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Beast Tribe Races

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Amalj’aa

Core Amalj’aa Enhancements

  • Deathless Spirit I: Your resistance against shadow damage increases by 5. You gain a +1 competence bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. EP Cost: 1; Ranks: 1; Prerequisites: None.
  • Amalj’aa Racial I: Choose one: +1 Strength or +1 Intelligence. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 4th level and have Deathless Spirit I enhancement to select this enhancement.
  • Deathless Spirit II: Your resistance against shadow damage increases by 5. When you pass a saving throw against a death, energy drain, negative energy, and spells or spell-like abilities of the necromancy school, you gain temporary hit points equal to your level. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 7th level and have Amalj’aa Racial I enhancement to select this enhancement.
  • Amalj’aa Racial II: Choose one: +1 Strength or +1 Intelligence. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 11th level and have Deathless Spirit II enhancement to select this enhancement.
  • Deathless Spirit III: Your resistance against shadow damage increases by 5. You gain a +1 competence bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 16th level and have Amalj’aa Racial II enhancement to select this enhancement.

Tier 1 Amalj’aa Enhancements

  • Desert Predator: While in desert terrain, you automatically succeed on Survival checks made to track creatures who have not covered its tracks. You gain a +[2/4/6] competence bonus on Survival checks made to track. EP Cost: 1; Ranks: 3; Prerequisites: None.
  • Ifrit’s Blessing: Gain Fire Resistance [5/10/15]. If you already have Fire Resistance, it increases by +[5/10/15]. EP Cost: 1; Ranks: 3; Prerequisites: None.
  • Martial Pyre: You gain +[1/2/3] to attack rolls and add +[1/2/3] fire damage to attacks made with weapon, unarmed and natural attacks. EP Cost: 1; Ranks: 3; Prerequisites: None.
  • Sandstone Stability: While standing on the ground, gain a +[2/4/6] competence bonus to CMD against all combat maneuvers. EP Cost: 1; Ranks: 3; Prerequisites: None.
  • Flames of Ifrit: Gain +[1/2/3] bonus damage per every 2 damage die on fire spells and spell-like abilities. EP Cost: 1; Ranks: 3; Prerequisites: None.

Tier 2 Amalj’aa Enhancements (Requires Amalj’aa Level 2, 5 EPs spent in tree)

  • Curing Heat: For every 24 hours you spend resting in a desert environment, you are cured of one of the following effects: a permanent negative level, a point of ability drain, a poison, a supernatural or spell effect. EP Cost: 2; Ranks: 1; Prerequisites: None.
  • Ifrit Affinity: Gain +[1/2/3] competence bonus to the DCs of fire spells and spell-like abilities. EP Cost: 1; Ranks: 3; Prerequisites: Flames of Ifrit.
  • Pierce the Mirage: Gain +[2/4/6] competence bonus on Perception checks and on saves against illusion spells and spell-like abilities. EP Cost: 1; Ranks: 3; Prerequisites: None.
  • Tempering Summon: When you would summon a creature with a spell or spell-like ability, you may apply the Tempered template to the creature, which is as follows: Tempered Template: Immune to Fire and Burning. Melee attacks deal +1d6 fire damage. When a creature hits this monster with a natural weapon or unarmed attack, it takes 1d6 fire damage. +4 bonus against compulsion effects. Weak to Water. EP Cost: 2; Ranks: 1; Prerequisites: None.

