Core Races
Dwarf
Core Dwarf Enhancements
- Dwarven Toughness I: You gain 10 hit points. EP Cost: 1; Ranks: 1; Prerequisite: None.
- Dwarven Constitution I: +1 Constitution. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 4th level and have Dwarven Toughness I enhancement to select this enhancement.
- Dwarven Toughness II: You gain 10 hit points. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 7th level and have Dwarven Constitution I enhancement to select this enhancement.
- Dwarven Constitution II: +1 Constitution. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 11th level and have Dwarven Toughness II enhancement to select this enhancement.
- Dwarven Toughness III: You gain 10 hit points. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 16th level and have Dwarven Constitution II enhancement to select this enhancement.
Tier 1 Dwarf Enhancements
- Iron Stomach: When you drink a potion, you gain a Neutralize Poison effect for 2 minutes. Rank 2: You also gain a Cleanse effect for 2 minutes. Rank 3: You also gain a Heroism effect for 2 minutes. EP Cost: 1; Ranks: 3; Prerequisites: None.
- Stout: +[1/2/3] Acrobatic skill checks and Saves against Poison. EP Cost: 1; Ranks: 3; Prerequisites: None.
- Dwarven Weapon Training: Choose one: EP Cost: 2; Ranks: 1; Prerequisites: None.
- Axe Training: +1 to hit and damage with battle axes, dwarven waraxes, hand axes, greataxes, and throwing axes.
- Pick and Hammer Training: +1 to hit and damage with heavy picks, light hammer, light picks, mauls, throwing hammers, and warhammers.
- Dwarven Armor Mastery: +[1/2/3] Armor Class and Armor Maximum Dexterity Bonus. EP Cost: 1; Ranks: 3; Prerequisites: None.
Tier 2 Dwarf Enhancements (Requires Dwarf Level 2, 5 EPs spent in tree)
- Dwarven Tactics: Grants a +[1/2/3] bonus on the DC of your combat feats. EP Cost: 1; Ranks: 3; Prerequisites: None.
- Child of the Mountain: Grants a +[1/2/3] bonus to Fortitude saves. Rank 3: Grants a +5% bonus to maximum hit points. EP Cost: 1; Ranks: 3; Prerequisites: None.
- Dwarven Weapon Training: Choose one: EP Cost: 2; Ranks: 1; Prerequisites: Dwarven Weapon Training (Tier 1).
- Axe Training: +1 to hit and damage with battle axes, dwarven waraxes, hand axes, greataxes, and throwing axes.
- Pick and Hammer Training: +1 to hit and damage with heavy picks, light hammer, light picks, mauls, throwing hammers, and warhammers.
- Dwarven Shield Mastery: +[1/2/3] Shield Armor Class and +[1/2/3] Tower Shield Maximum Dexterity Bonus. EP Cost: 1; Ranks: 3; Prerequisites: None.
Tier 3 Dwarf Enhancements (Requires Dwarf Level 3, 10 EPs spent in tree)
- Dwarven Runes: Gain +[1/2/3] to saves against spell effects. EP Cost: 1; Ranks: 3; Prerequisites: None.
- Stand Like Stone: Once per day, for 1 minute you gain 5/- damage reduction, and stacking Elemental Resistance of 5, but have a 50% penalty to movement speed, sink in water, and cannot fly. EP Cost: 2; Ranks: 1; Prerequisites: None.
- Dwarven Weapon Training: Choose one: EP Cost: 2; Ranks: 1; Prerequisites: Dwarven Weapon Training (Tier 2).
- Axe Training: +1 to hit and damage with battle axes, dwarven waraxes, hand axes, greataxes, and throwing axes.
- Pick and Hammer Training: +1 to hit and damage with heavy picks, light hammer, light picks, mauls, throwing hammers, and warhammers.
Tier 4 Dwarf Enhancements (Requires Dwarf Level 4, 20 EPs spent in tree)
- Hands of Stone: Earthgrab SLA. Once per day, a target corporeal creature within 30 feet is grabbed by earthen hands and rendered immobilized. (DC 10 + Character Level + Constitution modifier Negates.) EP Cost: 2; Ranks: 1; Prerequisites: None.
- Dwarf Fortress: While wearing full plate and using a shield, you gain +[1/2/3] Armor Class, Intimidate skill checks, and Will saving throws vs. Fear. EP Cost: 1; Ranks: 3; Prerequisites: None.
- Dwarven Weapon Training: Choose one: EP Cost: 2; Ranks: 1; Prerequisites: Dwarven Weapon Training (Tier 3).
