This optional system replaces the favored class bonus system. As a character advances in experience and level, they will gain enhancement points (aka EP) which can then be spent on enhancements. The available enhancement selection is based upon a character’s class, and consists of improvements to those class strengths. For example, a Thief would be offered enhancements to improve skill at hiding or disarming traps, while a Berserker would be offered enhancements to improve their ability to Rage.
Enhancements are offered via different “trees”, which are a collection of thematically related enhancements:
Each tree is broken into 2 parts – the core enhancements plus 4 or 5 tiers of enhancements:
- Each successive tier offers (usually) more powerful enhancements than the one before
- Each successive tier requires a certain number of EP to be spent on previous tiers, called progression, thus a character cannot spend all their points on the highest, most powerful tiers
Tiers also require certain character or class level:
- Tier 1-4 enhancements require class levels 1-4 respectively.
- Tier 5 enhancements require class level 5 and character level 12.
The core enhancements work slightly differently:
- Core enhancements have a minimum point expenditure required, but are only available once a certain class level is reached.
- The Core 1 enhancement must be purchased before any EP can be spent on the Tiers, but further core abilities are purely optional.
Enhancements from a class usually stack with other enhancements from other class trees, even when they give identical bonuses: If, however, the enhancements have identical names, they may not stack:
Ability bonuses from enhancements or equipped items do not count towards enhancement or feat prerequisites.
Enhancements can be reset by retraining.
Class trees have 5 tiers.
Enhancement Points: Enhancement Points (EP) are points gained throughout the process of heroic leveling. A character can spend those points on enhancements. They must, however, meet the prerequisites, before being able to pick the desired enhancement.
Each level, a character gains 4 EP (to a maximum of 80 EP).
Some enhancements cost more than one EP. For this reason, a character does not lose EP when leveling up – they can save (or bank) as many as they wish, until they choose to spend them.
Ranks: It is generally possible to acquire from 1 to 3 ranks in an enhancement (unrelated to ranks in character levels). If for instance, an enhancement lists “EP Cost: 2, Ranks: 3”, that means up to 3 ranks can be acquired in that enhancement, each costing 2 EP. An enhancement description may refer to bonuses based on the number of ranks acquired. For instance, a description “+[1/2/3] to saves” means the enhancement imparts a +1 competence bonus on saves with the first rank acquired, +2 with the second rank, and +3 with the third (and final) rank.
Core Classes
Archer
Core Archer Enhancements
- Archery: Your bow now counts as a +1 weapon (this does not stack with enhancement bonuses) and deals +1 damage for each core enhancement you possess in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisite: None.
- Morphic Arrows: Your arrows deal bludgeoning, piercing, and slashing damage. You gain +1 bonus on Aim. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have your enhancement to select this enhancement.
- Metalline Arrows: Your arrows bypass all metallic damage reduction. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Morphic Arrows enhancement to select this enhancement.
- Aligned Arrows: Your arrows bypass all alignment-based damage reduction. You gain +1 bonus on Aim. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Metalline Arrows enhancement to select this enhancement.
- Penetrating Arrows: Your arrows bypass any other damage reduction by 1 point per dice of damage (including sneak attack). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Aligned Arrows enhancement to select this enhancement.
- Mystical Archer: You gain a +4 bonus to your Dexterity score and a +3 bonus on Aim. You are always considered to using the Point Blank Shot feat while within 30 feet. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Penetrating Arrows enhancement to select this enhancement.
Tier 1 Archer Enhancements
- Stealthy: +[1/2/3] Stealth skill checks. Rank 3: You gain +1 bonus on Aim. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Ranged Accuracy: +[1/2/3] competence bonus to ranged attack rolls. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Awareness: +[1/2/3] competence bonus to Perception skill checks and to attack rolls. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Elemental Arrows: Your arrows now deal 1 point of earth, fire, ice, lightning, water, or wind damage (chosen each time you fire an arrow). EP Cost: 2; Ranks: 1; Prerequisite: None.
- Archer Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Archer Enhancements (Requires Archer Level 2, 5 EPs spent in tree)
- Far Shot: You gain +1 bonus on Aim. Your Point Blank Shot range is increased by 10 feet. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Point Blank Shot feat to select this enhancement.
- Force Arrows: You imbue your arrows with magical force. Your arrows gain the ghost touch ability. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Thrill of the Hunt: You gain +[1/2/3] damage for 1 round after damaging an opponent beneath 50% health. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Elemental Arrows: Your arrows now deal 1 point of earth, fire, ice, lightning, water, or wind damage (chosen each time you fire an arrow). EP Cost: 2; Ranks: 1; Prerequisite: You must have the Elemental Arrows (Tier 1) enhancement to select this enhancement.
- Archer Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Archer Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Archer Enhancements (Requires Archer Level 3, 10 EPs spent in tree)
- Far Shot: You gain +1 bonus on Aim. Your Point Blank Shot range is increased by 10 feet. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Far Shot (Tier 2) enhancement to select this enhancement.
- Banishing Arrows: Your arrows, when you roll a natural 20, banish an extraplanar creature back to their home plane (of a CR of your level or lower). (Will save vs. DC 10 + half your archer level + your Wisdom modifier). EP Cost: 2; Ranks: 1; Prerequisite: None.
- Smiting Arrows: Your arrows, when you roll a natural 20, destroy a construct (of a CR of your level or lower). (Will save vs. DC 10 + half your archer level + your Wisdom modifier). EP Cost: 2; Ranks: 1; Prerequisite: None.
- Elemental Arrows: Your arrows now deal an additional point of earth, fire, ice, lightning, water, or wind damage (chosen each time you fire an arrow). EP Cost: 2; Ranks: 1; Prerequisite: You must have the Elemental Arrows (Tier 2) enhancement to select this enhancement.
- Archer Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Archer Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Archer Enhancements (Requires Archer Level 4, 20 EPs spent in tree)
- Far Shot: You gain +1 bonus on Aim. Your Point Blank Shot range is increased by 10 feet. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Far Shot (Tier 3) enhancement to select this enhancement.
- Elemental Defenses: When enemy spells deal elemental damage against you, there’s a 25% chance you’ll gain +[10/20/30] temporary hit points for 5 rounds. This can trigger up to once a round. EP Cost: 1; Ranks: 3; Prerequisite:
- Runebow: Bows you wield gain an additional +2 enhancement bonus. This is considered a Magic Weapon effect. (This overcomes the natural limit on enchanted items.) EP Cost: 2; Ranks: 1; Prerequisite: None.
- Elemental Arrows: Your arrows now deal an additional point of earth, fire, ice, lightning, water, or wind damage (chosen each time you fire an arrow). EP Cost: 2; Ranks: 1; Prerequisite: You must have the Elemental Arrows (Tier 3) enhancement to select this enhancement.
- Archer Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Archer Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Archer Enhancements (Requires Archer Level 5, Character Level 12, 30 EPs spent in tree)
- Far Shot: You gain +1 bonus on Aim. Your Point Blank Shot range is increased by 10 feet. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Far Shot (Tier 4) enhancement to select this enhancement.
- Heavy Draw: You deal +5 damage with longbows and shortbows. You also gain +1 competence bonus to critical multiplier (to a max of x4) with longbows and shortbows. This ability has no effect when using a crossbow. EP Cost: 2; Ranks: 1; Prerequisite:
- Moonbow: While wielding a bow, once every 5 rounds, you gain 20 temporary hit points for 1 minute. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Elemental Arrows: Your arrows now deal an additional point of earth, fire, ice, lightning, water, or wind damage (chosen each time you fire an arrow). EP Cost: 2; Ranks: 1; Prerequisite: You must have the Elemental Arrows (Tier 4) enhancement to select this enhancement.
- Archer Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Archer Ability Boost (Tier 4) enhancement to select this enhancement.
Bard
Core Bard Enhancements
- Singer: Each core enhancement including this one allows you to use Bardic Performance for 2 more rounds. EP Cost: 1; Ranks: 1; Prerequisite: None.
- Music of the Sewers: Your Fascinate gains the power to mesmerize Oozes. They stop acting and behave like they have been fascinated. Unlike truly fascinated creatures, however, they are not susceptible to suggestion. Your Enfeebling and Illusion songs add +1 to their Difficulty Check. You gain a +1 competence bonus on Diplomacy, Perception, Perform, and Use Magical Device skill checks. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Singer enhancement to select this enhancement.
- Music of the Dead: Your Fascinate gains the power to mesmerize Undead. They stop acting and behave like they have been fascinated. Unlike truly fascinated creatures, however, they are not susceptible to suggestion. Your Enfeebling and Illusion songs add +1 to their Difficulty Check. You gain a +1 competence bonus on Diplomacy, Perception, Perform, and Use Magical Device skill checks. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Music of the Sewers enhancement to select this enhancement.
- Music of the Makers: Your Fascinate gains the power to mesmerize Constructs. They stop acting and behave like they have been fascinated. Unlike truly fascinated creatures, however, they are not susceptible to suggestion. Your Enfeebling and Illusion songs add +1 to their Difficulty Check. You gain a +1 competence bonus on Diplomacy, Perception, Perform, and Use Magical Device skill checks. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Music of the Dead enhancement to select this enhancement.
- Virtuoso: You regenerate 1 MP every 6 hours (stacks with Clear Mind). You can use your Bardic Performance as if you had two more rounds (for a total of 4 for this enhancement). Your Enfeebling and Illusion songs add +1 to their Difficulty Check. You gain a +1 competence bonus on Diplomacy, Perception, Perform, and Use Magic Device skill checks. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Music of the Makers enhancement to select this enhancement.
- Maestro of Life and Death: You gain a +4 Charisma and gain a +1 competence bonus on +1 Diplomacy, Perception, Perform, and Use Magic Device skill checks. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Virtuoso enhancement to select this enhancement.
Tier 1 Bard Enhancements
- Haunting Melody: You rework Fascinate with haunting notes, intoxicating yet unnerving. Fascinated creatures are Shaken for 1 minute. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Lingering Songs: You can use your Bardic Performance as if you had [2/4/6] more rounds. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Charlatan: +[1/2/3] competence bonus on Concentration and Perform. Rank 3: +1 Will saves. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Energy of the Disciple: Your studies have increased your maximum MP by an additional [1/2/3]. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Bard Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Bard Enhancements (Requires Bard Level 2, 5 EPs spent in tree)
- Efficient Metasong: Choose one Metasong feat. Reduce the MP cost of using that Metasong by 1. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Flicker/Willful: Choose either Flicker or Willful to protect you:
- Flicker: When you are damaged, you have a 10% chance of turning invisible for [1/2/3] rounds.
- Willful: +[1/2/3] Will saving throws.
EP Cost: 1; Ranks: 3; Prerequisite: None.