Tier 3 Amalj’aa Enhancements (Requires Amalj’aa Level 3, 10 EPs spent in tree)

  • Hellfire Brand (Su): Once per day, as a standard action, you may touch a weapon and empower it for the next minute. While empowered, attacks with the weapon deal an additional [Half character level/Full character level] fire damage. EP Cost: 2; Ranks: 2; Prerequisites: Martial Pyre.
  • Children of the Burning Sands: Gain a +[5/10/15] competence bonus to your movement speed while in desert terrain, and ignore difficult terrain from sandy and desert environments. EP Cost: 1; Ranks: 3; Prerequisites: Desert Predator.
  • Rekindled: When you take fire or shadow damage, you may use an immediate action to negate that damage and empower your next attack. Increasing that damage of your next attack or spell by your character level of the same damage type you negated. EP Cost: 2; Ranks: 1; Prerequisites: None.
  • Conjuring Embers: Once per day, as a standard action you may cast summon monster I as a spell-like ability. You must apply the tempered template to all monsters summoned with this ability. At 6th level, and every 3 levels thereafter, the power of this ability increases by one spell level, allowing the Amalij’aa to summon more powerful creatures (Ex. summon monster II at 6th, summon monster III at 9th level, etc.). EP Cost: 3; Ranks: 1; Prerequisites: Tempering Summon.

Tier 4 Amalj’aa Enhancements (Requires Amalj’aa Level 4, 20 EPs spent in tree)

  • Doomfire: If you succeed against an effect that would cause negative levels or Doom, you can cause the target that caused the effect to make a save against it or suffer its effects. EP Cost: 3; Ranks: 1; Prerequisites: Deathless Spirit II.
  • Eruption (Sp): Once per day, as a standard action, you may cause an eruption of fire within 60 feet in either a: 30-foot cone, 20-foot radius sphere, or 60-foot line. Dealing 1d6 points of fire damage per character level to affected targets. A successful Reflex save reduces the damage by half. EP Cost: 2; Ranks: 1; Prerequisite: None.
  • Lord of the Ash: While in desert terrain or for one minute after you were affected by fire, gain a +2 dodge bonus to AC, +2 competence bonus on all saving throws, and fast healing 2. EP Cost: 2; Ranks: 1; Prerequisites: None.

Antica

Core Antica Enhancements

  • Hardened Carapace I: +1 Natural armor bonus. The base damage of your bite and claw natural weapons increases to 1d6. EP Cost: 1; Ranks: 1; Prerequisites: None.
  • Strength or Constitution I: Choose one: +1 Strength or +1 Constitution. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 4th level and have Hardened Carapace I enhancement to select this enhancement.
  • Hardened Carapace II: +1 Natural armor bonus. The base damage of your bite and claw natural weapons increases to 1d8. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 7th level and have Strength or Constitution I enhancement to select this enhancement.
  • Strength or Constitution II: Choose one: +1 Strength or +1 Constitution. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 11th level and have Hardened Carapace II enhancement to select this enhancement.
  • Hardened Carapace III: +1 Natural armor bonus. The base damage of your bite and claw natural weapons increases to 1d10. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 16th level and have Strength or Constitution II enhancement to select this enhancement.

Tier 1 Antica Enhancements

  • Burden Bearer: Your carrying capacity is [Doubled/Tripled/Quadrupled]. EP Cost: 1; Ranks: 3; Prerequisites: None.
  • Hive Mind: Increase the range of your telepathy to [60/90/120] feet. EP Cost: 1; Ranks: 3; Prerequisites: None.
  • Pit Trap: If you begin your turn underground and emerge adjacent to an opponent, that opponent is denied its Dexterity bonus to AC against your melee attacks until the end of your turn. EP Cost: 2; Ranks: 1; Prerequisites: None.
  • Single-Minded: +[2/4/6] competence bonus on saving throws against mind-affecting effects. EP Cost: 1; Ranks: 3; Prerequisites: None.

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

  • Compound Sight: Your compound eyes have adapted to the darkness beneath the earth. You no longer take penalties from dim light or minesight. In addition, you gain a +[2/4/6] competence bonus on saving throws against darkness and shadow effects. EP Cost: 1; Ranks: 3; Prerequisites: None.
  • Power Lift: As a swift action, you may greatly exert yourself for [1/10/60] minute(s). During this time, multiply your carrying capacity by 10. Once this ability ends, you cannot benefit from it again for 10 minutes. EP Cost: 1; Ranks: 3; Prerequisites: Burden Bearer.
  • Stone Cutting Chitin I: Your natural weapons gain a +1 competence bonus on attack and damage rolls. You ignore 5 points of Hardness and DR with your natural weapons. EP Cost: 2; Ranks: 1; Prerequisites: None.
  • Underground Assault: While attacking a creature from a lower elevation, or for the turn you emerged from underground, you gain a +2 competence bonus on attack rolls. If the target is denied its Dexterity bonus to AC because of Pit Trap, this bonus increases to +4. EP Cost: 2; Ranks: 1; Prerequisites: Pit Trap.

