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Gria

Core Gria Enhancements

  • Hardy I: +1 Fortitude. EP Cost: 1; Ranks: 1; Prerequisites: None.
  • Strength or Charisma I: Choose one: +1 Strength or +1 Charisma. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 7th level and have Hardy I enhancement to select this enhancement.
  • Hardy II: +1 Fortitude. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 7th level and have Strength or Charisma I enhancement to select this enhancement.
  • Strength or Charisma II: Choose one: +1 Strength or +1 Charisma. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 11th level and have Hardy II enhancement to select this enhancement.
  • Hardy III: +1 Fortitude. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 16th level and have Strength or Charisma II enhancement to select this enhancement.

Tier 1 Gria Enhancements

  • Resilience: +10 Maximum Hit Points. EP Cost: 2; Ranks: 1; Prerequisites: None.
  • Hard Scales: Grants your natural armor a +[1/2/3] natural armor bonus to AC. EP Cost: 1; Ranks: 3; Prerequisites: None.
  • Draconic Visage: +[1/2/3] competence bonus on Intimidate, Diplomacy, and Spellcraft checks. EP Cost: 1; Ranks: 3; Prerequisites: None.
  • Undaunted: +[1/2/3] competence bonus on Fortitude saves. EP Cost: 1; Ranks: 3; Prerequisites: None.
  • Keen Senses: +[1/2/3] competence bonus on Perception checks. EP Cost: 1; Ranks: 3; Prerequisites: None.

Tier 2 Gria Enhancements (Requires Gria Level 2, 5 EPs spent in tree)

  • Resilience: +10 Maximum Hit Points. EP Cost: 2; Ranks: 1; Prerequisites: Resilience (Tier 1).
  • Harder Scales: Adds +[1/2/3] to your natural armor bonus to AC. EP Cost: 1; Ranks: 3; Prerequisites: Hard Scales.
  • Dragon Breath: Once per day, you can discharge your breath weapon, dealing 1d6+3 damage per character level. A successful Reflex save reduces the damage by half. DC (10 + half character level + Charisma modifier). Grants one of the following, matching your Draconic Ancestry: EP Cost: 2; Ranks: 1; Prerequisites: None.
    • Dragon Breath: Black deals shadow damage in a 60’ line.
    • Dragon Breath: Blue deals water damage in a 60’ line.
    • Dragon Breath: Brown deals earth damage in a 60’ line.
    • Dragon Breath: Green deals wind damage in a 30’ cone.
    • Dragon Breath: Red deals fire damage in a 30’ cone.
    • Dragon Breath: Silver deals holy damage in a 30’ cone.
    • Dragon Breath: White deals ice damage in a 30’ cone.
    • Dragon Breath: Yellow deals lightning damage in a 60’ line.
  • Extra Enhancement Boost: Grians keep fighting long after other races tire. You can use each of your enhancements that have a daily use [1/2/3] additional times per day. EP Cost: 1; Ranks: 3; Prerequisites: None.
  • Arcanum: +[1/2/3] MP and +[1/2/3] competence bonus on spell penetration. EP Cost: 1; Ranks: 3; Prerequisites: None.

Tier 3 Gria Enhancements (Requires Gria Level 3, 10 EPs spent in tree)