- Axe Training: +1 to hit and damage with battle axes, dwarven waraxes, hand axes, greataxes, and throwing axes.
- Pick and Hammer Training: +1 to hit and damage with heavy picks, light hammer, light picks, mauls, throwing hammers, and warhammers.
- Throw Your Weight Around: Choose the same Weapon Type from Dwarven Weapon Training, Tier 4: EP Cost: 2; Ranks: 1; Prerequisites: Dwarven Weapon Training (Tier 4).
- Axes: You may use your Constitution modifier to determine the damage you deal with battle axes, dwarven waraxes, hand axes, greataxes and throwing axes.
- Picks and Hammers: You may use your Constitution modifier to determine the damage you deal with heavy picks, light hammer, light picks, mauls, throwing hammers, and warhammers.
Elvaan
Core Elvaan Enhancements
- Elvaan Accuracy I: You gain a +1 competence bonus to attack rolls with all attacks. Your Point-Blank Shot and Ranged Sneak Attack range is increased by 5 feet for each Elvaan Core Ability you possess from this tree. EP Cost: 1; Ranks: 1; Prerequisite:
- Elvaan Ability I: Choose one: +1 Dexterity, +1 Intelligence, or +1 Charisma. EP Cost: 1; Ranks: 1; Prerequisite: You must be at least 4th level and have Elvaan Accuracy I enhancement to select this enhancement.
- Elvaan Accuracy II: You gain a +1 competence bonus to attack rolls with all attacks. EP Cost: 1; Ranks: 1; Prerequisite: You must be at least 7th level and have Elvaan Ability I enhancement to select this enhancement.
- Elvaan Ability II: Choose one: +1 Dexterity, +1 Intelligence, or +1 Charisma. EP Cost: 1; Ranks: 1; Prerequisite: You must be at least 11th level and have Elvaan Accuracy II enhancement to select this enhancement.
- Elvaan Accuracy III: You gain a +1 competence bonus to attack rolls with all attacks. EP Cost: 1; Ranks: 1; Prerequisite: You must be at least 16th level and have Elvaan Ability II enhancement to select this enhancement.
Tier 1 Elvaan Enhancements
- Nothing is Hidden: Your senses are so acute that you no longer need to spend time searching for the obvious. You will automatically perform a Perception check to locate traps and secret doors when you are in range to spot them, although this Perception check occurs at a -[12/8/4] penalty. EP Cost: 1; Ranks: 3; Prerequisites: None.
- Keen Senses: +[1/2/3] Perception, Stealth, and Survival skill checks. EP Cost: 1; Ranks: 3; Prerequisites: None.
- Fey Step: Once per day, you gain a unique exceptional ability. Choose one: EP Cost: 2; Ranks: 1; Prerequisites: None.
- Spring: You gain a +2 temporary Dodge bonus to AC, with an additional +1 bonus per 2 character levels for 1 minute.
- Summer: You gain +3 weapon damage bonus, with an additional +1 per 5 character levels for 1 minute.
- Autumn: You gain +2 sneak attack dice, with an additional +1 more dice per 3 character levels for 1 minute.
- Winter: You gain a +1 bonus to Spell DCs, with an additional +1 per 5 character levels for 1 minute.
- Arcane Fluidity: Your arcane spell failure chance while wearing armor is decreased by [5/10/15]%. Note: This has no effect on arcane spell failure from shields. EP Cost: 1; Ranks: 3; Prerequisites: None.
Tier 2 Elvaan Enhancements (Requires Elvaan Level 2, 5 EPs spent in tree)
- Minor Spring Attunement: +[1/2/3] dodge bonus to AC. Your Spring Attunement grants you an additional +[1/2/3] Reflex Saving Throws. EP Cost: 1; Ranks: 3; Prerequisites: None.
- Minor Summer Attunement: +[1/2/3] bonus on Critical Hit Confirmation. Your Summer Affinity grants you an additional +[1/2/3] Fortitude Saving Throws. EP Cost: 1; Ranks: 3; Prerequisites: None.
- Arcanum: +[1/2/3] MP and +[1/2/3] bonus on spell penetration. EP Cost: 2; Ranks: 3; Prerequisites: None.
- Minor Autumn Attunement: +[1/2/3] bonus on attack rolls with Sneak Attacks. Your Autumn Affinity grants you an additional +[1/2/3] Will Saving Throws. EP Cost: 1; Ranks: 3; Prerequisites: None.
- Minor Winter Attunement: +[1/2/3] bonus on attack rolls. Your Winter Affinity grants you an additional +[1/2/3] damage reduction /-. EP Cost: 2; Ranks: 3; Prerequisites: None.
