Base Classes
Astrologian
Core Astrologian Enhancements
- Improved Globe: Increase star globe damage by 1d4, and +1 damage per core enhancement you take in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisite: None.
- Future Endeavors: Your Anticipate Danger now grants +1 to Reflex saves in addition to its normal effects, this bonus increases by 1 for each core enhancement you take in this tree. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Improved Globe enhancement to select this enhancement.
- Enhanced Draw: Your Draw ability lasts longer, lasting a number of additional rounds equal to half your astrologian level and you gain 1 more daily use. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Future Endeavors enhancement to select this enhancement.
- True Seeing: You permanently gain the effects of the True Seeing spell. You gain +1 competence bonus to critical threat range and multiplier with your star globe. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Enhanced Draw enhancement to select this enhancement.
- Foretold: You can now apply both the buffs and debuffs of Foretell each time the ability is used and your star globe now does an extra 1d4 damage. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the True Seeing enhancement to select this enhancement.
- Star-Crossed: You now have nearly total control over fate. You gain a +4 Wisdom, your star globe upgrades to d6s, your star globe now does an extra 1d6 damage, and can make an extra attack as a full-round action (this stacks with any talents). In addition, all divination spells count as an additional spell level lower for MP costs, stacking with Far Seer (minimum 1 still) and Read the Stars will always impart a bonus instead of penalty, with the bonuses doubling on success. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Foretold enhancement to select this enhancement.
Tier 1 Astrologian Enhancements
- Smiting I: You gain a +1 DC with non-elemental 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.
- Astrologian Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Astrologian Enhancements (Requires Astrologian Level 2, 5 EPs spent in tree)
- Smiting II: You gain a +1 DC with non-elemental spells. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Smiting I (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.
- Just Reward: When you critically hit with a non-elemental spell, you gain [5/10/15] temporary hit points. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Astrologian Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Astrologian Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Astrologian Enhancements (Requires Astrologian Level 3, 10 EPs spent in tree)
- Smiting III: You gain a +1 DC with non-elemental spells. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Smiting II (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.
- Resistance: You gain +[1/2/3] to all saving throws against spells and spell-like abilities. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Spell Penetration: +1 to your caster level check to overcome enemy Spell Resistance. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Astrologian Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Astrologian Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Astrologian Enhancements (Requires Astrologian Level 4, 20 EPs spent in tree)
- Smiting IV: You gain a +1 DC with non-elemental spells. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Smiting III (Tier 3) enhancement to select this enhancement.
- Efficient Metamagic: Choose a different Metamagic feat than Tier 2/3. 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.
- Intense Healing: Your healing spells are cast at +[1/2/3] caster level. EP Cost: 1; Ranks: 3; Prerequisite: None.
- 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.
- Astrologian Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Astrologian Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Astrologian Enhancements (Requires Astrologian Level 5, Character Level 12, 30 EPs spent in tree)
- Smiting V: You gain a +1 DC with non-elemental spells. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Smiting IV (Tier 4) enhancement to select this enhancement.
- Incredible Healing: Your healing spells that has a cap of a caster level are increased by [1/2/3] levels. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Intense Healing (Tier 4) enhancement to select this enhancement.
- Superb Health: You are immune to natural, magical, and supernatural diseases. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Empowerment: You gain a +1 DC to your non-elemental spells. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Astrologian Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Astrologian Ability Boost (Tier 4) enhancement to select this enhancement.
Berserker
Core Berserker Enhancements
- Die Hard: You gain the Diehard feat, automatically stabilizing when incapacitated. EP Cost: 1; Ranks: 1; Prerequisite: None.
- Furious Rage: When you are raging and miss your attack by rolling a 1, you gain Fury for 1 round. Fury: +1 rage bonus to attack and damage. This effect stacks and one stack fades every round. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Die Hard enhancement to select this enhancement.
- Toughness: You gain a +1 competence bonus on your Constitution score and +5 hit points. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Furious Rage enhancement to select this enhancement.
- Elemental Defense: When enemy deals elemental damage to you, there’s a 25% chance, you’ll gain 10 temporary hit points for 1 minute. This can trigger up to once a round. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Toughness enhancement to select this enhancement.
- Subsiding Fury: When you use Rage, you gain 3 stacks of Fury. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Elemental Defense enhancement to select this enhancement.
- Mind Over Magic: You have a Spell Resistance equal to your Constitution score. In addition, you also gain +4 bonus to your Constitution score and +20 Hit Points. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Subsiding Fury enhancement to select this enhancement.
Tier 1 Berserker Enhancements
- Intimidate: +[1/2/3] competence bonus to Intimidate checks. Rank 3: +1 bonus on Will saves. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Extra Rage: +[2/4/6] rounds of Rage per day. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Power Rage: +[1/2/3] Strength while raging. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Die Harder: Your range of unconsciousness extends +[5/10/15] hit points. When you drop below 1 HP, you gain [10/20/30] temporary hit points for 1 minute. This can only trigger once per encounter. EP Cost: 2; Ranks: 3; Prerequisite: None.
- Berserker Ability Boost: +1 to Strength or Constitution score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Berserker Enhancements (Requires Berserker Level 2, 5 EPs spent in tree)
- Combat Maneuver Focus: +[1/2/3] competence bonus to the CMB rolls of combat maneuver attempts. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Hardy Rage: +[1/2/3] Constitution while raging. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Power Rage (Tier 1) enhancement to select this enhancement.
- Natural Weapons Training: +[1/2/3] competence bonus on attack and damage rolls with natural weapons. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Power Attack: Your Power Attack feat deals +[1/2/3] additional point(s) of bonus damage. Note: This extra damage is doubled when wielding a two-handed weapon. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Power Attack feat to select this enhancement.
- Berserker Ability Boost: +1 to Strength or Constitution score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Berserker Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Berserker Enhancements (Requires Berserker Level 3, 10 EPs spent in tree)
- Critical Mastery: +[1/2/3] competence bonus to critical damage and to confirm critical hits. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Willpower Rage: You gain +[1/2/3] competence bonus to Will saving throws while raging. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Hardy Rage (Tier 2) enhancement to select this enhancement.
- Lessons of Travel: +[2/4/6] elemental resistance against Earth, Fire, Ice, Lightning, Water, and Wind damage. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Lessons of Nature: You gain a +[2/4/6] competence bonus to saves vs. both disease and poison. Rank 3: You don’t fail disease or poison saving throws on a roll of 1. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Berserker Ability Boost: +1 to Strength or Constitution score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Berserker Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Berserker Enhancements (Requires Berserker Level 4, 20 EPs spent in tree)
- Bond of Retribution: While below 50% health, you gain +1 competence bonus on critical damage multiplier on attack rolls (to a maximum of x4). EP Cost: 2; Ranks: 1; Prerequisite: None.
- Fear Me!: When you use the Intimidate skill, affected enemies are also Frightened for 1 round. EP Cost: 2; Ranks: 1; Prerequisite: None.
- I Like Pain: When you are hit: [10/20/30]% chance to gain +[5/10/15] temporary hit points for 1 minute. These temporary hit points stack with other means of temporary hit point gains. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Aura of Fear: Adjacent enemies receive a -2 penalty to Strength and Charisma. Rank 2: Adjacent enemies receive a -2 penalty to Strength, Charisma, Dexterity and Wisdom. Rank 3: Adjacent enemies receive a -2 penalty to all ability scores. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Berserker Ability Boost: +1 to Strength or Constitution score. EP Cost: 2; Ranks: 1; Prerequisites: You must have the Berserker Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Berserker Enhancements (Requires Berserker Level 5, Character Level 12, 30 EPs spent in tree)
- Focused Wrath: +[1/2] competence bonus to critical multiplier (up to a max of x4). EP Cost: 1; Ranks: 2; Prerequisite: None.
- Healing or Hurt: Choose one:
- Accelerated Metabolism: While you rage, you heal 10 hit points every round.
- Raging Blows: While you rage, you gain +5 competence bonus on attack rolls and your melee attacks deal an extra die of damage.
EP Cost: 2; Ranks: 1; Prerequisite: None.
- I Hit Back!: When you are hit: [10/20/30]% chance to deal [1/2/3]x weapon damage to attacker. EP Cost: 2; Ranks: 3; Prerequisite: None.
- Bully: You deal +[5/10/15] damage to helpless enemies. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Berserker Ability Boost: +1 to Strength or Constitution score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Berserker Ability Boost (Tier 4) enhancement to select this enhancement.
Blue Mage
Core Blue Mage Enhancements
- Sagacity: You gain a +2 competence bonus on Knowledge skill checks for each core enhancement you possess in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisite: None.
- Perceptive Scan: When using Scan, you gain a +1 insight bonus on attack rolls against that creature for each enhancement you possess in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have Sagacity enhancement to select this enhancement.
- Favored Offense: Against favored enemies, your weapons gain a +1 competence bonus on critical threat range (apply after all other bonuses) and to critical multiplier (to a max of x4). In addition, you also deal 1d6 points of precision damage against favored enemies. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Perceptive Scan enhancement to select this enhancement.
- Hasted Natural Attack: While attacking with natural weapons, you gain an additional attack at your highest BAB with a full-attack action. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Favored Offense enhancement to select this enhancement.
- Mark of the Blue Wizard: Your attacks bypass an additional damage reduction up to 5/- versus favored enemies and you also gain +2 damage when attacking favored enemies. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Hasted Natural Attack enhancement to select this enhancement.
- Cerulean Caster: You gain a +4 bonus to your Intelligence score and you deal an additional 1d6 points of precision damage versus favored enemies. In addition, you add your favored enemy bonus as an insight bonus on saves against spells and abilities used by your favored enemies. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Mark of the Blue Wizard enhancement to select this enhancement.
Tier 1 Blue Mage Enhancements
- Extra Favored Enemy: A new creature type is added to your list of favored enemies. Choose between: Aberration, Animal, Construct, Dragon Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Undead, or Vermin. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Favored Enemy class feature to select this enhancement.
- Favored Defense: You gain +[2/4/6] Armor Class when attacked by Favored Enemies. You gain +[1/2/3] to Saving Throws against spells or effects from Favored Enemies. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Favored Enemy class feature 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: None.
- Arcane Knowledge: +[1/2/3] competence bonus to Spellcraft and Use Magic Device skill checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Blue Mage Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Blue Mage Enhancements (Requires Blue Mage Level 2, 5 EPs spent in tree)
- Extra Favored Enemy: A new creature type is added to your list of favored enemies. Choose between: Aberration, Animal, Construct, Dragon Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Undead, or Vermin. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Extra Favored Enemy (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.
- Resistance: You gain +[1/2/3] to all saving throws against spells and spell-like abilities. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Blue Mage Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Blue Mage Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Blue Mage Enhancements (Requires Blue Mage Level 3, 10 EPs spent in tree)
- Extra Favored Enemy: A new creature type is added to your list of favored enemies. Choose between: Aberration, Animal, Construct, Dragon Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Undead, or Vermin. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Extra Favored Enemy (Tier 2) enhancement to select this enhancement.
- Favored Hunter: You gain +[1/2/3] on attack and damage rolls when attacking a favored enemy. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Favored Enemy class feature to select this enhancement.
