Base Races
Not finished.
Aegyl
Core Aegyl Enhancements
- Child of the Storm I: Your affinity with the skies grows stronger. Increase your Wind and Lightning resistance by 5. EP Cost: 1. Ranks: 1. Prerequisites: None.
- Aegyl Heritage I: Choose one of the following ability score bonuses: +1 Dexterity, +1 Wisdom, or +1 Charisma. EP Cost: 1. Ranks: 1. Prerequisites: You must be at least 4th level and possess Child of the Storm I.
- Child of the Storm II: Increase your Wind and Lightning resistance by an additional 5. In addition, gain a +2 bonus on saving throws against Wind and Lightning effects. EP Cost: 1. Ranks: 1. Prerequisites: You must be at least 7th level and possess Aegyl Heritage I.
- Aegyl Heritage II: Choose one of the following ability score bonuses: +1 Dexterity, +1 Wisdom, or +1 Charisma. EP Cost: 1. Ranks: 1 Prerequisites: You must be at least 11th level and possess Child of the Storm II.
- Child of the Storm III: Increase your Wind and Lightning resistance by an additional 10. Additionally, you ignore penalties from natural wind effects one category lower than normal (severe winds are treated as strong winds, strong winds as moderate winds, etc.). EP Cost: 1. Ranks: 1. Prerequisites: You must be at least 16th level and possess Aegyl Heritage II.
Tier 1 Aegyl Enhancements
Skyborn Grace
Your wings become more responsive and agile. Gain a +2/+4/+6 bonus on Fly checks.
Prerequisites: None.
EP Cost: 1.
Ranks: 3.
Thermal Rider
You learn to ride even the faintest air currents. Increase your fly speed by 5/10/15 feet.
Prerequisites: None.
EP Cost: 1.
Ranks: 3.
Featherfall Instincts
Your body instinctively adjusts to sudden drops. You always land on your feet when falling and reduce falling damage as though the fall were 20/40/60 feet shorter.
Prerequisites: None.
EP Cost: 1.
Ranks: 3.
Eyes of an Eagle
You ignore range penalties on Perception checks out to 1/5/10 mile(s), and gain a +1/+2/+3 competence bonus on Perception checks.
Prerequisites: None.
EP Cost: 1.
Ranks: 3.
Improved Eternal Hope
You gain a +2/+4/+6 competence bonus on saving throws against fear and despair effects.
Prerequisites: None.
EP Cost: 1.
Ranks: 3.
Tier 2 Aegyl Enhancements
Requires Aegyl Level 2 and 5 EPs spent in Aegyl enhancements.
Death From Above
Whenever you make a weapon attack against a creature occupying a lower elevation than yourself, gain a +1/+2/+3 bonus on damage rolls.
Prerequisites: None.
EP Cost: 1.
Ranks: 3.
Aerial Charge
You gain an additional +2 bonus on attack rolls and damage rolls while charging and flying, provided you descend at least 10 feet during the charge.
Prerequisites: Thermal Rider.
EP Cost: 2.
Ranks: 1.
Wingover Mastery
You gain a +2/+4/+6 bonus to AC against attacks of opportunity provoked by movement.
Prerequisites: Skyborn Grace.
EP Cost: 1.
Ranks: 3.
Ideal Mind
The bonuses granted by Eternal Hope and Improved Eternal Hope now apply against all mind-affecting effects.
Prerequisites: You must be at least 11th level and possess Improved Eternal Hope.
EP Cost: 1.
Ranks: 1.
Tier 3 Aegyl Enhancements
Requires Aegyl Level 3 and 10 EPs spent in Aegyl enhancements.
Stormborn
Gain a +2/+4/+6 bonus on saving throws and CMD against Wind and Lightning effects.
Prerequisites: Child of the Storm II.
EP Cost: 1.
Ranks: 3.
Hover
You may hover in place while flying and are not required to move each round to remain airborne.
Prerequisites: Skyborn Grace.
EP Cost: 2.
Ranks: 1.
Eye of the Hurricane
Gain a +1/+2/+3 dodge bonus to AC and CMD while flying.
Prerequisites: Hover.
EP Cost: 1.
Ranks: 3.
Thunderous Descent
Whenever you descend at least 20 feet immediately before making a melee attack, or make a ranged attack against a target at least 20 feet below you, that attack deals an additional 1d6/2d6/3d6 Wind damage.
Prerequisites: Aerial Charge.