  • Resilience: +10 Maximum Hit Points. EP Cost: 2; Ranks: 1; Prerequisites: Resilience (Tier 1 and 2).
  • Dragon Heritage: Select power associated to your Draconic Heritage. Grants one of the following, matching your Draconic Ancestry: EP Cost: 1; Ranks: 3; Prerequisites: Dragon Breath.
    • Draconic Heritage: Black: +[1/2/3] competence bonus on shadow damage rolls.
    • Draconic Heritage: Blue: +[1/2/3] competence bonus on water damage rolls.
    • Draconic Heritage: Brown: +[1/2/3] competence bonus on earth damage rolls.
    • Draconic Heritage: Green: +[1/2/3] competence bonus on wind damage rolls.
    • Draconic Heritage: Red: +[1/2/3] competence bonus on fire damage rolls.
    • Draconic Heritage: Silver: +[1/2/3] competence bonus on holy damage rolls.
    • Draconic Heritage: White: +[1/2/3] competence bonus on ice damage rolls.
    • Draconic Heritage: Yellow: +[1/2/3] competence bonus on lightning damage rolls.
  • Power in Breath: +[1/2/3] competence bonus on DC’s of Breath Attacks. EP Cost: 1; Ranks: 3; Prerequisites: Dragon Breath.
  • Draconic Knowledge: Select knowledge related to your Draconic Heritage. Grants one of the following, matching your Draconic Ancestry: EP Cost: 2; Ranks: 1; Prerequisites: Dragon Breath.
    • Draconic Knowledge: Black: +1 Caster Level and +2 Max Caster Level with Shadow spells.
    • Draconic Knowledge: Blue: +1 Caster Level and +2 Max Caster Level with Water spells.
    • Draconic Knowledge: Brown: +1 Caster Level and +2 Max Caster Level with Earth spells.
    • Draconic Knowledge: Green: +1 Caster Level and +2 Max Caster Level with Wind spells.
    • Draconic Knowledge: Red: +1 Caster Level and +2 Max Caster Level with Fire spells.
    • Draconic Knowledge: Silver: +1 Caster Level and +2 Max Caster Level with Holy spells.
    • Draconic Knowledge: White: +1 Caster Level and +2 Max Caster Level with Ice spells.
    • Draconic Knowledge: Yellow: +1 Caster Level and +2 Max Caster Level with Lightning spells.

Tier 4 Gria Enhancements (Requires Gria Level 4, 20 EPs spent in tree)

  • Resilience: +10 Maximum Hit Points. EP Cost: 2; Ranks: 1; Prerequisites: Resilience (Tier 1, 2, and 3).
  • Memory of Flight: Once per day, your memories of flight lie within you. You are able to leap through the air to bring the fight to your enemies or traverse chasms that make normal adventure balk. For a duration of 1 hour, you may fly up to your movement speed without any limitations. EP Cost: 2; Ranks: 1; Prerequisites: None.
  • True Power: +[1/2/3] competence bonus on Elemental and Summoning spell DCs. EP Cost: 1; Ranks: 3; Prerequisites: None.
  • Augmented Breath: Select from: EP Cost: 2; Ranks: 1; Prerequisites: Dragon Breath.
    • Constricting Breath: 20% chance that enemies will be slowed when affected by your Breath Attacks for 1 minute.
    • Dazing Breath: 5% chance that enemies will be Dazed when affected by your Breath Attacks for 1 minute.
    • Lulling Breath: 10% chance that enemies will fall asleep when affected by your Breath Attacks for 1 minute.
    • Relentless Breath: 30% chance that enemies will be knocked prone when affected by your Breath Attacks.

Lambkin

Core Lambkin Enhancements

  • Spell Resistance I: Your Racial Spell Resistance increases by +2. This stacks with other sources of Spell Resistance. EP Cost: 1; Ranks: 1; Prerequisites: None.
  • Lambkin Racials I: Choose one: +1 Dexterity, +1 Intelligence, or +1 Charisma. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 4th level and have Spell Resistance I enhancement to select this enhancement.
  • Spell Resistance II: Your Racial Spell Resistance increases by +2. This stacks with other sources of Spell Resistance. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 7th level and have Lambkin Racials I enhancement to select this enhancement.
  • Lambkin Racials II: Choose one: +1 Dexterity, +1 Intelligence, or +1 Charisma. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 11th level and have Spell Resistance II enhancement to select this enhancement.
  • Spell Resistance III: Your Racial Spell Resistance increases by +2. This stacks with other sources of Spell Resistance. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 16th level and have Lambkin Racials II enhancement to select this enhancement.

