Hybrid Classes
Black Belt
Core Black Belt Enhancements
- Enhanced Tough Skin: You gain an additional damage reduction 1/- versus non-lethal damage for each core enhancement you have in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisite: None.
- Weapons of Steel: You gain a +1 competence bonus on attack and damage rolls with close weapons and monk weapons. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have Enhanced Tough Skin enhancement to select this enhancement.
- Toughened Body: Your Tough Skin class feature now works after Shrug It Off and reduces damage as normal. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Weapons of Steel enhancement to select this enhancement.
- Weapons of Precision: You gain a +1 competence bonus to your critical threat range with close weapons and monk weapons (apply after all other improvements). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Toughened Body enhancement to select this enhancement.
- Weapons of Power: You gain a +1 competence bonus to your critical multiplier with close weapons and monk weapons (max of x4). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Weapons of Precision enhancement to select this enhancement.
- Path to Power: You gain a +2 to your Strength or Dexterity and Constitution scores and +50 maximum hit points. You gain 20 temporary hit points (that stacks with other forms of temporary hit points except this enhancement) that refreshes once per hour. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Weapons of Power enhancement to select this enhancement.
Tier 1 Black Belt Enhancements
- Black Belt Weapon Training: +1 competence bonus (which stacks with other enhancements that give the same bonus) to attack and damage rolls with close weapons and monk weapons. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Accuracy: +[1/2/3] competence bonus (which stacks with other enhancements that give the same bonus) to attack rolls with close weapons and monk weapons. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Intimidating Skills: +[1/2/3] competence bonus to Intimidate skill checks. Rank 3: +1 Will saves. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Acrobatics: +[1/2/3] competence bonus to Acrobatics, Climb, and Swim skill checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Black Belt Ability Boost: +1 to Strength, Dexterity, or Constitution score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Black Belt Enhancements (Requires Black Belt Level 2, 5 EPs spent in tree)
- Black Belt Weapon Training: +1 competence bonus (which stacks with other enhancements that give the same bonus) to attack and damage rolls with close weapons and monk weapons. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Black Belt Weapon Training (Tier 1) enhancement to select this enhancement.
- Ascetic Training: Your rigorous training gives you various benefits. Choose one:
- Agility: +[1/2/3] competence bonus on Reflex saves and dodge bonus to AC.
- Conditioning: +[1/2/3] competence bonus on Fortitude saves, +[5/10/15] maximum hit points.
EP Cost: 2; Ranks: 3; Prerequisite: None.
- Maneuver Training: Increase combat maneuver attack rolls by +[1/2/3]. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Precise Training: You gain a +1 competence bonus to your critical threat range with close weapons and monk weapons (apply after all other improvements). EP Cost: 2; Ranks: 1; Prerequisite: None.
- Black Belt Ability Boost: +1 to Strength, Dexterity, or Constitution score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Black Belt Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Black Belt Enhancements (Requires Black Belt Level 3, 10 EPs spent in tree)
- Black Belt Weapon Training: +1 competence bonus (which stacks with other enhancements that give the same bonus) to attack and damage rolls with close weapons and monk weapons. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Black Belt Weapon Training (Tier 2) enhancement to select this enhancement.
- Critical Mastery: +[1/2/3] to confirm critical hits and critical hit damage (before weapon multipliers). EP Cost: 1; Ranks: 3; Prerequisite: None.
- Ascetic Training: Your rigorous training gives you various benefits. Choose the other option you didn’t choose from Ascetic Training (Tier 2):
- Agility: +[1/2/3] competence bonus on Reflex saves and dodge bonus to AC.
- Conditioning: +[1/2/3] competence bonus on Fortitude saves, +[5/10/15] maximum hit points.
EP Cost: 2; Ranks: 3; Prerequisite: You must have the Ascetic Training (Tier 2) enhancement to select this enhancement.
- Precise Training: You gain a +1 competence bonus to your critical threat range with close weapons and monk weapons (apply after all other improvements). EP Cost: 2; Ranks: 1; Prerequisite: You must have the Precise Training (Tier 2) enhancement to select this enhancement.
- Black Belt Ability Boost: +1 to Strength, Dexterity, or Constitution score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Black Belt Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Black Belt Enhancements (Requires Black Belt Level 4, 20 EPs spent in tree)
- Black Belt Weapon Training: +1 competence bonus (which stacks with other enhancements that give the same bonus) to attack and damage rolls with close weapons and monk weapons. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Black Belt Weapon Training (Tier 3) enhancement to select this enhancement.
- Dodge Mastery: You gain a +[1/2/3] dodge bonus to AC and whenever an enemy would miss you with an attack, you gain [10/20/30] temporary hit points for 1 minute. Repeated misses do not stack temporary hit points, just refresh them if missing some or all temporary hit points. EP Cost: 2; Ranks: 3; Prerequisite: None.
- Powerful Strikes: You gain a +1 competence bonus to your critical multiplier with close weapons and monk weapons (max of x4). EP Cost: 2; Ranks: 1; Prerequisite: None.
- Precise Training: You gain a +1 competence bonus to your critical threat range with unarmed strikes and weapons from the close weapons group (apply after all other improvements). EP Cost: 2; Ranks: 1; Prerequisite: You must have the Precise Training (Tier 3) enhancement to select this enhancement.
- Black Belt Ability Boost: +1 to Strength, Dexterity, or Constitution score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Black Belt Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Black Belt Enhancements (Requires Black Belt Level 5, Character Level 12, 30 EPs spent in tree)
- Black Belt Weapon Training: +1 competence bonus (which stacks with other enhancements that give the same bonus) to attack and damage rolls with close weapons and monk weapons. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Black Belt Weapon Training (Tier 4) enhancement to select this enhancement.
- Keen Edge: You gain a +1 competence bonus to critical threat range (apply after all class features and feats that affect critical threat range) with close weapons and monk weapons. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Brutal Impact: You gain a +1 critical damage multiplier (up to a maximum of x4) on a natural roll of a 19-20 with close weapons and monk weapons and +25% bonus to maximum hit points. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Precise Training: You gain a +1 competence bonus to your critical threat range with close weapons and monk weapons (apply after all other improvements). EP Cost: 2; Ranks: 1; Prerequisite: You must have the Precise Training (Tier 4) enhancement to select this enhancement.
- Black Belt Ability Boost: +1 to Strength, Dexterity, or Constitution score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Black Belt Ability Boost (Tier 4) enhancement to select this enhancement.
Dancer
Core Dancer Enhancements
- Dancer: Each core enhancement including this one allows you to use Battle Dance for 2 more rounds. EP Cost: 1; Ranks: 1; Prerequisite: None.