EP Cost: 1.
Ranks: 3.
Tier 4 Aegyl Enhancements
Requires Aegyl Level 4 and 20 EPs spent in Aegyl enhancements.
Master of the Skies
Your fly maneuverability improves by one step, to a maximum of perfect.
Prerequisites: Hover.
EP Cost: 2.
Ranks: 1.
Winds of Lemurés
When you take Wind or Lightning damage, you may use an immediate action to negate that damage and fly up to your fly speed. This movement does not provoke attacks of opportunity.
Prerequisites: None.
EP Cost: 2.
Ranks: 1.
Sky Sovereign
While flying, your reach increases by 5 feet.
Prerequisites: Death From Above.
EP Cost: 2.
Ranks: 1.
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.
Mandragora
Core Mandragora Enhancements
- Verdant Resistance I: Your magical plant physiology resists hostile magic. You gain a +1 competence bonus on saving throws against spells, spell-like abilities, and supernatural abilities. EP Cost: 1. Ranks: 1. Prerequisites: None.
- Mandragora Racials I: Choose one of the following ability score bonuses: +1 Constitution or +1 Wisdom. EP Cost: 1. Ranks: 1. Prerequisites: You must be at least 4th level and possess Verdant Resistance I.
- Verdant Resistance II: Whenever you succeed at a saving throw against a spell, spell-like ability, or supernatural ability, or whenever a creature fails to overcome your spell resistance, the caster takes non-elemental damage equal to your Constitution modifier (minimum 1). EP Cost: 1. Ranks: 1. Prerequisites: You must be at least 7th level and possess Mandragora Racials I.
- Mandragora Racials II: Choose one of the following ability score bonuses: +1 Constitution or +1 Wisdom. EP Cost: 1. Ranks: 1. Prerequisites: You must be at least 11th level and possess Verdant Resistance II.
- Verdant Resistance III: Your magical plant physiology naturally repels hostile magic. You gain spell resistance equal to 5 + 1/2 your character level. EP Cost: 1. Ranks: 1. Prerequisites: You must be at least 16th level and possess Mandragora Racials II.
Tier 1 Mandragora Enhancements
- Rooted Stability: You gain a +[1/2/3] racial bonus to CMD against bull rush, reposition, and trip attempts. EP Cost: 1. Ranks: 3. Prerequisites: None.
- Photosynthetic Vitality: Whenever you spend at least 1 hour in direct natural sunlight, you gain temporary hit points equal to your character level. These temporary hit points last for 24 hours. EP Cost: 2. Ranks: 1. Prerequisites: None.
- Vine Lash: You gain a secondary vine slap natural attack with a reach of 10 feet. This attack deals 1d3 bludgeoning damage if Small or 1d4 bludgeoning damage if Medium. EP Cost: 2. Ranks: 1. Prerequisites: None.
- Spore Puff: As a standard action, you may release irritating spores in a 5-foot burst within 30 feet. Creatures within the area must succeed at a Fortitude save (DC 10 + 1/2 your character level + your Constitution modifier) or become sickened for [1/2/3] rounds. EP Cost: 1. Ranks: 3. Prerequisites: None.
- Natural Camouflage: You gain a +[1/2/3] competence bonus on Stealth checks in areas containing vegetation or natural terrain.EP Cost: 1. Ranks: 3. Prerequisites: None.
Tier 2 Mandragora Enhancements (Requires Mandragora Level 2 and 5 EPs spent in Mandragora enhancements.)
- Deep Roots: As a move action, you may root yourself into the ground. While rooted, you gain a +4 bonus to CMD against bull rush, reposition, overrun, and trip attempts. While rooted in a natural environment, you also gain a +2 bonus on saving throws against spells and supernatural abilities and increase the saving throw DCs of your Mandragora racial and enhancement abilities by +1. You cannot willingly move while rooted. Ending this effect is a free action. EP Cost: 2. Ranks: 1. Prerequisites: Rooted Stability.
- Toxic Spores: Creatures that fail their save against your Spore Puff also take a -[1/2/3] penalty on attack rolls for 1 round. EP Cost: 1. Ranks: 3. Prerequisites: Spore Puff.
- Verdant Retaliation: Whenever a creature within 30 feet successfully damages you with a physical attack, that creature must succeed at a Fortitude save or become slowed until the end of its next turn. This effect occurs after the attacking creature’s current attack action resolves. A creature may only be affected by this ability once per round. The save DC is equal to 10 + 1/2 your character level + your Constitution modifier. EP Cost: 2. Ranks: 1. Prerequisites: Verdant Resistance I.