Tier 3 Elvaan Enhancements (Requires Elvaan Level 3, 10 EPs spent in tree)
- Major Spring Attunement: +[1/2/3] bonus on ranged attacks. Your Spring Attunement grants an additional +1 Charisma. EP Cost: 1; Ranks: 3; Prerequisites: Minor Spring Attunement enhancement.
- Major Summer Attunement: +[1/2/3] bonus on weapon damage. Your Summer Affinity grants an additional +1 Strength. EP Cost: 1; Ranks: 3; Prerequisites: Minor Summer Attunement enhancement
- Major Autumn Attunement: +[1/2/3] bonus on Sneak Attack damage. Your Autumn Affinity grants you an additional +1 Wisdom. EP Cost: 1; Ranks: 3; Prerequisites: Minor Autumn Attunement enhancement.
- Major Winter Attunement: +[1/2/3] bonus on Fortitude Saves. Your Winter Affinity grants an additional +1 Intelligence. EP Cost: 1; Ranks: 3; Prerequisites: Minor Winter Attunement enhancement.
- Skilled: You gain a +(1/2/3) bonus on 3 skills (chosen by you). EP Cost: 1; Ranks: 3; Prerequisites: None.
Tier 4 Elvaan Enhancements (Requires Elvaan Level 4, 20 EPs spent in tree)
- Spring Spell – Cure III: SLA: Once per day, you can cast Cure III, using your character level as your caster level and your highest mental stat for the spell. EP Cost: 2; Ranks: 1; Prerequisites: Major Spring Attunement enhancement.
- Summer Spell – Fire Shield: SLA: Once per day, you can cast Fire Shield, using your character level as your caster level and your highest mental stat for the spell. EP Cost: 2; Ranks: 1; Prerequisites: Major Summer Attunement enhancement.
- Fey Sight: While you have full MP, you can see things as they truly are. You are able to see invisible creatures and pierce illusions. Note: This grants True Seeing. EP Cost: 2; Ranks: 1; Prerequisites: None.
- Autumn Spell – Shell III: SLA: Once per day, you can cast Shell III, using your character level as your caster level and your highest mental stat for the spell. EP Cost: 2; Ranks: 1; Prerequisites: Major Autumn Attunement enhancement.
- Winter Spell – Displacement: SLA: Once per day, you can cast Displacement, using your character level as your caster level and your highest mental stat for the spell. EP Cost: 2; Ranks: 1; Prerequisites: Major Winter Attunement enhancement.
Galka
Core Galka Enhancements
- Galkan Fury I: When below 80% health, you gain a +2 morale bonus to Strength. EP Cost: 1; Ranks: 1; Prerequisite: None.
- Galkan Strength I: +1 Strength. EP Cost: 1; Ranks: 1; Prerequisite: You must be at least 4th level and have Galkan Fury I enhancement to select this enhancement.
- Galkan Fury II: When below 60% health, you gain a +4 morale bonus to Strength. EP Cost: 1; Ranks: 1; Prerequisite: You must be at least 7th level and have Galkan Strength I enhancement to select this enhancement.
- Galkan Strength II: +1 Strength. EP Cost: 1; Ranks: 1; Prerequisite: You must be at least 11th level and have Galkan Fury II enhancement to select this enhancement.
- Galkan Fury III: When below 40% health, you gain a +8 morale bonus to Strength. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 16th level and have Galkan Strength II enhancement to select this enhancement.
Tier 1 Galka Enhancements
- Mighty Sundering: +[2/4/6]competence bonus to Sunder and reduces Hardness by [1/2/3]. EP Cost: 1; Ranks: 3; Prerequisites: None.
- Brute Force (Ex): Your attacks or spells causes more damage. Choose one: EP Cost: 1; Ranks: 3; Prerequisites: None.
- Brutal Fighting: Once per day, activate this ability to cause your melee attacks to deal +[2/4/6] more damage for 1 minute.
- Brutal Spellcasting: Once per day, your damaging spells deal +[2/4/6] more damage for 1 minute.
- Galkan Weapon Training: +1 to hit and damage when using one-handed melee weapons, and +2 with two-handed melee weapons. EP Cost: 2; Ranks: 1; Prerequisites: None.
- Stubborn: You gain +[1/2/3] bonus to Will saving throws. EP Cost: 1; Ranks: 3; Prerequisites: None.
Tier 2 Galka Enhancements (Requires Galka Level 2, 5 EPs spent in tree)
- Lock Bash: Attempt to pick a lock – with your fists. This ability operates as a Disable Device check using your Intimidate skill + Strength modifier. Thieves’ Tools are not required, nor do they modify this check. EP Cost: 2; Ranks: 1; Prerequisites: None.
