5 AP spent in tree

    Nothing is Hidden
    Your senses are so acute that you no longer need to spend time searching for the obvious. You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, although this Search check occurs at a -12/-8/-4 penalty.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Level 2, 5 AP spent in tree

    Elven Weapon Training
    Adds an additional +1 to hit and damage with one handed weapons, and +1 to hit and +2 damage to two handed weapons, for the weapons you selected from Elven Weapon Training tier 1.
    AP Cost: 2
    Ranks: 1
    Requires: Level 2, 5 AP spent in tree, Elven Weapon Training tier 1

    Arcanum
    +25/50/100 spell points and +1/2/3 spell penetration.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Level 2, 5 AP spent in tree


    Elf: Tier 3

    Greater Dragonmark of Shadow
    Greater Dragonmark Spell: Displacement.
    AP Cost: 2
    Ranks: 1
    Requires: Level 3, 10 AP spent in tree, Lesser Dragonmark of Shadow

    Feywild Tap
    Activate: A drop of blood lets you tap into the endless energy of the realm of the fey, giving yourself or an ally temporary spell points, 10% incorporeality, and a -2 penalty to Will saving throws while they last. This ability can be used once/3/5 times per rest. (Cost: 1 hit point. Cooldown: 2 minutes. Duration: 5 minutes.)
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Level 3, 10 AP spent in tree

    Fey Sight
    While you have 100 or more spell points, you can see things as they truly are. You are able to see invisible creatures and pierce illusions.
    AP Cost: 2
    Ranks: 1
    Requires: Level 3, 10 AP spent in tree, Feywild Tap rank 1

    Elven Weapon Training
    Adds an additional +1 to hit and damage with weapons you selected from Elven Weapon Training tier 1.
    AP Cost: 2
    Ranks: 1
    Requires: Level 3, 10 AP spent in tree, Elven Weapon Training tier 2

    Arcane Archer
    You gain access to the Arcane Archer enhancement tree. (The Elf: Arcane Archer tree uses your total character level instead of Ranger level, but advances Core Abilities at a slower rate. You cannot spend action points in both the Ranger: Arcane Archer and Elf: Arcane Archer trees.)
    AP Cost: 4
    Ranks: 1
    Requires: Level 3, 10 AP spent in tree, Elven Arcanum rank 1


    Elf: Tier 4

    Binding Shadows
    Greater Dragonmark Spell: Dark shadows wrap around an enemy, slowing it and raining its life force, applying 2d4 negative levels. (Base 1 use per rest, no cooldown.)
    AP Cost: 1
    Ranks: 1
    Requires: Level 4, 20 AP spent in tree, Greater Dragonmark of Shadow

    Grace
    You may use Dexterity to hit (and possibly damage; confirmed that longbows get dex to damage with Grace) with your chosen set of weapons from Elven Weapon Training tier 1.
    AP Cost: 2
    Ranks: 1
    Requires: Level 4, 20 AP spent in tree, Elven Weapon Training tier 4

    Elven Weapon Training
    Adds an additional +1 to hit and damage with one handed weapons, and +1 to hit and +2 damage to two handed weapons, for the weapons you selected from Elven Weapon Training tier 1.
    Action Point Cost: 2
    Ranks: 1
    Requires: Level 4, 20 AP spent in tree, Elven Weapon Training tier 3

    Skill
    You gain 3% melee doublestrike, 3% extra shot chance, 3% dodge, and bypass 3% dodge.
    Action Point Cost: 1
    Ranks: 1
    Requires: Level 4, 20 AP spent in tree, Elven Weapon Training tier 4




    ARCANE ARCHER (You must select the Arcane Archer tier 3 racial enhancement to unlock the racial AA tree.)


    Core Abilities

    Arcane Archer
    Any bow you equip gains a +1 Enhancement bonus for each Arcane Archer core ability you possess. (This does not stack with the bow's existing Enhancement bonus.) All bows are treated as Implements in your hands.
    AP Cost: 0
    Requires: Level 1, 1 AP spent in tree

    Morphic Arrows
    Arcane Archer Secondary Imbue Toggle: Your arrows deal bludgeoning, piercing and slashing damage. (Cost: 20 spell points. Cooldown: 10 seconds.)
    AP Cost: 2
    Requires: Level 4, 5 AP spent in tree, Arcane Archer

    Metalline Arrows
    Arcane Archer Secondary Imbue Toggle: Your arrows bypass all metallic damage reduction. (Cost: 20 spell points. Cooldown: 10 seconds.)
    AP Cost: 2
    Requires: Level 8, 10 AP spent in tree, Morphic Arrows

    Aligned Arrows
    Arcane Archer Secondary Imbue Toggle: Your arrows bypass all alignment based damage reduction. (Cost: 20 spell points. Cooldown: 10 seconds.)
    AP Cost: 2
    Requires: Level 15, 20 AP spent in tree, Metalline Arrows

    Shadow Arrows
    Arcane Archer Secondary Imbue Toggle: +5% Extra Shot chance any time you fire an arrow. (Cost: 20 spell points. Cooldown: 10 seconds.)
    AP Cost: 2
    Requires: Level 22, 30 AP spent in tree, Aligned Arrows

    Master of Imbuement
    You gain +2 Dexterity and +10% Extra Shot chance (Repeating crossbows have a reduced chance to produce Extra Shots). When you leave a primary Arcane Archer Imbue stance, the bonus granted by the stance lingers for 30 seconds before being removed.
    AP Cost: 2
    Requires: Level 25, 40 AP spent in tree, Shadow Arrows


    Arcane Archer: Tier 1

    Conjure Arrows
    Activate to create a stack of returning +1 arrows. These arrows are destroyed when you log out for an extended period of time.
    AP Cost: 2
    Ranks: 1
    Requires: Level 1