- Tangling Vines: Whenever you hit a creature with your Vine Lash attack, you may attempt a free trip combat maneuver check that does not provoke attacks of opportunity. You gain a +[1/2/3] bonus on these trip attempts. EP Cost: 1. Ranks: 3. Prerequisites: Vine Lash.
- Woodland Strider: You ignore difficult terrain caused by non-magical undergrowth, roots, vines, and vegetation. EP Cost: 2. Ranks: 1. Prerequisites: None.
Tier 3 Mandragora Enhancements (Requires Mandragora Level 3 and 10 EPs spent in Mandragora enhancements.)
- Clinging Spores: Once per round, when making an attack action, you may apply the effects of Spore Puff to one successful attack made during that action. The target resolves the Spore Puff effect normally. EP Cost: 2. Ranks: 1. Prerequisites: Toxic Spores.
- Potent Herbs: Increase the saving throw DC of your Mandragora racial abilities and enhancement abilities by +[1/2/3]. EP Cost: 1. Ranks: 3. Prerequisites: Spore Puff.
- Eldritch Spores: Your spores become increasingly supernatural in nature. Your Spore Puffs are no longer treated as poison effects. Creatures immune to poison are no longer automatically immune to these abilities, though they remain immune to any specific conditions or effects they would normally ignore. EP Cost: 2. Ranks: 1. Prerequisites: Spore Puff.
- Pollinating Aura: Allies within 10 feet gain a +[1/2/3] competence bonus on saving throws against poison, disease, sleep, and paralysis effects. EP Cost: 1. Ranks: 3. Prerequisites: Verdant Resistance I.
- Creeping Vines: Whenever you successfully hit a creature with Vine Lash, that creature’s movement speeds are reduced by 10/15/20 feet until the end of its next turn. EP Cost: 1. Ranks: 3. Prerequisites: Tangling Vines.
Tier 4 Mandragora Enhancements (Requires Mandragora Level 4 and 20 EPs spent in Mandragora enhancements.)
- Elder Mandragora: You gain immunity to sleep effects and tremorsense 15 feet while touching natural ground. EP Cost: 2. Ranks: 1. Prerequisites: Verdant Resistance II.
- Living Thicket: While using Deep Roots, all enemy creatures within [10/20/30] feet of you treat the area as difficult terrain. EP Cost: 1. Ranks: 3. Prerequisites: Deep Roots.
- Virulent Spores: Creatures that fail their save against your Spore Puff or Hallucinogenic Spores also suffer the effects of Deshell for [1/2/3] rounds. EP Cost: 1. Ranks: 3. Prerequisites: Hallucinogenic Spores.
- Spiteful Bloom: Whenever you succeed at a saving throw against a spell, spell-like ability, or supernatural ability, or whenever a creature fails to overcome your spell resistance, the source of that effect takes [1d6/2d6/3d6] non-elemental damage. EP Cost: 1. Ranks: 3. Prerequisites: Verdant Resistance II.
- Arcane Bark: Your magical resistance becomes extraordinarily potent. EP Cost: 2. Ranks: 3. Prerequisites: Verdant Resistance III.
- At rank 1, the spell resistance granted by Verdant Resistance III becomes equal to 6 + 1/2 your Hit Dice.
- At rank 2, the spell resistance granted by Verdant Resistance III becomes equal to 8 + 3/4 your Hit Dice.
- At rank 3, the spell resistance granted by Verdant Resistance III instead becomes equal to 10 + your Hit Dice.
Mutant
Core Mutant Enhancements
- Adaptive Biology I: Your unstable physiology constantly shifts to resist environmental threats. At the start of each day, randomly gain resistance 10 against one element. Roll 1d8: 1 –Fire, 2 – Ice, 3 – Lightning, 4 – Water, 5 – Wind, 6 – Earth, 7 – Holy, 8 – Shadow. You may reroll this resistance after an 8-hour rest. EP Cost: 1. Ranks: 1. Prerequisites: None.
- Mutant Racials I: Choose one of the following ability score bonuses: +1 Strength, +1 Dexterity, or +1 Constitution. EP Cost: 1. Ranks: 1. Prerequisites: You must be at least 4th level and possess Adaptive Biology I.
