From 8527ace57c46b01f85bd22199ece63df9e5089c8 Mon Sep 17 00:00:00 2001 From: Maetrim Date: Fri, 12 Aug 2022 20:30:03 +0100 Subject: [PATCH] Build 1.0.0.169 Fix: The "Esoterica" augment now correctly states the set bonus grants +3 Artifact bonus, not +4 (Reported by TandyFW) Fix: Item "Legendary Boots of the Mire" now correctly gives its MRR bonus (Reported by TandyFW) Fix: The "Past Life: Divine Sphere: Power Over Life and Death" past life stance no longer erroneously awards Poison spell power (Reported by Remmer75) Fix: "Eldritch Knight: Imbue the Blade" will now correctly add an implement bonus to weapons for spellcasting (Reported by christhemisss) Fix: Cleric Death Domain tiers 2 and 4 feats now have the correct icon New: Requirements objects now support multiple "RequiresOneOf" sub clauses (Required for U56) ---Relevant tooltips will now show a line for every RequiresOneOf item New: Enhancement selection items now support an optional MinSpent field for selection validity (Required for U56 Divine Disciple) ---Relevant tooltips will now show the correct MinSpent field as required ---Enhancement tree revoke now takes the selected items optional MinSpent into account ---Enhancement tree revoke now takes the selected items sub enhancement requirements into account (PITA to get working!) New: Enhancement tree items will now only show as trainable for items with selectors if at least one selector item is trainable New: Lamannia mode is now enabled again ---Completionist feat updated to not be selectable in Lamannia mode ---"Completionist U56" feat added and auto assigned at level 3 in Lamannia mode. Also will assign with either of the Bard/Cleric or Paladin past lives Fix: Cleric "Radiant Servant: Radiance" no longer erroneous requires "Radiant Servant: Incredible Healing" U56 Lamannia Changes: ---All Racial Tree "Great Weapon Aptitude" enhancements now also have "Natural Fighting" as a one of requirement ---Archetype sub classes added ------Stormsinger (Bard) ------Dark Apostate (Cleric) ------Sacred Fist (Paladin) ---Class selection will restrict between Default and Archetypes of each given class type as appropriate ---All Abishai set bonueses are now profane not artifact ---New spell "True Seeing, Mass" added (Clr 8/Fvs 8) ---New spell "Freedom of Movement, Mass" added (clr 7/ Fvs 7/ Drd 7) ---"Nature's Warrior: Howl of Winter" Winters Hunt effect values updated ---New past life feat "Past Life: Paladin (Sacred Fist)" added ---New past life feat "Past Life: Cleric (Dark Apostate)" added ---New past life feat "Past Life: Bard (Stormsinger)" added ---Bard, Cleric and Paladin active past lives updated to accept either past life as a prerequisite Stormsinger ---All Bard feats updated to apply to Stormsinger ---Tree "Spellsinger" is available to "Stormsinger" ---Tree "Warchanter" is available to "Stormsinger" ---New tree "Stormsinger" added (Currently empty) ---New spells added to spell list: Shocking grasp(1), Electric Loop(2), Lightning Bolt(3), Ball Lightning(4), Chain Lightning(5), Thunderstroke(6) Dark Apostate ---All Cleric feats updated to apply to Dark Apostate ---New tree "Dark Apostate" added (Missing effects) ---Tree "Warpriest" is available to "Dark Apostate" ---Tree "Divine Disciple (Lamannia)" is available to "Dark Apostate" (only in Lamannia mode) ---Auto learns the Inflict series of spells rather than the cures Sacred Fist ---New feat "Follower of the Path of Light" added ---All feats that used to apply to "Paladin" now also apply