    True Strike
    Ranged Archery Attack: Perform a ranged attack with +20 to hit. You receive a +0/2/4 Insight bonus to hit for 0/6/12 seconds.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Level 1

    Energy of the Wild
    +30/60/100 maximum spell points. At tier 3 receive Magical Training: Increase your maximum spell points by 80, and grants Echoes of Power while below 12 spell points.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Level 1

    Elemental Arrows
    Select one of the following elemental Arcane Archer Imbue Toggles: (20 spell points, 10 second cooldown)
    - Corrosive Arrows: +1d6 acid damage
    - Flaming Arrows: +1d6 fire damage
    - Frost Arrows: +1d6 cold damage
    - Shock Arrows: +1d6 electric damage
    AP Cost: 2
    Ranks: 1
    Requires: Level 1

    Awareness
    +1/2/3 Listen, Search, Spot, and to hit.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Level 1


    Arcane Archer: Tier 2

    Dispelling Shot
    Ranged Archery Attack: Performs a ranged attack that deals +1/2/3[W] damage and dispels 1/2/3 beneficial effect(s) from your target.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Level 2, 5 AP spent in tree

    Force Arrows
    Arcane Archer Imbue Toggles: You imbue your arrows with magical force. Your arrows gain On Hit: +1d4/6/6 force damage and the Ghost Touch ability. At tier 3 gain On Critical: 1d10 to 3d10 force damage based on critical multiplier. (20 spell points, 10 second cooldown)
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Level 2, 5 AP spent in tree

    Inferno Shot
    Ranged Archery Attack: Performs a ranged attack with +0/1/2[W] damage. On Hit: Target gains 1 stack of Inferno (Target takes 1d6 fire damage every 2 second for 6 seconds. This effect can stack 20 times, and loses one stack on expiration.).
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Level 2, 5 AP spent in tree

    Elemental Arrows
    Select a second elemental Arcane Archer Imbue Toggle. (See tier 1)
    AP Cost: 2
    Ranks: 1
    Requires: Level 2, 5 AP spent in tree, Elemental Arrows tier 1

    Action Boost
    Select one of the following:
    - Attack Boost: +4/6/8 Action Boost bonus to hit for 20 seconds.
    - Energy Resist Boost: +5/10/15 Action Boost bonus to Energy Resistance for 20 seconds.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Level 2, 5 AP spent in tree


    Arcane Archer: Tier 3

    Shattermantle Shot
    Ranged Archery Attack: Perform a ranged attack with +1/2/3[W] damage. On Hit: Target gains 1/2/3 stack(s) of Reduced Spell Resistance (-1 Spell Resistance. This effect can stack 100 times.) On Vorpal Hit: Shattermantle (-100 Spell Resistance for 10 seconds. Will DC 10/14/18 + Half Level + Wisdom Modifier negates.)
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Level 3, 10 AP spent in tree, Dispelling Shot of same rank

    Terror Arrows
    Arcane Archer Imbue Toggle: You imbue your arrows with negative energy. On Hit: Target is feared. (Will DC 17/21/25 negates.) On Vorpal: Target is subject to a Phantasmal Killer effect.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Level 3, 10 AP spent in tree, Force Arrows of same rank

    Soul Magic
    Every time you strike an enemy with your bow, you gain 1 temporary spell point. This effect can stack up to 10 times.
    AP Cost: 2
    Ranks: 1
    Requires: Level 3, 10 AP spent in tree, Magical Training

    Elemental Arrows
    Select a third elemental Arcane Archer Imbue Toggle. (See tier 1)
    AP Cost: 2
    Ranks: 1
    Requires: Level 3, 10 AP spent in tree, Elemental Arrows tier 2

    Ability Point
    Select one of the following:
    - Dexterity +1
    - Wisdom +1
    AP Cost: 2
    Ranks: 1
    Requires: Level 3, 10 AP spent in tree


    Arcane Archer: Tier 4

    Banishing Arrows
    Arcane Archer Imbue Toggle: Your arrows gain On Vorpal: Banish an extraplanar creature back to its home plane. Powerful creatures may resist the vorpal effect until sufficiently damaged but will take 100 points of damage on a confirmed vorpal strike instead of being destroyed.
    AP Cost: 2
    Ranks: 1
    Requires: Level 4, 20 AP spent in tree, Paralyzing Arrows rank 1

    Paralyzing Arrows
    Arcane Archer Imbue Toggle: Youimbue your arrows with paralyzing force. On Hit: Target is paralyzed. (Will DC 18/22/26 negates.)
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Level 4, 20 AP spent in tree, Terror Arrows of same rank

    Smiting Arrows
    Arcane Archer Imbue Toggle: Your arrows gain On Vorpal: Destroy a construct. Powerful constructs may resist the vorpal effect until sufficiently damaged but will take 100 points of damage on a confirmed vorpal strike instead of being destroyed.
    AP Cost: 2
    Ranks: 1
    Requires: Level 4, 20 AP spent in tree, Paralyzing Arrows rank 1

    Elemental Arrows
    Select the fourth (final) elemental Arcane Archer Imbue Toggle. (See tier 1)
    AP Cost: 2
    Ranks: 1
    Requires: Level 4, 20 AP spent in tree, Elemental Arrows tier 3

    Ability Point
    Select one of the following:
    - Dexterity +1
    - Wisdom +1
    AP Cost: 2
    Ranks: 1
    Requires: Level 4, 20 AP spent in tree


    Arcane Archer: Tier 5

    Moonbow
    While wielding a bow, once every 30 seconds you gain 20 temporary spell points for 10 seconds.
    AP Cost: 2
    Ranks: 1
    Requires: Level 5, 40 AP spent in tree