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

  • Hive Awareness: At the start of each day, choose one teamwork feat you qualify for. You gain the benefits of the feat and count as possessing it for the rest of the day. Allied creatures within your telepathy range are treated as though they possessed the chosen teamwork feat solely for the purpose of determining whether you receive its benefits. Allies do not gain the feat for any other purpose and must still meet any positioning or triggering requirements of the feat. EP Cost: 2; Ranks: 1; Prerequisites: Hive Mind.
  • Stone Cutting Chitin II: Your natural weapons gain a +1 competence bonus on attack and damage rolls. You ignore an additional 5 points (10 total) of Hardness and DR with your natural weapons. EP Cost: 2; Ranks: 1; Prerequisites: Stone Cutting Chitin I.
  • Swift Burrower: Your burrow speed is now increased to 30 feet, and any bonuses that would apply to your base speed also apply to your burrow speed if they wouldn’t already. EP Cost: 2; Ranks: 1; Prerequisites: None.
  • Tireless Hauler: While carrying a heavy or lighter load, ignore all encumbrance penalties and count as unencumbered for features and abilities. EP Cost: 2; Ranks: 1; Prerequisites: Power Lift.

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

  • Tremorsense: While in contact with the ground, you gain tremorsense to a range of 30 feet. EP Cost: 2; Ranks: 1; Prerequisites: None.
  • Stone Cutting Chitin III: Your natural weapons gain a +1 competence bonus on attack and damage rolls. You ignore an additional 5 points (15 total) of Hardness and DR with your natural weapons. EP Cost: 2; Ranks: 1; Prerequisites: Stone Cutting Chitin II.
  • Hive Coordination: While within your telepathy range your allies gain the benefits of the feat chosen for Hive Awareness even if they do not meet the feat’s prerequisites, and count as possessing it for others to receive the benefits of the chosen teamwork feat. EP Cost: 2; Ranks: 1; Prerequisites: Hive Awareness.
  • Pitfall (Su): Once per day, as a standard action, you slam the ground beneath you, causing the earth to collapse into a massive pit centered on yourself. Grounded creatures of your choice within 20 feet take earth damage equal to 1d6 per two character levels (maximum 10d6) and are inflicted with the Weighted status effect (a Fortitude save, DC 10 + half your character level + your Strength modifier negates the status effect). The affected area becomes difficult terrain for 1 minute. You ignore this difficult terrain and may move through it without penalty. EP Cost: 2; Ranks: 1; Prerequisites: None.

Forgiven

Beast Tribe Forgiven Enhancements

  • Stronger Bonds I: Gain a use of Lay on Hands, using your character level as your paladin level. EP Cost: 1; Ranks: 1; Prerequisite: None.
  • Ability Score Improvement I: Choose one: +1 Strength, +1 Wisdom, or +1 Charisma. EP Cost: 1; Ranks: 1; Prerequisite: You must be at least 4th level and have Stronger Bonds I enhancement to select this enhancement.
  • Stronger Bonds II: Gain another use of Lay on Hands, using your character level as your paladin level. EP Cost: 1; Ranks: 1; Prerequisite: You must be at least 7th level and have Ability Score Improvement I enhancement to select this enhancement.
  • Ability Score Improvement II: Choose one: +1 Strength, +1 Wisdom, or +1 Charisma. EP Cost: 1; Ranks: 1; Prerequisite: You must be at least 11th level and have Stronger Bonds II enhancement to select this enhancement.
  • Stronger Bonds III: Gain another use of Lay on Hands, using your character level as your paladin level. EP Cost: 1; Ranks: 1; Prerequisite: You must be at least 16th level and have Ability Score Improvement II enhancement to select this enhancement.