- Wand and Scroll Mastery: +[25/50/75]% to the effectiveness of your wands, scrolls, and other items that cast spells, and +[1/2/3] to the DCs of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Marigold Crown: Gain +1 to the DCs of your songs. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Bard Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Bard Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Bard Enhancements (Requires Bard Level 3, 10 EPs spent in tree)
- Song of Might: When you use your Bardic Performance, you gain a +1 morale bonus to caster level for all songs for the duration. You can use your Bardic Performance as if you had 2 more rounds. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Efficient Metasong: Choose one Metasong feat that you didn’t choose from Efficient Metasong (Tier 3). Reduce the MP cost of using that Metasong by 1. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Efficient Metasong (Tier 2) enhancement to select this enhancement.
- Verses: Choose one of the following:
- Inspiration Melody: When you use your Bardic Performance, an ally within 30 feet gains a +[1/2/3] morale bonus to save vs. Sleep, Paralysis, and Energy Drain for the duration. You can use your Bardic Performance as if you had [2/4/6] more rounds.
- Reviving Verse: When you use your Bardic Performance, you gain +[1/2/3] morale bonus on saving throws vs. Sleep, Paralysis, and Energy Drain and Fast Healing [1/2/3] for the duration.
EP Cost: 1; Ranks: 3; Prerequisite: None.
- Spell Song Trance: When you use your Bardic Performance, you gain a +1 morale bonus to song DC’s for the duration. You can use your Bardic Performance as if you had 2 more rounds. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Bard Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Bard Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Bard Enhancements (Requires Bard Level 4, 20 EPs spent in tree)
- Sustaining Song: When you use your Bardic Performance, you grant Fast Healing [1/2/3] to an ally within 30 feet for the duration. You can use your Bardic Performance as if you had [1/2/3] more rounds. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Verses (Tier 3) enhancement to select this enhancement.
- Efficient Metasong: Choose one Metasong feat that you didn’t choose from Efficient Metasong (Tier 2 and 3). Reduce the MP cost of using that Metasong by 1. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Efficient Metasong (Tier 3) enhancement to select this enhancement.
- Frolic: When you use your Bardic Performance, you grant Freedom of Movement effect to an ally within 30 feet for the duration. You can use your Bardic Performance as if you had 2 more rounds. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Spell Song Trance: When you use your Bardic Performance, you gain a +1 morale bonus to song DC’s for the duration. You can use your Bardic Performance as if you had 2 more rounds. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Spell Song Trance (Tier 3) enhancement to select this enhancement.
- Bard Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Bard Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Bard Enhancements (Requires Bard Level 5, Character Level 12, 30 EPs spent in tree)
- Prodigy: You gain a +[1/2/3] competence bonus on Concentration and Perform skill checks, +[1/2/3] Spell Penetration, +[1/2/3] to DCs of your Enfeebling songs. Rank 3: When you use your Bardic Performance, an ally within 30 feet gains [10/20/30] temporary hit points. In addition, you can use your Bardic Performance as if you had [1/2/3] more rounds. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Efficient Metasong: Choose one Metasong feat that you didn’t choose from Efficient Metasong (Tier 2, 3, and 4). Reduce the MP cost of using that Metasong by 1. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Efficient Metasong (Tier 4) enhancement to select this enhancement.
- Spell Penetration: +[1/2/3] to your Caster Level check to overcome enemy Spell Resistance. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Spell Song Trance: When you use your Bardic Performance, you gain a +1 morale bonus to song DC’s for the duration. You can use your Bardic Performance as if you had 2 more rounds. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Spell Song Trance (Tier 4) enhancement to select this enhancement.
- Bard Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Bard Ability Boost (Tier 4) enhancement to select this enhancement.
Beastmaster
Core Beastmaster Enhancements
- Enhanced Companion: Your companion gains a +1 competence bonus on attack and damage rolls for each core enhancement you possess in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisite: None.
- Imbued Companion: Your companion gains a +2 to all physical ability scores. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Enhanced Companion enhancement to select this enhancement.
- Fortify Companion: Your companion gains 50% fortification and increases its natural armor bonus to AC by 4. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Imbued Companion enhancement to select this enhancement.
- Harrowing Pack: Grants you and your companion a +2 competence bonus to flanking attacks, and granting them a knockdown effect when they roll a natural 20 on attack rolls. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Fortify Companion enhancement to select this enhancement.
- Natural Shielding: Your companion gains 50% of your max hit points and 5 elemental resistance to all and also gain +4 Reflex saves. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Harrowing Pack enhancement to select this enhancement.
- Grand Hunter: You gain a +2 Strength and Dexterity and your companion gains +4 to all physical ability scores, 25% extra hit points, 100% Fortification, and a 50% increase to movement speed. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Natural Shielding enhancement to select this enhancement.
Tier 1 Beastmaster Enhancements
- Resistant Companion: Your companion gains 5 elemental resistance to all elements. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Versatile Empathy: Your Wild Empathy ability now also can be used on Elementals and Vermin. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Wild Empathy class feature to select this enhancement.
- Resilient Companion: Your companion gains a +[1/2/3] to all saves. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Acrobatic: +[1/2/3] competence bonus to Acrobatics, Climb, and Swim skill checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Beastmaster Ability Boost: +1 to Dexterity or Strength score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Beastmaster Enhancements (Requires Beastmaster Level 2, 5 EPs spent in tree)
- Resistant Companion: Your companion gains additional 5 elemental resistance to all elements. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Resistant Companion (Tier 1) enhancement to select this enhancement.
- Alpha Companion: Your companion gains +[1/2/3] circumstance bonus on attack and damage rolls, increases its natural armor bonus to AC by +[2/4/6], and its attacks bypass [1/2/3] of enemy’s damage reduction. EP Cost: 2; Ranks: 3; Prerequisite: None.
- Shared Spirit: Your companion gains +[5/10/15] hit points to its max hit points. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Companion Precision: Your companion gains a +1 competence bonus on critical threat range with its natural attacks (apply afterwards, after all other feats). EP Cost: 2; Ranks: 1; Prerequisite: None.
- Beastmaster Ability Boost: +1 to Dexterity or Strength score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Beastmaster Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Beastmaster Enhancements (Requires Beastmaster Level 3, 10 EPs spent in tree)
- Resistant Companion: Your companion gains additional 5 elemental resistance to all elements. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Resistant Companion (Tier 2) enhancement to select this enhancement.
- Thrill of the Hunt: You gain +[1/2/3] damage for 1 minute after damaging an opponent beneath 50% health. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Hardy Companion: Your companion gains a +[1/2/3] damage reduction/-. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Companion Precision: Your companion gains a +1 competence bonus on critical threat range with its natural attacks (apply afterwards, after all other feats). EP Cost: 2; Ranks: 1; Prerequisite: You must have the Companion Precision (Tier 2) enhancement to select this enhancement.
- Beastmaster Ability Boost: +1 to Dexterity or Strength score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Beastmaster Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Beastmaster Enhancements (Requires Beastmaster Level 4, 20 EPs spent in tree)
- Resistant Companion: Your companion gains additional 5 elemental resistance to all elements. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Resistant Companion (Tier 3) enhancement to select this enhancement.
- Elusive Companion: Your companion gains a +[1/2/3] dodge bonus to AC. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Critical Companion: Your companion gains a +1 competence bonus on critical multiplier (to a max of x4). EP Cost: 2; Ranks: 1; Prerequisite: None.
- Companion Precision: Your companion gains a +1 competence bonus on critical threat range with its natural attacks (apply afterwards, after all other feats). EP Cost: 2; Ranks: 1; Prerequisite: You must have the Companion Precision (Tier 3) enhancement to select this enhancement.
- Beastmaster Ability Boost: +1 to Dexterity or Strength score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Beastmaster Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Beastmaster Enhancements (Requires Beastmaster Level 5, Character Level 12, 30 EPs spent in tree)
- Resistant Companion: Your companion gains additional 5 elemental resistance to all elements. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Resistant Companion (Tier 4) enhancement to select this enhancement.
- Companion Strengthening: Your companion gains a +[2/4/6] competence bonus to Strength, Dexterity, and Constitution. Rank 3: You gain +1 Strength and Dexterity. EP Cost: 2; Ranks: 3; Prerequisite: None.
- Tough Companion: Your companion gains +[10/20/30] to its max hit points. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Shared Spirit (Tier 2) enhancement to select this enhancement.
- Companion Precision: Your companion gains a +1 competence bonus on critical threat range with its natural attacks (apply afterwards, after all other feats). EP Cost: 2; Ranks: 1; Prerequisite: You must have the Companion Precision (Tier 4) enhancement to select this enhancement.
- Beastmaster Ability Boost: +1 to Dexterity or Strength score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Beastmaster Ability Boost (Tier 4) enhancement to select this enhancement.
Black Mage
Core Black Mage Enhancements
- Emissary of Darkness: You have chosen to follow the path of Darkness. For each Core Enhancement you take in this tree, you gain a +1 DC when casting Dark spells. EP Cost: 1; Ranks: 1; Prerequisite: None.
- Empowered by Darkness: You gain a +2 competence bonus on all Saving Throws. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Emissary of Darkness enhancement to select this enhancement.
- Elemental Specialization I: Choose an element to specialize in, gaining a spell-like ability from that element for 3 times per day. In addition, each enhancement point spent in this tree (including this one) grants +1 DC to all spells of that element.
- Earth: Stone
- Fire: Fire
- Ice: Blizzard
- Lightning: Thunder
- Water: Water
- Wind: Aero
EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Empowered by Darkness enhancement to select this enhancement.
- Elemental Specialization II: Choose an element to specialize in, gaining a spell-like ability from that element for 3 times per day.
- Earth: Stone III
- Fire: Fire III
- Ice: Blizzard III
- Lightning: Thunder III
- Water: Water III
- Wind: Aero III
EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Elemental Specialization I enhancement to select this enhancement.
- Elemental Specialization III: Choose an element to specialize in, gaining a spell-like ability from that element for 3 times per day.
- Earth: Stonega
- Fire: Firaga
- Ice: Blizzaga
- Lightning: Thundaga
- Water: Waterga
- Wind: Aeroga
EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Elemental Specialization II enhancement to select this enhancement.
- Mage of Endless Darkness: Your mastery over Darkness has granted you impossible power. You gain a +4 bonus to your Intelligence score, +2 competence bonus on all Saving Throws, and +1 caster level with Dark spells. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Elemental Specialization III enhancement to select this enhancement.