    Arrow of Slaying
    Ranged Archery Attack: Performs a ranged attack with +250 damage. (This damage can be multiplied by critical hits.) (Cost: 20 spell points. Cooldown: 20 seconds.)
    AP Cost: 2
    Ranks: 1
    Requires: Level 5, 40 AP spent in tree, Paralyzing Arrows rank 1

    Improved Elemental Arrows
    Your Elemental Arrow Imbues gain On Critical: 1d10 to 3d10 elemental damage based on critical multiplier, and an additional effect:
    - Corrosive Arrows gain Improved Destruction (-2 AC and -2% fort for 20 seconds, stacks up to 4 times)
    - Flaming Arrows gain On Critical: Burning (1d6 fire damage every 2 seconds for 6 seconds, stacks up to 20 times)
    - Frost Arrows gain On Critical: Lethargy (-1 saves, non-bosses move and attack 5% slower, stacks up to 5 times.)
    - Shock Arrows gain On Critical: Vulnerable (2% more damage for 6 seconds, stacks up to 10 times.)
    AP Cost: 2
    Ranks: 1
    Requires: Level 5, 40 AP spent in tree, Elemental Arrows tier 4

    Runebow
    Bows you wield gain an additional +2 Enhancement bonus. This is considered a Magic weapon effect.
    AP Cost: 2
    Ranks: 1
    Requires: Level 5, 40 AP spent in tree

  18. #18

    Default Halfling

    HALFLING

    Core Abilities

    Halfling Luck
    +1 to all Saving Throws
    AP Cost: 0
    Requires: Level 1, 1 AP spent in tree

    Dexterity
    +1 Dexterity
    AP Cost: 2
    Requires: Level 2, Hafling Luck rank 1

    Halfling Luck
    +1 to all Saving Throws
    AP Cost: 2
    Requires: Level 4, Halfling Dexterity rank 1

    Dexterity
    +1 Dexterity
    AP Cost: 2
    Requires: Level 8, Hafling Luck rank 2

    Halfling Luck
    +1 to all Saving Throws
    AP Cost: 2
    Requires: Level 16, Halfling Dexterity rank 2


    Halfling: Tier 1

    Jorasco Dragonmark Focus
    +1/2/3 dragonmark use per day, +1/2/3 Heal
    3 Ranks
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Least Dragonmark of Healing (feat)

    Stealthy
    +1/2/3 Hide and Move Silently. Thrown attacks you perform from stealth deal +0/0/1[W] damage.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: n/a

    Acrobatic
    +1/2/3 Balance, Jump, and Tumble. +2/4/6 AC while tumbling.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: n/a

    Halfling Cunning
    +1/2/3 Bluff skill and to hit while performing Sneak Attacks.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: n/a

    Bold
    You overcome fear quickly - fear and shaken effects are removed from you after 12/6/3 seconds.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: n/a


    Halfling: Tier 2

    Lesser Dragonmark of Healing
    Lesser Dragonmark Spell (5/day): Cure Serious Wounds. (Cooldown: 3 seconds)
    AP Cost: 2
    Ranks: 1
    Requires: Level 2, 5 AP spent in tree, Jorasco Dragonmark Focus rank 1

    Break Out the Leeches
    Lesser Dragonmark Spell (5/day): Positive Energy Leeches: Removes one negative level, one poison, and one disease from your living target once every 3 seconds. Duration is equal to your Heal Skill. (Cooldown: 3 seconds)
    AP Cost: 2
    Ranks: 1
    Requires: Level 2, 5 AP spent in tree, Lesser Dragonmark of Healing

    Nimble Reaction
    +1/2/3 Armor MDB and Maximum Dodge Bonus
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Level 2, 5 AP spent in tree, Acrobatic of same rank

    Halfling Guile
    +1 Sneak Attack die
    AP Cost: 2
    Ranks: 1
    Requires: Level 2, 5 AP spent in tree, Halfling Cunning rank 1

    Heroic Companion
    Action Boost: Grants an ally +0.25/0.5/1[W], +2/4/6 to hit and saving throws, 0/2/4% to Dodge, and +0/0/10 PRR (Cooldown: 30 seconds)
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Level 2, 5 AP spent in tree


    Halfling: Tier 3

    Greater Dragonmark of Healing
    Greater Dragonmark Spell (5/day): Heal (Cooldown: 6 seconds)
    AP Cost: 2
    Ranks: 1
    Requires: Level 3, 10 AP spent in tree, Lesser Dragonmark of Healing

    Skillful Thrower
    You can use your Dexterity modifiers for damage with returning thrown weapons.
    AP Cost: 2
    Ranks: 1
    Requires: Level 3, 10 AP spent in tree

    Improved Dodge
    +1/2/3% when wearing light or no armor.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Level 3, 10 AP spent in tree, Nimble Reaction of same rank, Dodge (feat)

    Halfling Guile
    +1 Sneak Attack die
    AP Cost: 2
    Ranks: 1
    Requires: Level 3, 10 AP spent in tree, Halfling Guile tier 2


    Halfling: Tier 4

    Master Thrower
    You gain a +1 Competence bonus to the Critical Threat Range of returning thrown weapons.
    AP Cost: 1
    Ranks: 1
    Requires: Level 4, 20 AP spent in tree, Skillful Thrower

    Halfling Agility
    Up to once per second when you are hit, you gain 1% dodge until you are missed. This effect can stack up to 5 times.
    AP Cost: 2
    Ranks: 1
    Requires: Level 4, 20 AP spent in tree, Improved Dodge

    Halfling Guile
    +1 Sneak Attack die
    AP Cost: 2
    Ranks: 1
    Requires: Level 4, 20 AP spent in tree, Halfling Guile tier 3

  19. #19

    Default Half-Elf

    HALF-ELF


    Core Abilities

    Half-Elven Versatile Nature
    As a Half-Elf, you can choose which heritage you take after, giving you the choice of Human or Elven Core Abilities as you progress through this tree. Your Point Blank Shot and Ranged Sneak Attack Range in increased by 2 meters for every Elven Core Ability you select.