- Adaptive Biology II: Your body rapidly acclimates to hostile environments. The elemental resistance granted by Adaptive Biology I increases to 15. Additionally, once per day as an immediate action after taking elemental damage, you may reroll your current Adaptive Biology resistance. EP Cost: 1. Ranks: 1. Prerequisites: You must be at least 7th level and possess Mutant Racials I.
- Mutant Racials II: Choose one of the following ability score bonuses: +1 Intelligence, +1 Wisdom, or +1 Charisma, EP Cost: 1. Ranks: 1. Prerequisites: You must be at least 11th level and possess Adaptive Biology II.
- Adaptive Biology III: Your body develops wildly unstable defensive mutations. Whenever you roll for Adaptive Biology, you now roll 1d10 instead of 1d8. You may reroll this result after an extended rest as normal. EP Cost: 1. Ranks: 1. Prerequisites: You must be at least 16th level and possess Mutant Racials II.
- Results 1–8 function normally.
- On a result of 9, instead gain DR 10/—.
- On a result of 10, roll twice more on the table and gain both results. If you roll an additional 10, reroll it.
Tier 1 Mutant Enhancements
- Aberrant Senses: Your body develops strange new sensory organs. Whenever you gain a rank in this enhancement, randomly gain one of the following benefits you do not already possess: Darkvision 60 ft., Low-light vision, or Scent 15 ft. EP Cost: 1. Ranks: 3. Prerequisites: None.
- Hypermobile Limbs: Your musculature twists into unnatural configurations. Whenever you gain a rank in this enhancement, randomly gain one of the following benefits you do not already possess: +10 feet land speed, +10 feet climb speed, or +10 feet swim speed. EP Cost: 1. Ranks: 3. Prerequisites: None.
- Natural Weapons: Your body develops monstrous biological weaponry. Choose one: Bite, Gore, Claws, Slam, or Tail slap. If you choose Claws or Slam, you gain two attacks of that type. This enhancement may be taken up to three times, but you may not select the same option more than once. EP Cost: 2. Ranks: 3. Prerequisites: None.
- Chitinous Hide: Your flesh hardens into armor-like plating. You gain a +1 natural armor bonus. This enhancement may be taken up to three times, its effects stacking. EP Cost: 1. Ranks: 3. Prerequisites: None.
- Variable Mutation: Roll once on the Variable Mutant Abilities table. If you roll a result you already possess, reroll until you gain a unique result. EP Cost: 1. Ranks: 3. Prerequisites: None.
Tier 2 Mutant Enhancements (Requires Mutant Level 2 and 5 EPs spent in Mutant enhancements.)
Reactive Mutation
Whenever you take damage from an attack, gain a +1 bonus to AC against further attacks from that creature until the end of your next turn. This enhancement may be taken up to three times, its effects stacking.
Prerequisites: Chitinous Hide.
EP Cost: 1.
Ranks: 3.
Aberrant Reach
Your limbs unnaturally elongate during combat. Increase the reach of your natural attacks by 5 feet during your turn.
Prerequisites: Natural Weapons.
EP Cost: 2.
Ranks: 1.
Predator Reflexes
Your nervous system becomes frighteningly responsive. You gain a +2/+4/+6 bonus on Initiative checks and 1/2/3 additional attacks of opportunity per round.
Prerequisites: None.
EP Cost: 1.
Ranks: 3.
Environmental Adaptation
Your body evolves to survive hostile terrain. Whenever you gain a rank in this enhancement, randomly gain one of the following benefits you do not already possess:
- Hold breath four times longer than normal
- Ignore all non-magical difficult terrain
- +4 bonus against environmental heat and cold effects
Prerequisites: None.
EP Cost: 1.
Ranks: 3.
Unstable Adaptation
Whenever you take Fire, Ice, Lightning, Water, Wind, Earth, Holy, or Shadow damage, you may attempt to force your body to adapt as an immediate action.
Roll 1d6:
- On 1–2, become Weak against that element until the end of the encounter.
- On 3–6, become Strong against that element until the end of the encounter.
Once this ability activates, it cannot activate again until after an extended rest.
Prerequisites: Adaptive Biology II.
EP Cost: 2.
Ranks: 1.
Tier 3 Mutant Enhancements
Requires Mutant Level 3 and 10 EPs spent in Mutant enhancements.