- Extra Enhancement Boost: Galkans keep fighting long after other races tire. You can use each of your enhancements that have a daily use [1/2/3] additional times per day. EP Cost: 2; Ranks: 1; Prerequisites: None.
- Galkan Weapon Training: +1 to hit and damage when using one-handed melee weapons, and +2 with two-handed melee weapons. EP Cost: 2; Ranks: 1; Prerequisites: Galkan Weapon Training (Tier 2).
- Galkan Rage (Ex): Once per day, you become enraged, and gain +4 competence bonus on damage rolls and a +2 competence bonus to Strength. Using this ability prevents spellcasting. This enhancement can stack with rage (class feature) or similar class features. EP Cost: 2; Ranks: 1; Prerequisites: None.
Tier 3 Galka Enhancements (Requires Galka 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 Berzerker Power Attack. Damage is doubled when Two Handed Fighting. EP Cost: 1; Ranks: 3; Prerequisites: None.
- Galkan Weapon Training: +1 to hit and damage when using one-handed melee weapons, and +2 with two-handed melee weapons. EP Cost: 2; Ranks: 1; Prerequisites: Galkan Weapon Training (Tier 2 and 3).
Tier 4 Galka Enhancements (Requires Galka Level 4, 20 EPs spent in tree)
- Raging Crush (Ex): Once per day, you can make a melee attack that deals weapon damage + 5d6. 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.
- Galkan Weapon Training: +1 to hit and damage when using one-handed nelee weapons, and +2 with two-handed melee weapons. EP Cost: 2; Ranks: 1; Prerequisites: Galkan Weapon Training (Tier 2, 3, and 4).
- Power Rage: When raging, you gain an additional +[1/2/3] Strength, but also get an additional -[1/2/3] penalty to AC. EP Cost: 1; Ranks: 3; Prerequisites: Galkan Rage enhancement or Rage class feature.
Half-Breed
Half-breeds get access to two racial enhancement trees that could normally take for a half-breed.
Hume
Core Hume Enhancements
- Hume Versatility I (Ex): Choose one: EP Cost: 1; Ranks: 1; Prerequisite: None.
- Attack Boost: Once per day, activate to gain a +6 competence bonus to attack rolls for 1 minute.
- Defense Boost: Once per day, activate to gain a +4 dodge bonus to Armor Class for 1 minute.
- Melee & Ranged Power Boost: Once per day, activate to gain a +3 competence bonus on Melee and Ranged weapon damage rolls for 1 minute.
- Saves Boost: Once per day, activate to gain a +4 competence bonus to all Saving Throws for 1 minute. While under this effect, you do not automatically fail Saving Throws on a roll of a Natural 1.
- Skill Boost: Once per day, activate to gain a +4 competence bonus to all skills for 1 minute.
- Spell Power Boost: Once per day, activate to gain a +3 competence bonus on spell damage rolls for 1 minute.
- Hume Adaptability I: Choose one: +1 Strength, +1 Dexterity, +1 Constitution, +1 Intelligence, +1 Wisdom, or +1 Charisma. EP Cost: 1; Ranks: 1; Prerequisite: You must be at least 4th level and have Hume Versatility I enhancement to select this enhancement.
- Hume Versatility II (Ex): Choose one: Your choice cannot be the same as Human Versatility I. EP Cost: 1; Ranks: 1; Prerequisite: You must be at least 7th level and have Hume Adaptability I enhancement to select this enhancement.
- Attack Boost: Once per day, activate to gain a +6 competence bonus to attack rolls for 1 minute.
- Defense Boost: Once per day, activate to gain a +4 dodge bonus to Armor Class for 1 minute.
- Melee & Ranged Power Boost: Once per day, activate to gain a +3 competence bonus on Melee and Ranged weapon damage rolls for 1 minute.
- Saves Boost: Once per day, activate to gain a +4 competence bonus to all Saving Throws for 1 minute. While under this effect, you do not automatically fail Saving Throws on a roll of a Natural 1.
- Skill Boost: Once per day, activate to gain a +4 competence bonus to all skills for 1 minute.
- Spell Power Boost: Once per day, activate to gain a +3 competence bonus on spell damage rolls for 1 minute.
- Hume Adaptability II: Choose one: +1 Strength, +1 Dexterity, +1 Constitution, +1 Intelligence, +1 Wisdom, or +1 Charisma. EP Cost: 1; Ranks: 1; Prerequisite: You must be at least 11th level and have Hume Versatility II enhancement to select this enhancement.