    (Editor's Note: It is unclear whether you can mix and match the core abilities, taking some from human and some from elf. The first tier isn't letting you choose one, and the the first time you spend an AP in the racial tree you randomly get either the full elf line or human line listed along the bottom.)


    Human Core Abilities

    Human Versatility
    Humans can select racial action boosts that share a number of uses per rest, but are not linked with class based action boost cooldowns. All boosts last 20 seconds, with a 30 second cooldown. Choose one of the following:
    - Attack Boost: +6 to hit
    - Damage Boost: +20% damage
    - Defense Boost: +10 AC and +10 PRR
    - Saves Boost: +4 all saves, and do not automatically fail a save on a 1
    - Skill Boost: +4 all skills
    - Spell Power Boost: +20 action boost bonus to universal spell power (presumably stacks with everything)
    AP Cost: 0
    Requires: Level 1, 1 AP spent in tree

    Human Adaptability
    Select +1 to an ability score of your choice.
    AP Cost: 2
    Requires: Level 2, Human Versatility Rank 1

    Human Versatility
    Select a second boost for human versatility. (See Tier 0.)
    AP Cost: 1
    Requires: Level 4, Human Adaptability

    Human Greater Adaptability
    Select +1 to an ability score of your choice. Cannot be the same as Human Adaptability.
    AP Cost: 2
    Requires: Level 8, Human Versatility Rank 2

    Human Versatility
    Select a third boost for human versatility. (See Tier 0.)
    AP Cost: 1
    Requires: Level 16, Human Greater Adaptability


    Elf Core Abilities

    Elven Accuracy
    You gain +2% to hit with all attacks. Your Point Blank Shot and Ranged Sneak Attack range is increased by 2 meters for each Elven Core Ability you possess from this tree.
    AP Cost: 0
    Requires: Level 1, 1 AP spent in tree

    Elven Dexterity
    +1 Dexterity
    AP Cost: 2
    Requires: Level 2, Elven Accuracy rank 1

    Elven Accuracy
    You gain +2% to hit with all attacks.
    AP Cost: 2
    Requires: Level 4, Elven Dexterity rank 1

    Elven Dexterity
    +1 Dexterity
    AP Cost: 2
    Requires: Level 8, Elven Accuracy rank 2

    Elven Accuracy
    You gain +2% to hit with all attacks.
    AP Cost: 2
    Requires: Level 16, Elven Dexterity rank 2


    Half-Elf: Tier 1

    Lyrandar Dragonmark Focus
    +1/2/3 dragonmark use(s) per day, +1/2/3 Balance.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Least Dragonmark of Storm

    Diplomatic Immunity
    Activate: Reduces physical damage you take by 25% for 15 seconds or until you attack. Until you rest, you have -2 Diplomacy (stacks up to 100 times). On a shared cooldown with Half-Elven Social Graces, and your total Diplomacy score must be positive to use this effect. (Cooldown: 1 minute)
    AP Cost: 2
    Ranks: 1
    Requires: n/a

    Skill Focus
    Choose one of the following to gain +1/2/3 bonus to skills:
    - Athletic: Balance, Jump, Swim, Tumble
    - Awareness: Listen, Search, Spot
    - Focused: Concentration, Intimidate
    - Negotiator: Bluff, Dilpomacy, Haggle, Perform
    - Nimble Fingers: Disable Device, Open Lock
    - Self-Sufficient: Heal, Repair
    - Stealthy: Hide, Move Silently
    AP Cost: 1 per rank
    Ranks: 3
    Requires: n/a

    Improved Dilletante
    Improves your Dilletante feat:
    - Artificer: Your knowledge of items now extends to potions. For items you are now treated as a second level Artificer (or you character level, whichever is lower).
    - Barbarian: +5 HP
    - Bard: For items you are now treated as a third level Bard (or you character level, whichever is lower).
    - Cleric: For items you are now treated as a third level Cleric (or you character level, whichever is lower).
    - Druid: For items you are now treated as a third level Druid (or you character level, whichever is lower).
    - Favored Soul: For items you are now treated as a third level Favored Soul (or you character level, whichever is lower).
    - Fighter: +1 weapon damage
    - Monk: At level 2 or higher, add up to 3 points of Wisdom bonus to AC when defensively centered
    - Paladin: At level 2 or higher, add up to 3 points of Charisma bonus to Saves. For items you are now treated as a second level Paladin (or you character level, whichever is lower).
    - Ranger: At level 2 or higher, add up to 4 points of Strength bonus to attack with bows. For items you are now treated as a second level Ranger (or you character level, whichever is lower).
    - Rogue: +2 to hit with Sneak Attacks.
    - Sorcerer: For items you are now treated as a third level Sorcerer (or you character level, whichever is lower).
    - Wizard: For items you are now treated as a third level Wizard (or you character level, whichever is lower).
    AP Cost: 2
    Ranks: 1
    Requires: Half-Elf Dilletante (feat)

    Arcane Fluidity
    Your arcane spell failure chance while wearing armor is decreased by 5/10/15%. (This has no effect on arcane spell
    failure from shields.)
    AP Cost: 1 per rank
    Ranks: 3
    Requires: n/a


    Half-Elf: Tier 2

    Lesser Dragonmark of Storm
    SLA (5/day): Electric Loop
    Action Point Cost: 2
    Ranks: 1
    Requires: Level 2, 5 AP spent in tree, Lyrandar Dragonmark Focus rank 1

    Improved Recovery I
    Your Positive Healing Amplification is increased by 10%.
    AP Cost: 2
    Ranks: 1
    Requires: Level 2, 5 AP spent in tree