Weaponized Biology
Your body evolves increasingly lethal biological weaponry. Whenever you gain a rank in this enhancement, choose one of the following benefits. This benefit applies to all natural attacks you possess:
- +1 critical threat range
- +2 damage
- Counts as magic for overcoming DR
Each option may only be selected once.
Prerequisites: Natural Weapons.
EP Cost: 1.
Ranks: 3.
Unstable Regeneration
At the start of your turn, if you are below half your maximum hit points, gain fast healing 2 until the start of your next turn.
Prerequisites: Chitinous Hide.
EP Cost: 2.
Ranks: 1.
Monstrous Frame
Your body expands into increasingly unnatural proportions. Whenever you gain a rank in this enhancement, randomly gain one of the following benefits you do not already possess:
- Count as one size category larger when determining your CMD
- Count as one size category larger when determining bonuses on combat maneuver checks
- +2 hit points per Hit Die
Prerequisites: None.
EP Cost: 1.
Ranks: 3.
Hyperawareness
Your constantly mutating senses prevent enemies from finding weaknesses in your defenses. You cannot be flanked.
Prerequisites: Predator Reflexes.
EP Cost: 1.
Ranks: 1.
Mutagenic Flux
Once per day as a full-round action, reroll one Variable Mutant Ability gained through Variable Mutation.
Prerequisites: Variable Mutation.
EP Cost: 2.
Ranks: 1.
Tier 4 Mutant Enhancements
Requires Mutant Level 4 and 20 EPs spent in Mutant enhancements.
Aberrant Physiology
Your anatomy becomes increasingly difficult to critically injure.
Whenever you would suffer a critical hit or sneak attack damage, there is a 25%/50%/75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Prerequisites: None.
EP Cost: 2.
Ranks: 3.
Hypermutation
A number of times per day equal to your Constitution modifier (minimum 1), as a swift action, randomly gain one of the following benefits for 1 minute:
- Flight 40 ft. (average)
- Burrow 20 ft.
- Blindsense 30 ft.
- DR 5/—
- Strong against one random element
Roll randomly for the granted effect.
Prerequisites: None.
EP Cost: 2.
Ranks: 1.
Adaptive Reconstitution
Whenever you reroll a mutation effect, roll twice and choose either result.
Prerequisites: None.
EP Cost: 2.
Ranks: 1.
Evolutionary Instability
A number of times per day equal to your Constitution modifier (minimum 1), you may reroll:
- a Variable Mutation result,
- an Adaptive Biology result,
- or an Unstable Adaptation result.
You must accept the second result, even if it is worse.
Prerequisites: None.
EP Cost: 2.
Ranks: 1.
Seto Lion
Core Seto Lion Enhancements
- Seto Lion Instinct I: Your reflexes border on supernatural, granting you a +1 competence bonus on Initiative checks and Reflex saves. EP Cost: 1. Ranks: 1. Prerequisites: None.
- Seto Lion Racials I: Choose one of the following ability score bonuses: +1 Dexterity or +1 Wisdom. EP Cost: 1. Ranks: 1. Prerequisites: You must be at least 4th level and possess Seto Lion Instinct I.
- Seto Lion Instinct II: :When targeted by an effect that allows a reflex save for half damage, you may, as an immediate action gain +2 to your reflex save, and move 10 feet. If this movement puts you out of the area or range of the effect, and you succeed your save, you take no damage instead of half. This movement provokes attacks of opportunity as usual. EP Cost: 1. Ranks: 1. Prerequisites: You must be at least 7th level and possess Seto Lion Racials I.
- Seto Lion Racials II: Choose one of the following ability score bonuses: +1 Dexterity or +1 Wisdom. EP Cost: 1. Ranks: 1. Prerequisites: You must be at least 11th level and possess Seto Lion Instinct II.
- Seto Lion Instinct III: When targeted by an effect that allows a reflex save for half damage, you may, as an immediate action gain +4 to your reflex save, and move half your speed. If this movement puts you out of the area or range of the effect, and you succeed your save, you take no damage instead of half. This movement does not provoke attacks of opportunity. EP Cost: 1. Ranks: 1. Prerequisites: You must be at least 16th level and possess Seto Lion Racials II.
Tier 1 Seto Lion Enhancements
- Keen Senses: You gain a +1/+2/+3 competence bonus on Perception checks. EP Cost: 1. Ranks: 3. Prerequisites: None.