Tier 1 Lambkin Enhancements

  • Wand and Scroll Mastery: +[25/50/75]% effectiveness from your wands, scrolls, and other items that cast spells, and +[1/2/3] to the save DC 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; Prerequisites: None.
  • Keen Senses: +[1/2/3] competence bonus on Perception checks. EP Cost: 1; Ranks: 3; Prerequisites: None.
  • Lambkin Weapon Training I: Grants +1 on attack rolls and damage rolls with Rapiers, Shortswords, and Shuriken. EP Cost: 2; Ranks: 1; Prerequisites: None.
  • Arcane Fluidity: Your Arcane Spell Failure chance while wearing armor is decreased by [5/10/15]%. Note: This has no effect on arcane spell failure from shields. EP Cost: 1; Ranks: 3; Prerequisites: None.
  • Fey Step: Once per day, you gain a unique extraordinary ability. Choose one: EP Cost: 2; Ranks: 1; Prerequisites: None.
    • Spring: You gain a +2 temporary Dodge bonus to AC, with an additional +1 bonus per 2 character levels for 1 minute.
    • Summer: You gain +3 weapon damage bonus, with an additional +1 per 5 character levels for 1 minute.
    • Autumn: You gain +2 sneak attack dice, with an additional +1 more dice per 3 character levels for 1 minute.
    • Winter: You gain a +1 bonus to Spell DCs, with an additional +1 per 5 character levels for 1 minute.

Tier 2 Lambkin Enhancements (Requires Lambkin Level 2, 5 EPs spent in tree)

  • Ambidexterity: You gain +1 on attack rolls when dual-wielding or fighting unarmed. EP Cost: 1; Ranks: 3; Prerequisites: None.
    • Rank 2: Also gains +1 Dodge bonus to AC while dual-wielding or fighting unarmed.
    • Rank 3: Also gains +1 damage while dual-wielding or fighting unarmed.
  • Enfeebling Lore: +[2/4/6] competence bonus on saves vs. Enfeebling spells and effects. Rank 3: You also gain +1 Enfeebling spell DC. EP Cost: 1; Ranks: 3; Prerequisites: None.
  • Nothing Is Hidden: Your senses are so acute that you no longer need to spend time searching for the obvious. You will automatically perform a Perception check to locate traps and secret doors when you are in range to spot them, although this Perception check occurs at a -[12/8/4] penalty. EP Cost: 1; Ranks: 3; Prerequisites: None.
  • Lambkin Weapon Training II: Grants +1 on attack rolls and damage rolls with Rapiers, Shortswords, and Shuriken. EP Cost: 2; Ranks: 1; Prerequisites: Lambkin Weapon Training I.
  • Arcanum: +[1/2/3] MP and +[1/2/3] competence bonus on spell penetration. EP Cost: 1; Ranks: 3; Prerequisites: None.

Tier 3 Lambkin Enhancements (Requires Lambkin Level 3, 10 EPs spent in tree)

  • Improved Dodge: +[1/2/3] Dodge bonus to AC when wearing light or no armor. EP Cost: 1; Ranks: 3; Prerequisites: None.
  • Fly Away: Whenever you are missed by an attack roll, you can fly like the spell for 1 round. EP Cost: 2; Ranks: 1; Prerequisites: None.
  • Fey Sight: While you have full MP, you can see things as they truly are. You are able to see invisible creatures and pierce illusions. Note: Grants True Seeing. EP Cost: 2; Ranks: 1; Prerequisites: None.
  • Lambkin Weapon Training II: Grants +1 on attack rolls and damage rolls with Rapiers, Shortswords, and Shuriken. EP Cost: 2; Ranks: 1; Prerequisites: Lambkin Weapon Training I and Lambkin Weapon Training II.