- Fists of Steel: You gain a +1 competence bonus on attack and damage rolls with unarmed strikes for each core enhancement you gain in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have Dancer enhancement to select this enhancement.
- Fists of Precision: You gain a +1 competence bonus to your critical threat range with unarmed strikes (apply after all other improvements). You also gain 2 ki points to your ki pool. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Fists of Steel enhancement to select this enhancement.
- Fists of Power: You gain a +1 competence bonus to your critical multiplier with unarmed strikes (max of x4). You also gain 2 ki points to your ki pool. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Fists of Precision enhancement to select this enhancement.
- Performer: You regenerate 1 ki point every 6 hours. You can use your Battle Dance as if you had two more rounds. Your Mystic Dances add +1 to their Difficulty Check. You gain a +1 competence bonus on Diplomacy, Perception, Perform, and Use Magic Device skill checks. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Fists of Power enhancement to select this enhancement.
- Ballerina of Life and Death: You gain a +2 to Dexterity and Charisma scores. You also gain a +1 competence bonus on +1 Diplomacy, Perception, Perform, and Use Magic Device skill checks. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Performer enhancement to select this enhancement.
Tier 1 Dancer Enhancements
- Dancer Weapon Training: +1 competence bonus (which stacks with other enhancements that give the same bonus) to attack and damage rolls with monk weapons. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Mystic Training: +[1/2/3] to the DC’s of your Mystic Dances. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Dancer Acrobatics: +[1/2/3] competence bonus to Acrobatics, Climb, and Perform skill checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Lingering Dances: You can use your Battle Dances as if you had [2/4/6] more rounds. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Dancer Ability Boost: +1 to Strength, Dexterity, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Dancer Enhancements (Requires Dancer Level 2, 5 EPs spent in tree)
- Dancer Weapon Training: +1 competence bonus (which stacks with other enhancements that give the same bonus) to attack and damage rolls with monk weapons. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Dancer Weapon Training (Tier 1) enhancement to select this enhancement.
- Ascetic Training: Your rigorous training gives you various benefits. Choose one:
- Agility: +[1/2/3] competence bonus on Reflex saves and dodge bonus to AC.
- Conditioning: +[1/2/3] competence bonus on Fortitude saves, +[5/10/15] maximum hit points.
EP Cost: 2; Ranks: 3; Prerequisite: None.
- Pirouettes: Choose one of the following:
- Inspiration Dance: When you use your Battle Dance, an ally within 30 feet gains a +[1/2/3] morale bonus to save vs. Sleep, Paralysis, and Energy Drain for the duration. You can use your Battle Dance as if you had [2/4/6] more rounds.
- Reviving Dance: When you use your Battle Dance, you gain +[1/2/3] morale bonus on saving throws vs. Sleep, Paralysis, and Energy Drain and Fast Healing [1/2/3] for the duration.
EP Cost: 1; Ranks: 3; Prerequisite: None.
- Precise Unarmed Strike Training: You gain a +1 competence bonus to your critical threat range with unarmed strikes (apply after all other improvements). EP Cost: 2; Ranks: 1; Prerequisite: None.
- Dancer Ability Boost: +1 to Strength, Dexterity, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Dancer Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Dancer Enhancements (Requires Dancer Level 3, 10 EPs spent in tree)
- Dancer Weapon Training: +1 competence bonus (which stacks with other enhancements that give the same bonus) to attack and damage rolls with monk weapons. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Dancer Weapon Training (Tier 2) enhancement to select this enhancement.
- Disco Trance: When you use your Battle Dance, you gain a +1 morale bonus to your mystic dance DC’s for the duration. You can use your Battle Dance as if you had 2 more rounds. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Sustaining Song: When you use your Battle Dance, you grant Fast Healing [1/2/3] to an ally within 30 feet for the duration. You can use your Battle Dance as if you had [1/2/3] more rounds. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Pirouettes (Tier 2) enhancement to select this enhancement.
- Precise Unarmed Strike Training: You gain a +1 competence bonus to your critical threat range with unarmed strikes (apply after all other improvements). EP Cost: 2; Ranks: 1; Prerequisite: You must have the Precise Unarmed Strike Training (Tier 2) enhancement to select this enhancement.
- Dancer Ability Boost: +1 to Strength, Dexterity, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Dancer Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Dancer Enhancements (Requires Dancer Level 4, 20 EPs spent in tree)
- Dancer Weapon Training: +1 competence bonus (which stacks with other enhancements that give the same bonus) to attack and damage rolls with monk weapons. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Dancer Weapon Training (Tier 3) enhancement to select this enhancement.
- Powerful Unarmed Strikes: You gain a +1 competence bonus to your critical multiplier with unarmed strikes (max of x4). EP Cost: 2; Ranks: 1; Prerequisite: None.
- Frolic: When you use your Battle Dance, you grant Freedom of Movement effect to an ally within 30 feet for the duration. You can use your Battle Dance as if you had 2 more rounds. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Disco Trance: When you use your Battle Dance, you gain a +1 morale bonus to your mystic dance DC’s for the duration. You can use your Battle Dance as if you had 2 more rounds. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Disco Trance (Tier 3) enhancement to select this enhancement.
- Dancer Ability Boost: +1 to Strength, Dexterity, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Dancer Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Dancer Enhancements (Requires Dancer Level 5, Character Level 12, 30 EPs spent in tree)
- Dancer Weapon Training: +1 competence bonus (which stacks with other enhancements that give the same bonus) to attack and damage rolls with monk weapons. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Dancer Weapon Training (Tier 4) enhancement to select this enhancement.
- Prodigy: You gain a +[1/2/3] Perform skill checks and +[1/2/3] to DCs of your Mystic Dances. Rank 3: When you use your Battle Dance, an ally within 30 feet gains [10/20/30] temporary hit points. In addition, you can use your Battle Dance as if you had [1/2/3] more rounds. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Disco Trance: When you use your Battle Dance, you gain a +1 morale bonus to your mystic dance DC’s for the duration. You can use your Battle Dance as if you had 2 more rounds. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Disco Trance (Tier 4) enhancement to select this enhancement.
- Dodge Mastery: You gain a +[1/2/3] dodge bonus to AC and whenever an enemy would miss you with an attack, you gain [10/20/30] temporary hit points for 1 minute. Repeated misses do not stack temporary hit points, just refresh them if missing some or all temporary hit points. EP Cost: 2; Ranks: 3; Prerequisite: None.