    Dilletante Special Ability
    Gain abilities from your Dilletante Class Enhancements:
    - Artificer: +3 Universal Spellpower
    - Barbarian: Barbarian DR increased by 1. (Cannot be taken if you possess Barbarian: Improved Damage Reduction)
    - Bard: +3 Universal Spellpower
    - Cleric: +3 Universal Spellpower
    - Druid: +3 Universal Spellpower
    - Favored Soul: +3 Universal Spellpower
    - Fighter: +2 AC and +2 MDB when wearing armor. (Cannot be taken if you possess Stalwart Defender: Armor Mastery)
    - Monk: +10% amp. (Cannot be taken if you possess Shintao Monk: Bastion of Purity)
    - Paladin: Immune to natural diseases, +4 saving throws vs magical diseases and do not auto-fail on a 1 for magical diseases
    - Ranger: Conjure Arrows: Stack of returning +1 arrows. (Cannot be taken if you possess Arcane Archer: Conjure Arrows)
    - Rogue: Melee Attack: +0.5[W] damage, +1 critical threat range, and reduces your threat with nearby enemies by 100. On Sneak Attack: Intelligent target gains -1 penalty to Balance, Reflex and Will Saves for 20 seconds. (Stacks 5 times.) (Cannot be taken if you possess Thief-Acrobat: Sly Flourish) (Cooldown: 12 seconds)
    - Sorcerer: +3 Universal Spellpower
    - Wizard: +3 Universal Spellpower
    AP Cost: 2
    Ranks: 1
    Requires: Level 2, 5 AP spent in tree, Improved Dilletante tier 2

    Improved Dilletante
    Improves your Dilletante feat:
    - Artificer: Your knowledge of items now extends to wands. For items you are now treated as a third level Artificer (or you character level, whichever is lower).
    - Barbarian: +5 HP
    - Bard: For items you are now treated as a sixth level Bard (or you character level, whichever is lower).
    - Cleric: For items you are now treated as a sixth level Cleric (or you character level, whichever is lower).
    - Druid: For items you are now treated as a sixth level Druid (or you character level, whichever is lower).
    - Favored Soul: For items you are now treated as a sixth level Favored Soul (or you character level, whichever is lower).
    - Fighter: +1 weapon damage
    - Monk: At level 3 or higher, add up to 4 points of Wisdom bonus to AC when defensively centered
    - Paladin: At level 3 or higher, add up to 4 points of Charisma bonus to Saves. For items you are now treated as a third level Paladin (or you character level, whichever is lower).
    - Ranger: At level 3 or higher, add up to 6 points of Strength bonus to attack with bows. For items you are now treated as a third level Ranger (or you character level, whichever is lower).
    - Rogue: +1d6 Sneak Attack
    - Sorcerer: For items you are now treated as a sixth level Sorcerer (or you character level, whichever is lower).
    - Wizard: For items you are now treated as a sixth level Wizard (or you character level, whichever is lower).
    AP Cost: 2
    Ranks: 1
    Requires: Level 2, 5 AP spent in tree, Improved Dilletante tier 1

    Arcanum
    +25/50/100 spell points and +1/2/3 spell penetration.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Level 2, 5 AP spent in tree


    Half-Elf: Tier 3

    Greater Dragonmark of Storm
    Greater Dragonmark Spell: Call Lightning Storm
    AP Cost: 2
    Ranks: 1
    Requires: Level 3, 10 AP spent in tree, Lesser Dragonmark of Storm

    Action Surge
    Action boosts also increase an ability score of your choice by +1/2/3.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Level 3, 10 AP spent in tree

    Dilletante Ability Score
    +1 to an Ability Score based on your Dilletante feat:
    - Strength: Barbarian, Fighter, Paladin, Ranger
    - Dexterity: Artificer, Bard, Monk, Ranger, Rogue
    - Constitution: Barbarian, Druid, Fighter
    - Intelligence: Artificer, Rogue, Wizard
    - Wisdom: Cleric, Druid, Favored Soul, Monk
    - Charisma: Bard, Cleric, Favored Soul, Paladin, Sorcerer
    AP Cost: 2
    Ranks: 1
    Requires: Level 3, 10 AP spent in tree, Improved Dilletante tier 2

    Arcane Archer
    You gain access to the Arcane Archer enhancement tree. (The Elf: Arcane Archer tree uses your total character level instead of Ranger level, but advances Core Abilities at a slower rate. You cannot spend action points in both the Ranger: Arcane Archer and Elf: Arcane Archer trees.)
    AP Cost: 4
    Ranks: 1
    Requires: Level 3, 10 AP spent in tree, Elven Arcanum rank 1


    Half-Elf: Tier 4

    Power of the Storm
    Greater Dragonmark Activate: Your attacks gain Shocking, +25 Electrical Spell Power, and you gain 10 temporary spell points any time you take electrical damage from a spell. You also gain a +2 bonus to Reflex Saves, but suffer a -1 penalty to Caster Levels with Earth spells and -2 to your Fortitude Saves. This effect lasts for 2 seconds per point of Concentration skill you have. (Cooldown: 1 minute)
    AP Cost: 1
    Ranks: 1
    Requires: Level 4, 20 AP spent in tree, Greater Dragonmark of Storm

    Improved Recovery II
    Your Positive Healing Amplification is increased by 10%.
    AP Cost: 2
    Ranks: 1
    Requires: Level 4, 20 AP spent in tree, Improved Recovery I