Tier 1 Black Mage Enhancements
- Elemental Smiting I: You gain a +1 to critical threat range with Elemental spells. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Altruism: +[1/2/3] competence bonus on Concentration, Diplomacy, and Heal checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Arcane Knowledge: +[1/2/3] competence bonus to Spellcraft and Use Magic Device skill checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Energy of the Disciple: Your studies have increased your maximum MP by an additional [1/2/3]. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Black Mage Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Black Mage Enhancements (Requires Black Mage Level 2, 5 EPs spent in tree)
- Elemental Smiting II: You gain a +1 to critical threat range with Elemental spells. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Elemental Smiting I (Tier 1) enhancement to select this enhancement.
- Wand and Scroll Mastery: +[25/50/75]% damage from your wands, scrolls, and other items that cast spells, and +[1/2/3] to the save DCs of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Efficient Metamagic: Choose one of the following Metamagic feats (Empower, Enlarge, Maximize, or Quicken). Reduce the MP cost of using that Metamagic by 1. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Just Reward: When you critically hit with a Dark spell, you gain [3/6/10] temporary hit points. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Black Mage Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Black Mage Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Black Mage Enhancements (Requires Black Mage Level 3, 10 EPs spent in tree)
- Elemental Smiting III: You gain a +1 to critical threat range with Elemental spells. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Elemental Smiting II (Tier 2) enhancement to select this enhancement.
- Efficient Metamagic: Choose a different Metamagic feat than Tier 2. Using that Metamagic costs you 1 fewer MP. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Efficient Metamagic (Tier 2) enhancement to select this enhancement.
- Resistance: You gain +[1/2/3] to all saving throws against spells and spell-like abilities. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Spell Penetration: +1 to your Caster Level check to overcome enemy Spell Resistance. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Black Mage Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Black Mage Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Black Mage Enhancements (Requires Black Mage Level 4, 20 EPs spent in tree)
- Elemental Smiting IV: You gain a +1 to critical threat range with Elemental spells. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Elemental Smiting III (Tier 3) enhancement to select this enhancement.
- Efficient Metamagic:Choose a different Metamagic feat than Tier 2/3. Using that Metamagic costs you 1 fewer MP. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Efficient Metamagic (Tier 3) enhancement to select this enhancement.
- Intense Elemental: Your elemental spells are cast at +[1/2/3] caster level. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Spell Penetration: +1 to your Caster Level check to overcome enemy Spell Resistance. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Spell Penetration (Tier 3) enhancement to select this enhancement.
- Black Mage Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Black Mage Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Black Mage Enhancements (Requires Black Mage Level 5, Character Level 12, 30 EPs spent in tree)
- Elemental Smiting V: You gain a +1 to critical threat range with Elemental spells. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Elemental Smiting IV (Tier 4) enhancement to select this enhancement.
- Incredible Elemental: Your elemental spells that has a cap of a caster level are increased by [1/2/3] levels. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Intense Elemental (Tier 4) enhancement to select this enhancement.
- Spell Penetration: +1 to your Caster Level check to overcome enemy Spell Resistance. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Spell Penetration (Tier 4) enhancement to select this enhancement.
- Shadow Empowerment: You gain a +1 DC to your Dark spells. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Black Mage Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Black Mage Ability Boost (Tier 4) enhancement to select this enhancement.
Dragoon
Core Dragoon Enhancements
- Jumper: You gain a +2 competence bonus on Acrobatics checks for jumping for each core enhancement you possess in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisite: None.
- Poke and Thrust: You gain a +1 competence bonus on attack and damage rolls with all weapons from the polearm and spear weapon groups. In addition, you gain an additional Deadly Lancer die. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have Jumper enhancement to select this enhancement.
- Precise Thrust: You gain a +1 competence bonus on critical threat range (apply after all other feats and class features) with all weapons from the polearm and spear weapon groups. In addition, you gain an additional Deadly Lancer die. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Poke and Thrust enhancement to select this enhancement.
- Power Thrust: You gain a +1 competence bonus on critical multiplier (max of x4) with all weapons from the polearm and spear weapon groups. In addition, you gain an additional Deadly Lancer die. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Precise Thrust enhancement to select this enhancement.
- Runner: You gain a +10 competence bonus on movement speed for each core enhancement you possess in this tree (including this one). In addition, armor no longer reduces your movement speed. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Power Thrust enhancement to select this enhancement.
- Master Thruster: You gain a +4 bonus to your Strength or Dexterity score and +3 Deadly Lancer dice. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Runner enhancement to select this enhancement.
Tier 1 Dragoon Enhancements
- Lancer: You gain a Deadly Lancer die. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Accuracy: +[1/2/3] competence bonus on attack rolls with all weapons from the polearm and spear weapon groups. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Acrobatic: You gain a +[1/2/3] competence bonus on Acrobatics to jump. Rank 3: When you hit with Deadly Lancer: Slow your enemy’s movement by 50% for 1 round. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Athletic: +[1/2/3] competence bonus to Climb and Swim skill checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Dragoon Ability Boost: +1 to Dexterity or Strength score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Dragoon Enhancements (Requires Dragoon Level 2, 5 EPs spent in tree)
- Lancer: You gain a Deadly Lancer die. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Lancer (Tier 1) enhancement to select this enhancement.
- Ascetic Training: Your rigorous training gives you various benefits. Choose one:
- Agility: +[1/2/3] competence bonus on Reflex saves and dodge bonus to AC.
- Conditioning: +[1/2/3] competence bonus on Fortitude saves, +[5/10/15] maximum hit points.
EP Cost: 2; Ranks: 3; Prerequisite: None.
- Tripping Spear: When you hit with a weapon with reach, you gain a free trip combat maneuver attempt without provoking attacks of opportunity. If you fail the trip attempt, you are not tripped in return. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Spear Specialization: You gain +1 competence bonus (which stacks with other enhancements that give the same bonus) to attack and damage rolls with all weapons from the polearm and spear weapon groups. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Dragoon Ability Boost: +1 to Dexterity or Strength score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Dragoon Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Dragoon Enhancements (Requires Dragoon Level 3, 10 EPs spent in tree)
- Lancer: You gain a Deadly Lancer die. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Lancer (Tier 2) enhancement to select this enhancement.
- Teleporting Jab: When you roll a critical hit on your attack rolls, you teleport [10/20/30] feet above the creature you hit and you gain an additional attack at your highest BAB at the end of your fall. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Critical Spear: You gain a +1 competence bonus on critical threat range (apply after all other feats and class features) with all weapons from the polearm and spear weapon groups. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Spear Specialization: You gain +1 competence bonus (which stacks with other enhancements that give the same bonus) to attack and damage rolls with all weapons from the polearm and spear weapon groups. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Spear Specialization (Tier 2) enhancement to select this enhancement.
- Dragoon Ability Boost: +1 to Dexterity or Strength score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Dragoon Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Dragoon Enhancements (Requires Dragoon Level 4, 20 EPs spent in tree)
- Lancer: You gain a Deadly Lancer die. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Lancer (Tier 3) enhancement to select this enhancement.
- Powerful Spear: You gain a +1 competence bonus on critical multiplier (max of x4) with all weapons from the polearm and spear weapon groups. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Improved Blood: You gain a +[1/2/3] blood points for your blood of the dragon pool. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Spear Specialization: You gain +1 competence bonus (which stacks with other enhancements that give the same bonus) to attack and damage rolls with all weapons from the polearm and spear weapon groups. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Spear Specialization (Tier 3) enhancement to select this enhancement.
- Dragoon Ability Boost: +1 to Dexterity or Strength score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Dragoon Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Dragoon Enhancements (Requires Dragoon Level 5, Character Level 12, 30 EPs spent in tree)
- Lancer: You gain a Deadly Lancer die. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Lancer (Tier 4) enhancement to select this enhancement.
- Dragoon’s Edge: +[1/2/3] to attack rolls to confirm critical hits and +[1/2/3] damage on critical hits (prior to applying weapon multipliers). EP Cost: 1; Ranks: 3; Prerequisite: None.
- Armor Expertise: Armor you equip gains +[1/2/3] bonus to AC. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Spear Specialization: You gain +1 competence bonus (which stacks with other enhancements that give the same bonus) to attack and damage rolls with all weapons from the polearm and spear weapon groups. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Spear Specialization (Tier 4) enhancement to select this enhancement.
- Dragoon Ability Boost: +1 to Dexterity or Strength score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Dragoon Ability Boost (Tier 4) enhancement to select this enhancement.
Knight
Core Knight Enhancements
- Toughness: You gain +3 maxmimum hit points for each enhancement you gain (including this one) in this tree. EP Cost: 1; Ranks: 1; Prerequisite: None.
- To the Fore!: While a shield is equipped, you gain a +1 competence bonus on attack and damage with main hand weapon and shield bash attacks. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Toughness enhancement to select this enhancement.
- Overbalance: Your shields gain on a natural 20: Knock an opponent prone. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the To the Fore! enhancement to select this enhancement.
- Vicious Shield: Shields you wield gain +1 critical threat range, +1 critical multiplier (maximum of x4), and deals extra damage equal to half your knight level. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Overbalance enhancement to select this enhancement.
- Shield Champion: While a shield is equipped: you gain a +2 competence bonus on attack and damage, and shield bash stuns if you rolled a critical hit, a Fortitude DC (10 + half your knight level + your Strength modifier). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Vicious Shield enhancement to select this enhancement.
- Last Stand: You gain +2 Strength or Constitution and Charisma. You also gain +50 to your maximum hit points. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Shield Champion enhancement to select this enhancement.
Tier 1 Knight Enhancements
- Shield Specialization I: While a shield is equipped, you gain a +1 competence bonus on attack rolls, +1 competence bonus on damage rolls, and +1 shield bonus to AC. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Defensive Mastery: +[1/2/3] bonus on Armor Class and Armor Maximum Dexterity Bonus. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Unbalancing Shove: When you shield bash, damaged enemies get -1 penalty to saving throws for [1/2/3] rounds. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Armor Training: +[1/2/3] bonus to Acrobatics, Diplomacy, and Intimidate skill checks. Reduces total penalty to skills from armor and shield by [1/2/3] points. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Knight Ability Boost: +1 to Strength, Constitution, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Knight Enhancements (Requires Knight Level 2, 5 EPs spent in tree)
- Shield Specialization II: While a shield is equipped, you gain a +1 competence bonus on attacks, +1 competence bonus on damage rolls, and +1 shield bonus to AC. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Shield Specialization I (Tier 1) enhancement to select this enhancement.
- Shield Mastery: +[1/2/3] shield bonus to AC and +[1/2/3] Tower Shield Maximum Dexterity Bonus. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Armor Expertise: Armor you equip gains damage reduction [1/2/3]/- (which stacks with other forms of damage reduction). EP Cost: 1; Ranks: 3; Prerequisite: None.