- Dancer Ability Boost: +1 to Strength, Dexterity, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Dancer Ability Boost (Tier 4) enhancement to select this enhancement.
Druid
Core Druid Enhancements
- Child of Summer: You gain a +1 damage (of the appropriate type) when casting Earth, Fire, and Lightning spells. This seasonal DC is increased by one for every Core enhancement possessed in this tree (starting with this one), up to +6 when you have all six Enhancements. EP Cost: 1; Ranks: 1; Prerequisite: None.
- Elder of Winter: You gain a +1 damage (of the appropriate type) when casting Ice, Water, and Wind spells for every core enhancement in this tree, up to +6 when you have all six Enhancements. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Child of Summer enhancement to select this enhancement.
- Wellspring: You gain +1 max caster level for spells appropriate to your season. Your plant spells like entangle, spike growth and thorny entanglement will no longer be destroyed by fire effects. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Elder of Winter enhancement to select this enhancement.
- Nature’s Warrior: You gain 10 hit points, +1 competence bonus (which stacks with other enhancements that give the same bonus) to attack and damage rolls while wildshaped or in beast shape for this and every (all) other core in the tree. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Wellspring enhancement to select this enhancement.
- A True Hunter: While in beast shape or wildshaped, you gain a +1 competence bonus to Critical Multiplier (up to a maximum of x4). You must have a weapon equipped to gain this benefit. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Nature’s Warrior enhancement to select this enhancement.
- Hierophant: You are wise and skilled in the art of wielding druidic magic to summon aid and change the world around you. You gain a +2 to your Wisdom and Constitution scores. Your Plant spells gain +1 to your DCs. You gain a +1 competence bonus on caster level in both seasons. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the A True Hunter enhancement to select this enhancement.
Tier 1 Druid Enhancements
- Wax and Wane: You gain a +1 critical threat range with spells associated with your current season.
- Winter: Ice, Water, and Wind.
- Summer: Earth, Fire, and Lightning.
EP Cost: 2; Ranks: 1; Prerequisite: None.
- Bestial Nature: Your Reflex and Fortitude Saves are increased by +[1/2/3]. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Athletic: +[1/2/3] competence bonus on Acrobatics and Stealth skill checks. Tier 3: You gain a +1 competence bonus on Reflex and Fortitude saves. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Shared Spirit: Your companion gains +[5/10/15] hit points to its max hit points. EP Cost: 1; Ranks: 3; Prerequisite: You must have Animal Companion class feature to select this enhancement.
- Druid Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Druid Enhancements (Requires Druid Level 2, 5 EPs spent in tree)
- Wax and Wane: You gain a +1 competence bonus on critical threat range with spells associated with your current season.
- Winter: Ice, Water, and Wind.
- Summer: Earth, Fire, and Lightning.
EP Cost: 2; Ranks: 1; Prerequisite: You must have the Wax and Wane (Tier 1) enhancement to select this enhancement.
- Ghost Touched: You gain Ghost Touch while wildshaped or in beast shape on your melee attacks. EP Cost: 2; Ranks: 1; Prerequisite: You must have Wildshape class feature or have the Beast shape spell to select this enhancement.
- Wand and Scroll Mastery: +[25/50/75]% damage from your wands, scrolls, and other items that cast spells, and +[1/2/3] to the save DCs of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Thick Hide: Increases your natural armor bonus to AC while wildshaped or in beast shape by +[2/4/6]. EP Cost: 2; Ranks: 3; Prerequisite: You must have Wildshape class feature or have the Beast shape spell to select this enhancement.
- Druid Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have Druid Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Druid Enhancements (Requires Druid Level 3, 10 EPs spent in tree)
- Wax and Wane: You gain a +1 competence bonus on critical threat range with spells associated with your current season.
- Winter: Ice, Water, and Wind.
- Summer: Earth, Fire, and Lightning.
EP Cost: 2; Ranks: 1; Prerequisite: You must have the Wax and Wane (Tier 2) enhancement to select this enhancement.
- Fight: +[1/2/3] competence bonus on melee damage rolls and increases your natural armor bonus to AC while wildshaped or in beast shape by +[1/2/3]. EP Cost: 2; Ranks: 3; Prerequisite: You must have Wildshape class feature or have the Beast shape spell to select this enhancement.
- Essence of the Shrike: Striking a blow focuses your mind and body. When you critically hit an enemy while wildshaped or in beast shape, you gain [10/20/30] temporary hit points for 1 minute. This effect stacks up to 4 times. EP Cost: 1; Ranks: 3; Prerequisite: You must have Wildshape class feature or have the Beast Shape spell to select this enhancement.
- Prey on the Weak: You deal an additional [5/10/15] damage to helpless targets. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Druid Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have Druid Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Druid Enhancements (Requires Druid Level 4, 20 EPs spent in tree)
- Wax and Wane: You gain a +1 competence bonus on critical threat range with spells associated with your current season.
- Winter: Ice, Water, and Wind.
- Summer: Earth, Fire, and Lightning.
EP Cost: 2; Ranks: 1; Prerequisite: You must have the Wax and Wane (Tier 3) enhancement to select this enhancement.
- Four Legs Good: You ignore all effects that would knock you down while wildshaped or in beast shape. EP Cost: 2; Ranks: 1; Prerequisite: You must have Wildshape class feature or have the Beast Shape spell to select this enhancement.
- Ferocity: You gain a +[1/2/3] competence bonus on attack and damage rolls while wildshaped or in beast shape. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Fatal Harrier: Killing an enemy grants you haste for 1 minute. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Druid Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have Druid Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Druid Enhancements (Requires Druid Level 5, Character Level 12, 30 EPs spent in tree)
- Swift Hunter: While wildshaped or in beast shape, you gain Evasion. EP Cost: 2; Ranks: 1; Prerequisite: You must have Wildshape class feature or have the Beast Shape spell to select this enhancement.
- Dodger: You gain a +[2/4/6] dodge bonus to AC while wildshaped or in beast shape. EP Cost: 1; Ranks: 3; Prerequisite: You must have Wildshape class feature or have the Beast Shape spell to select this enhancement.
- Alpha Companion: Your companion gains a +[1/2/3] competence bonus (which stacks with other enhancements that give the same bonus) to attack and damage rolls and increases its natural armor bonus to AC by +[2/4/6] . EP Cost: 1; Ranks: 3; Prerequisite: You must have Animal Companion class feature to select this enhancement.
- Time and Tide: +1 caster level for spells in both seasons. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Druid Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have Druid Ability Boost (Tier 4) enhancement to select this enhancement.