    Dilletante Special Ability
    Gain abilities from your Dilletante Class Enhancements:
    - Artificer: +3 Universal Spellpower
    - Barbarian: Barbarian DR increased by 1. (Cannot be taken if you possess Barbarian: Improved Damage Reduction)
    - Bard: +3 Universal Spellpower
    - Cleric: +3 Universal Spellpower
    - Druid: +3 Universal Spellpower
    - Favored Soul: +3 Universal Spellpower
    - Fighter: +1 tactical DCs (Cannot be taken if you possess Kensei: Tactics)
    - Monk: +10% amp. (Cannot be taken if you possess Shintao Monk: Bastion of Purity)
    - Paladin: +4 saving throws vs fear and do not auto-fail on a 1
    - Ranger: +10% chance to make off-hand attacks when dual wielding. (Cannot be taken if you possess: Tempest) Requires: TWF (feat)
    - Rogue: Alchemical Trap Activate: Throws a cask of caustic liquid at your enemy, which explodes into a sticky mess. Enemies within the area of the goo puddle take 4d6 acid damage every 2 seconds and are slowed. (Fort DC 10 + Half Character Level + Intelligence Modifier Half). Cannot be taken if you possess Mechanic: Tanglefoot. (Cooldown: 1 minute)
    - Sorcerer: +3 Universal Spellpower
    - Wizard: +3 Universal Spellpower
    AP Cost: 2
    Ranks: 1
    Requires: Level 4, 20 AP spent in tree, Improved Dilletante tier 4

    Improved Dilletante
    Improves your Dilletante feat:
    - Artificer: Your knowledge of items now extends to magical arms and armor. For items you are now treated as a fourth level Artificer (or you character level, whichever is lower).
    - Barbarian: +5 HP
    - Bard: For items you are now treated as a tenth level Bard (or you character level, whichever is lower).
    - Cleric: For items you are now treated as a tenth level Cleric (or you character level, whichever is lower).
    - Druid: For items you are now treated as a tenth level Druid (or you character level, whichever is lower).
    - Favored Soul: For items you are now treated as a tenth level Favored Soul (or you character level, whichever is lower).
    - Fighter: +1 weapon damage
    - Monk: At level 4 or higher, add up to 5 points of Wisdom bonus to AC when defensively centered
    - Paladin: At level 4 or higher, add up to 5 points of Charisma bonus to Saves. For items you are now treated as a fourth level Paladin (or you character level, whichever is lower).
    - Ranger: At level 4 or higher, add up to 8 points of Strength bonus to attack with bows. For items you are now treated as a fourth level Ranger (or you character level, whichever is lower).
    - Rogue: +1d6 Sneak Attack
    - Sorcerer: For items you are now treated as a tenth level Sorcerer (or you character level, whichever is lower).
    - Wizard: For items you are now treated as a tenth level Wizard (or you character level, whichever is lower).
    AP Cost: 2
    Ranks: 1
    Requires: Level 2, 5 AP spent in tree, Dilletante Ability Point




    ARCANE ARCHER (You must select the Arcane Archer tier 3 racial enhancement to unlock the racial AA tree.)


    Core Abilities

    Arcane Archer
    Any bow you equip gains a +1 Enhancement bonus for each Arcane Archer core ability you possess. (This does not stack with the bow's existing Enhancement bonus.) All bows are treated as Implements in your hands.
    AP Cost: 0
    Requires: Level 1, 1 AP spent in tree

    Morphic Arrows
    Arcane Archer Secondary Imbue Toggle: Your arrows deal bludgeoning, piercing and slashing damage. (Cost: 20 spell points. Cooldown: 10 seconds.)
    AP Cost: 2
    Requires: Level 4, 5 AP spent in tree, Arcane Archer

    Metalline Arrows
    Arcane Archer Secondary Imbue Toggle: Your arrows bypass all metallic damage reduction. (Cost: 20 spell points. Cooldown: 10 seconds.)
    AP Cost: 2
    Requires: Level 8, 10 AP spent in tree, Morphic Arrows

    Aligned Arrows
    Arcane Archer Secondary Imbue Toggle: Your arrows bypass all alignment based damage reduction. (Cost: 20 spell points. Cooldown: 10 seconds.)
    AP Cost: 2
    Requires: Level 15, 20 AP spent in tree, Metalline Arrows

    Shadow Arrows
    Arcane Archer Secondary Imbue Toggle: +5% Extra Shot chance any time you fire an arrow. (Cost: 20 spell points. Cooldown: 10 seconds.)
    AP Cost: 2
    Requires: Level 22, 30 AP spent in tree, Aligned Arrows

    Master of Imbuement
    You gain +2 Dexterity and +10% Extra Shot chance (Repeating crossbows have a reduced chance to produce Extra Shots). When you leave a primary Arcane Archer Imbue stance, the bonus granted by the stance lingers for 30 seconds before being removed.
    AP Cost: 2
    Requires: Level 25, 40 AP spent in tree, Shadow Arrows


    Arcane Archer: Tier 1

    Conjure Arrows
    Activate to create a stack of returning +1 arrows. These arrows are destroyed when you log out for an extended period of time.
    AP Cost: 2
    Ranks: 1
    Requires: Level 1

    True Strike
    Ranged Archery Attack: Perform a ranged attack with +20 to hit. You receive a +0/2/4 Insight bonus to hit for 0/6/12 seconds.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Level 1

    Energy of the Wild
    +30/60/100 maximum spell points. At tier 3 receive Magical Training: Increase your maximum spell points by 80, and grants Echoes of Power while below 12 spell points.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Level 1

    Elemental Arrows
    Select one of the following elemental Arcane Archer Imbue Toggles: (20 spell points, 10 second cooldown)
    - Corrosive Arrows: +1d6 acid damage
    - Flaming Arrows: +1d6 fire damage
    - Frost Arrows: +1d6 cold damage
    - Shock Arrows: +1d6 electric damage
    AP Cost: 2
    Ranks: 1
    Requires: Level 1

    Awareness
    +1/2/3 Listen, Search, Spot, and to hit.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Level 1