Tier 1 Forgiven Enhancements

  • Fight the Wicked: +1 competence bonus on attack and damage rolls versus Evil creatures. EP Cost: 2; Ranks: 1; Prerequisite: None.
  • Counsel: +[1/2/3] competence bonus on Heal and Perception skill checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
  • True Resilience: Choose one. EP Cost: 1; Ranks: 3; Prerequisite: None.
    • True Resilience: Fallen: +[1/2/3] Reflex Saving Throws.
    • True Resilience: Protector: +[1/2/3] Fortitude Saving Throws.
  • Bold: You overcome fear quickly – fear and shaken effects are removed from you after [3/2/1] rounds. EP Cost: 1; Ranks: 3; Prerequisite: None.
  • Forgiven Improved Recovery: Anytime you are healed, you gain 5 additional points of healing. EP Cost: 2; Ranks: 1; Prerequisite: None.

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

  • Fight the Wicked: +1 competence bonus on attack and damage rolls versus Evil creatures. EP Cost: 2; Ranks: 1; Prerequisite: Fight the Wicked tier 1.
  • Arcanum: +[1/2/3] bonus MP and +[1/2/3] competence bonus on spell penetration rolls. EP Cost: 2; Ranks: 3; Prerequisite: None.
  • Divine Purpose: Gain an extraordinary ability, once per day. EP Cost: 2; Ranks: 1; Prerequisite:  None.
    • Divine Purpose: Fallen: You sprout strange wings, the mark of the Fallen, with a Fly speed of 60 feet and flight maneuverability of poor. For one minute, you gain a +2 competence bonus to Strength and +5 competence bonus to Fly skill checks.
    • Divine Purpose: Protector: You sprout ethereal wings, the mark of the Protector, with a Fly speed of 90 feet and flight maneuverability of good. For one minute, you gain a competence bonus to all Healing done equal to your Character Level.
  • Divine Resolve: Select one: EP Cost: 1; Ranks: 3; Prerequisite: Divine Purpose.
    • Divine Resolve: Fallen: +[1/2/3] insight bonus to your Strength score while your Divine Purpose is active.
    • Divine Resolve: Protector: +[1/2/3] insight bonus to your Charisma score while your Divine Purpose is active.
  • Forgiven Improved Recovery: Anytime you are healed, you gain 5 additional points of healing. EP Cost: 2; Ranks: 1; Prerequisite: Forgiven Improved Recovery tier 1.

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

  • Fight the Wicked: +1 competence bonus on attack and damage rolls versus Evil creatures. EP Cost: 2; Ranks: 1; Prerequisite: Fight the Wicked tier 2.
  • Divine Charges: +[1/2/3] Divine Purpose Uses per day. EP Cost: 1; Ranks: 3; Prerequisite: Divine Purpose.
  • Undead Destroyer: +[2/4/6] competence bonus on spell damage versus Undead creatures. EP Cost: 1; Ranks: 3; Prerequisite: None.
  • Forgiven Improved Recovery: Anytime you are healed, you gain 5 additional points of healing. EP Cost: 2; Ranks: 1; Prerequisite: Forgiven Improved Recovery tier 1/2.