Tier 4 Lambkin Enhancements (Requires Lambkin Level 4, 20 EPs spent in tree)

  • Illusory Escape: When you use the Acrobatics skill to tumble, you will phase out of reality briefly, passing through enemies as you do so. EP Cost: 2; Ranks: 1; Prerequisites: None.
  • Permanent Blur: You gain a permanent Blur effect. EP Cost: 2; Ranks: 1; Prerequisites: None.
  • Lambkin Weapon Training II: Grants +1 on attack rolls and damage rolls with Rapiers, Shortswords, and Shuriken. EP Cost: 2; Ranks: 1; Prerequisites: Lambkin Weapon Training I, Lambkin Weapon Training II, and Lambkin Weapon Training III.
  • Experienced: +[1/2/3] competence bonus on all saves. EP Cost: 1; Ranks: 3; Prerequisites: None.

Shindroid

Core Shindroid Enhancements

  • Improved Fortification I: Your base fortification versus critical hits and precision damage is increased to 15%. EP Cost: 1; Ranks: 1; Prerequisites: None.
  • Shindroid Constitution I: +1 Constitution. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 4th level and have Improved Fortification I enhancement to select this enhancement.
  • Improved Fortification II: Your base fortification versus critical hits and precision damage is increased to 35%. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 7th level and have Shindroid Constitution I enhancement to select this enhancement.
  • Shindroid Constitution II: +1 Constitution. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 11th level and have Improved Fortification II enhancement to select this enhancement.
  • Improved Fortification III: Your base fortification versus critical hits and precision damage is increased to 50%. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 16th level and have Shindroid Constitution II enhancement to select this enhancement.

Tier 1 Shindroid Enhancements

  • Construct Nature: Choose one: EP Cost: 1; Ranks: 3; Prerequisites: None.
    • Construct Hardiness: Grants +[1/2/3] competence bonus to Fortitude saving throws.
    • Construct Thinking: Grants +[1/2/3] competence bonus to Will saving throws.
  • Repair Systems: Choose whether to embrace your construct nature, or strive for humanity. Choose one: EP Cost: 1; Ranks: 3; Prerequisites: None.
    • Healer’s Friend: Your penalty to Positive Energy Healing is reduced from 50% to [40/30/20]%.
    • Mechanist: You gain +[1/2/3] competence bonus to Repair skill checks and heal additionally for [20/30/40]% from the Repair skill and spells that target constructs for healing.
  • Inscribed Armor: Reduces your body’s inherent arcane spell failure by [5/10/15]%. EP Cost: 1; Ranks: 3; Prerequisites: None.
  • Construct Toughness: You gain 10 hit points. EP Cost: 2; Ranks: 1; Prerequisites: None.
  • Construct Stability: You gain +[1/2/3] competence bonus to the Repair skill and +[2/4/6] competence bonus to the Acrobatics skill. EP Cost: 1; Ranks: 3; Prerequisites: None/

Tier 2 Shindroid Enhancements (Requires Shindroid Level 2, 5 EPs spent in tree)

  • Construct Nature: Choose one (cannot take the same as tier 1): EP Cost: 1; Ranks: 3; Prerequisites: Construct Nature (Tier 1).
    • Construct Hardiness: Grants +[1/2/3] competence bonus to Fortitude saving throws.
    • Construct Thinking: Grants +[1/2/3] competence bonus to Will saving throws.
  • Great Weapon Aptitude: Grants +[1/2/3] competence bonus on melee damage rolls with two-handed weapons. EP Cost: 1; Ranks: 3; Prerequisites: None.
  • Construct Toughness: You gain 10 hit points. EP Cost: 2; Ranks: 1; Prerequisites: Construct Toughness (Tier 1).
  • Damage Reduction: You gain damage reduction [1/2/3]/Adamantine, or improve your existing damage reduction by [1/2/3]/Adamantine. EP Cost: 1; Ranks: 3; Prerequisites: None.