- Instinctive Defense: You take [1/2/3] less extra damage when struck while helpless. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Knight Ability Boost: +1 to Strength, Constitution, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Knight Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Knight Enhancements (Requires Knight Level 3, 10 EPs spent in tree)
- Shield Specialization III: While a shield is equipped, you gain a +1 competence bonus on attacks, +1 competence bonus on damage rolls, and +1 shield bonus to AC. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Shield Specialization II (Tier 2) enhancement to select this enhancement.
- Fatal Bulwark: Your shield gains +1 critical threat range. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Shield Riposte: While a shield is equipped, when missed by melee attacker, your shield deals [1d4/1d6/1d8] bludgeoning damage to attacker. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Shield Expertise: Shields and weapons you equip gain +[1/2/3] competence bonus to damage rolls. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Knight Ability Boost: +1 to Strength, Constitution, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Knight Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Knight Enhancements (Requires Knight Level 4, 20 EPs spent in tree)
- Shield Specialization IV: While a shield is equipped, you gain a +1 competence bonus on attacks, +1 competence bonus on damage rolls, and +1 shield bonus to AC. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Shield Specialization III (Tier 3) enhancement to select this enhancement.
- Armor Mastery: +[1/2/3] bonus on Armor Class and Armor Maximum Dexterity Bonus. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Shield Charge: While a shield is equipped, if you charge forward up to 30 feet to a target, you gain a +[1/2/3] bonus on attack rolls with a charging shield attack that hits enemies around you (hits all enemies adjacent to you. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Myrmidon’s Edge: +[1/2/3] to attack rolls to confirm critical hits and +[1/2/3] damage on critical hits (prior to applying weapon multipliers). EP Cost: 1; Ranks: 3; Prerequisite: None.
- Knight Ability Boost: +1 to Strength, Constitution, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Knight Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Knight Enhancements (Requires Knight Level 5, Character Level 12, 30 EPs spent in tree)
- Shield Specialization V: While a shield is equipped, you gain a +1 competence bonus on attacks, +1 competence bonus on damage rolls, and +1 shield bonus to AC. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Shield Specialization IV (Tier 4) enhancement to select this enhancement.
- Shield Defense: While a shield is equipped, you don’t provoke attacks of opportunity from moving. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Brutal Impact: You gain a +1 critical damage multiplier (to a maximum of x4) and a +25 maximum hit points. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Against All Odds: You gain a damage reduction of 1/- (which stacks with other forms of damage reduction) and taking damage adds a stacking DR 1/- for a minute, stacking up to 5 times. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Knight Ability Boost: +1 to Strength, Constitution, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Knight Ability Boost (Tier 4) enhancement to select this enhancement.
Monk
Core Monk Enhancements
- Bodybuilder: You gain +5 maximum Hit Points for each core enhancement you gain in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisite: None.
- Fists of Steel: You gain a +1 competence bonus on attack and damage rolls with unarmed strikes for each core enhancement you gain in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have Bodybuilder enhancement to select this enhancement.
- Ki-Infused Body: You gain 2 ki points to your ki pool and while you have at least 1 ki point in your ki pool, you gain a damage reduction of 2/-, that stacks with other forms of damage reduction. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Fists of Steel enhancement to select this enhancement.
- Fists of Precision: You gain a +1 competence bonus to your critical threat range with unarmed strikes (apply after all other improvements). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Ki-Infused Body enhancement to select this enhancement.
- Fists of Power: You gain a +1 competence bonus to your critical multiplier with unarmed strikes (max of x4). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Fists of Precision enhancement to select this enhancement.
- Path to Power: You gain a +2 competence bonus on your Strength or Dexterity and Constitution scores and +50 maximum hit points. You regenerate 1 ki point per hour. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Fists of Power enhancement to select this enhancement.
Tier 1 Monk Enhancements
- Monk Weapon Training: +1 competence bonus (which stacks with other enhancements that give the same bonus) to attack and damage rolls with monk weapons. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Mystic Maneuvers: Choose a combat maneuver, you gain +[1/2/3] bonus to your CMB when using that combat maneuver. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Monk Acrobatics: +[1/2/3] competence bonus to Acrobatics, Climb, and Swim skill checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Animal Forms: You emulate a creature of nature in your training.
- Way of the Clever Monkey: Like a monkey, no trap in the world can catch you. You gain +1 to your Stealth skill and all saves against traps, as well as elemental resistance 2 (to all). At monk levels 6, 12, and 18, the skill and save bonuses increase by 1 and elemental resistance increases by 2.
- Way of the Elegant Crane: Like a crane, you strike with precision and elegance. You gain +1 to your Diplomacy skill, and generate 1 additional Ki on critical hits. At monk levels 6, 12, and 18, these bonuses increase by 1.
- Way of the Faithful Hound: Like a hound, you are ever vigilant and at home amidst the pack. You gain +1 to your Perception skill and a +2 competence bonus on hit flanked opponents. At monk levels 6, 12, and 18, the bonuses increase by 1.
- Way of the Patient Tortoise: Like a tortoise, you are calm at heart and worries wash over you. You gain +1 to your Sense Motive skill and 5 additional hit points. At monk levels 6, 12, and 18, the skill bonus increases by 1 and hit point bonus increases by 5.
- Way of the Tenacious Badger: Like a badger, you are most dangerous when grievously injured. You gain +1 to your Intimidate skill, and whenever you are below 50% health, you regenerate 1 ki point per hour, and you deal 1 additional damage. At monk levels 6, 12, and 18, the skill bonus increases by 1 and the damage bonus increases by 1.
EP Cost: 2; Ranks: 1; Prerequisite: None.
- Monk Ability Boost: +1 to Strength, Dexterity, or Constitution score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Monk Enhancements (Requires Monk Level 2, 5 EPs spent in tree)
- Monk Weapon Training: +1 competence bonus (which stacks with other enhancements that give the same bonus) to attack and damage rolls with monk weapons. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Monk Weapon Training (Tier 1) enhancement to select this enhancement.
- Ascetic Training: Your rigorous training gives you various benefits. Choose one:
- Agility: +[1/2/3] competence bonus on Reflex saves and dodge bonus to AC.
- Conditioning: +[1/2/3] competence bonus on Fortitude saves, +[5/10/15] maximum hit points.
EP Cost: 2; Ranks: 3; Prerequisite: None.
- Contemplation: +[1/2/3] competence bonus to Perception checks and Will saves. Rank 3: You regenerate 1 ki point per hour. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Mystic Maneuvers: Choose a different combat maneuver that you didn’t chose from Tier 1, you gain +[1/2/3] bonus to your CMB when using that combat maneuver. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Mystic Maneuvers (Tier 1) enhancement to select this enhancement.
- Monk Ability Boost: +1 to Strength, Dexterity, or Constitution score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Monk Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Monk Enhancements (Requires Monk Level 3, 10 EPs spent in tree)
- Monk Weapon Training: +1 competence bonus (which stacks with other enhancements that give the same bonus) to attack and damage rolls with monk weapons. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Monk Weapon Training (Tier 2) enhancement to select this enhancement.
- Dodge Training: You gain a +1 dodge bonus to AC. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Health Augmentation: You gain [10/20/30] maximum hit points. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Mystic Maneuvers: Choose a different combat maneuver that you didn’t chose from Tier 1 and 2, you gain +[1/2/3] bonus to your CMB when using that combat maneuver. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Mystic Maneuvers (Tier 2) enhancement to select this enhancement.
- Monk Ability Boost: +1 to Strength, Dexterity, or Constitution score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Monk Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Monk Enhancements (Requires Monk Level 4, 20 EPs spent in tree)
- Monk Weapon Training: +1 competence bonus (which stacks with other enhancements that give the same bonus) to attack and damage rolls with monk weapons. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Monk Weapon Training (Tier 3) enhancement to select this enhancement.
- Mystic Maneuvers: Choose a different combat maneuver that you didn’t chose from Tier 1/2/3, you gain +[1/2/3] bonus to your CMB when using that combat maneuver. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Mystic Maneuvers (Tier 3) enhancement to select this enhancement.
- Dodge Training: You gain a +1 dodge bonus to AC. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Dodge Training (Tier 3) enhancement to select this enhancement.
- Precise Unarmed Strike Training: You gain a +1 competence bonus to your critical threat range with unarmed strikes (apply after all other improvements). EP Cost: 2; Ranks: 1; Prerequisite: You must have the Precise Unarmed Strike Training (Tier 3) enhancement to select this enhancement.
- Monk Ability Boost: +1 to Strength, Dexterity, or Constitution score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Monk Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Monk Enhancements (Requires Monk Level 5, Character Level 12, 30 EPs spent in tree)
- Monk Weapon Training: +1 competence bonus (which stacks with other enhancements that give the same bonus) to attack and damage rolls with monk weapons. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Monk Weapon Training (Tier 4) enhancement to select this enhancement.
- Dodge Mastery: You gain a +[1/2/3] dodge bonus to AC and whenever an enemy would miss you with an attack, you gain [10/20/30] temporary hit points for 1 minute. Repeated misses do not stack temporary hit points, just refresh them if missing some or all temporary hit points. EP Cost: 2; Ranks: 3; Prerequisite: You must have the Dodge Training (Tier 4) enhancement to select this enhancement.
- Powerful Unarmed Strikes: You gain a +1 competence bonus to your critical multiplier with unarmed strikes (max of x4). EP Cost: 2; Ranks: 1; Prerequisite: None.
- Precise Unarmed Strike Training: You gain a +1 competence bonus to your critical threat range with unarmed strikes (apply after all other improvements). EP Cost: 2; Ranks: 1; Prerequisite: You must have the Precise Unarmed Strike Training (Tier 4) enhancement to select this enhancement.
- Monk Ability Boost: +1 to Strength, Dexterity, or Constitution score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Monk Ability Boost (Tier 4) enhancement to select this enhancement.
Red Mage
Core Red Mage Enhancements
- Eldritch Strike: Your weapon is imbued with eldritch energies. If you attack and hit an enemy, your weapon also releases a blast of magical energy, dealing an additional 1d2 points of non-elemental damage per red mage level to all foes within 15 feet. EP Cost: 1; Ranks: 1; Prerequisite: None.
- Ruby Knowledgeable: You increase the Intelligence/Wisdom score for Ruby Knowledge as if it were two points higher. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have Eldritch Strike enhancement to select this enhancement.
- Spellsword: Your equipped weapons and shields gain magical damage (Earth, Fire, Ice, Lightning, Water, or Wind), causing them to deal an additional 1d6 (element) damage on hit and granting them Ghost Touch. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Ruby Knowledgeable enhancement to select this enhancement.
- Ruby Knowledgeable II: You increase the Intelligence/Wisdom score for Ruby Knowledge as if it were two points higher. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Spellsword enhancement to select this enhancement.