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

  • Celestial Tutelage: Choose one of the following as a bonus feat. EP Cost: 2; Ranks: 1; Prerequisite: None.
    • Celestial Tutelage: Tower Shield Proficiency
    • Celestial Tutelage: Knight Sword Proficiency
    • Celestial Tutelage: Extra MP
    • Celestial Tutelage: Quick Draw
  • Ascendant Bond: Choose the same one chosen for Divine Purpose as an extraordinary ability: EP Cost: 2; Ranks: 1; Prerequisite: Divine Purpose.
    • Ascendant Bond: Fallen: Transformation: For one minute, you gain immunity to Fear, a +2 competence bonus on attack rolls, and your melee weapon attacks add a stack of Vulnerability (lowers DR by 1 for a minute) once per round that stacks with itself.
    • Ascendant Bond: Protector: Transformation: For one minute, you gain +3 competence bonus to all Saving Throws, +5% competence bonus to maximum hit points, and a +3 dodge bonus to AC.
  • Forgiven Improved Recovery: Anytime you are healed, you gain 5 additional points of healing. EP Cost: 2; Ranks: 1; Prerequisite: Forgiven Improved Recovery tier 1/2/3.

Kindred

Beast Tribe Kindred Enhancements

  • Bloodhunt: Your weapon attacks deal an additional 1d4 points of fire damage to enemies under 75% HP. EP Cost: 1; Ranks: 1; Prerequisite: None.
  • Ability Score Improvement I: Choose one: +1 Strength, +1 Intelligence, or +1 Charisma. EP Cost: 1; Ranks: 1; Prerequisite: You must be at least 4th level and have Bloodhunt enhancement to select this enhancement.
  • Improved Bloodhunt: Your Bloodhunt damage is increased to 1d6 points of fire damage against enemies under 50% HP. EP Cost: 1; Ranks: 1; Prerequisite: You must be at least 7th level and have Ability Score Improvement I enhancement to select this enhancement.
  • Ability Score Improvement II: Choose one: +1 Strength, +1 Intelligence, or +1 Charisma. EP Cost: 1; Ranks: 1; Prerequisite: You must be at least 11th level and have Improved Bloodhunt enhancement to select this enhancement.
  • Greater Bloodhunt: Your Bloodhunt is increased to 1d8 points of fire damage against enemies under 25% HP. EP Cost: 1; Ranks: 1; Prerequisite: You must be at least 16th level and have Ability Score Improvement II enhancement to select this enhancement.

Tier 1 Kindred Enhancements

  • Hellish Rebuke (Su): Once per day, for a minute, you are enveloped in a cloak of infernal flame, you deal fire damage to foes that strike you in melee range. Enemies take 1d10 points of fire damage +1 per Character Level. EP Cost: 2; Ranks: 1; Prerequisite: None.
  • Infernal Nature: +[1/2/3] competence bonus on Acrobatics, Bluff, and Spellcraft skill checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
  • Innate Protection: +[1/2/3] competence bonus on Saving Throws versus Spells. EP Cost: 1; Ranks: 3; Prerequisite: None.
  • Wand and Scroll Mastery: +[25/50/75]% damage and healing of your wands, scrolls and other items that cast spells. Adds +[1/3/6] competence bonus on the save DCs of your offensive wands. EP Cost: 1; Ranks: 3; Prerequisite: None.
  • Darkness: SLA: Once per day, you can channel your fiendish nature to manifest a zone of Darkness. For 1 minute, foes inside the darkness suffer a 20% chance of missing any attack they make due to concealment. EP Cost: 2; Ranks: 1; Prerequisite: None.

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

  • Ferocious Rebuke: While Hellish Rebuke is active, enemies that strike you have a 10% chance to be tripped with no save. In addition, you gain another use of Hellish Rebuke per day. EP Cost: 2; Ranks: 1; Prerequisite: Hellish Rebuke.
  • Infernal Resistance I: Kindreds are naturally immune to certain elements. EP Cost: 2; Ranks: 1; Prerequisite: None.
    • Infernal Resistance (Earth): You gain Earth Resistance equal to your Character Level.
    • Infernal Resistance (Ice): You gain Ice Resistance equal to your Character Level.
  • Arcane Defense: [15/20/25] Spell Resistance. EP Cost: 1; Ranks: 3; Prerequisite: None.
  • Traditionalist Caster: +[1/2/3] competence bonus on spell damage rolls while wielding a Power Rod or Power Staff. EP Cost: 1; Ranks: 3; Prerequisite: None.
  • Lasting Darkness: Enemies that enter your Darkness have a 10% chance to be blinded with no save. . In addition, you gain another use of Darkness per day. EP Cost: 2; Ranks: 1; Prerequisite: Darkness.