- Hume Versatility III (Ex): Choose one: Your choice cannot be the same as Hume Versatility I or II. EP Cost: 1; Ranks: 1; Prerequisite: You must be at least 16th level and have Hume Adaptability II enhancement to select this enhancement.
- Attack Boost: Once per day, activate to gain a +6 competence bonus to attack rolls for 1 minute.
- Defense Boost: Once per day, activate to gain a +4 dodge bonus to Armor Class for 1 minute.
- Melee & Ranged Power Boost: Once per day, activate to gain a +3 competence bonus on Melee and Ranged weapon damage rolls for 1 minute.
- Saves Boost: Once per day, activate to gain a +4 competence bonus to all Saving Throws for 1 minute. While under this effect, you do not automatically fail Saving Throws on a roll of a Natural 1.
- Skill Boost: Once per day, activate to gain a +4 competence bonus to all skills for 1 minute.
- Spell Power Boost: Once per day, activate to gain a +3 competence bonus on spell damage rolls for 1 minute.
Tier 1 Hume Enhancements
- Skill Focus: Humes are versatile and can excel at virtually any skill. Choose one: EP Cost: 1; Ranks: 3; Prerequisites: None.
- Athletic: +[1/2/3] Acrobatics, Climb, and Swim.
- Awareness: +[1/2/3] Perception, Sense Motive, and Survival.
- Focused: +[1/2/3] Knowledge checks.
- Negotiator: +[1/2/3] Bluff, Diplomacy, Intimidate and Perform.
- Nimble Fingers: +[1/2/3] Disable Device and Sleight of Hand.
- Self Sufficient: +[1/2/3] Heal and Repair.
- Stealthy: +[1/2/3] Stealth.
- Action Surge: Performing daily-use enhancements also increase an ability score of your choice. Choose one: EP Cost: 1; Ranks: 3; Prerequisites: None.
- Strength: While under the effect of any daily-use enhancements, you gain a +[1/2/3] competence bonus to Strength.
- Dexterity: While under the effect of any daily-use enhancements, you gain a +[1/2/3] competence bonus to Dexterity.
- Constitution: While under the effect of any daily-use enhancements, you gain a +[1/2/3] competence bonus to Constitution.
- Intelligence: While under the effect of any daily-use enhancements, you gain a +[1/2/3] competence bonus to Intelligence.
- Wisdom: While under the effect of any daily-use enhancements, you gain a +[1/2/3] competence bonus to Wisdom.
- Charisma: While under the effect of any daily-use enhancements, you gain a +[1/2/3] competence bonus to Charisma.
- Improved Recovery: You gain additional healing from healing spells and effects equal to 1/4th of what you would be healed for. EP Cost: 2; Ranks: 1; Prerequisites: None.
- Don’t Count Me Out: Your range of unconsciousness extends by [5/10/20] hit points, and you gain a +[1/2/3] damage reduction of – while you are under 50% health. EP Cost: 1; Ranks: 3; Prerequisites: None.
Tier 2 Hume Enhancements (Requires Hume Level 2, 5 EPs spent in tree)
- Skill Focus: Humes are versatile and can excel at virtually any skill. Note: Cannot choose the same one as selected in the previous tier. EP Cost: 1; Ranks: 3; Prerequisites: Skill Focus (Tier 1).
- Action Surge: Performing daily-use enhancements also increase an ability score of your choice. Note: Cannot choose the same one as selected in the previous tier. EP Cost: 1; Ranks: 3; Prerequisites: Action Surge (Tier 1).
- Improved Recovery: You gain additional healing from healing spells and effects equal to half of what you would be healed for. EP Cost: 2; Ranks: 1; Prerequisites: Improved Recovery (Tier 1).
- Fighting Style: Humes are adept at many different fighting styles. Choose one: Improved Recovery: You gain additional healing from healing spells and effects equal to 1/4th of what you would be healed for. EP Cost: 1; Ranks: 3; Prerequisites: None.
- Ambidexterity: You gain +1 to hit when dual-wielding or fighting unarmed.
- Rank 2: Also gains +1 dodge bonus to AC.
- Rank 3: Also gains +1 damage while dual-wielding or fighting unarmed.
- Great Weapon Aptitude: +[2/4/6] to damage rolls while wielding a two-handed weapon.
- Shield Mastery: +[1/2/3] Shield Armor Class and +[1/2/3] Tower Shield Maximum Dexterity Bonus while wielding a shield.