- Efficient Metamagic: Choose a different Metamagic feat than Tier 2. Using that Metamagic costs you 1 fewer MP. EP Cost: 1; Ranks: 3; 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.
- Blue Mage Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Blue Mage Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Blue Mage Enhancements (Requires Blue Mage Level 4, 20 EPs spent in tree)
- Extra Favored Enemy: A new creature type is added to your list of favored enemies. Choose between: Aberration, Animal, Construct, Dragon Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Undead, or Vermin. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Extra Favored Enemy (Tier 3) enhancement to select this enhancement.
- Efficient Metamagic: Choose a different Metamagic feat than Tier 2/3. 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.
- 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.
- Monster Empowerment: You gain a +1 DC to your spells. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Blue Mage Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Blue Mage Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Blue Mage Enhancements (Requires Blue Mage Level 5, Character Level 12, 30 EPs spent in tree)
- Extra Favored Enemy: A new creature type is added to your list of favored enemies. Choose between: Aberration, Animal, Construct, Dragon Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Undead, or Vermin. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Extra Favored Enemy (Tier 4) enhancement to select this enhancement.
- Efficient Metamagic: Choose a different Metamagic feat than Tier 2, 3, and 4. Using that Metamagic costs you 1 fewer MP. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Efficient Metamagic (Tier 4) 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 4) enhancement to select this enhancement.
- Monster Empowerment: You gain a +1 DC to your spells. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Monster Empowerment (Tier 4) enhancement to select this enhancement.
- Blue Mage Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Blue Mage Ability Boost (Tier 4) enhancement to select this enhancement.
Chemist
Core Chemist Enhancements
- Poisoner: +2 competence bonus on saves vs. Poisons, +2 competence bonus on saves vs. Diseases. These bonuses increase by 2 for every core enhancement in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisite: None.
- Poisoned Coating: Your weapons are coated with poison that deals an additional 1d6 non-elemental damage on a successful hit. You gain an additional 1d6 every three chemist levels (at 6th, 9th, 12th, 15th and 18th). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Poisoner enhancement to select this enhancement.
- Hidden Blades: Your Poisoned Coating dice are now d8s (instead of the original d6s). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Poisoned Coating enhancement to select this enhancement.
- Alchemical Shield: While in light or no armor, you have a +4 alchemical bonus to AC and are protected from Ruin (this spell deals no damage to you). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Hidden Blades enhancement to select this enhancement.
- Brushed Aside: You gain the Defensive Roll class feature as a thief with this advanced thief talent. Your Poisoned Coating dice are now d10s (replacing previous d8s). While wielding a weapon in your main hand and nothing in your off hand, you have a +1 competence bonus to critical multiplier up to a maximum of x4. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Alchemical Shield enhancement to select this enhancement.
- Venom’s Grip: You gain +2 Dexterity and Intelligence. You also gain +4 Bomb dice and your Poisoned Coating dice are now d12 (replacing previous d10s). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Brushed Aside enhancement to select this enhancement.
Tier 1 Chemist Enhancements
- Deadly Poison I: You gain a +2 competence bonus on hit and +1 competence bonus on damage while wielding a weapon in your main hand and nothing in your off hand. Note: This enhancement and the following enhancements work with quarterstaffs. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Apothecary Skills: +[1/2/3] competence bonus to Diplomacy and Heal skill checks. Rank 3: +1 Will saves. 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.
- Alchemical Item Mastery: +[25/50/75]% damage and healing from your alchemical items, and +[1/3/6] to the save DCs of your alchemical items. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Chemist Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Chemist Enhancements (Requires Chemist Level 2, 5 EPs spent in tree)
- Deadly Poison II: You gain a +2 competence bonus on hit and +1 competence bonus on damage while wielding a weapon in your main hand and nothing in your off hand. Note: This enhancement and the following enhancements work with quarterstaffs. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Deadly Poison I (Tier 1) enhancement to select this enhancement.
- Alchemical Accuracy: +[1/2/3] competence bonus to attack rolls. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Bomb Critical: Your bombs now have a chance to crit on a 19-20. Stacks with Improved Critical, applied afterwards. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Bomb class feature to select this enhancement.
- Bomb Training: Grants +1 Bomb die and +1 competence bonus on attack rolls when throwing bombs. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Bomb class feature to select this enhancement.
- Chemist Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Chemist Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Chemist Enhancements (Requires Chemist Level 3, 10 EPs spent in tree)
- Deadly Poison III: You gain a +2 competence bonus on hit and +1 competence bonus on damage while wielding a weapon in your main hand and nothing in your off hand. Note: This enhancement and the following enhancements work with quarterstaffs. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Deadly Poison II (Tier 2) enhancement to select this enhancement.
- Safety Goggles: +[1/2/3] dodge bonus to Armor Class and +[2/4/6] elemental tesistance to Earth, Fire, Ice, Lightning, Water, and Wind damage. Rank 3: Blindness Immunity. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Toxic Augmentation: Your melee/ranged attacks against poisoned enemies reduce their Fortitude saves by -1 for 1 minute. This effect stacks up to 4 times. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Poisoned Coating enhancement to select this enhancement.
- Bomb Training: Grants +1 Bomb die and +1 competence bonus on attack rolls when throwing bombs. EP Cost: 2; Ranks: 1; Prerequisites: You must have the Bomb Training (Tier 2) enhancement to select this enhancement.
- Chemist Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Chemist Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Chemist Enhancements (Requires Chemist Level 4, 20 EPs spent in tree)
- Deadly Poison IV: You gain +2 competence bonus on attack rolls and +1 competence bonus on damage rolls while wielding a weapon in your main hand and nothing in your off hand. Note: This enhancement and the following enhancements work with quarterstaffs. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Deadly Poison III (Tier 3) enhancement to select this enhancement.
- Elemental Defenses: When enemy spells deal elemental damage against you, there’s a 25% chance you’ll gain +[10/20/30] temporary hit points for 1 minute. This can trigger up to once a round. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Insulated Boots: +[20/25/30] Spell Resistance. Rank 3: You are immune to Slippery Surfaces. EP Cost: 2; Ranks: 3; Prerequisite: None.
- Bomb Training: Grants +1 Bomb die and +1 competence bonus on attack rolls when throwing bombs. EP Cost: 2; Ranks: 1; Prerequisites: You must have the Bomb Training (Tier 3) enhancement to select this enhancement.
- Chemist Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Chemist Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Chemist Enhancements (Requires Chemist Level 5, Character Level 12, 30 EPs spent in tree)
- Fatal Poison: You gain +2 competence bonus on attack rolls, +1 competence bonus on damage rolls, and +1 competence bonus to Critical Range while wielding a weapon in your main hand and nothing in your off hand. Note: This enhancement and the following enhancements work with quarterstaffs. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Deadly Poison IV (Tier 4) enhancement to select this enhancement.
- Chemical Weapon: Your poisoned weapons deal double weapon damage. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Toxic Augmentation (Tier 3) enhancement to select this enhancement.
- Gloves of the Master Apothecary: +5 competence bonus to Craft (Alchemy) skill checks. You have a 15% chance to retain a copy of any single-use Healing Potion that you drink. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Bomb Training: Grants +1 Bomb die and +1 competence bonus on attack rolls when throwing bombs. EP Cost: 2; Ranks: 1; Prerequisites: You must have the Bomb Training (Tier 4) enhancement to select this enhancement.
- Chemist Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Chemist Ability Boost (Tier 4) enhancement to select this enhancement.
Chocobo Knight
Core Chocobo Knight Enhancements
- Alpha Chocobo I: Your companion gains the ability to cast Choco Cure up to once per day as a spell-like ability. EP Cost: 1; Ranks: 1; Prerequisite: None.
- Improved Commander’s Aura: Your aura’s bonuses increase by 1 and you gain 2 extra rounds of Commander’s Aura for every core enhancement you have in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Alpha Chocobo I enhancement to select this enhancement.
- Alpha Chocobo II: Your companion gains the ability to cast Choco Guard up to once per day as a spell-like ability. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Improved Commander’s Aura enhancement to select this enhancement.
- Enhanced Banner: Your banner’s bonuses increase by 1 and the banner’s range increases by 10 feet. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Alpha Chocobo II enhancement to select this enhancement.
- Alpha Chocobo III: Your companion gains the ability to cast Choco Barrier up to onceper day as a spell-like ability. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Enhanced Banner enhancement to select this enhancement.
- Commander: You gain +2 to Strength or Dexterity and Charisma. You deal an additional 2d6 of precision damage against targets you charged against while mounted. In addition, your companion gains one additional use of its spell-like abilities and a +2 to all stats. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Alpha Chocobo III enhancement to select this enhancement.
Tier 1 Chocobo Knight Enhancements
- Resistant Companion: Your companion gains 5 elemental resistance to all elements. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Extra Aura: +[2/4/6] rounds of Commander’s Aura per day. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Resilient Companion: Your companion gains a +[1/2/3] competence bonus on all saves. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Rider: +[1/2/3] competence bonus to Acrobatics, Handle Animal, and Ride skill checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Chocobo Knight Ability Boost: +1 to Dexterity, Strength, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Chocobo Knight Enhancements (Requires Chocobo Knight Level 2, 5 EPs spent in tree)
- Resistant Companion: Your companion gains additional 5 elemental resistance to all elements. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Resistant Companion (Tier 1) enhancement to select this enhancement.
- Alpha Companion: Your companion gains +[1/2/3] circumstance bonus on attack and damage rolls, +[2/4/6] natural armor bonus to AC, and its attacks bypass [1/2/3] of enemy’s damage reduction. EP Cost: 2; 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: None.
- Companion Precision: Your companion gains a +1 competence bonus on critical threat range with its natural attacks (apply afterwards, after all other feats). EP Cost: 2; Ranks: 1; Prerequisite: None.
- Chocobo Knight Ability Boost: +1 to Dexterity, Strength, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Chocobo Knight Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Chocobo Knight Enhancements (Requires Chocobo Knight Level 3, 10 EPs spent in tree)
- Resistant Companion: Your companion gains additional 5 elemental resistance to all elements. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Resistant Companion (Tier 2) enhancement to select this enhancement.
- Charge!: Whenever you charge while mounted, you gain a +[1/2/3] competence bonus on attack rolls and deal an additional +[2/4/6] points of precision damage. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Hardy Companion: Your companion gains a +[1/2/3] damage reduction/-. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Companion Precision: Your companion gains a +1 competence bonus on critical threat range with its natural attacks (apply afterwards, after all other feats). EP Cost: 2; Ranks: 1; Prerequisite: You must have the Companion Precision (Tier 2) enhancement to select this enhancement.
- Chocobo Knight Ability Boost: +1 to Dexterity, Strength, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Chocobo Knight Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Chocobo Knight Enhancements (Requires Chocobo Knight Level 4, 20 EPs spent in tree)
- Resistant Companion: Your companion gains additional 5 elemental resistance to all elements. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Resistant Companion (Tier 3) enhancement to select this enhancement.