    Arcane Archer: Tier 2

    Dispelling Shot
    Ranged Archery Attack: Performs a ranged attack that deals +1/2/3[W] damage and dispels 1/2/3 beneficial effect(s) from your target.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Level 2, 5 AP spent in tree

    Force Arrows
    Arcane Archer Imbue Toggles: You imbue your arrows with magical force. Your arrows gain On Hit: +1d4/6/6 force damage and the Ghost Touch ability. At tier 3 gain On Critical: 1d10 to 3d10 force damage based on critical multiplier. (20 spell points, 10 second cooldown)
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Level 2, 5 AP spent in tree

    Inferno Shot
    Ranged Archery Attack: Performs a ranged attack with +0/1/2[W] damage. On Hit: Target gains 1 stack of Inferno (Target takes 1d6 fire damage every 2 second for 6 seconds. This effect can stack 20 times, and loses one stack on expiration.).
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Level 2, 5 AP spent in tree

    Elemental Arrows
    Select a second elemental Arcane Archer Imbue Toggle. (See tier 1)
    AP Cost: 2
    Ranks: 1
    Requires: Level 2, 5 AP spent in tree, Elemental Arrows tier 1

    Action Boost
    Select one of the following:
    - Attack Boost: +4/6/8 Action Boost bonus to hit for 20 seconds.
    - Energy Resist Boost: +5/10/15 Action Boost bonus to Energy Resistance for 20 seconds.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Level 2, 5 AP spent in tree


    Arcane Archer: Tier 3

    Shattermantle Shot
    Ranged Archery Attack: Perform a ranged attack with +1/2/3[W] damage. On Hit: Target gains 1/2/3 stack(s) of Reduced Spell Resistance (-1 Spell Resistance. This effect can stack 100 times.) On Vorpal Hit: Shattermantle (-100 Spell Resistance for 10 seconds. Will DC 10/14/18 + Half Level + Wisdom Modifier negates.)
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Level 3, 10 AP spent in tree, Dispelling Shot of same rank

    Terror Arrows
    Arcane Archer Imbue Toggle: You imbue your arrows with negative energy. On Hit: Target is feared. (Will DC 17/21/25 negates.) On Vorpal: Target is subject to a Phantasmal Killer effect.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Level 3, 10 AP spent in tree, Force Arrows of same rank

    Soul Magic
    Every time you strike an enemy with your bow, you gain 1 temporary spell point. This effect can stack up to 10 times.
    AP Cost: 2
    Ranks: 1
    Requires: Level 3, 10 AP spent in tree, Magical Training

    Elemental Arrows
    Select a third elemental Arcane Archer Imbue Toggle. (See tier 1)
    AP Cost: 2
    Ranks: 1
    Requires: Level 3, 10 AP spent in tree, Elemental Arrows tier 2

    Ability Point
    Select one of the following:
    - Dexterity +1
    - Wisdom +1
    AP Cost: 2
    Ranks: 1
    Requires: Level 3, 10 AP spent in tree


    Arcane Archer: Tier 4

    Banishing Arrows
    Arcane Archer Imbue Toggle: Your arrows gain On Vorpal: Banish an extraplanar creature back to its home plane. Powerful creatures may resist the vorpal effect until sufficiently damaged but will take 100 points of damage on a confirmed vorpal strike instead of being destroyed.
    AP Cost: 2
    Ranks: 1
    Requires: Level 4, 20 AP spent in tree, Paralyzing Arrows rank 1

    Paralyzing Arrows
    Arcane Archer Imbue Toggle: Youimbue your arrows with paralyzing force. On Hit: Target is paralyzed. (Will DC 18/22/26 negates.)
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Level 4, 20 AP spent in tree, Terror Arrows of same rank

    Smiting Arrows
    Arcane Archer Imbue Toggle: Your arrows gain On Vorpal: Destroy a construct. Powerful constructs may resist the vorpal effect until sufficiently damaged but will take 100 points of damage on a confirmed vorpal strike instead of being destroyed.
    AP Cost: 2
    Ranks: 1
    Requires: Level 4, 20 AP spent in tree, Paralyzing Arrows rank 1

    Elemental Arrows
    Select the fourth (final) elemental Arcane Archer Imbue Toggle. (See tier 1)
    AP Cost: 2
    Ranks: 1
    Requires: Level 4, 20 AP spent in tree, Elemental Arrows tier 3

    Ability Point
    Select one of the following:
    - Dexterity +1
    - Wisdom +1
    AP Cost: 2
    Ranks: 1
    Requires: Level 4, 20 AP spent in tree


    Arcane Archer: Tier 5

    Moonbow
    While wielding a bow, once every 30 seconds you gain 20 temporary spell points for 10 seconds.
    AP Cost: 2
    Ranks: 1
    Requires: Level 5, 40 AP spent in tree

    Arrow of Slaying
    Ranged Archery Attack: Performs a ranged attack with +250 damage. (This damage can be multiplied by critical hits.) (Cost: 20 spell points. Cooldown: 20 seconds.)
    AP Cost: 2
    Ranks: 1
    Requires: Level 5, 40 AP spent in tree, Paralyzing Arrows rank 1

    Improved Elemental Arrows
    Your Elemental Arrow Imbues gain On Critical: 1d10 to 3d10 elemental damage based on critical multiplier, and an additional effect:
    - Corrosive Arrows gain Improved Destruction (-2 AC and -2% fort for 20 seconds, stacks up to 4 times)
    - Flaming Arrows gain On Critical: Burning (1d6 fire damage every 2 seconds for 6 seconds, stacks up to 20 times)
    - Frost Arrows gain On Critical: Lethargy (-1 saves, non-bosses move and attack 5% slower, stacks up to 5 times.)
    - Shock Arrows gain On Critical: Vulnerable (2% more damage for 6 seconds, stacks up to 10 times.)
    AP Cost: 2
    Ranks: 1
    Requires: Level 5, 40 AP spent in tree, Elemental Arrows tier 4