- Sniper: You gain +[1/2/3]d6 Ranged Sneak Attack. Your Point Blank Shot and Ranged Sneak Attack range is increased by [5/10/15] feet.
- Traditionalist Caster: +[1/2/3] on spell damage rolls when wielding a power rod or power staff.
- Ambidexterity: You gain +1 to hit when dual-wielding or fighting unarmed.
Tier 3 Hume Enhancements (Requires Hume Level 3, 10 EPs spent in tree)
- Skill Mastery: +1 to all skills. EP Cost: 2; Ranks: 1; Prerequisites: None.
- Action Surge: Performing daily-use enhancements also increase an ability score of your choice. Note: Cannot choose the same one as selected in the previous tiers. EP Cost: 1; Ranks: 3; Prerequisites: Action Surge (Tier 1 and II).
- Improved Recovery: You gain additional healing from healing spells and effects equal to double of what you would be healed for. EP Cost: 2; Ranks: 1; Prerequisites: Improved Recovery (Tier 1 and II).
- Heroism (Sp): Once per day, you may cast the Heroism spell using your character level as your caster level. EP Cost: 2; Ranks: 1; Prerequisites: None.
Tier 4 Hume Enhancements (Requires Hume Level 4, 20 EPs spent in tree)
- Action Surge: Performing daily-use enhancements also increase an ability score of your choice. Note: Cannot choose the same one as selected in the previous tiers. EP Cost: 1; Ranks: 3; Prerequisites: Action Surge (Tier 1, II, and III).
- Improved Recovery: You maximize all healing that would be healed to you. EP Cost: 2; Ranks: 1; Prerequisites: Improved Recovery (Tier I, II, and III).
- Greater Heroism (Sp): Once per day, you may cast the Greater Heroism spell using your character level as your caster level. EP Cost: 2; Ranks: 1; Prerequisites: None.
Mithra
Core Mithra Enhancements
- Nimble Cat I: +1 Dodge bonus to AC, +1 Maximum Dexterity Bonus in Light Armor. EP Cost: 1; Ranks: 1; Prerequisites: None.
- Ability Score Increase I: Choose one: +1 Dexterity or +1 Charisma. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 4th level and have Nimble Cat I enhancement to select this enhancement.
- Nimble Cat II: +1 Dodge bonus to AC, +1 Maximum Dexterity Bonus in Light Armor. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 7th level and have Ability Score Increase I enhancement to select this enhancement.
- Ability Score Increase II: Choose one: +1 Dexterity or +1 Charisma. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 11th level and have Nimble Cat II enhancement to select this enhancement.
- Nimble Cat III: +1 Dodge bonus to AC, +1 Maximum Dexterity Bonus in Light Armor. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 16th level and have Ability Score Increase II enhancement to select this enhancement.
Tier 1 Mithra Enhancements
- Sharp Claws: +[1/2/3] competence bonus on Attack rolls. EP Cost: 1; Ranks: 3; Prerequisites: None.
- Cat Scratch (Ex): Once per day for a minute, you can make a melee attack as a standard action that strike all nearby foes in front of you equal to your weapon damage. Note: This is a cleave. Strikes in a cone in front of you. EP Cost: 2; Ranks: 1; Prerequisites: None.
- Acrobatic: +[1/2/3] competence bonus to Acrobatic checks to Tumble. +[2/4/6] Armor Class while Tumbling.
- Land On Your Feet: You don’t take Falling Damage. EP Cost: 2; Ranks: 1; Prerequisites: None.
- Sneaky Strikes I: +1 Sneak Attack Die. EP Cost: 2; Ranks: 1; Prerequisites: None.
Tier 2 Mithra Enhancements (Requires Mithra Level 2, 5 EPs spent in tree)
- Surprise Claws: +[1/2/3] competence bonus on Attack while Flanking. EP Cost: 1; Ranks: 3; Prerequisites: Sharp Claws enhancement.
- Hunt Down: Your Cat Scratch now Hamstrings opponents for 1 round, reducing their movement speed by 50%. EP Cost: 2; Ranks: 1; Prerequisites: Cat Scratch enhancement.
- High Places: After falling at least 20 feet, when you land, you gain +2 Critical Hit Confirmation and +2 Critical Hit Damage for 1 minute. EP Cost: 2; Ranks: 1; Prerequisites: None.
- Deflect Arrows: You gain the benefits of the Deflect Arrows feat. EP Cost: 2; Ranks: 1; Prerequisites: None.
- Slip Out of Danger: +[2/4/6] competence bonus on Saves vs. Traps. Rank 3: You gain +1 to Reflex Saves. EP Cost: 1; Ranks: 3; Prerequisites: None.