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

  • Scorch (Su): Once per day, a jet of roaring flame bursts from your outstretched hand, dealing 1d6+2 points of fire damage per caster level (up to a max of caster level 10) to targets in a 30-ft.-line. A successful Reflex save reduces the damage by half. EP Cost: 2; Ranks: 1; Prerequisite: None.
  • Infernal Resistance II: Kindreds are naturally immune to certain elements. (Choose the other element) EP Cost: 2; Ranks: 1; Prerequisite: Infernal Resistance I.
    • Infernal Resistance (Earth): You gain Earth Resistance equal to your Character Level.
    • Infernal Resistance (Ice): You gain Ice Resistance equal to your Character Level.
  • Incineration: When you cast Fire spells with an attack roll, your critical hit range increases to 18-20. EP Cost: 2; Ranks: 1; Prerequisite: Incineration (tier 2).
  • Student of Darkness: While in Darkness, you gain a +3 competence bonus on Saving Throws and a number of temporary hit points equal to your Character Level. In addition, you gain another use of Darkness per day. EP Cost: 2; Ranks: 1; Prerequisite: Darkness.

 

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

  • Improved Scorch: Enemies affected by your Scorch ability increase Fire damage that they take by 5%. When cast on a creature that is immune to Fire, it makes them vulnerable to that element for a short period of time. In addition, you gain 2 more uses of Scorch per day. EP Cost: 2; Ranks: 1; Prerequisite: Scorch.
  • Infernal Sovereign: Your Fire mastery conquers other elements. EP Cost: 2; Ranks: 1; Prerequisite: None.
    • Infernal Sovereign (Earth): When you cast Earth spells with an attack roll, your critical hit range increases to 18-20.
    • Infernal Sovereign (Ice): When you cast Ice spells with an attack roll, your critical hit range increases to 18-20.
    • Infernal Sovereign (Lighrning): When you cast Lightning spells with an attack roll, your critical hit range increases to 18-20.
    • Infernal Sovereign (Water): When you cast Water spells with an attack roll, your critical hit range increases to 18-20.
    • Infernal Sovereign (Wind): When you cast Wind spells with an attack roll, your critical hit range increases to 18-20.
  • Incineration: When you cast Fire spells with an attack roll, your critical hit range increases to 16-20. EP Cost: 2; Ranks: 1; Prerequisite: Incineration tier 3.
  • Servant of Darkness: While in Darkness, you gain +[1/2/3] competence bonus on spell damage rolls and +[1/2/3] Elemental and Summoning DCs. . In addition, you gain another use of Darkness per day. EP Cost: 1; Ranks: 3; Prerequisite: Darkness.

Orc

Beast Tribe Orc Enhancements

  • Orcish Fury I: When below 80% health, you gain a +2 Morale bonus to your Strength score. EP Cost: 1; Ranks: 1; Prerequisite: None.
  • Orcish Strength I: +1 Strength. EP Cost: 1; Ranks: 1; Prerequisite: You must be at least 4th level and have Orcish Fury I enhancement to select this enhancement.
  • Orcish Fury II: When below 60% health, you gain a +4 Morale bonus to your Strength score. EP Cost: 1; Ranks: 1; Prerequisite: You must be at least 7th level and have Orcish Strength I enhancement to select this enhancement.
  • Orcish Strength II: +1 Strength. EP Cost: 1; Ranks: 1; Prerequisite: You must be at least 11th level and have Orcish Fury II enhancement to select this enhancement.
  • Orcish Fury III: When below 40% health, you gain a +8 Morale bonus to your Strength score. EP Cost: 1; Ranks: 1; Prerequisite: You must be at least 16th level and have Orcish Strength II enhancement to select this enhancement.