- Elusive Companion: Your companion gains a +[1/2/3] dodge bonus to AC. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Critical Companion: Your companion gains a +1 competence bonus on critical multiplier (to a max of x4). EP Cost: 2; Ranks: 1; Prerequisite: None.
- Companion Precision: Your companion gains a +1 competence bonus on critical threat range with its natural attacks (apply afterwards, after all other feats). EP Cost: 2; Ranks: 1; Prerequisite: You must have the Companion Precision (Tier 3) enhancement to select this enhancement.
- Chocobo Knight Ability Boost: +1 to Dexterity, Strength, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Chocobo Knight Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Chocobo Knight Enhancements (Requires Chocobo Knight Level 5, Character Level 12, 30 EPs spent in tree)
- Resistant Companion: Your companion gains additional 5 elemental resistance to all elements. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Resistant Companion (Tier 4) enhancement to select this enhancement.
- Companion Strengthening: Your companion gains a +[2/4/6] bonus to Strength, Dexterity, and Constitution. Rank 3: You gain +1 Strength and Dexterity. EP Cost: 2; Ranks: 3; Prerequisite: None.
- Tough Companion: Your companion gains +[10/20/30] to its max hit points. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Shared Spirit (Tier 2) enhancement to select this enhancement.
- Companion Precision: Your companion gains a +1 competence bonus on critical threat range with its natural attacks (apply afterwards, after all other feats). EP Cost: 2; Ranks: 1; Prerequisite: You must have the Companion Precision (Tier 4) enhancement to select this enhancement.
- Chocobo Knight Ability Boost: +1 to Dexterity, Strength, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Chocobo Knight Ability Boost (Tier 4) enhancement to select this enhancement.
Cleric
Core Cleric Enhancements
- Slayer of Good or Evil I: While using a Favored Weapon, you deal 1d6 additional shadow or holy damage. You also resist good or evil influences particularly well, gaining a +2 competence bonus on saves against spells and effects produced by good or evil creatures. You also gain +1 to attack evil creatures. EP Cost: 1; Ranks: 1; Prerequisite: None.
- Divine Righteousness: Whenever you use Channel Energy, you gain temporary hit points equal your Charisma score. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Slayer of Good or Evil I enhancement to select this enhancement.
- Slayer of Good or Evil II: Your slayer of good or evil now grants +2 to attack good or evil creatures. You now resist good or evil influences particularly well, gaining a +2 competence bonus on saves against spells and effects produced by good or evil creatures. Your weapons gain the Ghost Touch effect. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Divine Righteousness enhancement to select this enhancement.
- War Caster: You can cast Haste as a spell-like ability up to 3 times per day. Passive: You gain a +1 competence bonus to critical threat range with your Favored Weapon and a +2 deflection bonus on Armor Class. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Slayer of Good or Evil II enhancement to select this enhancement.
- Slayer of Good or Evil III: Your slayer of good or evil now grants +4 to attack good or evil creatures. You now resist good or evil influences particularly well, gaining a +4 bonus to saves against spells and effects produced by good or evil creatures. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the War Caster enhancement to select this enhancement.
- Priest: You gain +2 Strength or Wisdom and Constitution. You also gain +4 Channel Energy dice and you add your Charisma modifier when you use Channel Energy. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Slayer of Good or Evil III enhancement to select this enhancement.
Tier 1 Cleric Enhancements
- Divine Combatant: +1 competence bonus on attack rolls and damage with favored weapons. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Bliss: When you use a Channel Energy to deal damage to undead for any reason, you gain [5/10/15] temporary hit points (that stacks with Divine Righteousness enhancement). EP Cost: 1; Ranks: 3; Prerequisite: None.
- Cleric Skills: +[1/2/3] competence bonus to Diplomacy and Heal skill checks. Rank 3: +1 Will saves. 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.
- Cleric Ability Boost: +1 to Intelligence, Wisdom, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Cleric Enhancements (Requires Cleric Level 2, 5 EPs spent in tree)
- Adept Combatant: +1 competence bonus on attack and damage rolls with all weapons. You gain Longsword, Battle Axe, Heavy Mace, Morningstar, and War Hammer as Favored Weapons. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Divine Combatant (Tier 1) enhancement to select this enhancement.
- Spell Penetration: +[1/2/3] to your caster level check to overcome enemy Spell Resistance. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Purge Dark Magics: Whenever you use Channel Energy: Dispels [1/2/3] hostile magical effects from your targets. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Shield of Dawn: When struck, attackers are dealt 1d6/2d6/3d6 points of shadow or holy damage. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Cleric Ability Boost: +1 to Intelligence, Wisdom, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Cleric Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Cleric Enhancements (Requires Cleric Level 3, 10 EPs spent in tree)
- Divine Combatant II: +2 competence bonus on attack and damage rolls with Favored Weapons. You gain Greatsword as a Favored Weapon. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Adept Combatant (Tier 2) enhancement to select this enhancement.
- Martyrdom: When you are killed, four channel energy uses are expended. All nearby living allies and enemy undead heal for 10d6 damage and undead take 10d6 points of holy damage. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Smiting: Your spells gain a +1 competence bonus to critical threat range. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Spell Penetration: You add +1 competence bonus to you caster level check to overcome an enemy’s Spell Resistance. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Cleric Ability Boost: +1 to Intelligence, Wisdom, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Cleric Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Cleric Enhancements (Requires Cleric Level 4, 20 EPs spent in tree)
- Cleric’s Training: +1 competence bonus on attack rolls and damage with all weapons and an additional +1 competence bonus on attack rolls and damage with Favored Weapons. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Divine Combatant II (Tier 3) enhancement to select this enhancement.
- Divine Health: You are immune to natural, magical, and supernatural diseases. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Endless Channel: Channel Energy usage regenerates at a rate of one every 6 hours. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Smiting: Your spells gain a +1 competence bonus to critical threat range. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Smiting (Tier 3) enhancement to select this enhancement.
- Cleric Ability Boost: +1 to Intelligence, Wisdom, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Cleric Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Cleric Enhancements (Requires Cleric Level 5, Character Level 12, 30 EPs spent in tree)
- Ascendency: +2 competence bonus on attack rolls and damage with all weapons. An additional +2 competence bonus on attack rolls and damage with Favored Weapons. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Cleric’s Training (Tier 4) enhancement to select this enhancement.
- Spell Penetration: You add +1 competence bonus to your caster level check to overcome an enemy’s Spell Resistance. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Spell Penetration (Tier 3) enhancement to select this enhancement.
- Smiting: Your spells gain a +1 competence bonus to critical threat range. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Smiting (Tier 4) enhancement to select this enhancement.
- Intense Faith: Your spells are cast at +[1/2/3] caster level. EP Cost: 2; Ranks: 3; Prerequisite: None.
- Cleric Ability Boost: +1 to Intelligence, Wisdom, or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Cleric Ability Boost (Tier 4) enhancement to select this enhancement.
Dark Knight
Core Dark Knight Enhancements
- Darkness Grows: Your Dark Side now deals an extra +2 damage per core enhancement you gain in this tree (including this one), as well as grants you DR 1/- (this stacks with Grit Stance). EP Cost: 1; Ranks: 1; Prerequisite: None.
- Focused Harm: Your Harm Touch now adds your Charisma modifier to damage and deals an extra 1d6. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Darkness Grows enhancement to select this enhancement.
- Soul Control: Your Soul Eater now only deals half as much damage to you and you deal an additional 1d6 points of non-elemental damage. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Focused Harm enhancement to select this enhancement.
- Dark Weapons: You gain a +5 dark points to your dark pool and weapons you wield deal an additional 1d6 points of shadow damage. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Soul Control enhancement to select this enhancement.
- True Grit: You gain the Combat Reflexes feat while under Grit Stance, but it uses your Charisma modifier instead to determine AOO. In addition, you reduce the damage penalty by 1 per core enhancement you have in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Dark Weapons enhancement to select this enhancement.
- Darkness Manifest: You gain a +2 Charisma and +2 Strength. Your Dark Side now deals half as much damage to yourself, your Grit Stance no longer has a movement penalty, and each round on the first successful hit, you deal double your Charisma modifier in extra damage. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the True Grit enhancement to select this enhancement.
Tier 1 Dark Knight Enhancements
- Two-Handed Specialization: You gain +1 competence bonus on attack and damage rolls with two-handed weapons. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Enhanced Harm Touch: You gain a +[1/2/3] competence bonus on attack rolls with harm touch and inflict an additional [1d6/2d6/3d6] with harm touch. EP Cost: 2; Ranks: 3; Prerequisite: You must have the Harm Touch class feature to select this enhancement.
- 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.
- Dark Knight Ability Boost: +1 to Strength or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Dark Knight Enhancements (Requires Dark Knight Level 2, 5 EPs spent in tree)
- Two-Handed Specialization: You gain +1 competence bonus on attack and damage rolls with two-handed weapons. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Two-Handed Specialization (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.
- Slayer: Killing an enemy grants you a +[1/2/3] morale bonus on attack and damage rolls. This lasts for 1 minute. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Maneuver Training: Increase combat maneuver attack rolls by +[1/2/3]. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Dark Knight Ability Boost: +1 to Strength or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Dark Knight Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Dark Knight Enhancements (Requires Dark Knight Level 3, 10 EPs spent in tree)
- Two-Handed Specialization: You gain +1 competence bonus on attack and damage rolls with two-handed weapons. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Two-Handed Specialization (Tier 2) enhancement to select this enhancement.
- Critical Mastery: +[1/2/3] competence bonus on confirm critical hits and critical hit damage (before weapon multipliers). EP Cost: 1; Ranks: 3; Prerequisite: None.
- Athletic Mastery: +[1/2/3] maximum Dexterity bonus and –[1/2/3] armor check penalty (works with all armor types). 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.
- Dark Knight Ability Boost: +1 to Strength or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Dark Knight Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Dark Knight Enhancements (Requires Dark Knight Level 4, 20 EPs spent in tree)
- Two-Handed Specialization: You gain +1 competence bonus on attack and damage rolls with two-handed weapons. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Two-Handed Specialization (Tier 3) enhancement to select this enhancement.
- Strike at the Heart: Your weapon attacks inflict a stack of Armor Destruction. (a stacking -1 penalty to Armor Class, for a minute. Stacks up to 15 times). EP Cost: 1; Ranks: 3; Prerequisite: None.
- Myrmidon’s Edge: +[1/2/3] competence bonus on 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.
- Energy of the Disciple: Your studies have increased your maximum MP by an additional [1/2/3]. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Dark Knight Ability Boost: +1 to Strength or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Dark Knight Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Dark Knight Enhancements (Requires Dark Knight Level 5, Character Level 12, 30 EPs spent in tree)
- Two-Handed Specialization: You gain +1 competence bonus on attack and damage rolls with two-handed weapons. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Two-Handed Specialization (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 competence bonus on 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.
- Armor Mastery: +[1/2/3] bonus to armor class and armor maximum dexterity bonus. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Dark Knight Ability Boost: +1 to Strength or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Dark Knight Ability Boost (Tier 4) enhancement to select this enhancement.
Engineer
Core Engineer Enhancements
- Expert Repairer: Your Repair now adds your Intelligence modifier to the repair roll and you gain additional repair usage 1 additional time per day for each core enhancement you have in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisite: None.