Tier 3 Mithra Enhancements (Requires Mithra Level 3, 10 EPs spent in tree)
- Sharp Claws II: +[1/2/3] competence bonus on melee damage rolls. EP Cost: 1; Ranks: 3; Prerequisites: Sharp Claws enhancement.
- Corner: You ignore [1/2/3] Dodge bonus to AC when attacking. EP Cost: 1; Ranks: 3; Prerequisites: None.
- Artful Dodge: You gain a +[1/2/3] Dodge bonus to AC. EP Cost: 1; Ranks: 3; Prerequisites: None.
- Sneaky Strikes II: +1 Sneak Attack Die. EP Cost: 2; Ranks: 1; Prerequisites: Sneaky Strikes I enhancement.
Tier 4 Mithra Enhancements (Requires Mithra Level 4, 20 EPs spent in tree)
- Feline Versatility: Choose one of the following. EP Cost: 2; Ranks: 1; Prerequisites: None.
- Lash Out: +2 competence bonus on attack rolls if using a Light Melee Weapon or Rapier in both hands.
- Rapid Scratch: +4 competence bonus on damage rolls while Single Weapon Fighting
- Quick Paw: +4 competence bonus on damage rolls with Thrown Weapons
- Deep Scratches: Your Cat Scratch now deals Bane damage to targets it hits that are vulnerable to Bleed. This damage is equal to 1d4 damage per Character Level. EP Cost: 2; Ranks: 1; Prerequisites: None.
- Nine Lives: You gain Thief’s Defensive Roll thief talent. EP Cost: 2; Ranks: 1; Prerequisites:None.
- Lucky Cat: You gain Evasion. EP Cost: 2; Ranks: 1; Prerequisites: None.
Moogle
Core Moogle Enhancements
- Moogle Luck I: +1 to all Saving Throws. EP Cost: 1; Ranks: 1; Prerequisites: None.
- Dexterity I: +1 Dexterity. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 4th level and have Moogle Luck I enhancement to select this enhancement.
- Moogle Luck II: +1 to all Saving Throws. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 7th level and have Dexterity I enhancement to select this enhancement.
- Dexterity II: +1 Dexterity. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 16th level and 1have Moogle Luck II enhancement to select this enhancement.
- Moogle Luck III: +1 to all Saving Throws. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 16th level and have Dexterity II enhancement to select this enhancement.
Tier 1 Moogle Enhancements
- Stealthy: +[1/2/3] competence bonus on Stealth checks. Rank 3: Thrown attacks you perform while sneaking deal an additionally 2d6 sneak attack damage. EP Cost: 1; Ranks: 3; Prerequisites: None.
- Acrobatic: +[1/2/3] competence bonus on Acrobatics checks to tumble. +[2/4/6] Armor Class while tumbling. EP Cost: 1; Ranks: 3; Prerequisites: None.
- Cunning: +[1/2/3] competence bonus on Bluff skills and on attack rolls while performing Sneak Attacks. EP Cost: 1; Ranks: 3; Prerequisites: None.
- Bold: You overcome fear quickly – fear and shaken effects are removed from you after [3/2/1] rounds. EP Cost: 1; Ranks: 3; Prerequisites: None.
Tier 2 Moogle Enhancements (Requires Moogle Level 2, 5 EPs spent in tree)
- Nimble Reaction: +[1/2/3] Armor Maximum Dexterity Bonus and Dodge bonus to AC. EP Cost: 1; Ranks: 3; Prerequisites: None.
- Guile: +1 Sneak Attack die. EP Cost: 2; Ranks: 1; Prerequisites: None.
- Heroic Companion: Once per day, you may grant an ally +[2/4/6] competence bonus on attack rolls and saving throws, +[0/2/4] Dodge bonus to AC and +[1/2/3] damage reduction of – for 1 minute. EP Cost: 1; Ranks: 3; Prerequisites: None.
Tier 3 Moogle Enhancements (Requires Moogle Level 3, 10 EPs spent in tree)
- Skillful Thrower: You gain +2 hit and damage while using a throwing weapon. EP Cost: 2; Ranks: 1; Prerequisites: None.
- Improved Dodge: +[1/2/3] Dodge bonus to AC when wearing light or no armor. EP Cost: 1; Ranks: 3; Prerequisites: None.
- Guile: +1 Sneak Attack die. EP Cost: 2; Ranks: 1; Prerequisites: Guile (Tier 2).
Tier 4 Moogle Enhancements (Requires Moogle Level 4, 20 EPs spent in tree)
- Master Thrower: You gain a +1 competence bonus to the Critical Threat Range of thrown weapons. EP Cost: 2; Ranks: 1; Prerequisites: Skillful Thrower.