- Arcane Weapons: You gain a +5 arcane points to your arcane pool, but these points can only be spent imbuing your weapon. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Ruby Knowledgeable II enhancement to select this enhancement.
- Mage Blade: You gain a +2 competence bonus on your Strength (or Dexterity) and Charisma scores and your spellsword deals an additional 1d6 points of (element) damage. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Arcane Weapons enhancement to select this enhancement.
Tier 1 Red Mage Enhancements
- Altruism: +[1/2/3] competence bonus on Concentration, Diplomacy and Heal. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Energy of the Disciple: Your studies have increased your maximum MP by an additional [1/2/3]. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Arcane Knowledge: +[1/2/3] competence bonus to Spellcraft and Use Magic Device skill checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Acrobatic: +[1/2/3] competence bonus to Acrobatics, Climb, and Swim skill checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Red Mage Ability Boost: +1 to Intelligence, Wisdom, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Red Mage Enhancements (Requires Red Mage Level 2, 5 EPs spent in tree)
- Ascetic Training: Your rigorous training gives you various benefits. Choose one:
- Agility: +[1/2/3] competence bonus on Reflex saves and dodge bonus to AC.
- Conditioning: +[1/2/3] competence bonus on Fortitude saves, +[5/10/15] maximum hit points.
EP Cost: 2; Ranks: 3; Prerequisite: None.
- Wand and Scroll Mastery: +[25/50/75]% damage and healing from your wands, scrolls, and other items that cast spells, and +[1/2/3] to the save DCs of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Efficient Metamagic: Choose one of the following Metamagic feats (Empower, Enlarge, Maximize, or Quicken). Reduce the MP cost of using that Metamagic by 1. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Slayer: Killing an enemy grants you a +[1/2/3] morale bonus to attack and damage rolls. This lasts for 1 minute. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Red Mage Ability Boost: +1 to Intelligence, Wisdom, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Red Mage Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Red Mage Enhancements (Requires Red Mage Level 3, 10 EPs spent in tree)
- Ascetic Training: Your rigorous training gives you various benefits. Choose the other option you didn’t choose from Ascetic Training (Tier 2):
- Agility: +[1/2/3] competence bonus on Reflex saves and dodge bonus to AC.
- Conditioning: +[1/2/3] competence bonus on Fortitude saves, +[5/10/15] maximum hit points.
EP Cost: 2; Ranks: 3; Prerequisite: You must have the Ascetic Training (Tier 2) enhancement to select this enhancement.
- Efficient Metamagic: Choose a different Metamagic feat than Tier 2. Using that Metamagic costs you 1 fewer MP. EP Cost: 2; Ranks: `; Prerequisite: You must have the Efficient Metamagic (Tier 2) enhancement to select this enhancement.
- Resistance: You gain +[1/2/3] to all saving throws against spells and spell-like abilities. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Spell Penetration: +1 to your Caster Level check to overcome enemy Spell Resistance. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Red Mage Ability Boost: +1 to Intelligence, Wisdom, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Red Mage Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Red Mage Enhancements (Requires Red Mage Level 4, 20 EPs spent in tree)
- Improved Spell Combat: You gain a +1 competence bonus to attack rolls when using spell combat and gain a +2 competence bonus on Concentration checks. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Spell Combat class feature to select this enhancement.
- Efficient Metamagic: Choose a different Metamagic feat than Tier 2/3. Using that Metamagic costs you 1 fewer MP. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Efficient Metamagic (Tier 3) enhancement to select this enhancement.
- Myrmidon’s Edge: +[1/2/3] to attack rolls to confirm critical hits and +[1/2/3] damage on critical hits (prior to applying weapon multipliers). EP Cost: 1; Ranks: 3; Prerequisite: None.
- Spell Penetration: +1 to your Caster Level check to overcome enemy Spell Resistance. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Spell Penetration (Tier 3) enhancement to select this enhancement.
- Red Mage Ability Boost: +1 to Intelligence, Wisdom, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Red Mage Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Red Mage Enhancements (Requires Red Mage Level 5, Character Level 12, 30 EPs spent in tree)
- Improved Spell Combat: You gain a +1 competence bonus to attack rolls when using spell combat and gain a +2 competence bonus on Concentration checks. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Improved Spell Combat (Tier 4) enhancement to select this enhancement.
- Paragon Body: You no longer suffer Spell Failure from armor. You gain +2 competence bonus on Fortitude saves and +10% bonus to maximum hit points. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Armor Mastery: +[1/2/3] bonus to armor class and armor maximum dexterity bonus. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Empowerment: You gain a +1 DC to your spells. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Red Mage Ability Boost: +1 to Intelligence, Wisdom, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Red Mage Ability Boost (Tier 4) enhancement to select this enhancement.
Thief
Core Thief Enhancements
- Knife in the Darkness: You gains proficiency with Kukris. You can also use your Dexterity modifier to hit with Daggers and Kukris. EP Cost: 1; Ranks: 1; Prerequisite: None.
- Dagger in the Back: You can now use your Dexterity for damage with Daggers and Kukris. If you also possess the Weapon Finesse feat, this also applies to melee weapons with which you can use your Dexterity modifier to hit. This enhancement does not work with handwraps or unarmed attacks. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Knife in the Darkness enhancement to select this enhancement.
- Kip Up: You are immune to most knockdown effects and slippery surfaces. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Dagger in the Back enhancement to select this enhancement.
- Nimbleness: Every successful attack you hit with, you gain a +1 dodge bonus to AC for 5 rounds. This effect can stack up to 10 times. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have Kip Up enhancement to select this enhancement.
- Lethality: While wearing light or no armor, you gain a +1 insight bonus to your critical damage multiplier for any one-handed or light weapon you are wielding up to a maximum of x4. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Nimbleness enhancement to select this enhancement.
- Deadly Shadow: You gain +2 Dexterity and +2 Intelligence. You also gain +4 Sneak Attack dice and a +4 competence bonus to Reflex saves. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Lethality enhancement to select this enhancement.
Tier 1 Thief Enhancements
- Awareness: +[1/2/3] competence bonus to Perception and Sense Motive checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Charming: +[1/2/3] competence bonus to Bluff, Diplomacy and Intimidate checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Mechanics: +[1/2/3] competence bonus to Disable Device and Repair checks. +[1/2/3] to Saving Throws you make against traps. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Stealthy: +[1/2/3] competence bonus to Stealth checks and +[5/10/15] feet extra movement speed while stealthing. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Thief Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Thief Enhancements (Requires Thief Level 2, 5 EPs spent in tree)
- Combat Maneuver Focus: +[1/2/3] competence bonus on CMB rolls of combat maneuver attempts. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Improved Traps: +[1/2/3] to the save DC’s of all traps. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Improved Reaction: +[1/2/3] competence bonus on Reflex saves and an additional +[1/2/3] saves against traps. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Sneak Attack Training: Grants +1 Sneak Attack die and +1 competence bonus on attack rolls when performing sneak attacks. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Sneak Attack class feature to select this enhancement.
- Thief Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Thief Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Thief Enhancements (Requires Thief Level 3, 10 EPs spent in tree)
- Critical Mastery: +[1/2/3] bonus to critical damage and to confirm critical hits. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Light Blades Training: +1 competence bonus on attack and damage rolls with light blades. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Shadow Dodge: +[1/2/3] dodge bonus to AC. +[1/2/3] additional Maximum Dexterity while wearing light armor. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Sneak Attack Training: Grants +1 Sneak Attack die and +1 competence bonus to hit when performing sneak attacks. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Sneak Attack Training (Tier 2) to select this enhancement.
- Thief Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Thief Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Thief Enhancements (Requires Thief Level 4, 20 EPs spent in tree)
- Improved Defensive Roll: Defensive Roll now triggers at [30/40/50]% or below health. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Defensive Roll advanced thief talent to select this enhancement.
- Light Blades Advanced Training: +1 competence bonus on attack rolls and +2 competence bonus on damage rolls with light blades. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Light Blades Training (Tier 3) enhancement to select this enhancement.
- No Mercy: You deal 2d6/4d6/6d6 additional damage to helpless opponents. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Sneak Attack Training: Grants +1 Sneak Attack die and +1 competence bonus on attack rolls when performing sneak attacks. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Sneak Attack Training (Tier 3) to select this enhancement.
- Thief Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Thief Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Thief Enhancements (Requires Thief Level 5, Character Level 12, 30 EPs spent in tree)
- Light Armor Mastery: Gain +[2/4/6] to the Maximum Dexterity Bonus of light armor and gain DR/- of [1/2/3]. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Light Blades Superior Training: +3 competence bonus on attack and damage rolls with light blades. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Light Blades Advanced Training (Tier 4) enhancement to select this enhancement.
- Light Blades Specialization: You gain a +1 competence bonus to critical damage multiplier (max of x4) and critical threat range (apply after all other improvements) with light blades. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Light Blades Superior Training enhancement (Tier 5) to select this enhancement.
- Sneak Attack Training: Grants +1 Sneak Attack die and +1 competence bonus on attack rolls when performing sneak attacks. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Sneak Attack Training (Tier 4) to select this enhancement.
- Thief Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Thief Ability Boost (Tier 4) enhancement to select this enhancement.
Warrior
Core Warrior Enhancements
- Focus Training: Select a group of weapons (from the weapon groups of chosen weapon) as your focus. You gain +1 competence bonus on attack rolls with these weapons, and many abilities require that you use one of these weapons. EP Cost: 1; Ranks: 1; Prerequisite: None.
- Spiritual Bond: When you have a weapon equipped in your main hand that is part of your Focus, it gains on a natural 20: you gain one stack of Battle Meditation: This weapon gains a +1 insight bonus to attack and damage rolls for 1 minute. This stacks up to the number of core enhancements you possess in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Focus Training enhancement to select this enhancement.
- Stand Fast: You gain immunity to Fear and Knockdown effects and a +10% bonus to your maximum hit points. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Spiritual Bond enhancement to select this enhancement.
- Strike With No Thought: Your weapons gain +1 competence bonus to critical damage multiplier (to a maximum of x4). When you have a weapon equipped in your main hand that is part of your Focus, you gain a +1 competence bonus to critical hit range (applied after all class features/feats that also increase critical hit range). Each additional core enhancement you acquire from this tree (including this one) increases this bonus by 1. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Stand Fast enhancement to select this enhancement.
- Defensive Measure: You gain a +1 competence bonus on Saves, AC, and immunity to Energy Drain. EP Cost: 1; Ranks: 1; Prerequisites: The fighter must be at least 18th level and have the Strike with No Thought enhancement to select this enhancement.