- Salvage Expertise: Whenever you use Salvage, you gain double the gil amount. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Expert Repairer enhancement to select this enhancement.
- Targeting Sights: You can now use your Intelligence modifier for damage with all crossbows and firearms. You also gain proficiency with light repeating crossbows. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Salvage Expertise enhancement to select this enhancement.
- Tough Machines: Your companion gains 50 additional hit points and your Support Droid gains 25 additional hit points. Your companion and support droid also gains a hardness of 5 (which stacks with other forms of hardness). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Targeting Sights enhancement to select this enhancement.
- Expert Shot: You gain a +1 competence bonus to critical multiplier (up to a maximum of x4) with crossbows and firearms. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Tough Machines enhancement to select this enhancement.
- Craftsman: You gain a +2 Dexterity and Intelligence. You also gain +4 Repair dice and you may take 20 on Craft skill checks as if you’re taking 10. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Expert Shot enhancement to select this enhancement.
Tier 1 Engineer Enhancements
- Enhanced Repair: You gain a Repair die and a +1 competence bonus on repair rolls. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Repair class feature to select this enhancement.
- Mechanics: +[1/2/3] competence bonus on Disable Device and Repair checks. +[1/2/3] competence bonus on Saving Throws you make against traps. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Field Engineer: +[1/2/3] competence bonus on Knowledge (Engineering and Technology). Rank 3: +1 competence bonus on Reflex saves vs. Traps. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Crafter: +[1/2/3] competence bonus on all Craft skill checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Engineer Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Engineer Enhancements (Requires Engineer Level 2, 5 EPs spent in tree)
- Enhanced Repair: You gain a Repair die and a +1 competence bonus on repair rolls. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Enhanced Repair (Tier 1) enhancement to select this enhancement.
- Swift Drone: Your Support Drone’s fly speed increases by [10/20/30] feet and gains a +[1/2/3] dodge bonus to AC. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Alpha Automaton: Your companion gains +[1/2/3] circumstance bonus on attack and damage rolls, +[2/4/6] natural armor bonus to AC, and its attacks bypass [1/2/3] of enemy’s damage reduction. EP Cost: 2; Ranks: 3; Prerequisite: None.
- Automaton Precision: Your companion gains a +1 competence bonus on critical threat range with its natural attacks (apply afterwards, after all other feats). EP Cost: 2; Ranks: 1; Prerequisite: None.
- Engineer Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Engineer Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Engineer Enhancements (Requires Engineer Level 3, 10 EPs spent in tree)
- Enhanced Repair: You gain a Repair die and a +1 competence bonus on repair rolls. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Enhanced Repair (Tier 2) enhancement to select this enhancement.
- Automated Repairs: You have installed automated repair systems in your companion. It gains Fast Healing [1/2/3]. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Automaton class feature to select this enhancement.
- Shielding Construct: Your support drone shields your allies. While within 15 feet of the support drone, you and nearby allies gain the effects of the Shield spell, granting a +4 shield bonus to Armor Class and protection from Ruin. This effect is dispelled by death and antimagic. Damage from Ruin that overcome the Shield effect renews itself on the next round. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Automaton Precision: Your companion gains a +1 competence bonus on critical threat range with its natural attacks (apply afterwards, after all other feats). EP Cost: 2; Ranks: 1; Prerequisite: You must have the Automaton Precision (Tier 2) enhancement to select this enhancement.
- Engineer Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Engineer Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Engineer Enhancements (Requires Engineer Level 4, 20 EPs spent in tree)
- Enhanced Repair: You gain a Repair die and a +1 competence bonus on repair rolls. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Enhanced Repair (Tier 3) enhancement to select this enhancement.
- Warding Construct: Your support drone is set to counter magical spells. While within 15 feet of the support drone, you and nearby allies gain a +2 competence bonus on Saving Throws vs. Magic and +2 competence bonus on Saving Throws vs. Traps. This effect is dispelled by death and antimagic. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Shielding Construct (Tier 3) enhancement to select this enhancement.
- Critical Automaton: Your companion gains a +1 competence bonus on critical multiplier (to a max of x4). EP Cost: 2; Ranks: 1; Prerequisite: None.
- Automaton Precision: Your companion gains a +1 competence bonus on critical threat range with its natural attacks (apply afterwards, after all other feats). EP Cost: 2; Ranks: 1; Prerequisite: You must have the Automaton Precision (Tier 3) enhancement to select this enhancement.
- Engineer Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Engineer Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Engineer Enhancements (Requires Engineer Level 5, Character Level 12, 30 EPs spent in tree)
- Enhanced Repair: You gain a Repair dice and a +1 competence bonus on repair rolls. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Enhanced Repair (Tier 4) enhancement to select this enhancement.
- Master Defender: Your companion gains a +[2/4/6] bonus to Strength, Dexterity, and Charisma. In addition, as long as you remain near your Automaton (within 15 feet), you gain a +[1/2/3] deflection bonus to AC. EP Cost: 2; Ranks: 3; Prerequisite: You must have the Automaton class feature to select this enhancement.
- Regeneration Construct: Your support drone is surrounded by arcane energy capable of repairing damage. While within 15 feet of the support drone, you and nearby allies gain Fast Healing 2. This effect is dispelled by death and anti-magic. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Warding Construct (Tier 4) enhancement to select this enhancement.
- Automaton Precision: Your companion gains a +1 competence bonus on critical threat range with its natural attacks (apply afterwards, after all other feats). EP Cost: 2; Ranks: 1; Prerequisite: You must have the Automaton Precision (Tier 4) enhancement to select this enhancement.
- Engineer Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Engineer Ability Boost (Tier 4) enhancement to select this enhancement.
Gambler
Core Gambler Enhancements
- Expert Player: You gain a +1 luck bonus to attack and damage rolls made with thrown weapons. When you roll maximum weapon damage on an attack, you deal an additional damage for each core enhancement you possess in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisite: None.
- Destiny Dice: Increase the damage die of your thrown weapons by one step. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Expert Player enhancement to select this enhancement.
- Undue Fortune: Once per day when you gamble on an effect or ability, you may treat an incorrect call as a successful call. This does not change the numerical result of any rolls. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Destiny Dice enhancement to select this enhancement.
- Highs and Lows: When you roll minimum weapon damage on an attack, you deal an additional damage for each core enhancement you possess in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Undue Fortune enhancement to select this enhancement.
- Lucky Dice: When you roll a natural 20 to hit, you deal maximum damage on the damage roll. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Highs and Lows enhancement to select this enhancement.
- Legendary Gambler: Once per encounter, you may flip a coin in response to an attack, spell, or ability result being revealed. If you call it correctly, the action and its effects are negated. If you call it incorrectly, you gain a temporary negative level. In addition, you gain a +4 bonus to your Charisma score. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Lucky Dice enhancement to select this enhancement.
Tier 1 Gambler Enhancements
- Loaded Die: You may flip the results of a die to their opposite face [1/2/3] times per day. For example, on a d6, the opposites are: 1-6, 2-5, 3-4. You cannot flip the results of the die used in any limit breaks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Gambler’s Charm: +[1/2/3] competence bonus to Bluff, Diplomacy, and Intimidate checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Arcane Fortune: +[1/2/3] competence bonus to Use Magic Device checks. Rank 3: Your thrown weapons count as magic for the purposes of overcoming damage reduction. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Divine Fortune I: Choose [1/2/3] astrologian or black mage cantrips. You may cast these once per day each as a supernatural ability using your gambler level as your effective caster level and your Charisma as your casting stat. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Gambler Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Gambler Enhancements (Requires Gambler Level 2, 5 EPs spent in tree)
- Dead Man’s Hand: Whenever you roll a natural 1 on a d20 roll, you may treat that roll as a natural 8 instead [1/2/3] times per day. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Open Betting: When you have a higher initiative roll than your target, you gain a +[1/2/3] competence bonus to attack rolls against that target. Rank 3: You gain a +2 competence bonus on your initiative. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Divine Fortune II: Choose [1/2/3] 1st level astrologian or black mage spells. You may cast these once per day each as a supernatural ability using your gambler level as your effective caster level and your Charisma as your casting stat. EP Cost: 1; Ranks: 3; Prerequisite: You must have Divine Fortune I (Tier 1) enhancement to select this enhancement.
- Raise Bet: When you gamble on an effect or ability, you may additionally bet an amount of MGP up to an amount equal to your current MGP total. You gain the amount of MGP bet when you make a correct call and lose the same amount of MGP when you make an incorrect call. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Gambler Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have Gambler Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Gambler Enhancements (Requires Gambler Level 3, 10 EPs spent in tree)
- Money is Power: So long as you are carrying at least gil value equal to [750/500/250] x your character level in non-magical coins or jewelry, you get a +[1/2/3] competence bonus on all saving throws (Fortitude, Reflex, and Will). EP Cost: 1; Ranks: 3; Prerequisite: None.
- Lucky Break: When you are hit with a negative condition with a random duration, reduce the amount rolled by [1/2/3]. This cannot reduce the amount rolled below the minimum duration. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Divine Fortune III: Choose [1/2/3] 2nd level astrologian or black mage spells. You may cast these once per day each as a supernatural ability using your gambler level as your effective caster level and your Charisma as your casting stat. EP Cost: 1; Ranks: 3; Prerequisite: You must have Divine Fortune II (Tier 2) enhancement to select this enhancement.
- Card Cheat: You add half your gambler level to all Sleight of Hand checks. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Gambler Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have Gambler Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Gambler Enhancements (Requires Gambler Level 4, 20 EPs spent in tree)
- Hedging Your Bets: You may spend up to [1/2/3] MGP as an immediate action to increase or decrease the results of an ally’s die by the amount spent. You can use this ability after the die is rolled, but before results are revealed. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Roulette Wheel: You may spend 10 MGP as a swift action to spin the roulette wheel, gaining the relevant beneficial status for one minute. You may have a maximum of [1/2/3] such conditions active at one time. Roll 1d10 to determine the effect, where the result of a 1 means that the roulette fails and you cannot use this ability again for one hour. 2 = Float, 3 = Hasted, 4 = Invisible (ends if you attack), 5 = Lucky ([1/2/3] uses), 6 = Protect +[1/2/3], 7 = Shell +[1/2/3], 8 = Reflect, 9 = Regen [1/2/3], 10 = Reraise. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Divine Fortune IV: Choose [1/2/3] 3rd level astrologian or black mage spells. You may cast these once per day each as a supernatural ability using your gambler level as your effective caster level and your Charisma as your casting stat. EP Cost: 1; Ranks: 3; Prerequisite: You must have Divine Fortune III (Tier 3) enhancement to select this enhancement.
- House’s Edge: When using Gil Toss, you gain a +[1/2/3] bonus to attack and damage rolls. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Gambler Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have Gambler Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Gambler Enhancements (Requires Gambler Level 5, Character Level 12, 30 EPs spent in tree)
- Ambassador of Luck: When you activate your Roulette limit break, you may spend 20 MGP to be able to use it an additional time per day. This ignores the regular requirements for activating a limit break and does not count against your maximum number of limit breaks per day. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Roulette Limit Break class feature to select this enhancement.