- Moogle Agility: Up to once per round, you gain +1 dodge bonus to AC until you are missed. This effect can stack up to 5 times. EP Cost: 2; Ranks: 1; Prerequisites: None.
- Guile: +1 Sneak Attack die. EP Cost: 2; Ranks: 1; Prerequisites: Guile (Tier 2 and 3).
Tarutaru
Core Tarutaru Enhancements
- Tarutaru Perseverance I: +1 Dodge bonus to AC, +1 competence bonus on Use Magic Device skill checks. EP Cost: 1; Ranks: 1; Prerequisites:
- Intelligence I: +1 Intelligence. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 4th level and have Tarutaru Perseverance I enhancement to select this enhancement.
- Tarutaru Perseverance II: +1 Dodge bonus to AC, +1 competence bonus on Use Magic Device skill checks. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 7th level and have Intelligence I enhancement to select this enhancement.
- Intelligence II: +1 Intelligence. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 11th level and have Tarutaru Perseverance II enhancement to select this enhancement.
- Scrolls: Retain Essence: You gain a 15% racial bonus to your odds of retaining a copy of a Scroll when using it. +2 Dodge bonus to AC, +1 competence bonus om Use Magic Device skill checks. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 16th level and have Intelligence II enhancement to select this enhancement.
Tier 1 Tarutaru Enhancements
- Wand and Scroll Mastery: +[25/50/75]% effectiveness from your wands, scrolls, and other items that cast spells, and +[1/2/3] to the save DC of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees. EP Cost: 1; Ranks: 3; Prerequisites:
- Keen Insight: +[2/4/6] to Will saving throws vs. Illusions. EP Cost: 1; Ranks: 3; Prerequisites:
- Stealth or Awareness: Choose one: EP Cost: 1; Ranks: 3; Prerequisites:
- Awareness: +[1/2/3] competence bonus on Perception checks.
- Stealthy: +[1/2/3] competence bonus on Stealth checks.
- Tarutaru Weapon Training: +1 competence bonus on attack rolls and damage rolls with light hammers, light maces, light picks, shortswords, shortbows, light crossbows, and light repeating crossbows. EP Cost: 2; Ranks: 1; Prerequisites:
Tier 2 Tarutaru Enhancements (Requires Tarutaru Level 2, 5 EPs spent in tree)
- Against the Gigas: Tarutarus have passed their tactics for eluding Gigas/Giants down over generations. +[2/4/6] competence bonus on Saving Throws and Armor Class against Giants/Gigas. EP Cost: 1; Ranks: 3; Prerequisites:
- Permanent Blur: You gain a permanent Blur effect. EP Cost: 2; Ranks: 1; Prerequisites:
- Tarutaru Weapon Training: +1 competence bonus on attack rolls and damage rolls with light hammers, light maces, light picks, shortswords, shortbows, light crossbows, and light repeating crossbows. EP Cost: 2; Ranks: 1; Prerequisites: Tarutaru Weapon Training (Tier 1).
Tier 3 Tarutaru Enhancements (Requires Tarutaru Level 3, 10 EPs spent in tree)
- Nimble Reaction: +[1/2/3] Armor Maximum Dexterity Bonus and Dodge bonus to AC. EP Cost: 1; Ranks: 3; Prerequisites:
- Racial Spell Focus: +[1/2/3] competence bonus to Spell DCs. EP Cost: 1; Ranks: 3; Prerequisites:
- Tarutaru Weapon Training: +2 competence bonus on attack rolls and damage rolls with light hammers, light maces, light picks, shortswords, shortbows, light crossbows, and light repeating crossbows. EP Cost: 2; Ranks: 1; Prerequisites: Tarutaru Weapon Training (Tier 1 and 2).
Tier 4 Tarutaru Enhancements (Requires Tarutaru Level 4, 20 EPs spent in tree)
- Spellblaster: +1 competence bonus on Critical Multiplier with spells. EP Cost: 2; Ranks: 1; Prerequisites:
- Spellweaver: +1 competence bonus on Critical Threat Range with spells. EP Cost: 2; Ranks: 1; Prerequisites:
- Tarutaru Weapon Training: +2 competence bonus on attack rolls and damage rolls with light hammers, light maces, light picks, shortswords, shortbows, light crossbows, and light repeating crossbows. +1 competence bonus to Critical Threat Range with the same weapons. EP Cost: 2; Ranks: 1; Prerequisites: Tarutaru Weapon Training (Tier 1 and 2).