- Alacrity: You gain a +2 to all physical ability scores and a +2 to the DCs of all class features. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Defensive Measure enhancement to select this enhancement.
Tier 1 Warrior Enhancements
- Weapon Group Specialization: You gain +1 competence bonus on attack and damage rolls with your Focus group. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Focus Training enhancement to select this enhancement.
- Accuracy: +[1/2/3] competence bonus to attack rolls. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Intimidating Skills: +[1/2/3] competence bonus to Intimidate skill checks. Rank 3: +1 Will saves. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Warrior Acrobatics: +[1/2/3] competence bonus to Acrobatics, Climb, and Swim skill checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Warrior Ability Boost: +1 to Strength or Dexterity score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Warrior Enhancements (Requires Warrior Level 2, 5 EPs spent in tree)
- Weapon Group Specialization: You gain +1 competence bonus on attack rolls and +2 competence bonus on damage rolls with one handed weapons. You gain +1 competence bonus on attack rolls and +3 competence bonus on damage rolls with two handed weapons. These bonuses only apply to weapons in your focus group. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Weapon Group Specialization (Tier 1) enhancement to select this enhancement.
- Ascetic Training: Your rigorous training gives you various benefits. Choose one:
- Agility: +[1/2/3] competence bonus on Reflex saves and dodge bonus to AC.
- Conditioning: +[1/2/3] competence bonus on Fortitude saves, +[5/10/15] maximum hit points.
EP Cost: 2; Ranks: 3; Prerequisite: None.
- Slayer: Killing an enemy grants you a +[1/2/3] morale bonus on attack and damage rolls. This lasts for 1 minute. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Maneuver Training: Increase combat maneuver attack rolls by +[1/2/3]. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Warrior Ability Boost: +1 to Strength or Dexterity score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Warrior Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Warrior Enhancements (Requires Warrior Level 3, 10 EPs spent in tree)
- Weapon Group Specialization: You gain a +1 competence bonus on attack rolls and +2 competence bonus on damage rolls with weapons in your Focus group. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Weapon Group Specialization (Tier 2) enhancement to select this enhancement.
- Armor Expertise: Armor you equip gains +[1/2/3] bonus to AC. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Athletic Mastery: +[1/2/3] maximum Dexterity bonus and –[1/2/3] armor check penalty (works with all armor types). EP Cost: 1; Ranks: 3; Prerequisite: None.
- Ascetic Training: Your rigorous training gives you various benefits. Choose the other option you didn’t choose from Ascetic Training (Tier 2):
- Agility: +[1/2/3] competence bonus on Reflex saves and dodge bonus to AC.
- Conditioning: +[1/2/3] competence bonus on Fortitude saves, +[5/10/15] maximum hit points.
EP Cost: 2; Ranks: 3; Prerequisite: You must have the Ascetic Training (Tier 2) enhancement to select this enhancement.
- Warrior Ability Boost: +1 to Strength or Dexterity score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Warrior Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Warrior Enhancements (Requires Warrior Level 4, 20 EPs spent in tree)
- Weapon Group Specialization: You gain +1 competence bonus on attack rolls and +2 competence bonus on damage rolls with one handed weapons. You gain +1 competence bonus on attack rolls and +4 competence bonus on damage rolls with two handed weapons. These bonuses only apply to weapons in your focus group. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Weapon Group Specialization (Tier 3) enhancement to select this enhancement.
- Strike at the Heart: Your weapon attacks inflict a stack of Armor Destruction. (a stacking -1 penalty to Armor Class, for a minute. Stacks up to 15 times). EP Cost: 1; Ranks: 3; Prerequisite: None.
- Liquid Courage: After drinking a potion, you receive additional healing equal to half your warrior level when you receive healing for a minute. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Myrmidon’s Edge: +[1/2/3] on attack rolls to confirm critical hits and +[1/2/3] damage on critical hits (prior to applying weapon multipliers). EP Cost: 1; Ranks: 3; Prerequisite: None.
- Warrior Ability Boost: +1 to Strength or Dexterity score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Warrior Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Warrior Enhancements (Requires Warrior Level 5, Character Level 12, 30 EPs spent in tree)
- Weapon Master: You gain a +3 competence bonus on attack and damage rolls with all weapons and a +25% bonus to maximum hit points. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Weapon Group Specialization (Tier 4) enhancement to select this enhancement.
- Keen Edge: You gain a +1 competence bonus to critical threat range (apply after all class features and feats that affect critical threat range) with your Focus weapons. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Brutal Impact: You gain a +1 critical damage multiplier (up to a maximum of x4) on a natural roll of a 19-20 and +25% bonus to maximum hit points. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Armor Mastery: +[1/2/3] bonus to armor class and armor maximum dexterity bonus. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Warrior Ability Boost: +1 to Strength or Dexterity score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Warrior Ability Boost (Tier 4) enhancement to select this enhancement.
White Mage
Core White Mage Enhancements
- Emissary of Light: You have chosen to follow the path of Light. For each core enhancement you take in this tree (including this one), you gain a +1 DC when casting Light spells. EP Cost: 1; Ranks: 1; Prerequisite: None.
- Empowered by Light: You gain a +2 competence bonus on all Saving Throws. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Emissary of Light enhancement to select this enhancement.
- Improved Empower Healing: Whenever you use Empower on a healing spell, you heal for additional 10%. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level, have the Empowered by Light enhancement and have the Empower Spell feat to select this enhancement.
- Radiant Servant: Every fifth healing spell you cast deals maximum healing. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Improved Empower Healing enhancement to select this enhancement.
- Shine Bright: You gain a +2 competence bonus on your Wisdom or Charisma score, +2 to spell DCs, +2 to all skills and you are able to cast the spell, Searing Light, at will as a spell-like ability. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Radiant Servant enhancement to select this enhancement.
- Mage of Endless Light: Your mastery over Light has granted you impossible power. You gain a +4 bonus to your Wisdom score, +2 competence bonus on all Saving Throws, and +1 caster level with Light spells. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Shine Bright enhancement to select this enhancement.
Tier 1 White Mage Enhancements
- Holy Smiting I: You gain a +1 to critical threat range with Light spells. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Altruism: +[1/2/3] competence bonus on Concentration, Diplomacy and Heal. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Holy Cleansing: When using Lay on Hands, it removes harmful effects from your target. Leaves a lingering immunity to natural and magical diseases and poisons for 1 round per white mage level. Rank 1: Removes all Disease and Poison effects. Rank 2: Removes all Disease, Poison, Blindness and Curse effects. Rank 3: Removes all Disease, Poison, Blindness, Curse, Paralysis and Petrification effects. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Lay on Hands class feature to select this enhancement.
- Energy of the Disciple: Your studies have increased your maximum MP by an additional [1/2/3]. EP Cost: 1; Ranks: 3; Prerequisite: None.
- White Mage Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 White Mage Enhancements (Requires White Mage Level 2, 5 EPs spent in tree)
- Holy Smiting II: You gain a +1 to critical threat range with Light spells. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Holy Smiting I (Tier 1) enhancement to select this enhancement.
- Wand and Scroll Mastery: +[25/50/75]% damage and healing from your wands, scrolls, and other items that cast spells, and +[1/2/3] to the save DCs of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Efficient Metamagic: Choose one of the following Metamagic feats (Empower, Enlarge, Maximize, or Quicken). Reduce the MP cost of using that Metamagic by 1. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Just Reward: When you critically hit with a Light spell, you gain [5/10/15] temporary hit points. EP Cost: 1; Ranks: 3; Prerequisite: None.
- White Mage Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the White Mage Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 White Mage Enhancements (Requires White Mage Level 3, 10 EPs spent in tree)
- Holy Smiting III: You gain a +1 to critical threat range with Light spells. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Holy Smiting II (Tier 2) enhancement to select this enhancement.
- Efficient Metamagic: Choose a different Metamagic feat than Tier 2. Using that Metamagic costs you 1 fewer MP. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Efficient Metamagic (Tier 2) enhancement to select this enhancement.
- Resistance: You gain +[1/2/3] to all saving throws against spells and spell-like abilities. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Spell Penetration: +1 to your caster level check to overcome enemy Spell Resistance. EP Cost: 2; Ranks: 1; Prerequisite: None.
- White Mage Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the White Mage Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 White Mage Enhancements (Requires White Mage Level 4, 20 EPs spent in tree)
- Holy Smiting IV: You gain a +1 to critical threat range with Light spells. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Holy Smiting III (Tier 3) enhancement to select this enhancement.
- Efficient Metamagic: Choose a different Metamagic feat than Tier 2/3. Using that Metamagic costs you 1 fewer MP. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Efficient Metamagic (Tier 3) enhancement to select this enhancement.
- Intense Healing: Your healing spells are cast at +[1/2/3] caster level. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Spell Penetration: +1 to your Caster Level check to overcome enemy Spell Resistance. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Spell Penetration (Tier 3) enhancement to select this enhancement.
- White Mage Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the White Mage Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 White Mage Enhancements (Requires White Mage Level 5, Character Level 12, 30 EPs spent in tree)
- Holy Smiting V: You gain a +1 to critical threat range with Light spells. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Holy Smiting IV (Tier 4) enhancement to select this enhancement.
- Incredible Healing: Your healing spells that has a cap of a caster level are increased by [1/2/3] levels. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Intense Healing (Tier 4) enhancement to select this enhancement.
- Superb Health: You are immune to natural, magical, and supernatural diseases. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Holy Empowerment: You gain a +1 DC to your Light spells. EP Cost: 2; Ranks: 1; Prerequisite: None.
- White Mage Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the White Mage Ability Boost (Tier 4) enhancement to select this enhancement.
Base Classes
Astrologian
Core Astrologian Enhancements
- Improved Globe: Increase star globe damage by 1d4, and +1 damage per core enhancement you take in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisite: None.
- Future Endeavors: Your Anticipate Danger now grants +1 to Reflex saves in addition to its normal effects, this bonus increases by 1 for each core enhancement you take in this tree. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Improved Globe enhancement to select this enhancement.
- Enhanced Draw: Your Draw ability lasts longer, lasting a number of additional rounds equal to half your astrologian level and you gain 1 more daily use. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Future Endeavors enhancement to select this enhancement.
- True Seeing: You permanently gain the effects of the True Seeing spell. You gain +1 competence bonus to critical threat range and multiplier with your star globe. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Enhanced Draw enhancement to select this enhancement.
- Foretold: You can now apply both the buffs and debuffs of Foretell each time the ability is used and your star globe now does an extra 1d4 damage. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the True Seeing enhancement to select this enhancement.