- Red Card: When you make a full attack, you may spend 10 MGP to make an additional attack at your highest base attack bonus with a thrown card. This special card deals non-elemental damage instead of its normal damage type. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Divine Fortune V: Choose [1/2/3] 4th level astrologian or black mage spells. You may cast these once per day each as a supernatural ability using your gambler level as your effective caster level and your Charisma as your casting stat. EP Cost: 1; Ranks: 3; Prerequisite: You must have Divine Fortune IV (Tier 4) enhancement to select this enhancement.
- Luck Boost: When you have or gain a luck bonus, you may spend an amount of MGP up to half of your gambler level. You increase the chosen luck bonus by that amount spent for or against a single roll. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Gambler Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have Gambler Ability Boost (Tier 4) enhancement to select this enhancement.
Geomancer
Core Geomancer 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. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Elder of Winter enhancement to select this enhancement.
- Enhanced Geomancy: You gain a +1 competence bonus on Geomancy attack rolls. You also gain 1 additional geomancy usage 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 Wellspring enhancement to select this enhancement.
- Enhanced Terrain: You gain an additional +2 bonus from the bonuses of your favored terrain and you gain a +2 competence bonus on attack rolls while on your favored terrain. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Enhanced Geomancy enhancement to select this enhancement.
- Hierophant: You gain +2 competence bonus on your Wisdom and Constitution scores and +4 Geomancy dice. Your elemental spells gain +1 to their 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 Enhanced Terrain enhancement to select this enhancement.
Tier 1 Geomancer Enhancements
- Extra Favored Terrain: A new terrain type is added to your list of favored terrains. Choose between: Cold, Desert, Forest, Jungle, Mountain, Plains, Planes, Swamp, Underground Urban, or Water. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Favored Terrain class feature to select this enhancement.
- 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.
- Arcane Knowledge: +[1/2/3] competence bonus to Spellcraft and Use Magic Device skill checks. 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.
- Geomancer Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Geomancer Enhancements (Requires Geomancer Level 2, 5 EPs spent in tree)
- Extra Favored Terrain: A new terrain type is added to your list of favored terrains. Choose between: Cold, Desert, Forest, Jungle, Mountain, Plains, Planes, Swamp, Underground Urban, or Water. EP Cost: 2; Ranks: 1; Prerequisite: You must have Extra Favored Terrain (Tier 1) enhancement to select this enhancement.
- 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: You must have the Wax and Wane (Tier 1) enhancement to select this enhancement.
- Extra Geomancy: You gain an additional use of Geomancy and a Geomancy die. EP Cost: 2; Ranks: 1; 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.
- Geomancer Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have Geomancer Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Geomancer Enhancements (Requires Geomancer Level 3, 10 EPs spent in tree)
- Extra Favored Terrain: A new terrain type is added to your list of favored terrains. Choose between: Cold, Desert, Forest, Jungle, Mountain, Plains, Planes, Swamp, Underground Urban, or Water. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Extra Favored Terrain (Tier 2) enhancement to select this enhancement.
- 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: You must have the Wax and Wane (Tier 2) enhancement 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.
- 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.
- Geomancer Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have Geomancer Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Geomancer Enhancements (Requires Geomancer Level 4, 20 EPs spent in tree)
- Extra Favored Terrain: A new terrain type is added to your list of favored terrains. Choose between: Cold, Desert, Forest, Jungle, Mountain, Plains, Planes, Swamp, Underground Urban, or Water. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Extra Favored Terrain (Tier 3) enhancement to select this enhancement.
- 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: You must have the Wax and Wane (Tier 3) enhancement to select this enhancement.
- Efficient Metamagic: Choose a different Metamagic feat than Tier 2/3. 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.
- Spell Penetration: +[1/2/3] to your Caster Level check to overcome enemy Spell Resistance. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Geomancer Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have Geomancer Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Geomancer Enhancements (Requires Geomancer Level 5, Character Level 12, 30 EPs spent in tree)
- Extra Favored Terrain: A new terrain type is added to your list of favored terrains. Choose between: Cold, Desert, Forest, Jungle, Mountain, Plains, Planes, Swamp, Underground Urban, or Water. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Favored Terrain class feature and Extra Favored Terrain (Tier 4) enhancement to select this enhancement.
- 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: You must have the Wax and Wane (Tier 4) enhancement to select this enhancement.
- Elemental Empowerment: You gain a +1 DC to your elemental spells. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Time and Tide: +1 caster level for spells in both seasons. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Geomancer Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have Geomancer Ability Boost (Tier 4) enhancement to select this enhancement.
Gunner
Core Gunner Enhancements
- Staccato: Once per encounter, you may unload your weapon onto a single target as part of a full-attack. You may fire any number of extra attacks with your firearm up to an amount equal to the number of enhancements in this tree (including this one). You take a -2 penalty on all attack rolls for the round for each additional bullet you fire. If the target is killed or destroyed, you may not change your target for any of the remaining attacks. EP Cost: 1; Ranks: 1; Prerequisite: None.
- Run and Gun: When you move before attacking during your turn, your first successful ranged firearm attack deals 1 additional damage for every 10 feet of movement. If you have the Shot on the Run feat and use the full-round action to move and attack, you use your total movement to calculate this bonus damage. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Staccato enhancement to select this enhancement.
- Highlight Tracer: When you successfully hit a target with a firearm attack, you and your allies gain a +2 circumstance bonus to attack rolls against that target until the start of your next turn. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Run and Gun enhancement to select this enhancement.
- Wind Reading: You no longer take penalties to ranged firearm attacks from natural weather conditions. You still suffer any attack penalties caused by magical effects or supernatural abilities. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Highlight Tracer enhancement to select this enhancement.
- Quarter Shot: When you shoot a creature with a firearm, they must make a successful Fortitude saving throw (DC 10 + half of your gunner level + your Wisdom modifier) or take additional damage equal to a quarter of their current HP (minimum 1). This additional damage is calculated after the damage of the bullet. Whether or not the save is successful, a creature cannot be affected by quarter shot again for 1 day. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Wind Reading enhancement to select this enhancement.
- Quickfire Master: You gain +2 Dexterity and Wisdom. You also gain +2 Skirmish dice and Staccato no longer has an accuracy penalty. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Quarter Shot enhancement to select this enhancement.
Tier 1 Gunner Enhancements
- Skirmish Training: Grants +1 Skirmish die and +1 competence bonus on attack rolls when performing skirmishes. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Skirmish class feature to select this enhancement.
- Self-Reliant: +[1/2/3] competence bonus to Knowledge (Engineering), Knowledge (Technology), and Repair checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Enchanted Ammo: Your bullets now deal [1/2/3] points of non-elemental damage. Your bullets count as magical for the purposes of overcoming damage reduction. EP Cost: 2; Ranks: 3; 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.
- Gunner Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Gunner Enhancements (Requires Gunner Level 2, 5 EPs spent in tree)
- Skirmish Training: Grants +1 Skirmish die and +1 competence bonus on attack rolls when performing skirmishes. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Skirmish Training (Tier 1) to select this enhancement.
- Cheap Shot: When you successfully make a saving throw and take no damage using evasion, you may make an attack with a firearm against the creature who created that effect as an immediate action. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Agility Training: You gain a +[1/2/3] bonus to Acrobatics checks. Rank 3: You are always considered to have a running start while making a long jump. EP Cost: 1; Ranks: 3; Prerequisite: None.
- 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: None.
- Gunner Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Gunner Ability Boost (Tier 1) to select this enhancement.
Tier 3 Gunner Enhancements (Requires Gunner Level 3, 10 EPs spent in tree)
- Skirmish Training: Grants +1 Skirmish die and +1 competence bonus on attack rolls when performing skirmishes. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Skirmish Training (Tier 2) to select this enhancement.
- Guerilla Training: You gain a +[1/2/3] competence bonus to Perception, Stealth, and Survival checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Concentrate: When you make an attack roll with a firearm as part of a standard action, you gain a +[1/2/3] competence bonus to the attack roll. EP Cost: 1; Ranks: 3; Prerequisite: None.
- 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) to select this enhancement.
- Gunner Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Gunner Ability Boost (Tier 2) to select this enhancement.
Tier 4 Gunner Enhancements (Requires Gunner Level 4, 20 EPs spent in tree)
- Skirmish Training: Grants +1 Skirmish die and +1 competence bonus on attack rolls when performing skirmishes. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Skirmish Training (Tier 3) to select this enhancement.
- Burst Shot: You gain a +[1/2/3] bonus to confirm critical hits with a firearm. Rank 3: When you successfully confirm a critical hit, you deal additional precision damage equal to your gunner level. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Cross Shot: You gain a +[1/2/3] sacred bonus to attack and damage rolls with firearms against undead. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Charmproof: You gain a +[2/4/6] competence 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) to select this enhancement.
- Gunner Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Gunner Ability Boost (Tier 3) to select this enhancement.
Tier 5 Gunner Enhancements (Requires Gunner Level 5, Character Level 12, 30 EPs spent in tree)
- Skirmish Training: Grants +1 Skirmish die and +1 competence bonus on attack rolls when performing skirmishes. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Skirmish Training (Tier 4) to select this enhancement.
- Mental Shot: Once per round, when you deal damage with a firearm, 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.
- Fiend Piercer: You gain a +[1/2/3] sacred bonus to attack and damage rolls with firearms against outsiders and creatures with the archfiend subtype. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Fireproof: You gain resistance to fire [5/10/15]. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Charmproof (Tier 4) to select this enhancement.
- Gunner Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Gunner Ability Boost (Tier 4) to select this enhancement.
Illusionist
Core Illusionist Enhancements
- Veiled Spellcasting I: You can now spend points from your veil pool to cast any 1st-level illusionist spells. EP Cost: 1; Ranks: 1; Prerequisite: None.
- Color Spray: You may cast the spell Color Spray as a spell-like ability up to 3 times per day. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Veiled Spellcasting I enhancement to select this enhancement.
- Veiled Spellcasting II: You can now spend points (2 per) from your veil pool to cast any 2nd-level illusionist spells. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Color Spray enhancement to select this enhancement.
- Frightened Ray: When you use Blinding Ray, it also inflicts the Frighten status for 1 round. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Veiled Spellcasting II enhancement to select this enhancement.
- Veiled Spellcasting III: You can now spend points (3 per) from your veil pool to cast any 3rd-level illusionist spells. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Frightened Ray enhancement to select this enhancement.
- Cloaked Caster: You gain a +4 Charisma to your Charisma score and a +2 DC to your Cloaked Casting ability. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Veiled Spellcasting III enhancement to select this enhancement.
Tier 1 Illusionist Enhancements
- Powerful Illusions: Your illusions are a lot harder to penetrate. Those trying to make a Will save suffer a -1 penalty to perceive. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Twist Reality: Offensive Illusion spells reduce enemies’ Will saves by 1 for 1 minute. This can stack up to 3 times. 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.