Fencer
Core Fencer Enhancements
- Blade Adept: While wielding a one-handed or light piercing weapon and carrying nothing in your off-hand, you can add 1-½ times your Strength or Dexterity modifier for your weapon damage rolls. As long as you are wearing light or no armor, your movement speed increases by 5 feet for each enhancement you possess in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisite: None.
- Fancy Footwork: When you make an Acrobatics check to move through threatened squares without provoking an attack of opportunity, you may roll twice and take the better result. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Blade Adept enhancement to select this enhancement.
- En Garde: When you act in the surprise round, you can take a move action, standard action, and swift action during the surprise round, not just a move or standard action. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Fancy Footwork enhancement to select this enhancement.
- Blade Expert: While wielding a one-handed or light piercing weapon and carrying nothing in your off-hand, you automatically confirm your first critical hit each round. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the En Garde enhancement to select this enhancement.
- Allez: You may always act during a surprise round. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Blade Expert enhancement to select this enhancement.
- Blade Master: You gain a +2 competence bonus on your Dexterity and Charisma scores. While wielding a one-handed or light piercing weapon and carrying nothing in your off-hand, your critical multiplier is increased by 1 (to a max of x4). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Allez enhancement to select this enhancement.
Tier 1 Fencer Enhancements
- Dedicated Duelist I: While you are unarmed or wielding a single one-handed weapon, you gain a +1 competence bonus on weapon attack rolls and combat maneuver checks. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Reactive Swordplay: You may make [1/2/3] additional attacks of opportunity per round. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Fencer Acrobatics: You gain a +[1/2/3] competence bonus to Acrobatics, Climb, and Swim checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Shieldbearer: You gain proficiency with shields (except tower shields). When you wield a shield, your shield hand is considered free for the purposes of Fencer class abilities. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Fencer Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Fencer Enhancements (Requires Fencer Level 2, 5 EPs spent in tree)
- Dedicated Duelist II: While you are unarmed or wielding a single one-handed weapon, you gain a +1 competence bonus on weapon attack rolls and combat maneuver checks. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Dedicated Duelist I (Tier 1) enhancement to select this enhancement.
- Riposte Master: While taking an attack of opportunity or performing a parry and riposte, you gain a +[1/2/3] competence bonus to your attack rolls. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Parry and Riposte maneuver class feature to select this enhancement.
- Lunge Adept: When using a lunge attack, you gain a +[1/2/3] competence bonus to attack rolls. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Style Over Substance: When you roll for initiative, you may enter a stance as a free action. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Fencer Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Fencer Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Fencer Enhancements (Requires Fencer Level 3, 10 EPs spent in tree)
- Dedicated Duelist III: While you are unarmed or wielding a single one-handed weapon, you gain a +1 competence bonus on weapon attack rolls and combat maneuver checks. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Dedicated Duelist II (Tier 2) enhancement to select this enhancement.
- Cunning Blade: You gain +[1/2/3] to initiative checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Slip: [1/2/3] times per day, you may take a 5-foot step as an immediate action. If this would put you out of range of an incoming attack or spell, you receive a +4 circumstance bonus to your AC or saving throw. You cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Superior Reflexes: You gain a +[1/2/3] competence bonus to your Reflex saves. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Fencer Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Fencer Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Fencer Enhancements (Requires Fencer Level 4, 20 EPs spent in tree)
- Dedicated Duelist IV: While you are unarmed or wielding a single one-handed weapon, you gain a +1 competence bonus on weapon attack rolls and combat maneuver checks. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Dedicated Duelist III (Tier 3) enhancement to select this enhancement.
- Thousand Cuts: Whenever you deal precision damage, you deal an additional [1/2/3] bleed damage. This bleed can stack with itself, up to a total amount equal to your fencer level. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Daring Theatrics: [1/2/3] times per day, when you provoke an attack of opportunity that an enemy takes, you gain the lucky status for your next d20 roll made before the end of your next round. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Challenger: When you are threatening exactly one creature who is also only threatened by you, you gain a +[1/2/3] dodge bonus to your armor class. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Fencer Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Fencer Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Fencer Enhancements (Requires Fencer Level 5, Character Level 12, 30 EPs spent in tree)
- Dedicated Duelist V: While you are unarmed or wielding a single one-handed weapon, you gain a +1 competence bonus on weapon attack rolls and combat maneuver checks. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Dedicated Duelist IV (Tier 4) enhancement to select this enhancement.
- Darkness Veil: You gain shadow resistance [5/10/15]. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Deadly Thrusts: When you critically hit a creature, any healing they receive is halved until the start of your next turn. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Pinpoint Swordplay: When you deal precision damage, that attack deals an additional [1/2/3] precision damage. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Fencer Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Fencer Ability Boost (Tier 4) enhancement to select this enhancement.
Gunbreaker
Core Gunbreaker Enhancements
- Gunmetal Guardian: You gain bonus maximum hit points equal to your gunbreaker level. You also gain an additional use of aurora per day per core enhancements you have in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisite: None.
- Gunblade Versatility: You gain a bonus depending on the type of gun arm you are equipped with:
- When you are wielding a light or one-handed gun arm and do not have a shield, you gain a +1 dodge bonus to your AC and a +1 circumstance bonus to attack rolls. If you also have a free hand, these bonuses are increased to +2.
- When you are wielding a light or one-handed gun arm and a shield, you may add your keen edge bonus as a competence bonus to armor class.
- When you are wielding a two-handed gun arm, your weapon damage increases by one step.
EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Gunmetal Guardian enhancement to select this enhancement.
- Heart of Corundum: You gain temporary hit points equal to your Wisdom modifier at the start of every combat. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Gunblade Versatility enhancement to select this enhancement.
- Relentless Rush: Once per encounter, you may move up to your movement speed during a full-attack with a gun arm. This movement can be taken in any increments between attacks and do not provoke attacks of opportunity. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Heart of Corundum enhancement to select this enhancement.
- Terminal Trigger: At the end of a relentless rush, you may unleash a burst from your gun arm. This burst deals damage to all adjacent creatures equal to your base weapon damage with no modifiers. Affected enemies are stunned for one round unless they make a Fortitude save (DC 10 + half of your gunbreaker level + your Wisdom modifier). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Relentless Rush enhancement to select this enhancement.
- Gunmetal Soul: You gain a +2 to your Strength or Dexterity and Wisdom. Additionally, you never take more than half of your maximum hit points in damage from a single attack. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Terminal Trigger enhancement to select this enhancement.