Tier 1 Orc Enhancements

  • Charismatic: +[1/2/3] competence bonus on Diplomacy and Intimidate skill checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
  • Mighty: +[1/2/3] competence bonus on combat maneuvers. EP Cost: 1; Ranks: 3; Prerequisite: None.
  • Brute Force: Your attacks or spells make enemies more likely to attack you. Choose one: EP Cost: 2; Ranks: 3; Prerequisite: None.
    • Brutal Fighting:  Once per day, for a minute, this ability causes your melee attacks to deal more damage, +[2/4/6] competence bonus on damage rolls.
    • Brutal Spellcasting:  Once per day, for a minute, this ability causes your damaging spells to deal more damage, +[2/4/6] competence bonus on damage rolls.
  • Orcish Weapon Training: +1 competence bonus on attack rolls and damage rolls when using one-handed Melee weapons, and +2 with two-handed Melee weapons. EP Cost: 2; Ranks: 1; Prerequisite: None.
  • Stubborn: You gain +[1/2/3] competence bonus to Will saving throws. EP Cost: 1; Ranks: 3; Prerequisite: None.

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

  • Lock Bash: Attempt to disable a locked door or chest – with your fists. This ability operates as a Disable Device check using your Intimidate skill + your Strength modifier. Thieves’ Tools are not required, nor do they modify this check. EP Cost: 2; Ranks: 1; Prerequisites: None.
  • Extra Enhancement Ability: Orcs keep fighting long after other races tire. You can use each of your racial enhancements [1/2/3] additional times per day. EP Cost: 1; Ranks: 3; Prerequisites: None.
  • Orcish Weapon Training: +1 competence bonus on your attack and damage rolls when using one-handed Melee weapons, and +2 with two-handed Melee weapons. EP Cost: 2; Ranks: 1; Prerequisites: Orcish Weapon Training (Tier 1).
  • Orcish Rage (Ex): Once per day, you become enraged, and gain +2 competence bonus on Melee damage rolls and a +2 racial bonus to your Strength scire. EP Cost: 2; Ranks: 1; Prerequisites: None.

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

  • Great Weapon Aptitude: +[1/2/3] competence bonus on melee attack rolls. EP Cost: 1; Ranks: 3; Prerequisites: None.
  • 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 rolls. Note: Stacks with Berserker Power Attack. Damage is doubled when using Two-Handed Fighting. EP Cost: 1; Ranks: 3; Prerequisites: None.
  • Orcish Weapon Training: +1 competence bonus on your attack and damage rolls when using one-handed Melee weapons, and +2 with two-handed Melee weapons. EP Cost: 2; Ranks: 1; Prerequisites: Orcish Weapon Training (Tier 1, 2).
  • Healthy Rage: When raging, you gain an additional +[1/2/3] to your Constitution score, but also get an additional -[1/2/3] penalty to AC. This penalty stacks with other forms of penalties. EP Cost: 1; Ranks: 3; Prerequisites: Orcish Rage enhancement or Rage class feature.

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

  • Raging Crush (Ex): Once per day, you can make a melee attack that deals weapon damage + 5d6 to brutally smash an enemy. This attack is guaranteed to be a Critical Hit. Note: Still requires a successful Confirmation roll to critically hit. EP Cost: 2; Ranks: 1; Prerequisites: None.
  • Brutality: Your melee attacks deal an additional +[5/10/15] damage to helpless enemies. EP Cost: 1; Ranks: 3; Prerequisites: None.
  • Orcish Weapon Training: +1 competence bonus on your attack and damage rolls when using one-handed Melee weapons, and +2 with two-handed Melee weapons. EP Cost: 2; Ranks: 1; Prerequisites: Orcish Weapon Training (Tier 1, 2, 3).
  • Power Rage: When raging, you gain an additional +[1/2/3] to your Strength score, but also get an additional -[1/2/3] penalty to AC. This penalty stacks with other forms of penalties. EP Cost: 1; Ranks: 3; Prerequisites: Orcish Rage enhancement or Rage class feature.