- Arcane Knowledge: +[1/2/3] competence bonus to Spellcraft and Use Magic Device skill checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Illusionist Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Illusionist Enhancements (Requires Illusionist Level 2, 5 EPs spent in tree)
- Powerful Illusions: Your illusions are a lot harder to penetrate. Those trying to make a Will save suffer a -1 penalty to perceive. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Powerful Illusions (Tier 1) enhancement to select this enhancement.
- Reality Bulwark: +[1/2/3] competence bonus to all Saving Throws. Rank 3: You are immune to Fear. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Bend Light: Your studies of the Illusion school have manifested to protect you, making you slightly harder to see. You gain the benefits of the minor Blur spell (which only gives you 10% concealment) while in combat. When you cast the Blur spell on yourself or an ally, it now also briefly grants Invisibility (as the Disappear spell, using the duration of the spell) and a +3 dodge bonus to Armor Class. The AC bonus will linger as long as the Blur does. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Wand and Scroll Mastery: +[25/50/75]% damage from your wands, scrolls, and other items that cast spells, and +[1/2/3] competence bonus 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.
- Illusionist Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Illusionist Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Illusionist Enhancements (Requires Illusionist Level 3, 10 EPs spent in tree)
- Powerful Illusions: Your illusions are a lot harder to penetrate. Those trying to make a Will save suffer a -1 penalty to perceive. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Powerful Illusions (Tier 2) enhancement to select this enhancement.
- Refraction: When struck or missed in combat, there is a 10% chance you will reactively turn invisible for 1 minute. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Ghostly Essence: When you are below 50% hit points and get hit by an attack, you gain 25% to become incorporeal for 1 minute. This can occur only once per encounter. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Enfeebling Lore: +[2/4/6] competence bonus on saves vs. Enfeebling spells and effects. Rank 3: You also gain +1 Enfeebling spell DC. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Illusionist Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Illusionist Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Illusionist Enhancements (Requires Illusionist Level 4, 20 EPs spent in tree)
- Powerful Illusions: Your illusions are a lot harder to penetrate. Those trying to make a Will save suffer a -1 penalty to perceive. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Powerful Illusions (Tier 3) enhancement to select this enhancement.
- Spell Focus (Illusion): +[1/2/3] competence bonus to Illusion DCs. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Permanent Blur: You gain a permanent Blur effect while in combat. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Illusory Escape: When you use acrobatics to tumble, you will phase out of reality briefly, passing through enemies as you do so without requiring a check. EP Cost: 2; Ranks: 1; Prerequisite:
- Illusionist Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Illusionist Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Illusionist Enhancements (Requires Illusionist Level 5, Character Level 12, 30 EPs spent in tree)
- Powerful Illusions: Your illusions are a lot harder to penetrate. Those trying to make a Will save suffer a -1 penalty to perceive and must roll twice and take the worse result. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Powerful Illusions (Tier 4) enhancement to select this enhancement.
- Illusory Augmentation: +1 Illusion DCs. The feats Augment Summoning and Improved Augment Summoning now each grant an additional +1 Illusion DCs. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Permanent Displacement: You are Displaced, as if you had cast the spell Displacement, while in combat. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Permanent Blur (Tier 4) enhancement to select this enhancement.
- Immunity to Truesight: Your illusions cannot be penetrated by True Seeing. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Powerful Illusions (Tier 5) enhancement to select this enhancement.
- Illusionist Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Illusionist Ability Boost (Tier 4) enhancement to select this enhancement.
Medic
Core Medic Enhancements
- Healer: You heal an additional hit point when using Triage and you heal an additional hit point for every core enhancement that you have in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisite: None.
- Improved Surgical Precision: You add your Wisdom modifier to damage with Surgical Precision. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Healer enhancement to select this enhancement.
- Nimbleness: Every successful attack you hit with, you gain a +1 dodge bonus to AC for 1 minute. This effect can stack up to 5 times. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Improved Surgical Precision enhancement to select this enhancement.
- Precise Weapon: You gain a +1 competence bonus to critical threat range (apply afterward, after all other class features/feats) and a +1 competence bonus to attack rolls with weapons of Finesse Training. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have Nimbleness enhancement to select this enhancement.
- Lethality: While wearing light or no armor, you gain a +1 insight bonus to your critical damage multiplier for any one-handed or light weapon you are wielding up to a maximum of x4. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Precise Weapon enhancement to select this enhancement.
- Deadly Medic: You gain a +2 Dexterity and +2 Wisdom. You also gain +4 Surgical Precision dice and a +4 competence bonus to Reflex saves. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Lethality enhancement to select this enhancement.
Tier 1 Medic Enhancements
- Improved Triage: You gain a Triage die as well as 2 extra uses. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Triage class feature to select this enhancement.
- Surgical Precision Training: Grants +1 Surgical Precision die and +1 competence bonus on attack rolls when performing surgical precisions. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Surgical Precision class feature to select this enhancement.
- Doctor: +[1/2/3] competence bonus to Heal checks. Rank 3: You gain a +1 competence bonus to Fortitude saves. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Perceptive: +[1/2/3] competence bonus to Perception and Sense Motive checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Medic Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Medic Enhancements (Requires Medic Level 2, 5 EPs spent in tree)
- Improved Triage: You gain a Triage die as well as 2 extra uses. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Improved Triage (Tier 1) enhancement to select this enhancement.
- Surgical Precision Training: Grants +1 Surgical Precision die and +1 competence bonus on attack rolls when performing surgical precisions. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Surgical Precision Training (Tier 1) enhancement to select this enhancement.
- Improved Inspiration: Your Battlefield Inspiration gives an additional 1d6 temporary hit points and you get another daily use. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Battlefield Inspiration class feature to select this enhancement.
- Improved Treatment: Your Heal DCs for Treatment are treated as [1/2/3] less. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Treatment class feature to select this enhancement.
- Medic Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Medic Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Medic Enhancements (Requires Medic Level 3, 10 EPs spent in tree)
- Improved Triage: You gain a Triage die as well as 2 extra uses. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Improved Triage (Tier 2) enhancement to select this enhancement.
- Surgical Precision Training: Grants +1 Surgical Precision die and +1 competence bonus on attack rolls when performing surgical precisions. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Surgical Precision Training (Tier 2) enhancement to select this enhancement.
- Improved Inspiration: Your Battlefield Inspiration gives an additional 1d6 temporary hit points and you get another daily use. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Improved Inspiration (Tier 2) enhancement to select this enhancement.
- Finesse Mastery: You gain a +[1/2/3] competence bonus on attack and damage rolls with weapons selected with Finesse Training. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Finesse Training class feature to select this enhancement.
- Medic Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Medic Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Medic Enhancements (Requires Medic Level 4, 20 EPs spent in tree)
- Improved Triage: You gain a Triage die as well as 2 extra uses. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Improved Triage (Tier 3) enhancement to select this enhancement.
- Surgical Precision Training: Grants +1 Surgical Precision die and +1 competence bonus on attack rolls when performing surgical precisions. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Surgical Precision Training (Tier 3) enhancement to select this enhancement.
- Improved Inspiration: Your Battlefield Inspiration gives an additional 1d6 temporary hit points and you get another daily use. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Improved Inspiration (Tier 3) enhancement to select this enhancement.
- Superior Evasive: While wearing light armor or no armor, you gain a +[1/2/3] dodge bonus to AC. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Evasive class feature to select this enhancement.
- Medic Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Medic Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Medic Enhancements (Requires Medic Level 5, Character Level 12, 30 EPs spent in tree)
- Improved Triage: You gain a Triage die as well as 2 extra uses. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Improved Triage (Tier 4) enhancement to select this enhancement.
- Surgical Precision Training: Grants +1 Surgical Precision die and +1 competence bonus on attack rolls when performing surgical precisions. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Surgical Precision Training (Tier 4) enhancement to select this enhancement.
- Improved Inspiration: Your Battlefield Inspiration gives an additional 1d6 temporary hit points and you get another daily use. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Improved Inspiration (Tier 4) enhancement to select this enhancement.
- Improved Injections: Your Injections last [5/10/15] rounds longer and you can prepare [2/4/6] additional injections. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Injections class feature to select this enhancement.
- Medic Ability Boost: +1 to Dexterity or Wisdom score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Medic Ability Boost (Tier 4) enhancement to select this enhancement.
Necromancer
Core Necromancer Enhancements
- Undead Form: You gain damage reduction of 1/- and +1 Fortitude saves per core enhancement you take in this tree (which stacks with Undead Body class feature). EP Cost: 1; Ranks: 1; Prerequisite: None.
- Pale Shroud: Choose an Undead Shroud. All forms grant immunity to critical hits and allow you to be healed by shadow damage. You take 50% healing from healing spells and effects, and double damage from holy damage. You are considered Undead rather than your original type for the purposes of most effects.
- Shroud of the Lich: While in this form, you gain +2 Constitution and +2 Charisma. Your melee attacks inflicts 1 point of Strength damage.
- Shroud of the Vampire: While in this form, you gain +2 Intelligence, +2 Charisma, +2 Wisdom. Your melee attacks heals you for 1d3 damage.
- Shroud of the Wraith: While in this form, you gain +2 Dexterity and +2 Charisma, enemy attacks have a 10% chance to miss you due to your incorporeality, you float as if affected by choco feather.
- Shroud of the Zombie: While in this form, you gain +2 Strength and +2 Constitution. Your melee attacks deal an additional 1d3 points of shadow damage.
EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Undead Form enhancement to select this enhancement.
- Undead Augmentation I: Enhance your Undead Forms. Pick one of the following abilities.
- Beacon of Enfeeblement: +2 Enfeebling DC.
- Beacon of Necromancy: +2 Necromancy DC.
- Deathly Power: +1 DC for all spells.
- Deathly Resistance: +2 competence bonus to all Saves.
- Deathly Tough: +25 maximum hit points.
- Ghost in the Wind: +10% Incorporeal Miss Chance. If you chosen Wraith Form, this increases your total to 20%.
- Inflict Weariness: Your attacks inflict 2-9 (1d8+1) points of shadow damage to a living target. If you rolled a natural 20 on an attack roll, it causes Energy Drain, inflicting 1 temporary Negative Level on victims, a Will save (DC 10 + half your character level + your Charisma modifier) to negate.
- Undead Chill: You gain 5 resistance to Ice damage and no longer take extra damage from holy damage.
- Undead Shock: You gain 5 resistance to Lightning damage and no longer take extra damage from holy damage.
- Unhallowed Touch: You gain Ghost Touch on all attacks and +5 circumstance bonus on Stealth checks.
EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Pale Shroud enhancement to select this enhancement.
- Undead Augmentation II: Pick a trait from Undead Augmentation I that you did not previously pick. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Undead Augmentation I enhancement to select this enhancement.
- Undead Augmentation III: Pick a trait from Undead Augmentation I that you did not previously pick. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Undead Augmentation II enhancement to select this enhancement.
- Ultimate Undead Form: You get a +4 Charisma, +20% competence bonus to your hit points, and Spell Resistance equal to your Charisma score. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Undead Augmentation III enhancement to select this enhancement.
Tier 1 Necromancer Enhancements
- Necromancy Mastery: You gain a +1 caster level with necromancy spells. 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.