- Star-Crossed: You now have nearly total control over fate. You gain a +4 Wisdom, your star globe upgrades to d6s, your star globe now does an extra 1d6 damage, and can make an extra attack as a full-round action (this stacks with any talents). In addition, all divination spells count as an additional spell level lower for MP costs, stacking with Far Seer (minimum 1 still) and Read the Stars will always impart a bonus instead of penalty, with the bonuses doubling on success. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Foretold enhancement to select this enhancement.
Tier 1 Astrologian Enhancements
- Smiting I: You gain a +1 DC with non-elemental spells. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Altruism: +[1/2/3] competence bonus on Concentration, Diplomacy and Heal. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Energy of the Disciple: Your studies have increased your maximum MP by an additional [1/2/3]. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Arcane Knowledge: +[1/2/3] competence bonus to Spellcraft and Use Magic Device skill checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Astrologian Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Astrologian Enhancements (Requires Astrologian Level 2, 5 EPs spent in tree)
- Smiting II: You gain a +1 DC with non-elemental spells. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Smiting I (Tier 1) enhancement to select this enhancement.
- Wand and Scroll Mastery: +[25/50/75]% healing and damage from your wands, scrolls, and other items that cast spells, and +[1/2/3] to the save DCs of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Efficient Metamagic: Choose one of the following Metamagic feats (Empower, Enlarge, Maximize, or Quicken). Reduce the MP cost of using that Metamagic by 1. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Just Reward: When you critically hit with a non-elemental spell, you gain [5/10/15] temporary hit points. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Astrologian Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Astrologian Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Astrologian Enhancements (Requires Astrologian Level 3, 10 EPs spent in tree)
- Smiting III: You gain a +1 DC with non-elemental spells. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Smiting II (Tier 2) enhancement to select this enhancement.
- Efficient Metamagic: Choose a different Metamagic feat than Tier 2. Using that Metamagic costs you 1 fewer MP. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Efficient Metamagic (Tier 2) enhancement to select this enhancement.
- Resistance: You gain +[1/2/3] to all saving throws against spells and spell-like abilities. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Spell Penetration: +1 to your caster level check to overcome enemy Spell Resistance. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Astrologian Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Astrologian Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Astrologian Enhancements (Requires Astrologian Level 4, 20 EPs spent in tree)
- Smiting IV: You gain a +1 DC with non-elemental spells. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Smiting III (Tier 3) enhancement to select this enhancement.
- Efficient Metamagic: Choose a different Metamagic feat than Tier 2/3. Using that Metamagic costs you 1 fewer MP. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Efficient Metamagic (Tier 3) enhancement to select this enhancement.
- Intense Healing: Your healing spells are cast at +[1/2/3] caster level. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Spell Penetration: +1 to your caster level check to overcome enemy Spell Resistance. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Spell Penetration (Tier 3) enhancement to select this enhancement.
- Astrologian Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Astrologian Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Astrologian Enhancements (Requires Astrologian Level 5, Character Level 12, 30 EPs spent in tree)
- Smiting V: You gain a +1 DC with non-elemental spells. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Smiting IV (Tier 4) enhancement to select this enhancement.
- Incredible Healing: Your healing spells that has a cap of a caster level are increased by [1/2/3] levels. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Intense Healing (Tier 4) enhancement to select this enhancement.
- Superb Health: You are immune to natural, magical, and supernatural diseases. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Empowerment: You gain a +1 DC to your non-elemental spells. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Astrologian Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Astrologian Ability Boost (Tier 4) enhancement to select this enhancement.
Berserker
Core Berserker Enhancements
- Die Hard: You gain the Diehard feat, automatically stabilizing when incapacitated. EP Cost: 1; Ranks: 1; Prerequisite: None.
- Furious Rage: When you are raging and miss your attack by rolling a 1, you gain Fury for 1 round. Fury: +1 rage bonus to attack and damage. This effect stacks and one stack fades every round. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Die Hard enhancement to select this enhancement.
- Toughness: You gain a +1 competence bonus on your Constitution score and +5 hit points. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Furious Rage enhancement to select this enhancement.
- Elemental Defense: When enemy deals elemental damage to you, there’s a 25% chance, you’ll gain 10 temporary hit points for 1 minute. This can trigger up to once a round. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Toughness enhancement to select this enhancement.
- Subsiding Fury: When you use Rage, you gain 3 stacks of Fury. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Elemental Defense enhancement to select this enhancement.
- Mind Over Magic: You have a Spell Resistance equal to your Constitution score. In addition, you also gain +4 bonus to your Constitution score and +20 Hit Points. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Subsiding Fury enhancement to select this enhancement.
Tier 1 Berserker Enhancements
- Intimidate: +[1/2/3] competence bonus to Intimidate checks. Rank 3: +1 bonus on Will saves. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Extra Rage: +[2/4/6] rounds of Rage per day. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Power Rage: +[1/2/3] Strength while raging. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Die Harder: Your range of unconsciousness extends +[5/10/15] hit points. When you drop below 1 HP, you gain [10/20/30] temporary hit points for 1 minute. This can only trigger once per encounter. EP Cost: 2; Ranks: 3; Prerequisite: None.
- Berserker Ability Boost: +1 to Strength or Constitution score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Berserker Enhancements (Requires Berserker Level 2, 5 EPs spent in tree)
- Combat Maneuver Focus: +[1/2/3] competence bonus to the CMB rolls of combat maneuver attempts. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Hardy Rage: +[1/2/3] Constitution while raging. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Power Rage (Tier 1) enhancement to select this enhancement.
- Natural Weapons Training: +[1/2/3] competence bonus on attack and damage rolls with natural weapons. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Power Attack: Your Power Attack feat deals +[1/2/3] additional point(s) of bonus damage. Note: This extra damage is doubled when wielding a two-handed weapon. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Power Attack feat to select this enhancement.
- Berserker Ability Boost: +1 to Strength or Constitution score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Berserker Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Berserker Enhancements (Requires Berserker Level 3, 10 EPs spent in tree)
- Critical Mastery: +[1/2/3] competence bonus to critical damage and to confirm critical hits. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Willpower Rage: You gain +[1/2/3] competence bonus to Will saving throws while raging. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Hardy Rage (Tier 2) enhancement to select this enhancement.
- Lessons of Travel: +[2/4/6] elemental resistance against Earth, Fire, Ice, Lightning, Water, and Wind damage. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Lessons of Nature: You gain a +[2/4/6] competence bonus to saves vs. both disease and poison. Rank 3: You don’t fail disease or poison saving throws on a roll of 1. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Berserker Ability Boost: +1 to Strength or Constitution score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Berserker Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Berserker Enhancements (Requires Berserker Level 4, 20 EPs spent in tree)
- Bond of Retribution: While below 50% health, you gain +1 competence bonus on critical damage multiplier on attack rolls (to a maximum of x4). EP Cost: 2; Ranks: 1; Prerequisite: None.
- Fear Me!: When you use the Intimidate skill, affected enemies are also Frightened for 1 round. EP Cost: 2; Ranks: 1; Prerequisite: None.
- I Like Pain: When you are hit: [10/20/30]% chance to gain +[5/10/15] temporary hit points for 1 minute. These temporary hit points stack with other means of temporary hit point gains. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Aura of Fear: Adjacent enemies receive a -2 penalty to Strength and Charisma. Rank 2: Adjacent enemies receive a -2 penalty to Strength, Charisma, Dexterity and Wisdom. Rank 3: Adjacent enemies receive a -2 penalty to all ability scores. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Berserker Ability Boost: +1 to Strength or Constitution score. EP Cost: 2; Ranks: 1; Prerequisites: You must have the Berserker Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Berserker Enhancements (Requires Berserker Level 5, Character Level 12, 30 EPs spent in tree)
- Focused Wrath: +[1/2] competence bonus to critical multiplier (up to a max of x4). EP Cost: 1; Ranks: 2; Prerequisite: None.
- Healing or Hurt: Choose one:
- Accelerated Metabolism: While you rage, you heal 10 hit points every round.
- Raging Blows: While you rage, you gain +5 competence bonus on attack rolls and your melee attacks deal an extra die of damage.
EP Cost: 2; Ranks: 1; Prerequisite: None.
- I Hit Back!: When you are hit: [10/20/30]% chance to deal [1/2/3]x weapon damage to attacker. EP Cost: 2; Ranks: 3; Prerequisite: None.
- Bully: You deal +[5/10/15] damage to helpless enemies. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Berserker Ability Boost: +1 to Strength or Constitution score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Berserker Ability Boost (Tier 4) enhancement to select this enhancement.
Blue Mage
Core Blue Mage Enhancements
- Sagacity: You gain a +2 competence bonus on Knowledge skill checks for each enhancement you possess in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisite: None.
- Perceptive Scan: When using Scan, you gain a +1 insight bonus on attack rolls against that creature for each enhancement you possess in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have Sagacity enhancement to select this enhancement.
- Favored Offense: Against favored enemies, your weapons gain a +1 competence bonus on critical threat range (apply after all other bonuses) and to critical multiplier (to a max of x4). In addition, you also deal 1d6 points of precision damage against favored enemies. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Perceptive Scan enhancement to select this enhancement.
- Hasted Natural Attack: While attacking with natural weapons, you gain an additional attack at your highest BAB with a full-attack action. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Favored Offense enhancement to select this enhancement.
- Mark of the Blue Wizard: Your attacks bypass an additional damage reduction up to 5/- versus favored enemies and you also gain +2 damage when attacking favored enemies. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Hasted Natural Attack enhancement to select this enhancement.
- Cerulean Caster: You gain a +4 bonus to your Intelligence score and you deal an additional 1d6 points of precision damage versus favored enemies. In addition, you add your favored enemy bonus as an insight bonus on saves against spells and abilities used by your favored enemies. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Mark of the Blue Wizard enhancement to select this enhancement.
Tier 1 Blue Mage Enhancements
- Extra Favored Enemy: A new creature type is added to your list of favored enemies. Choose between: Aberration, Animal, Construct, Dragon Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Undead, or Vermin. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Favored Enemy class feature to select this enhancement.
- Favored Defense: You gain +[2/4/6] Armor Class when attacked by Favored Enemies. You gain +[1/2/3] to Saving Throws against spells or effects from Favored Enemies. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Favored Enemy class feature to select this enhancement.
- Energy of the Disciple: Your studies have increased your maximum MP by an additional [1/2/3]. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Arcane Knowledge: +[1/2/3] competence bonus to Spellcraft and Use Magic Device skill checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Blue Mage Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Blue Mage Enhancements (Requires Blue Mage Level 2, 5 EPs spent in tree)
- Extra Favored Enemy: A new creature type is added to your list of favored enemies. Choose between: Aberration, Animal, Construct, Dragon Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Undead, or Vermin. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Extra Favored Enemy (Tier 1) enhancement to select this enhancement.