Tier 1 Gunbreaker Enhancements
- Improved Munitions I: Attacks and techniques that use magicked ammunition gain a +1 competence bonus (which stacks with other enhancements that give the same bonus) to attack and damage rolls. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Confuseproof: You gain a +[2/4/6] competence bonus to saving throws against effects that cause the confusion status effect. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Self-Reliant: +[1/2/3] competence bonus to Knowledge (Engineering), Knowledge (Technology), and Repair checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Defensive Mastery: You gain a +[1/2/3] bonus to your armor class and the maximum Dexterity bonus allowed by your armor increases by +[1/2/3]. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Gunbreaker Ability Boost: +1 to Strength, Dexterity, or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Gunbreaker Enhancements (Requires Gunbreaker Level 2, 5 EPs spent in tree)
- Improved Munitions II: Attacks and techniques that use magicked ammunition gain a +1 competence bonus (which stacks with other enhancements that give the same bonus) to attack and damage rolls. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Improved Munitions I (Tier 1) enhancement to select this enhancement.
- Darkproof: You gain a +[2/4/6] competence bonus to saving throws against effects that cause the blindness status effect. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Confuseproof (Tier 1) enhancement to select this enhancement.
- Instinctive Defense: You take [1/2/3] reduced damage when struck while helpless. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Armor Expertise: Armor you equip gains a +[1/2/3] bonus to its armor class. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Gunbreaker Ability Boost: +1 to Strength, Dexterity, or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Gunbreaker Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Gunbreaker Enhancements (Requires Gunbreaker Level 3, 10 EPs spent in tree)
- Improved Munitions III: Attacks and techniques that use magicked ammunition gain a +1 competence bonus (which stacks with other enhancements that give the same bonus) to attack and damage rolls. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Improved Munitions II (Tier 2) enhancement to select this enhancement.
- Sleepproof: You gain a +[2/4/6] competence bonus to saving throws against effects that cause the sleep status effect. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Darkproof (Tier 2) enhancement to select this enhancement.
- Gun Arm Focus: You gain a +[1/2/3] competence bonus to ranged gun arm attacks when you make a melee gun arm attack or to melee gun arm attacks when you make a ranged gun arm attack until the start of your next turn. You always gain this bonus to trigger attacks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Fatal Trigger: You increase the critical threat range (apply after all other bonuses) of your gun arms by 1. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Gunbreaker Ability Boost: +1 to Strength, Dexterity, or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Gunbreaker Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Gunbreaker Enhancements (Requires Gunbreaker Level 4, 20 EPs spent in tree)
- Improved Munitions IV: Attacks and techniques that use magicked ammunition gain a +1 competence bonus (which stacks with other enhancements that give the same bonus) to attack and damage rolls. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Improved Munitions III (Tier 3) enhancement to select this enhancement.
- Charmproof: You gain a +[2/4/6] bonus to saving throws against effects that cause the charmed status effect. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Sleepproof (Tier 3) enhancement to select this enhancement.
- Burst Revolver: You gain a +[1/2/3] competence bonus to confirm critical hits with a gun arm. Rank 3: When you successfully confirm a critical hit, you deal additional damage equal to the amount of magicked ammo remaining in your gun arm. If you land a critical hit with the final shot in your gun arm, you instead deal additional damage equal to the gun arm’s total capacity (up to your maximum magicked ammo amount). EP Cost: 1; Ranks: 3; Prerequisite: None.
- Breaker’s Charge: While equipped with a gun arm, you may strike additional targets when you make a charge attack. If you hit, you deal damage normally and can make an additional gun arm attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. This cannot be used with other features that allow you to take additional attacks during a charge (such as pounce). EP Cost: 2; Ranks: 1; Prerequisite: None.
- Gunbreaker Ability Boost: +1 to Strength, Dexterity, or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Gunbreaker Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Gunbreaker Enhancements (Requires Gunbreaker Level 5, Character Level 12, 30 EPs spent in tree)
- Improved Munitions V: Attacks and techniques that use magicked ammunition gain a +1 competence bonus (which stacks with other enhancements that give the same bonus) to attack and damage rolls. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Improved Munitions IV (Tier 4) enhancement to select this enhancement.
- Fireproof: You gain resistance to fire [5/10/15]. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Charmproof (Tier 4) enhancement to select this enhancement.
- Mind Break: Once per round, when you deal damage with a gun arm attack that uses ammunition, you can choose to wound the opponent’s MP instead of their HP. Your target loses MP equal to half the damage they would have taken from the attack (rounded down after damage reduction). EP Cost: 2; Ranks: 1; Prerequisite: None.
- Brutal Impact: You gain a +1 critical damage multiplier (to a maximum of x4) and a +25 maximum hit points. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Gunbreaker Ability Boost: +1 to Strength, Dexterity, or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Gunbreaker Ability Boost (Tier 4) enhancement to select this enhancement.
Ninja
Core Ninja Enhancements
- Shield of Whirling Steel: While you are dual wielding weapons, you gain a +1 shield bonus to Armor Class. In addition, you gain the Two Weapon Fighting feat. EP Cost: 1; Ranks: 1; Prerequisite: None.
- Tempest: You gain a +2 bonus when making offhand attacks. You now treat Katanas as if they were light melee weapons. While you are dual wielding light melee weapons, you can use your Dexterity modifier on attack and damage rolls. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Shield of Whirling Steel enhancement to select this enhancement.
- Dexterous Throw: Your thrown weapons benefit from your Dexterity modifier instead of Strength. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Tempest enhancement to select this enhancement.
- Deflect Arrows: You gain the benefits of the Deflect Arrows feat while dual wielding and you gain a +1 competence bonus to critical damage multiplier (max of x4) while dual wielding melee weapons. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Dexterous Throw enhancement to select this enhancement.
- Precise Throw: You gain a +1 competence bonus to critical threat range (apply after all other class features and feats) and critical damage multiplier up to a maximum of x4. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Deflect Arrows enhancement to select this enhancement.
- Shinobi: You gain +2 Dexterity and +2 Wisdom. You also gain +2 Precise Strike dice. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Precise Throw enhancement to select this enhancement.
Tier 1 Ninja Enhancements
- Throwing Expert: You gain +1 competence bonus on attack and damage rolls with thrown weapons. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Energy of the Disciple: Your studies have increased your maximum MP by an additional [1/2/3]. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Acrobatic: You gain a +[1/2/3] competence bonus on Acrobatics and Stealth checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Whirling Blades: +1 competence bonus on attack and damage rolls while dual wielding. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Ninja Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Ninja Enhancements (Requires Ninja Level 2, 5 EPs spent in tree)
- Throwing Expert: You gain +1 competence bonus on attack and damage rolls with thrown weapons. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Throwing Expert (Tier 1) enhancement to select this enhancement.