- Deathless Vigor: The power of undeath has toughened your flesh, providing you with an additional +[10/20/30] maximum hit points. EP Cost: 2; 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.
- Necromancer Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Necromancer Enhancements (Requires Necromancer Level 2, 5 EPs spent in tree)
- Necromancy Mastery: You gain a +1 caster level with necromancy spells. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Necromancy Mastery (Tier 1) enhancement to select this enhancement.
- Corpsecrafter: Your companion gains a +[2/4/6] profane bonus to Strength, Dexterity, and Charisma. Rank 3: You gain +1 Strength, Dexterity, and Constitution. EP Cost: 2; Ranks: 3; Prerequisite: None.
- Wand and Scroll Mastery: +[25/50/75]% damage from your wands, scrolls, and other items that cast spells, and +[1/2/3] competence bonus 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.
- Necromancer Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Necromancer Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Necromancer Enhancements (Requires Necromancer Level 3, 10 EPs spent in tree)
- Necromancy Mastery: You gain a +1 caster level with necromancy spells. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Necromancy Mastery (Tier 2) enhancement to select this enhancement.
- Cloak of Night: Your companion is no longer weak to holy damage. EP Cost: 2; Ranks: 1; Prerequisite: None.
- 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.
- Eternal Furor: Your companion gains +[1/2/3] competence bonus on attack and damage rolls, +[2/4/6] profane bonus to AC, and its attacks bypass [1/2/3] of enemy’s damage reduction. EP Cost: 2; Ranks: 3; Prerequisite: You must have the Corpsecrafter (Tier 2) enhancement to select this enhancement.
- Necromancer Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Necromancer Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Necromancer Enhancements (Requires Necromancer Level 4, 20 EPs spent in tree)
- Necromancy Mastery: You gain a +1 caster level with necromancy spells. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Necromancy Mastery (Tier 3) enhancement to select this enhancement.
- Unholy: You are cloaked in the darkness itself, and can reach out with your shadow damage spells to taint the undead with mortality. When you strike an undead creature with a shadow damage-dealing spell, it leaves a lingering weakness to shadow damage that bypasses an undead creature’s natural resistance to shadow damage for 1 minute. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Cloak of Night (Tier 3) enhancement to select this enhancement.
- Efficient Metamagic: Choose a different Metamagic feat than Tier 2/3. 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.
- Spell Penetration: +[1/2/3] to your caster level check to overcome enemy Spell Resistance. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Necromancer Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Necromancer Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Necromancer Enhancements (Requires Necromancer Level 5, Character Level 12, 30 EPs spent in tree)
- Necromancy Mastery: You gain a +1 caster level with necromancy spells. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Necromancy Mastery (Tier 4) enhancement to select this enhancement.
- Necromantic Focus: You benefit from dark knowledge, granting you a +1 DC to spells from the Necromancy school. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Dark Empowerment: You gain a +1 DC to your Dark spells. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Ascendant Shroud: Your Undead Shrouds gain the following additional benefits:
- Lich Form: You gain a +2 DC for all spells, +10 Ice and Lightning Resistance and a 1 MP cost reduction on all spells.
- Vampire Form: +1 Enfeebling DC. Your melee attacks have a (10%) chance to dominate (Will save: DC 10 + half your necromancer level + your Charisma modifier to negate) your adversaries for 1 minute. On Hit: Target has a chance to be Paralyzed (Will save: DC 10 + half your necromancer level + your Charisma modifier to negate) for 1 round. On Save: -10 movement speed for 1 minute.
- Wraith Form: +5% Incorporeality (bringing your total to 15%, or 25% if you have Ghost in the Wind). You also gain a +3 dodge bonus to AC and a +10 competence bonus to Stealth checks.
- Zombie Form: You gain a +2 competence bonus on attack and damage rolls with melee weapons, and your attacks deal +2d6 points of shadow damage. You also benefit from a 10% competence bonus to maximum hit points.
EP Cost: 2; Ranks: 1; Prerequisite: None.
- Necromancer Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Necromancer Ability Boost (Tier 4) enhancement to select this enhancement.
Paladin
Core Paladin Enhancements
- Courage of Heaven: Your Aura of Courage grants an additional +2 sacred bonus to saves against Fear and now also grants a +2 sacred bonus to saves against enfeebling spells and effects. You now gain +2 competence bonus on attack rolls evil and undead creatures. EP Cost: 1; Ranks: 1; Prerequisite: None.
- Glorious Stand: You gain +3 uses to your Lay on Hands ability and a +10% sacred bonus to max hit points. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Courage of Heaven enhancement to select this enhancement.
- Resilience of Battle: You gain Damage Reduction 5/- and +2 deflection bonus on Armor Class. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Glorious Stand enhancement to select this enhancement.
- Improved Courage of Heaven: Your Aura of Courage grants an additional +2 sacred bonus to saves against Fear and now also grants a +2 sacred bonus to saves against enfeebling spells and effects. You now gain +2 competence bonus on attack rolls for all attacks. You are now immune to Energy Drain. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Resilience of Battle enhancement to select this enhancement.
- Holy Weapons: You gain a +5 holy points to your holy pool and weapons you wield deal an additional 1d6 points of holy damage. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Improved Courage of Heaven enhancement to select this enhancement.
- Champion of Good: You gain a +4 bonus to your Charisma score. The save bonuses vs Fear and Enfeebling granted by Courage of Heaven are increased by an additional +2. Any weapon you wield is considered Good aligned for purposes of bypassing damage reduction. In addition, your Aura of Courage now grants allies a +2 sacred bonus to melee and ranged damage. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Glorious Stand enhancement to select this enhancement.
Tier 1 Paladin Enhancements
- One-Handed Specialization: You gain +1 competence bonus on attack and damage rolls with one-handed weapons. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Shieldbreaker: +[1/2/3] to Sunder DCs. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Knight’s Authority: +[1/2/3] Intimidate, Diplomacy, and Concentration. Tier 3: grants +1 Fortitude Save. 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.
- Paladin Ability Boost: +1 to Strength or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Paladin Enhancements (Requires Holy Knight Level 2, 5 EPs spent in tree)
- One-Handed Specialization: You gain +1 competence bonus on attack and damage rolls with one-handed weapons. EP Cost: 2; Ranks: 1; Prerequisite: You must have the One-Handed Specialization (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.
- Critical Mastery: +[1/2/3] competence bonus on confirm critical hits and critical hit damage (before weapon multipliers). EP Cost: 1; Ranks: 3; Prerequisite: None.
- Avenger: Defending successfully from an enemy’s attack gives you a +[1/2/3] morale bonus on attack and damage rolls. This lasts for 1 minute. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Paladin Ability Boost: +1 to Strength or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Paladin Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Paladin Enhancements (Requires Holy Knight Level 3, 10 EPs spent in tree)
- One-Handed Specialization: You gain +1 competence bonus on attack and damage rolls with one-handed weapons. EP Cost: 2; Ranks: 1; Prerequisite: You must have the One-Handed Specialization (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.
- Athletic Mastery: +[1/2/3] maximum Dexterity bonus and –[1/2/3] armor check penalty (works with all armor types). EP Cost: 1; Ranks: 3; Prerequisite: None.
- Maneuver Training: Increase combat maneuver attack rolls by +[1/2/3]. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Paladin Ability Boost: +1 to Strength or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Paladin Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Paladin Enhancements (Requires Holy Knight Level 4, 20 EPs spent in tree)
- One-Handed Specialization: You gain +1 competence bonus on attack and damage rolls with one-handed weapons. EP Cost: 2; Ranks: 1; Prerequisite: You must have the One-Handed Specialization (Tier 3) enhancement to select this enhancement.
- Censure Demons: You gain on a natural 20 with attack rolls: Stuns Chaotic Evil outsiders for 1 round. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Unbreakable Defense: Every failed attack against you gives you Armor Reinforcement against this specific enemy. (a stacking +1 bonus to Armor Class, for a minute. Stacks up to 15 times). 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.
- Paladin Ability Boost: +1 to Strength or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Paladin Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Paladin Enhancements (Requires Holy Knight Level 5, Character Level 12, 30 EPs spent in tree)
- One-Handed Specialization: You gain +1 competence bonus on attack and damage rolls with one-handed weapons. EP Cost: 2; Ranks: 1; Prerequisite: You must have the One-Handed Specialization (Tier 4) enhancement to select this enhancement.
- Censure Outsiders: Your Censure Demons ability now applies to all Chaotic or Evil outsiders. All other Evil creatures are instead Dazed for 1 round. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Censure Demons (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 one-handed weapons. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Armor Mastery: +[1/2/3] bonus to armor class and armor maximum dexterity bonus. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Paladin Ability Boost: +1 to Strength or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Paladin Ability Boost (Tier 4) enhancement to select this enhancement.
Psychic
Core Psychic Enhancements
- Grabbing Expertise: With practice, you can essentially throw any object, regardless of weight. Your grab weight increases by 5 pounds per core enhancement you have in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisite: None.
- Sensory Overload: When you use Sense Thoughts, you also determine their alignment as well. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Grabbing Expertise enhancement to select this enhancement.
- Healing Defense: When using Altered Defense, you also gain Fast Healing 1 (that also improved by 1 per four psychic levels after 1st). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Sensory Overload enhancement to select this enhancement.
- Psychic Strike: Your weapon is imbued with psychic energies. If you attack and hit an enemy, your weapon also releases a blast of psychic energy, dealing an additional 1d2 points of non-elemental damage per psychic level to all foes within 15 feet. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Healing Defense enhancement to select this enhancement.
- Split Brain Mastery: You now double your bonuses for Split Brain I and gained a 3rd save with Split Brain II. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Psychic Strike enhancement to select this enhancement.
- Psychic Supreme: You gain +2 bonus to your Constitution and Intelligence scores. You also gain +4 Mind Blast dice and a +4 competence bonus to Will saves. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Split Brain Mastery enhancement to select this enhancement.
Tier 1 Psychic Enhancements
- Mental Weapon Control: You gain a +1 competence bonus on attack and damage rolls when using weapons to attack foes with grab or telekinesis. EP Cost: 2; Ranks: 1; Prerequisite: You must have Telekinetic Hurl class feature to select this enhancement.
- Enhanced Senses: +[1/2/3] competence bonus to Sense Motive checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Arcane Knowledge: +[1/2/3] competence bonus to Knowledge (Arcane) and Spellcraft checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Superior Mind Blast: You gain an additional Mind Blast die. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Psychic Ability Boost: +1 to Intelligence or Constitution score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Psychic Enhancements (Requires Psychic Level 2, 5 EPs spent in tree)
- Mental Weapon Control: You gain a +1 competence bonus on attack and damage rolls when using weapons to attack foes with grab or telekinesis. EP Cost: 2; Ranks: 1; Prerequisite: You must have Mental Weapon Control (Tier 1) enhancement to select this enhancement.
- Enhanced Senses: +[1/2/3] competence bonus to Sense Motive checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Arcane Knowledge: +[1/2/3] competence bonus to Knowledge (Arcane) and Spellcraft checks. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Superior Mind Blast: You gain an additional Mind Blast die. EP Cost: 2; Ranks: 1; Prerequisite: You must have Superior Mind Blast (Tier 1) enhancement to select this enhancement.