- Wand and Scroll Mastery: +[25/50/75]% healing and damage from your wands, scrolls, and other items that cast spells, and +[1/2/3] to the save DCs of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Efficient Metamagic: Choose one of the following Metamagic feats (Empower, Enlarge, Maximize, or Quicken). Reduce the MP cost of using that Metamagic by 1. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Resistance: You gain +[1/2/3] to all saving throws against spells and spell-like abilities. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Blue Mage Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Blue Mage Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Blue Mage Enhancements (Requires Blue Mage Level 3, 10 EPs spent in tree)
- Extra Favored Enemy: A new creature type is added to your list of favored enemies. Choose between: Aberration, Animal, Construct, Dragon Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Undead, or Vermin. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Extra Favored Enemy (Tier 2) enhancement to select this enhancement.
- Favored Hunter: You gain +[1/2/3] on attack and damage rolls when attacking a favored enemy. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Favored Enemy class feature to select this enhancement.
- Efficient Metamagic: Choose a different Metamagic feat than Tier 2. Using that Metamagic costs you 1 fewer MP. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Efficient Metamagic (Tier 2) enhancement to select this enhancement.
- Spell Penetration: +1 to your caster level check to overcome enemy Spell Resistance. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Blue Mage Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Blue Mage Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Blue Mage Enhancements (Requires Blue Mage Level 4, 20 EPs spent in tree)
- Extra Favored Enemy: A new creature type is added to your list of favored enemies. Choose between: Aberration, Animal, Construct, Dragon Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Undead, or Vermin. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Extra Favored Enemy (Tier 3) enhancement to select this enhancement.
- Efficient Metamagic: Choose a different Metamagic feat than Tier 2/3. Using that Metamagic costs you 1 fewer MP. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Efficient Metamagic (Tier 3) enhancement to select this enhancement.
- Spell Penetration: +1 to your Caster Level check to overcome enemy Spell Resistance. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Spell Penetration (Tier 3) enhancement to select this enhancement.
- Monster Empowerment: You gain a +1 DC to your spells. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Blue Mage Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Blue Mage Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Blue Mage Enhancements (Requires Blue Mage Level 5, Character Level 12, 30 EPs spent in tree)
- Extra Favored Enemy: A new creature type is added to your list of favored enemies. Choose between: Aberration, Animal, Construct, Dragon Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Undead, or Vermin. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Extra Favored Enemy (Tier 4) enhancement to select this enhancement.
- Efficient Metamagic: Choose a different Metamagic feat than Tier 2, 3, and 4. Using that Metamagic costs you 1 fewer MP. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Efficient Metamagic (Tier 4) enhancement to select this enhancement.
- Spell Penetration: +1 to your caster level check to overcome enemy Spell Resistance. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Spell Penetration (Tier 4) enhancement to select this enhancement.
- Monster Empowerment: You gain a +1 DC to your spells. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Monster Empowerment (Tier 4) enhancement to select this enhancement.
- Blue Mage Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Blue Mage Ability Boost (Tier 4) enhancement to select this enhancement.
Chemist
Core Chemist Enhancements
- Poisoner: +2 competence bonus on saves vs. Poisons, +2 competence bonus on saves vs. Diseases. These bonuses increase by 2 for every core enhancement in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisite: None.
- Poisoned Coating: Your weapons are coated with poison that deals an additional 1d6 non-elemental damage on a successful hit. You gain an additional 1d6 every three chemist levels (at 6th, 9th, 12th, 15th and 18th). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Poisoner enhancement to select this enhancement.
- Hidden Blades: Your Poisoned Coating dice are now d8s (instead of the original d6s). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Poisoned Coating enhancement to select this enhancement.
- Alchemical Shield: While in light or no armor, you have a +4 alchemical bonus to AC and are protected from Ruin (this spell deals no damage to you). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Hidden Blades enhancement to select this enhancement.
- Brushed Aside: You gain the Defensive Roll class feature as a thief with this advanced thief talent. Your Poisoned Coating dice are now d10s (replacing previous d8s). While wielding a weapon in your main hand and nothing in your off hand, you have a +1 competence bonus to critical multiplier up to a maximum of x4. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Alchemical Shield enhancement to select this enhancement.
- Venom’s Grip: You gain +2 Dexterity and Intelligence. You also gain +4 Bomb dice and your Poisoned Coating dice are now d12 (replacing previous d10s). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Brushed Aside enhancement to select this enhancement.
Tier 1 Chemist Enhancements
- Deadly Poison I: You gain a +2 competence bonus on hit and +1 competence bonus on damage while wielding a weapon in your main hand and nothing in your off hand. Note: This enhancement and the following enhancements work with quarterstaffs. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Apothecary Skills: +[1/2/3] competence bonus to Diplomacy and Heal skill checks. Rank 3: +1 Will saves. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Arcane Knowledge: +[1/2/3] competence bonus to Spellcraft and Use Magic Device skill checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Alchemical Item Mastery: +[25/50/75]% damage and healing from your alchemical items, and +[1/3/6] to the save DCs of your alchemical items. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Chemist Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Chemist Enhancements (Requires Chemist Level 2, 5 EPs spent in tree)
- Deadly Poison II: You gain a +2 competence bonus on hit and +1 competence bonus on damage while wielding a weapon in your main hand and nothing in your off hand. Note: This enhancement and the following enhancements work with quarterstaffs. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Deadly Poison I (Tier 1) enhancement to select this enhancement.
- Alchemical Accuracy: +[1/2/3] competence bonus to attack rolls. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Bomb Critical: Your bombs now have a chance to crit on a 19-20. Stacks with Improved Critical, applied afterwards. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Bomb class feature to select this enhancement.
- Bomb Training: Grants +1 Bomb die and +1 competence bonus on attack rolls when throwing bombs. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Bomb class feature to select this enhancement.
- Chemist Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Chemist Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Chemist Enhancements (Requires Chemist Level 3, 10 EPs spent in tree)
- Deadly Poison III: You gain a +2 competence bonus on hit and +1 competence bonus on damage while wielding a weapon in your main hand and nothing in your off hand. Note: This enhancement and the following enhancements work with quarterstaffs. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Deadly Poison II (Tier 2) enhancement to select this enhancement.
- Safety Goggles: +[1/2/3] dodge bonus to Armor Class and +[2/4/6] elemental tesistance to Earth, Fire, Ice, Lightning, Water, and Wind damage. Rank 3: Blindness Immunity. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Toxic Augmentation: Your melee/ranged attacks against poisoned enemies reduce their Fortitude saves by -1 for 1 minute. This effect stacks up to 4 times. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Poisoned Coating enhancement to select this enhancement.
- Bomb Training: Grants +1 Bomb die and +1 competence bonus on attack rolls when throwing bombs. EP Cost: 2; Ranks: 1; Prerequisites: You must have the Bomb Training (Tier 2) enhancement to select this enhancement.
- Chemist Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Chemist Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Chemist Enhancements (Requires Chemist Level 4, 20 EPs spent in tree)
- Deadly Poison IV: You gain +2 competence bonus on attack rolls and +1 competence bonus on damage rolls while wielding a weapon in your main hand and nothing in your off hand. Note: This enhancement and the following enhancements work with quarterstaffs. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Deadly Poison III (Tier 3) enhancement to select this enhancement.
- Elemental Defenses: When enemy spells deal elemental damage against you, there’s a 25% chance you’ll gain +[10/20/30] temporary hit points for 1 minute. This can trigger up to once a round. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Insulated Boots: +[20/25/30] Spell Resistance. Rank 3: You are immune to Slippery Surfaces. EP Cost: 2; Ranks: 3; Prerequisite: None.
- Bomb Training: Grants +1 Bomb die and +1 competence bonus on attack rolls when throwing bombs. EP Cost: 2; Ranks: 1; Prerequisites: You must have the Bomb Training (Tier 3) enhancement to select this enhancement.
- Chemist Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Chemist Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Chemist Enhancements (Requires Chemist Level 5, Character Level 12, 30 EPs spent in tree)
- Fatal Poison: You gain +2 competence bonus on attack rolls, +1 competence bonus on damage rolls, and +1 competence bonus to Critical Range while wielding a weapon in your main hand and nothing in your off hand. Note: This enhancement and the following enhancements work with quarterstaffs. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Deadly Poison IV (Tier 4) enhancement to select this enhancement.
- Chemical Weapon: Your poisoned weapons deal double weapon damage. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Toxic Augmentation (Tier 3) enhancement to select this enhancement.
- Gloves of the Master Apothecary: +5 competence bonus to Craft (Alchemy) skill checks. You have a 15% chance to retain a copy of any single-use Healing Potion that you drink. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Bomb Training: Grants +1 Bomb die and +1 competence bonus on attack rolls when throwing bombs. EP Cost: 2; Ranks: 1; Prerequisites: You must have the Bomb Training (Tier 4) enhancement to select this enhancement.
- Chemist Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Chemist Ability Boost (Tier 4) enhancement to select this enhancement.
Chocobo Knight
Core Chocobo Knight Enhancements
- Alpha Chocobo I: Your Chocobo gains the ability to cast Choco Cure up to once per day as a spell-like ability. EP Cost: 1; Ranks: 1; Prerequisite: None.
- Improved Commander’s Aura: Your aura’s bonuses increase by 1 and you gain 2 extra rounds of Commander’s Aura for every core enhancement you have in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Alpha Chocobo I enhancement to select this enhancement.
- Alpha Chocobo II: Your Chocobo gains the ability to cast Choco Guard up to once per day as a spell-like ability. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Improved Commander’s Aura enhancement to select this enhancement.
- Enhanced Banner: Your banner’s bonuses increase by 1 and the banner’s range increases by 10 feet. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Alpha Chocobo II Enhanced Banner enhancement to select this enhancement.
- Alpha Chocobo III: Your Chocobo gains the ability to cast Choco Barrier up to onceper day as a spell-like ability. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Enhanced Banner enhancement to select this enhancement.
- Commander: You gain +2 to Strength or Dexterity and Charisma. You deal an additional 2d6 of precision damage against targets you charged against while mounted. In addition, your Chocobo gains one additional use of its spell-like abilities and a +2 to all stats. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Alpha Chocobo III enhancement to select this enhancement.
Tier 1 Chocobo Knight Enhancements
- Resistant Companion: Your companion gains 5 elemental resistance to all elements. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Extra Aura: +[2/4/6] rounds of Commander’s Aura per day. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Resilient Companion: Your companion gains a +[1/2/3] competence bonus on all saves. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Rider: +[1/2/3] competence bonus to Acrobatics, Handle Animal, and Ride skill checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Chocobo Knight Ability Boost: +1 to Dexterity, Strength, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Chocobo Knight Enhancements (Requires Chocobo Knight Level 2, 5 EPs sp