- Improved Defense: Your Shield of Whirling Steel grants +[1/2/3] additional Armor Class. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Ninjutsu Expertise: You gain a +1 DC with your Ninjutsus. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Whirling Blades: +1 competence bonus on attack and damage rolls while dual wielding. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Whirling Blades (Tier 1) enhancement to select this enhancement.
- Ninja Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Ninja Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Ninja Enhancements (Requires Ninja Level 3, 10 EPs spent in tree)
- Throwing Expert: You gain +1 competence bonus on attack and damage rolls with thrown weapons. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Throwing Expert (Tier 2) enhancement to select this enhancement.
- Improved Reaction: +[1/2/3] competence bonus on Reflex saves and an additional +[1/2/3] competence bonus on saves against traps. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Ninjutsu Expertise: You gain a +1 DC with your Ninjutsus. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Ninjutsu Expert (Tier 2) enhancement to select this enhancement.
- Whirling Blades: +1 competence bonus on attack and damage rolls while dual wielding. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Whirling Blades (Tier 2) enhancement to select this enhancement.
- Ninja Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Ninja Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 4 Ninja Enhancements (Requires Ninja Level 4, 20 EPs spent in tree)
- Throwing Expert: You gain +1 competence bonus on attack and damage rolls with thrown weapons. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Throwing Expert (Tier 3) enhancement to select this enhancement.
- Ninjutsu Expertise: You gain a +1 DC with your Ninjutsus. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Ninjutsu Expert (Tier 3) enhancement to select this enhancement.
- Whirlwind: You gain a +1 competence bonus to critical threat range (apply after all class features and feats) and critical hit multiplier (max of x4) while dual wielding. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Whirling Blades: +1 competence bonus on attack and damage rolls while dual wielding. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Whirling Blades (Tier 3) enhancement to select this enhancement.
- Ninja Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Ninja Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Ninja Enhancements (Requires Ninja Level 5, Character Level 12, 30 EPs spent in tree)
- Throwing Expert: You gain +1 competence bonus on attack rolls and +1 competence bonus on damage rolls with thrown weapons. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Throwing Expert (Tier 4) enhancement to select this enhancement.
- Ninjutsu Expertise: You gain a +1 DC with your Ninjutsus. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Ninjutsu Expert (Tier 4) enhancement to select this enhancement.
- Precise Targeting: You gain a +1 competence bonus to critical threat range (apply after all class features and feats) and critical hit multiplier (max of x4) with thrown weapons. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Whirling Blades: +1 competence bonus on attack rolls and damage while dual wielding. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Whirling Blades (Tier 4) enhancement to select this enhancement.
- Ninja Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Ninja Ability Boost (Tier 4) enhancement to select this enhancement.
Samurai
Core Samurai Enhancements
- Supreme Kenki: Your Kenki now fades away at 1 point per hour and you now start with 1 Kenki for each core enhancement you have in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisite: None.
- Improved Weaponskills: When using weaponskills with attack rolls, you gain a +1 competence bonus on attack rolls with weaponskills. In addition, weaponskills with a damage roll now inflict an additional 1d6 points of damage. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Supreme Kenki enhancement to select this enhancement.
- Bushido-Infused Body: You gain 2 bushido points to your bushido pool and while you have at least 1 bushido point in your bushido pool, you gain a damage reduction of 2/-, that stacks with other forms of damage reduction. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Improved Weaponskills enhancement to select this enhancement.
- Samurai Precision: You gain a +1 competence bonus on critical threat range (apply after all over bonuses) with eastern weapons and with katanas and wakizashis. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Bushido-Infused Body enhancement to select this enhancement.
- Power Precision: You gain a +1 competence bonus on critical multiplier (max of x4) with eastern weapons and with katanas and wakizashis. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Samurai Precision enhancement to select this enhancement.
- Master Bushi: You gain +2 Strength and Charisma. You also gain a +4 competence bonus on Initiative. When you act first in the round and during surprise rounds, your first attack deals an extra 10d6 points of precision damage. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Power Precision enhancement to select this enhancement.
Tier 1 Samurai Enhancements
- Eastern Weapon Training: You gain +1 competence bonus on attack and damage rolls while wielding an eastern weapon, a katana, or a wakizashi. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Extra Kenki: +[1/2/3] Kenki points for the day. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Extra Bushido: +[1/2/3] Bushido points. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Acrobatic: +[1/2/3] competence bonus to Acrobatics, Climb, and Swim skill checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Samurai Ability Boost: +1 to Strength, Dexterity, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Samurai Enhancements (Requires Samurai Level 2, 5 EPs spent in tree)
- Eastern Weapon Training: You gain +1 competence bonus on attack and damage rolls while wielding an eastern weapon, a katana, or a wakizashi. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Eastern Weapon Training (Tier 1) enhancement to select this enhancement.
- Ascetic Training: Your rigorous training gives you various benefits. Choose one:
- Agility: +[1/2/3] competence bonus on Reflex saves and dodge bonus to AC.
- Conditioning: +[1/2/3] competence bonus on Fortitude saves, +[5/10/15] maximum hit points.
EP Cost: 2; Ranks: 3; Prerequisite: None.
- Contemplation: +[1/2/3] competence bonus to Perception checks and Will saves. Rank 3: You regenerate 1 bushido point per hour. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Precise Eastern Weapon Training: You gain a +1 competence bonus to your critical threat range with eastern weapons and with katanas and wakizashis (apply after all other improvements). EP Cost: 2; Ranks: 1; Prerequisite: None.
- Samurai Ability Boost: +1 to Strength, Dexterity, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Samurai Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Samurai Enhancements (Requires Samurai Level 3, 10 EPs spent in tree)
- Eastern Weapon Training: You gain +1 competence bonus on attack and damage rolls while wielding an eastern weapon, a katana, or a wakizashi. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Eastern Weapon Training (Tier 2) enhancement to select this enhancement.
- Ascetic Training: Your rigorous training gives you various benefits. Choose the other option you didn’t choose from Ascetic Training (Tier 2):
- Agility: +[1/2/3] competence bonus on Reflex saves and dodge bonus to AC.
- Conditioning: +[1/2/3] competence bonus on Fortitude saves, +[5/10/15] maximum hit points.
EP Cost: 2; Ranks: 3; Prerequisite: You must have the Ascetic Training (Tier 2) enhancement to select this enhancement.