- Psychic Ability Boost: +1 to Intelligence or Constitution score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Psychic Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Psychic Enhancements (Requires Psychic Level 3, 10 EPs spent in tree)
- Mental Weapon Control: You gain a +1 competence bonus on attack and damage rolls when using weapons to attack foes with grab or telekinesis. EP Cost: 2; Ranks: 1; Prerequisite: You must have Mental Weapon Control (Tier 2) enhancement to select this enhancement.
- Wand and Scroll Mastery: +[25/50/75]% damage and healing 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.
- Psychic Mastery: You gain a +1 bonus to your DC saves with your psychic class features. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Superior Mind Blast: You gain an additional Mind Blast die. EP Cost: 2; Ranks: 1; Prerequisite: You must have Superior Mind Blast (Tier 2) enhancement to select this enhancement.
- Psychic Ability Boost: +1 to Intelligence or Constitution score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Psychic Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Psychic Enhancements (Requires Psychic Level 4, 20 EPs spent in tree)
- Mental Weapon Control: You gain a +1 competence bonus on attack and damage rolls when using weapons to attack foes with grab or telekinesis. EP Cost: 2; Ranks: 1; Prerequisite: You must have Mental Weapon Control (Tier 3) enhancement to select this enhancement.
- Enhanced Thinkmodes: When using any thinkmode, you inflict an extra point of damage. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Psychic Mastery: You gain a +1 bonus to your DC saves with your psychic class features. EP Cost: 2; Ranks: 1; Prerequisite: You must have Psychic Mastery (Tier 3) enhancement to select this enhancement.
- Superior Mind Blast: You gain an additional Mind Blast die. EP Cost: 2; Ranks: 1; Prerequisite: You must have Superior Mind Blast (Tier 3) enhancement to select this enhancement.
- Psychic Ability Boost: +1 to Intelligence or Constitution score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Psychic Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Psychic Enhancements (Requires Psychic Level 5, Character Level 12, 30 EPs spent in tree)
- Mental Weapon Control: You gain a +1 competence bonus on attack and damage rolls when using weapons to attack foes with grab or telekinesis. EP Cost: 2; Ranks: 1; Prerequisite: You must have Mental Weapon Control (Tier 4) enhancement to select this enhancement.
- Enhanced Thinkmodes: When using any thinkmode, you inflict an extra point of damage. EP Cost: 2; Ranks: 1; Prerequisite: You must have Enhanced Thinkmodes (Tier 4) enhancement to select this enhancement.
- Psychic Mastery: You gain a +1 bonus to your DC saves with your psychic class features. EP Cost: 2; Ranks: 1; Prerequisite: You must have Psychic Mastery (Tier 4) enhancement to select this enhancement.
- Superior Mind Blast: You gain an additional Mind Blast die. EP Cost: 2; Ranks: 1; Prerequisite: You must have Superior Mind Blast (Tier 4) enhancement to select this enhancement.
- Psychic Ability Boost: +1 to Intelligence or Constitution score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Psychic Ability Boost (Tier 4) enhancement to select this enhancement.
Summoner
Core Summoner Enhancements
- Durable Summons: Your summoned items/creatures last longer, lasting 1 minute longer per core enhancement you have in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisite: None.
- Imbued Summons: Your summoned creatures and companion gain a +2 to all ability scores. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Durable Summons enhancement to select this enhancement.
- Fortify Summons: Your summoned creatures and companion gain 50% fortification and increase their natural armor bonus to AC by 4. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Imbued Summons enhancement to select this enhancement.
- Displace Summons: Your summoned creatures and companion gain a permanent Displacement as per spell and a +2 dodge bonus to AC. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Fortify Summons enhancement to select this enhancement.
- Natural Shielding: Your summoned creatures and companion gain 50% of your max hit points and 5 elemental resistance to all and also gain +4 competence bonus on Reflex saves and Evasion. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Displace Summons enhancement to select this enhancement.
- Grand Summoner: You gain a +4 Charisma and your summoned creatures and companion gain +4 to all ability scores, 25% extra hit points, 100% Fortification, and a 50% increase to movement speed. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Natural Shielding enhancement to select this enhancement.
Tier 1 Summoner Enhancements
- Improved Blood Pact: Your companion gains a +1 competence bonus on bonuses while under Blood Pact. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Furor of the Summoner: Your companion gains +[1/2/3] competence bonus on attack and damage rolls, increases its natural armor bonus to AC by +[2/4/6], and its attacks bypass [1/2/3] of enemy’s damage reduction. EP Cost: 2; 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.
- Energy of the Disciple: Your studies have increased your maximum MP by an additional [1/2/3]. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Summoner Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Summoner Enhancements (Requires Summoner Level 2, 5 EPs spent in tree)
- Improved Blood Pact: Your companion gains a +1 competence bonus on bonuses while under Blood Pact. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Improved Blood Pact (Tier 1) enhancement 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.
- Companion Strengthening: Your companion gains a +[2/4/6] competence bonus to Strength, Dexterity, and Constitution. Rank 3: You gain +1 Dexterity and Charisma. EP Cost: 2; 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.
- Summoner Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Summoner Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Summoner Enhancements (Requires Summoner Level 3, 10 EPs spent in tree)
- Improved Blood Pact: Your companion gains a +1 competence bonus on bonuses while under Blood Pact. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Improved Blood Pact (Tier 2) enhancement to select this enhancement.
- Resistance: You gain +[1/2/3] to all saving throws against spells and spell-like abilities. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Spell Penetration: +1 to your caster level check to overcome enemy Spell Resistance. EP Cost: 2; Ranks: 1; Prerequisite: None.
- 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.
- Summoner Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Summoner Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Summoner Enhancements (Requires Summoner Level 4, 20 EPs spent in tree)
- Improved Blood Pact: Your companion gains a +1 competence bonus on bonuses while under Blood Pact. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Improved Blood Pact (Tier 3) enhancement to select this enhancement.
- Intense Summoning: Your summoning spells are cast at +[1/2/3] caster level. EP Cost: 1; Ranks: 3; Prerequisite: None.
- 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.
- 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.
- Summoner Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Summoner Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Summoner Enhancements (Requires Summoner Level 5, Character Level 12, 30 EPs spent in tree)
- Improved Blood Pact: Your companion gains a +1 competence bonus on bonuses while under Blood Pact. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Improved Blood Pact (Tier 4) enhancement to select this enhancement.
- Incredible Summoning: Your summoning spells that has a cap of a caster level are increased by [1/2/3] levels. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Intense Summoning (Tier 4) 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 4) enhancement to select this enhancement.
- Summon Empowerment: You gain a +1 DC to your Summoning spells. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Summoner Ability Boost: +1 to Dexterity or Charisma score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Summoner Ability Boost (Tier 4) enhancement to select this enhancement.
Time Mage
Core Time Mage Enhancements
- Temporal Cough: When using Temporal Hiccup, you gain a +1 competence bonus on the 2nd roll or the enemy suffers a -1 penalty to their 2nd roll. This bonus/penalty increases by 1 for each core enhancement you have in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisite: None.
- Extra Motes: You gain 1 extra Mote of Time for each core enhancement you have in this tree (including this one). EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 3rd level and have the Temporal Cough enhancement to select this enhancement.
- Hasted: You are always considered hasted and you are immune to Slow spells and effects. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 6th level and have the Extra Motes enhancement to select this enhancement.
- Traditionalist Caster: +2 DC when casting spells while wielding a Power Rod or Staff. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 12th level and have the Hasted enhancement to select this enhancement.
- Scrolls (Retain Essence): You gain a 15% to your odds of retaining a copy of a Scroll when using it. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 18th level and have the Traditionalist Caster enhancement to select this enhancement.
- Temporal God: You gain a +4 Intelligence to your Intelligence score and your Motes of Time are now d6s. EP Cost: 1; Ranks: 1; Prerequisites: You must be at least 20th level and have the Scrolls (Retain Essence) enhancement to select this enhancement.
Tier 1 Time Mage Enhancements
- Superior Motes: You add +1 competence bonus to attack or skill rolls when you spend a mote to boost your rolls. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Motes of Time class feature to select this enhancement.
- All Knowing: +[1/2/3] competence bonus to Concentration and Knowledge (all). 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.
- Energy of the Disciple: Your studies have increased your maximum MP by an additional [1/2/3]. EP Cost: 1; Ranks: 3; Prerequisite: None.
- Time Mage Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: None.
Tier 2 Time Mage Enhancements (Requires Time Mage Level 2, 5 EPs spent in tree)
- Superior Motes: You add +1 competence bonus to attack or skill rolls when you spend a mote to boost your rolls. EP Cost: 2; Ranks: 1; Prerequisites: You must have the Superior Motes (Tier 1) enhancement 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] competence bonus 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.
- Spell Penetration: +1 to your caster level check to overcome enemy Spell Resistance. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Time Mage Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Time Mage Ability Boost (Tier 1) enhancement to select this enhancement.
Tier 3 Time Mage Enhancements (Requires Time Mage Level 3, 10 EPs spent in tree)
- Superior Motes: You add +1 competence bonus to attack or skill rolls when you spend a mote to boost your rolls. EP Cost: 2; Ranks: 1; Prerequisites: You must have the Superior Motes (Tier 2) enhancement to select this enhancement.
- Resistance: You gain +[1/2/3] competence bonus to 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. 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: You must have the Spell Penetration (Tier 2) enhancement to select this enhancement.
- Time Mage Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Time Mage Ability Boost (Tier 2) enhancement to select this enhancement.
Tier 4 Time Mage Enhancements (Requires Time Mage Level 4, 20 EPs spent in tree)
- Superior Motes: You add +1 competence bonus to attack or skill rolls when you spend a mote to boost your rolls. EP Cost: 2; Ranks: 1; Prerequisites: You must have the Superior Motes (Tier 3) enhancement to select this enhancement.
- Intense Chronomancy: Your chronomancy spells are cast at +[1/2/3] caster level. 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.
- 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.
- Time Mage Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Time Mage Ability Boost (Tier 3) enhancement to select this enhancement.
Tier 5 Time Mage Enhancements (Requires Time Mage Level 5, Character Level 12, 30 EPs spent in tree)
- Superior Motes: You add +1 competence bonus to attack or skill rolls when you spend a mote to boost your rolls. EP Cost: 2; Ranks: 1; Prerequisites: You must have the Superior Motes (Tier 4) enhancement to select this enhancement.
- Incredible Chronomancy: Your chronomancy spells that has a cap of a caster level are increased by [1/2/3] levels. EP Cost: 1; Ranks: 3; Prerequisite: You must have the Intense Chronomancy (Tier 4) enhancement to select this enhancement.
- Superb Health: You are immune to natural, magical, and supernatural aging effects. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Time Empowerment: You gain a +1 DC to your Chronomancy spells. EP Cost: 2; Ranks: 1; Prerequisite: None.
- Time Mage Ability Boost: +1 to Dexterity or Intelligence score. EP Cost: 2; Ranks: 1; Prerequisite: You must have the Time Mage Ability Boost (Tier 4) enhancement to select this enhancement.