- Proud Hunter: You gain a +[1/2/3] competence bonus on Survival checks and on attack rolls made to confirm critical hits with natural weapons. EP Cost: 1. Ranks: 3. Prerequisites: None.
- Flame Tail Adept: Your flaming tail becomes a dangerous natural weapon. You gain a secondary tail slap touch attack that deals fire damage. The tail does [1d3/1d4/1d6] damage. This attack is treated as both a natural weapon and a fire effect. EP Cost: 1. Ranks: 3. Prerequisites: Everburning Tail racial trait.
- Leaping Predator: You are always treated as having a running start when making Acrobatics checks to jump and gain a +[2/4/6] competence bonus on Acrobatics checks made to jump. EP Cost: 1. Ranks: 3. Prerequisites: None.
- Natural Weapon Training I: You gain a +1 bonus on attack and damage rolls with natural weapons. EP Cost: 2. Ranks: 1. Prerequisites: None.
Tier 2 Seto Lion Enhancements (Requires Seto Lion Level 2 and 5 EPs spent in Seto Lion enhancements.)
- Scent: You gain the scent special quality. If you already possess scent, increase its range by 30 feet instead. EP Cost: 2. Ranks: 1. Prerequisites: None.
- Flame Tail Strike: Once per round, when you successfully hit a creature with a bite or claw attack, you may immediately make a tail slap attack against that same target as a free action. This tail slap attack is made at your highest base attack bonus. If making a full attack this may allow you to attack with the tail multiple times within a round, but only once from this specific ability. EP Cost: 2. Ranks: 1. Prerequisites: Flame Tail Adept.
- Quadruped Stability: Your racial bonus to CMD against trip attempts increases by +[1/2/3]. EP Cost: 1. Ranks: 3. Prerequisites: None.
- Jaw Weapon Training I: You gain a +1 bonus on attack and damage rolls with weapons wielded in your jaws. EP Cost: 2. Ranks: 1. Prerequisites: Jaw Weapons racial trait.
- Swift Prowler: Your base movement speed increases by [5/10/15] feet. EP Cost: 1. Ranks: 3. Prerequisites: None.
Tier 3 Seto Lion Enhancements (Requires Seto Lion Level 3 and 10 EPs spent in Seto Lion enhancements.)
- Greater Reflexes: You gain a +[1/2/3] dodge bonus on Reflex saves against traps, area effects, and attacks of opportunity provoked by movement. EP Cost: 1. Ranks: 3. Prerequisites: Seto Lion Instinct I.
- Pouncing Charge: Once per day, you may make a full attack at the end of a charge. EP Cost: 2. Ranks: 1. Prerequisites: Natural Weapon Training I.
- Planetary Instinct: You gain a +[1/2/3] competence bonus on saving throws against undead, necromancy effects, poison, and disease. EP Cost: 1. Ranks: 3. Prerequisites: None.
- Flame Tail Aura: Allies within 10 feet of you gain fire resistance [2/4/6]. EP Cost: 1. Ranks: 3. Prerequisites: Flame Tail Adept.
- Jaw Weapon Training II: Weapons wielded in your jaws deal an additional +2 damage. EP Cost: 2. Ranks: 1. Prerequisites: Jaw Weapon Training I.
Tier 4 Seto Lion Enhancements (Requires Seto Lion Level 4 and 20 EPs spent in Seto Lion enhancements.)
- Guardian Beast: Once per day, as an immediate action, you may allow an adjacent ally to use your Reflex save result in place of their own against an effect that targets both of you. EP Cost: 2. Ranks: 1. Prerequisites: Seto Lion Instinct II.
- Greater Pouncing Charge: You may use Pouncing Charge one additional time per day. EP Cost: 2. Ranks: 1. Prerequisites: Pouncing Charge.
- Ancestral Flame: Your tail flame burns with ancient planetary power. Your tail slap ignores the first [5/10/15] points of fire resistance and deals half damage even to creatures normally immune to fire. EP Cost: 1. Ranks: 3. Prerequisites: Flame Tail Strike.
- Planet’s Champion: You gain a +[1/2/3] competence bonus on attack and damage rolls against undead and creatures that have damaged one of your allies since the start of your last turn. EP Cost: 1. Ranks: 3. Prerequisites: Planetary Instinct.
- Living Legend: Choose one of the following benefits: DR 3/-, Strong vs Fire, or +10 feet movement speed. EP Cost: 2. Ranks: 1. 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, you 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 III: 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 IV: 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.