- Armor Expertise: Armor you equip gains +[1/2/3] bonus to AC. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Precise Eastern Weapon Training: You gain a +1 competence bonus to your critical threat range with eastern weapons and with katanas and wakizashis (apply after all other improvements). EP Cost: 2; Ranks: 1; Prerequisite: You must have the Precise Eastern Weapon Training (Tier 2) enhancement to select this enhancement.
- Samurai Ability Boost: +1 to Strength, Dexterity, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Samurai Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Samurai Enhancements (Requires Samurai Level 4, 20 EPs spent in tree)
- Eastern Weapon Training: You gain +1 competence bonus on attack and damage rolls while wielding an eastern weapon, a katana, or a wakizashi. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Eastern Weapon Training (Tier 3) enhancement to select this enhancement.
- Armor Mastery: +[1/2/3] bonus on Armor Class and Armor Maximum Dexterity Bonus. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Armor Expertise (Tier 3) enhancement to select this enhancement.
- Samurai’s Edge: +[1/2/3] to attack rolls to confirm critical hits and +[1/2/3] damage on critical hits (prior to applying weapon multipliers). EP Cost: 1; Ranks: 3; Prerequisite: None.
- Precise Eastern Weapon Training: You gain a +1 competence bonus to your critical threat range with eastern weapons and with katanas and wakizashis (apply after all other improvements). EP Cost: 2; Ranks: 1; Prerequisite: You must have the Precise Eastern Weapon Training (Tier 3) enhancement to select this enhancement.
- Samurai Ability Boost: +1 to Strength, Dexterity, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Samurai Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Samurai Enhancements (Requires Samurai Level 5, Character Level 12, 30 EPs spent in tree)
- Eastern Weapon Training: You gain +1 competence bonus on attack and damage rolls while wielding an eastern weapon, a katana, or a wakizashi. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Eastern Weapon Training (Tier 4) enhancement to select this enhancement.
- Against All Odds: You gain a +2 competence bonus on AC and taking damage adds a stacking +2 AC, stacks 10 times. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Armor Mastery (Tier 4) enhancement to select this enhancement.
- Precise Eastern Weapon Training: You gain a +1 competence bonus to your critical threat range with eastern weapons and with katanas and wakizashis (apply after all other improvements). EP Cost: 2; Ranks: 1; Prerequisite: You must have the Precise Eastern Weapon Training (Tier 4) enhancement to select this enhancement.
- Powered Eastern Weapon Training: You gain a +1 competence bonus to your critical multiplier with eastern weapons and with katanas and wakizashis (max of x4). EP Cost: 2; Ranks: 1; Prerequisite: You must have the Precise Eastern Weapon Training (Tier 5) enhancement to select this enhancement.
- Samurai Ability Boost: +1 to Strength, Dexterity, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Samurai Ability Boost (Tier 4) enhancement to select this enhancement.
Scholar
Core Scholar Enhancements
- Sage: Follow the path of Light or Dark:
- Sage of Darkness: You have chosen to follow the path of Darkness. For each Core Enhancement you take in this tree, you gain a +1 DC when casting Dark spells.
- Sage of Light: You have chosen to follow the path of Light. For each Core Enhancement you take in this tree, you gain a +1 DC when casting Light spells.
EP Cost: 1; Ranks: 1; Prerequisite: None.
- Magic Defense: You gain a +2 competence bonus on your saving throws. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Sage enhancement to select this enhancement.
- Ability I: You gain +1 Intelligence and Wisdom. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Magic Defense enhancement to select this enhancement.
- Energy of the Magister: Your MP increases by 1 for each core enhancement you have in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Ability I enhancement to select this enhancement.
- Ability II: You gain +1 Intelligence and Wisdom. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Energy of the Magister enhancement to select this enhancement.
- Master of Magic: Through extensive training and countless hours of study, you have mastered the application of metamagic feats to your spells. You gain +2 Wisdom and Intelligence, +5 competence bonus on Spellcraft skill checks, and all metamagic feats cost 1 fewer MP to use. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Ability II enhancement to select this enhancement.
Tier 1 Scholar Enhancements
- Smiting I: You gain a +1 competence bonus on critical threat range with Dark or Light spells. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Altruism: +[1/2/3] competence bonus on Concentration, Diplomacy and Heal. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Energy of the Disciple: Your studies have increased your maximum MP by an additional [1/2/3]. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Arcane Knowledge: +[1/2/3] competence bonus to Spellcraft and Use Magic Device skill checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Scholar Ability Boost: +1 to Dexterity, Intelligence, or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Scholar Enhancements (Requires Scholar Level 2, 5 EPs spent in tree)
- Smiting II: You gain a +1 competence bonus on critical threat range with Dark or Light spells. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Smiting I (Tier 1) enhancement to select this enhancement.
- Energy of the Disciple: Your studies have increased your maximum MP by an additional [1/2/3]. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Energy of the Disciple (Tier 1) enhancement to select this enhancement.
- Wand and Scroll Mastery: +[25/50/75]% healing and damage from your wands, scrolls, and other items that cast spells, and +[1/2/3] to the save DCs of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Efficient Metamagic: Choose one of the following Metamagic feats (Empower, Enlarge, Maximize, or Quicken). Reduce the MP cost of using that Metamagic by 1. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Scholar Ability Boost: +1 to Dexterity, Intelligence, or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Scholar Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Scholar Enhancements (Requires Scholar Level 3, 10 EPs spent in tree)
- Smiting III: You gain a +1 competence bonus on critical threat range with Dark or Light spells. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Smiting II (Tier 2) enhancement to select this enhancement.
- Energy of the Disciple: Your studies have increased your maximum MP by an additional [1/2/3]. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Energy of the Disciple (Tier 2) enhancement to select this enhancement.
- Efficient Metamagic: Choose a different Metamagic feat than Tier 2. Using that Metamagic costs you 1 fewer MP. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Efficient Metamagic (Tier 2) enhancement to select this enhancement.
- Spell Penetration: +1 to your caster level check to overcome enemy Spell Resistance. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Scholar Ability Boost: +1 to Dexterity, Intelligence, or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Scholar Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Scholar Enhancements (Requires Scholar Level 4, 20 EPs spent in tree)
- Smiting IV: You gain a +1 competence bonus on critical threat range with Dark or Light spells. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Smiting III (Tier 3) enhancement to select this enhancement.
- Energy of the Disciple: Your studies have increased your maximum MP by an additional [1/2/3]. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Energy of the Disciple (Tier 3) enhancement to select this enhancement.
- Resistance: You gain +[1/2/3] competence bonus on all saving throws against spells and spell-like abilities. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Efficient Metamagic: Choose a different Metamagic feat than Tier 2 and 3. Using that Metamagic costs you 1 fewer MP. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Efficient Metamagic (Tier 3) enhancement to select this enhancement.
