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Beast Tribe Races

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Forgiven

Beast Tribe Forgiven Enhancements

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

Tier 1 Forgiven Enhancements

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

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

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

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

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

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

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

Kindred

Beast Tribe Kindred Enhancements

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

Tier 1 Kindred Enhancements

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

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

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

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

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

 

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

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