Tier 3 Shindroid Enhancements (Requires Shindroid Level 3, 10 EPs spent in tree)

  • Improved Body: Improves Mithral or Adamantine Body feats. Choose one: EP Cost: 1; Ranks: 3; Prerequisites: Adamantite Body or Mithril Body feat.
    • Adamantine Durability: Grants +[10/20/30] hit points of your body.
    • Mithral Fluidity: Increases the maximum dexterity bonus and reduces the armor check penalty of your mithral body plating by [1/2/3].
  • Improved Power Attack: Your Power Attack feat does +[1/2/3] additional point of bonus damage but also has an additional -[1/2/3] to your attack bonus. EP Cost: 1; Ranks: 3; Prerequisites: Power Attack feat.
  • Construct Toughness: You gain 10 hit points. EP Cost: 2; Ranks: 1; Prerequisites: Construct Toughness (Tier 1 and 2).
  • Memories of the Last War: You recall distant memories of the War. Choose one: EP Cost: 2; Ranks: 1; Prerequisites: None.
    • Arcane Slinger: +3 competence bonus to damage rolls with spells.
    • Final Witness: +3 competence bonus to all Saving Throws.
    • Front Lines: +3 competence bonus to attack rolls with melee and range weapons.
    • Spellcarved Soldier: +3 dodge bonus to Armor Class.

Tier 4 Shindroid Enhancements (Requires Shindroid Level 4, 20 EPs spent in tree)

  • Weapon Attachment: Activate to attach your currently equipped weapons to yourself, giving you superior control over them. Until you unequip these items or rest, they deal 1.5x weapon damage. EP Cost: 2; Ranks: 1; Prerequisites: None.
  • Shindroid Resolve: Once per day, you gain temporary hit points equal to your Repair skill. If you are below half health, you gain a +2 bonus to all saving throws while these temporary hit points last. This lasts for 1 minute. EP Cost: 2; Ranks: 1; Prerequisites: None.
  • Construct Toughness: You gain 10 hit points. EP Cost: 2; Ranks: 1; Prerequisites: Construct Toughness (Tier 1, 2, and 3).
  • Memories of the Last War: You recall distant memories of the War. Choose one: Cannot choose the same one as selected in the previous tier. EP Cost: 2; Ranks: 1; Prerequisites: Memories of the Last War (Tier 3).
    • Arcane Slinger: +3 competence bonus to damage rolls with spells.
    • Final Witness: +3 competence bonus to all Saving Throws.
    • Front Lines: +3 competence bonus to attack rolls with melee and range weapons.
    • Spellcarved Soldier: +3 dodge bonus to Armor Class.

Viera

Core Viera Enhancements

  • Vieran Accuracy I: You gain +2 competence bonus on attack rolls with all ranged attacks. Your Point Blank Shot and Ranged Sneak Attack range is increased by 5 feet for each Viera Core Ability you possess from this tree. EP Cost: 1; Ranks: 1; Prerequisites: None.
  • Nature I: Choose one: +1 Dexterity or +1Wisdom. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 4th level and have Vieran Accuracy I enhancement to select this enhancement.
  • Vieran Accuracy II: You gain +2 competence bonus on attack rolls with all ranged attacks. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 7th level and have Nature I enhancement to select this enhancement.
  • Nature II: Choose one: +1 Dexterity or +1Wisdom. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 11th level and have Vieran Accuracy II enhancement to select this enhancement.
  • Vieran Accuracy III: You gain +2 competence bonus on attack rolls with all ranged attacks. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 16th level and have Nature II enhancement to select this enhancement.

Tier 1 Viera Enhancements

  • Adept of Trees: +[1/2/3] competence bonus on Climb and Stealth checks, +[1/2/3] competence bonus on Saves vs. Poison and Disease. EP Cost: 1; Ranks: 3; Prerequisites: None.
  • Child of Nature (Sp): Once per day, uou are able to cast an Entangle spell, using your character level for the caster level. EP Cost: 2; Ranks: 1; Prerequisites: None.
  • Keen Senses: +[1/2/3] competence bonus on Perception checks. EP Cost: 1; Ranks: 3; Prerequisites: None.
  • Vieran Weapon Training I: Grants +1 on attack rolls and damage rolls with bows and crossbows. EP Cost: 2; Ranks: 1; Prerequisites: None.
  • Arcane Fluidity: Your Arcane Spell Failure chance while wearing armor is decreased by [5/10/15]%. Note: This has no effect on arcane spell failure from shields. EP Cost: 1; Ranks: 3; Prerequisites: None.