    Runebow
    Bows you wield gain an additional +2 Enhancement bonus. This is considered a Magic weapon effect.
    AP Cost: 2
    Ranks: 1
    Requires: Level 5, 40 AP spent in tree

  20. #20

    Default Half-Orc

    HALF-ORC


    Core Abilities

    Orcish Fury
    While below 50% health, you gain a +2 morale bonus to strength
    Requires: Level 1, 1 AP spent in tree

    Orcish Strength
    +1 Strength
    AP Cost: 2
    Requires: Level 2, Orcish Fury rank 1

    Orcish Fury
    While below 25% health, you gain a +4 morale bonus to strength
    Requires: Level 4, Orcish Strength rank 1

    Orcish Strength
    +1 Strength
    AP Cost: 2
    Requires: Level 8, Orcish Fury rank 2

    Orcish Fury
    While below 10% health, you gain a +8 morale bonus to strength
    AP Cost: 2
    Requires: Level 4, Orcish Strength rank 2


    Half-Orc: Tier 1

    Tharashk Dragonmark Focus
    +1/2/3 dragonmark use per day, +1/2/3 Search
    AP Cost: 1 per rank
    Ranks: 3
    Requires: Least Dragonmark of Finding (feat)

    Mighty Sundering
    +1/2/3 to Sunder DC's.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: n/a

    Brute Force
    Choose one of the following:
    - Brute Fighting: Activate this ability to cause your melee attacks to generate 10/15/20% more hate, making enemies more likely to attack you.
    - Brutal Spellcasting: Your damaging spells generate 10/15/20% more hate than they normally would, making enemies more likely to attack you.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: n/a

    Orcish Weapon Training
    +1 to hit and damage when using two handed melee weapons.
    AP Cost: 2
    Ranks: 1
    Requires: n/a

    Stubborn
    You gain a +1/2/3 bonus to Will saving throws.
    AP Cost: 1 per rank
    Ranks: 3
    Requires: n/a


    Half-Orc: Tier 2

    Lesser Dragonmark of Finding
    Lesser Dragonmark Spell: Knock (Skill = Character Level + Charisma Modifier). Also allows you to use your Least
    Dragonmark of Finding an extra time per rest.
    AP Cost: 2
    Ranks: 1
    Requires: Level 2, 5 AP spent in tree, Tharashk Dragonmark Focus

    Lock Bash
    Attempt to pick a lock - with your fist. This ability expends a use of the Lesser Dragonmark of Finding to operates as an Open Lock check using your Intimidate skill and Strength modifier. (Cooldown: 6 seconds)
    AP Cost: 2
    Ranks: 1
    Requires: Level 2, 5 AP spent in tree, Lesser Dragonmark of Finding, Mighty Sundering rank 1

    Extra Action Boost
    Half-Orcs keep fighting long after other races tire. You can use each of your action boosts 1/2/3 additional time(s) per rest.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Level 2, 5 AP spent in tree

    Orcish Weapon Training
    +1 to hit and +2 to damage when using two handed melee weapons.
    AP Cost: 2
    Ranks: 1
    Requires: Level 2, 5 AP spent in tree, Orcish Weapon Training tier 1

    Orcish Rage
    Action Boost: You become enraged, and gain a +2 Primal bonus to Strength, but suffer -20 PRR. Using this ability prevents spellcasting and uncenters you. (Duration: 1 minute. Cooldown: 30 seconds)
    AP Cost: 2
    Ranks: 1
    Requires: Level 2, 5 AP spent in tree


    Half-Orc: Tier 3

    Greater Dragonmark of Finding
    Greater Dragonmark Spell: Treasure Finding (Cooldown: 15 seconds)
    AP Cost: 2
    Ranks: 1
    Requires: Level 3, 10 AP spent in tree, Lesser Dragonmark of Finding

    Great Weapon Aptitude
    Glancing blows produced by your two-handed weapon attacks have a 2/4/6% increased chance of producing magical weapon effects such as flaming.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Level 3, 10 AP spent in tree, THF (feat) for rank 1, ITHF (feat) for rank 2, GTHF (feat) for rank 3

    Improved Power Attack
    Your Power Attack feat does 1/2/3 additional point of bonus damage but also has an additional -1/2/3 to your attack bonus.
    AP Cost: 2 per rank
    Ranks: 3
    Requires: Level 3, 10 AP spent in tree, Power Attack (feat)

    Orcish Weapon Training
    +1 to hit and damage when using two handed melee weapons.
    AP Cost: 2
    Ranks: 1
    Requires: Level 3, 10 AP spent in tree, Orcish Weapon Training tier 2


    Half-Orc: Tier 4

    Raging Crush
    When raging, Melee Attack: This attack is guaranteed to be a Critical Hit. 3 uses per day. (Cooldown: 15 seconds)
    AP Cost: 1
    Ranks: 1
    Requires: Level 4, 20 AP spent in tree, Brute Fighting

    Brutality
    When using a two handed weapon, you deal an additional 20% damage to helpless opponents.
    AP Cost: 2
    Ranks: 1
    Requires: Level 4, 20 AP spent in tree, Orcish Weapon Training tier 4

    Orcish Weapon Training
    +1 to hit and +2 to damage when using two handed melee weapons.
    AP Cost: 2
    Ranks: 1
    Requires: Level 4, 20 AP spent in tree, Orcish Weapon Training tier 3

    Power Rage
    When raging, you gain an aditional +1/2 Strength, but also get an additional -1/-2 penalty to AC. Requires at least 2/6 levels of the barbarian class.
    AP Cost: 1 per rank
    Ranks: 2
    Requires: Level 4, 20 AP spent in tree, Barbarian level 2/6

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