- Scholar Ability Boost: +1 to Dexterity, Intelligence, or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Scholar Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Scholar Enhancements (Requires Scholar Level 5, Character Level 12, 30 EPs spent in tree)
- Smiting V: You gain a +1 competence bonus on critical threat range with Dark or Light spells. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Smiting IV (Tier 4) enhancement to select this enhancement.
- Savant: Learn of the Path Not Walked:
- Savant of Dark: You have learned to balance the Light and Dark energy you use in your spells, all Dark spells take one less MP to cast (applied after metamagic increases). EP Cost: 2; Ranks: 1; Prerequisite: You must have the Sage of Light core enhancement to select this enhancement.
- Savant of Light: You have learned to balance the Light and Dark energy you use in your spells, all Light spells take one less MP to cast (applied after metamagic increases). EP Cost: 2; Ranks: 1; Prerequisite: You must have the Sage of Dark core enhancement to select this enhancement.
- Spell Penetration: +1 to your caster level check to overcome enemy Spell Resistance. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Spell Penetration (Tier 3) enhancement to select this enhancement.
- Supremacy: Your offensive spells gain a 10% chance to trigger Supremacy buff for 1 minute. Supremacy: +1 critical threat range (apply after all other bonuses), double spell critical damage. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Scholar Ability Boost: +1 to Dexterity, Intelligence, or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Scholar Ability Boost (Tier 4) enhancement to select this enhancement.
Sword Saint
Core Sword Saint Enhancements
- Sword Expertise: You gain a +1 DC with your Swordskills. In addition, you also gain a +1 competence bonus on attack rolls with a sword for each core enhancement you have in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisite: None.
- Improved Aegis: Your Aegis’s aura extends out another 10 feet. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Sword Expertise enhancement to select this enhancement.
- Extended Defensive Perimeter: When you use Defensive Focus, your threatened area extends out by another 5 feet. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Improved Aegis enhancement to select this enhancement.
- Sword Precision: You gain a +1 competence bonus on critical threat range with swords (apply after all other bonuses). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Extended Defensive Perimeter enhancement to select this enhancement.
- Sword Power: You gain a +1 competence bonus on critical multiplier with swords (max of x4). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Sword Precision enhancement to select this enhancement.
- Swordmaster: You gain +2 Strength and Charisma. Your Swordskills deal an additional 2d6 points of damage (of the appropriate type). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Sword Power enhancement to select this enhancement.
Tier 1 Sword Saint Enhancements
- Sword Weapon Training: You gains a +1 competence bonus on attack and damage rolls with swords. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Enhanced Swordplay: You gain a +1 DC with your Swordskills. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Intimidating Skills: +[1/2/3] competence bonus to Intimidate skill checks. Rank 3: +1 Will saves. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Acrobatic: +[1/2/3] competence bonus to Acrobatics, Climb, and Swim skill checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Sword Saint Ability Boost: +1 to Strength or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Sword Saint Enhancements (Requires Sword Saint Level 2, 5 EPs spent in tree)
- Sword Weapon Training: You gains a +1 competence bonus on attack and damage rolls with swords. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Sword Weapon Training (Tier 1) enhancement to select this enhancement.
- Enhanced Swordplay: You gain a +1 DC with your Swordskills. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Enhanced Swordplay (Tier 1) enhancement to select this enhancement.
- Ascetic Training: Your rigorous training gives you various benefits. Choose one:
- Agility: +[1/2/3] competence bonus on Reflex saves and dodge bonus to AC.
- Conditioning: +[1/2/3] competence bonus on Fortitude saves, +[5/10/15] maximum hit points.
EP Cost: 2; Ranks: 3; Prerequisite: None.
- Maneuver Training: Increase combat maneuver attack rolls by +[1/2/3]. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Sword Saint Ability Boost: +1 to Strength or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Sword Saint Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Sword Saint Enhancements (Requires Sword Saint Level 3, 10 EPs spent in tree)
- Sword Weapon Training: You gains a +1 competence bonus on attack and damage rolls with swords. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Sword Weapon Training (Tier 2) enhancement to select this enhancement.
- Enhanced Swordplay: You gain a +1 DC with your Swordskills. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Enhanced Swordplay (Tier 2) enhancement to select this enhancement.
- Ascetic Training: Your rigorous training gives you various benefits. Choose the other option you didn’t choose from Ascetic Training (Tier 2):
- Agility: +[1/2/3] competence bonus on Reflex saves and dodge bonus to AC.
- Conditioning: +[1/2/3] competence bonus on Fortitude saves, +[5/10/15] maximum hit points.
EP Cost: 2; Ranks: 3; Prerequisite: You must have the Ascetic Training (Tier 2) enhancement to select this enhancement.
- Armor Expertise: Armor you equip gains +[1/2/3] bonus to AC. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Sword Saint Ability Boost: +1 to Strength or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Sword Saint Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Sword Saint Enhancements (Requires Sword Saint Level 4, 20 EPs spent in tree)
- Sword Weapon Training: You gains a +1 competence bonus on attack and damage rolls with swords. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Sword Weapon Training (Tier 3) enhancement to select this enhancement.
- Enhanced Swordplay: You gain a +1 DC with your Swordskills. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Enhanced Swordplay (Tier 3) enhancement to select this enhancement.
- Critical Mastery: +[1/2/3] to confirm critical hits and critical hit damage (before weapon multipliers). EP Cost: 1; Ranks: 3; Prerequisite: None.
- Armor Mastery: +[1/2/3] bonus on Armor Class and Armor Maximum Dexterity Bonus. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Sword Saint Ability Boost: +1 to Strength or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Sword Saint Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Sword Saint Enhancements (Requires Sword Saint Level 5, Character Level 12, 30 EPs spent in tree)
- Sword Weapon Training: You gains a +1 competence bonus on attack and damage rolls with swords. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Sword Weapon Training (Tier 4) enhancement to select this enhancement.
- Enhanced Swordplay: You gain a +1 DC with your Swordskills. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Enhanced Swordplay (Tier 4) enhancement to select this enhancement.
- Keen Edge: You gain a +1 competence bonus to critical threat range (apply after all class features and feats that affect critical threat range) with your Focus weapons. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Brutal Impact: You gain a +1 critical damage multiplier (up to a maximum of x4) on a natural roll of a 19-20 and +25% bonus to maximum hit points. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Sword Saint Ability Boost: +1 to Strength or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Sword Saint Ability Boost (Tier 4) enhancement to select this enhancement.