Tier 2 Viera Enhancements (Requires Viera Level 2, 5 EPs spent in tree)

  • Wild Step: +5 competence bonus on Acrobatics checks to tumble. When you tumble, you gain a +10 competence bonus to movement speed, and a 10% miss chance versus ranged attacks. EP Cost: 2; Ranks: 1; Prerequisites: None.
  • Enfeebling Lore: +[2/4/6] competence bonus on saves vs. Enfeebling spells and effects. Rank 3: You also gain +1 Enfeebling spell DC. EP Cost: 1; Ranks: 3; Prerequisites: None.
  • Nothing Is Hidden: Your senses are so acute that you no longer need to spend time searching for the obvious. You will automatically perform a Perception check to locate traps and secret doors when you are in range to spot them, although this Perception check occurs at a -[12/8/4] penalty. EP Cost: 1; Ranks: 3; Prerequisites: None.
  • Vieran Weapon Training II: Grants +1 on attack rolls and damage rolls with bows and crossbows. EP Cost: 2; Ranks: 1; Prerequisites: Vieran Weapon Training I.
  • Arcanum: +[1/2/3] MP and +[1/2/3] competence bonus on spell penetration. EP Cost: 1; Ranks: 3; Prerequisites: None.

Tier 3 Viera Enhancements (Requires Viera Level 3, 10 EPs spent in tree)

  • Forest Origins: Select one: EP Cost: 2; Ranks: 1; Prerequisites: None.
    • Rugged Upbringing: While Raging, you gain a +2 competence bonus on attack rolls and damage rolls with Longswords, Rapiers, Scimitars, and Falchions.
    • Oath of the Wild: You take an oath to forego metal armor, metal shields, and firearms. As long as you do not have these equipped, you gain damage reduction 5/-.
  • Fey Energy Tap (Su): Once per day, you may imbue an ally or yourself with a drop of your blood that lets you tap into the endless energy of the realm of the fey, giving yourself or an ally 10 temporary hit points, 10% incorporeality, and a -2 penalty to Will saving throws while they last. EP Cost: 2; Ranks: 1; Prerequisites: None.
  • Fey Sight: While you have full MP, you can see things as they truly are. You are able to see invisible creatures and pierce illusions. Note: Grants True Seeing. EP Cost: 2; Ranks: 1; Prerequisites: None.
  • Vieran Weapon Training II: Grants +1 on attack rolls and damage rolls with bows and crossbows. EP Cost: 2; Ranks: 1; Prerequisites: Vieran Weapon Training I and Vieran Weapon Training II.

Tier 4 Viera Enhancements (Requires Viera Level 4, 20 EPs spent in tree)

  • Forest’s Versatility: Choose one: EP Cost: 2; Ranks: 1; Prerequisites: None.
    • Wild Swings: +3 competence bonus on Offhand attacks.
    • Drive Them Back: +3 competence bonus on Shield Bash attacks with non-metal shields.
    • Ferocity: +3 competence bonus on damage rolls while wielding two-handed weapons.
    • Like a Leaf: +2 competence bonus on attack rolls and damage rolls while wielding one-handed weapons.
    • Through the Branches: +3 competence bonus on attack rolls with bows and crossbows.
  • Forest’s Finesse: You may use your Dexterity bonus to damage with all weapons. EP Cost: 2; Ranks: 1; Prerequisites: None.
  • Vieran Weapon Training II: Grants +1 on attack rolls and damage rolls with bows and crossbows. EP Cost: 2; Ranks: 1; Prerequisites: Vieran Weapon Training I, Vieran Weapon Training II, and Vieran Weapon Training III.
  • Skilled: +2 competence bonus on attack rolls and damage rolls with all weapons, +2 dodge bonus to AC, and bypasses 3 of enemy’s dodge bonus to AC. EP Cost: 2; Ranks: 1; Prerequisites: None.