to "Sacred Fist" except: ------Martial weapon Proficiencies ------Light, Medium and Heavy Armor Proficiencies ------Shield Proficiency (General) ---Unarmed strike now awareded at Sacred Fist levels 1, 4, 8, 12, 16 and 20 ---Gain Feat "Evasion" at level 2 ---Feat "AC Bonus: Charisma" added ---Tree "Sacred Defender" is available to "Sacred Fist" ---New tree "Sacred Fist" added (Missing effects) ---New tree "Radiant Servant (Pal)" added (Missing some effects) --- BuildInfo.h | 2 +- DDOCP/AboutDlg.cpp | 2 + DDOCP/BreakdownItemSave.cpp | 2 +- DDOCP/BreakdownItemUniversalSpellPower.cpp | 31 + DDOCP/Change History.txt | 62 + DDOCP/Character.cpp | 74 +- DDOCP/Character.h | 1 + DDOCP/ClassTypes.h | 6 + DDOCP/DDOCP.APS | Bin 205708 -> 176164 bytes DDOCP/DDOCP.rc | Bin 145196 -> 145810 bytes DDOCP/DDOCP.vcxproj | 5 + DDOCP/DDOCP.vcxproj.filters | 9 + DDOCP/DDOCPView.cpp | 2 +- DDOCP/EnhancementSelection.h | 1 + DDOCP/EnhancementTreeDialog.cpp | 16 +- DDOCP/EnhancementTreeItem.cpp | 52 +- DDOCP/EnhancementTreeItem.h | 9 +- DDOCP/FeatsClassControl.cpp | 33 + DDOCP/GlobalSupportFunctions.cpp | 118 +- DDOCP/GlobalSupportFunctions.h | 1 + DDOCP/InfoTip.cpp | 11 +- DDOCP/InfoTip.h | 3 +- DDOCP/LevelUpView.cpp | 17 +- DDOCP/Requirement.cpp | 12 +- DDOCP/Requirement.h | 2 +- DDOCP/Requirements.cpp | 48 +- DDOCP/Requirements.h | 4 +- DDOCP/SelectionSelectDialog.cpp | 9 +- DDOCP/Selector.cpp | 71 + DDOCP/Selector.h | 3 + DDOCP/SkillSpendDialog.cpp | 3 + DDOCP/SkillsView.cpp | 3 + DDOCP/Spell.cpp | 7 + DDOCP/Spell.h | 2 + DDOCP/SpellsView.cpp | 9 + DDOCP/SpendInTree.cpp | 13 +- DDOCP/SpendInTree.h | 1 + DDOCP/TrainedEnhancement.cpp | 7 +- DDOCP/TrainedEnhancement.h | 3 +- DDOCP/res/ClassImagesLarge.bmp | Bin 19510 -> 22582 bytes DDOCP/res/MenuIconsToolbar.bmp | Bin 17334 -> 19494 bytes DDOCP/resource.h | Bin 51724 -> 52276 bytes Output/Augments.xml | 2 +- .../EnhancementImages/BSEfficientEmpower.png | Bin 0 -> 2646 bytes Output/EnhancementImages/BSElectrocution.png | Bin 0 -> 2760 bytes Output/EnhancementImages/BSEnhancedBoltI.png | Bin 0 -> 2735 bytes Output/EnhancementImages/BSEnhancedBoltII.png | Bin 0 -> 2720 bytes .../EnhancementImages/BSEnhancedBoltIII.png | Bin 0 -> 2683 bytes Output/EnhancementImages/BSFastMovement.png | Bin 0 -> 2775 bytes .../EnhancementImages/BSLightningStrike.png | Bin 0 -> 2696 bytes Output/EnhancementImages/BSMasterOfStorms.png | Bin 0 -> 2571 bytes Output/EnhancementImages/BSOnYourToes.png | Bin 0 -> 2641 bytes .../BSPierceElectricResistance.png | Bin 0 -> 2767 bytes .../EnhancementImages/BSRideTheLightning.png | Bin 0 -> 2759 bytes .../EnhancementImages/BSSpellLikeAbilityI.png | Bin 0 -> 2161 bytes .../BSSpellLikeAbilityII.png | Bin 0 -> 3009 bytes .../BSSpellLikeAbilityIII.png | Bin 0 -> 2917 bytes Output/EnhancementImages/BSStormStudies.png | Bin 0 -> 2780 bytes Output/EnhancementImages/BSStormcaller.png | Bin 0 -> 2752 bytes .../EnhancementImages/BSStormcallersAria.png | Bin 0 -> 2784 bytes Output/EnhancementImages/BSStormsinger.png | Bin 0 -> 2600 bytes .../BSStormsingersInspiration.png | Bin 0 -> 2812 bytes Output/EnhancementImages/BSStormsongI.png | Bin 0 -> 2705 bytes Output/EnhancementImages/DAApostatesCurse.png | Bin 0 -> 3060 bytes Output/EnhancementImages/DABane.png | Bin 0 -> 2904 bytes Output/EnhancementImages/DACursedWords.png | Bin 0 -> 2720 bytes .../EnhancementImages/DADarkConsumption.png | Bin 0 -> 3211 bytes Output/EnhancementImages/DAEndlessTurning.png | Bin 0 -> 2770 bytes .../EnhancementImages/DAEnhancedTurning.png | Bin 0 -> 2769 bytes .../DANecromanticDevotion.png | Bin 0 -> 2783 bytes Output/EnhancementImages/DAPrayer.png | Bin 0 -> 3200 bytes .../DATraditionalistCaster.png | Bin 0 -> 2769 bytes .../EnhancementImages/DAVisageOfShadows.png | Bin 0 -> 2746 bytes Output/EnhancementImages/PRSAltruism.png | Bin 0 -> 2808 bytes Output/EnhancementImages/PRSBliss.png | Bin 0 -> 2746 bytes Output/EnhancementImages/PRSCMW.png | Bin 0 -> 2989 bytes Output/EnhancementImages/PRSDivineAid.png | Bin 0 -> 2711 bytes .../EnhancementImages/PRSDivineCleansing.png | Bin 0 -> 3185 bytes .../PRSImprovedEmpowerHealing.png | Bin 0 -> 2737 bytes .../EnhancementImages/PRSPaladinOfHealing.png | Bin 0 -> 2596 bytes .../PRSPositiveEnergyShield.png | Bin 0 -> 3213 bytes .../PRSPositiveRadiantBurst.png | Bin 0 -> 3054 bytes .../EnhancementImages/PRSRadiantServant.png | Bin 0 -> 2668 bytes .../PRSUnyieldingSovereignty.png | Bin 0 -> 3163 bytes .../SFActionBoostDoublestrike.png | Bin 0 -> 3086 bytes .../EnhancementImages/SFAvengingWhirlwind.png | Bin 0 -> 3081 bytes .../EnhancementImages/SFCriticalMastery.png | Bin 0 -> 2765 bytes .../SFDefendAgainstDarkness.png | Bin 0 -> 2784 bytes Output/EnhancementImages/SFDeflectArrows.png | Bin 0 -> 2741 bytes Output/EnhancementImages/SFDeftStrikes.png | Bin 0 -> 2777 bytes .../EnhancementImages/SFDiscipleOfTheFist.png | Bin 0 -> 2769 bytes Output/EnhancementImages/SFEvasiveDance.png | Bin 0 -> 2732 bytes Output/EnhancementImages/SFExaltedSmite.png | Bin 0 -> 3041 bytes .../EnhancementImages/SFExaltedWhirlwind.png | Bin 0 -> 3207 bytes Output/EnhancementImages/SFExtraSmite.png | Bin 0 -> 2621 bytes Output/EnhancementImages/SFFastMovement.png | Bin 0 -> 2771 bytes .../SFInstinctiveDefense.png | Bin 0 -> 2782 bytes Output/EnhancementImages/SFIronSkin.png | Bin 0 -> 2767 bytes Output/EnhancementImages/SFKiShout.png | Bin 0 -> 3142 bytes Output/EnhancementImages/SFLightOfGlory.png | Bin 0 -> 2761 bytes Output/EnhancementImages/SFLightOfHope.png | Bin 0 -> 2555 bytes Output/EnhancementImages/SFRisingHope.png | Bin 0 -> 2772 bytes Output/EnhancementImages/SFSacredFlame.png | Bin 0 -> 3050 bytes Output/EnhancementImages/SFSacredStrikeI.png | Bin 0 -> 2750 bytes .../SFSootheTheSuffering.png | Bin 0 -> 2756 bytes Output/EnhancementImages/SFStrikeEvil.png | Bin 0 -> 2788 bytes Output/EnhancementImages/SFUltimateFlame.png | Bin 0 -> 2583 bytes .../SFViolenceBegetsViolence.png | Bin 0 -> 2705 bytes Output/EnhancementTrees/Bard_Spellsinger.xml | 449 +- Output/EnhancementTrees/Bard_Stormsinger.xml | 758 + Output/EnhancementTrees/Bard_Warchanter.xml | 431 +- Output/EnhancementTrees/Bladeforged.xml | 11 +- .../EnhancementTrees/Cleric_DarkApostate.xml | 649 + .../Cleric_DivineDisciple.xml | 422 +- .../Cleric_DivineDiscipleLamannia.xml | 2137 ++ .../Cleric_DivineDiscipleU56.xml | 2036 ++ .../Cleric_RadiantServant.xml | 5 +- Output/EnhancementTrees/Cleric_Warpriest.xml | 445 +- .../EnhancementTrees/Druid_NaturesWarrior.xml | 8 +- Output/EnhancementTrees/Half-Orc.xml | 11 +- Output/EnhancementTrees/Human.xml | 5 + .../Paladin_RadiantServant.xml | 846 + .../Paladin_SacredDefender.xml | 431 +- .../EnhancementTrees/Paladin_SacredFist.xml | 627 + .../EnhancementTrees/PurpleDragonKnight.xml | 5 + Output/EnhancementTrees/TabaxiTrailblazer.xml | 11 +- Output/EnhancementTrees/Warforged.xml | 11 +- Output/Enhancements.xml | 24621 ++++++++++------ Output/FeatImages/DeathDomainTier2.png | Bin 0 -> 3181 bytes Output/FeatImages/DeathDomainTier4.png | Bin 0 -> 3053 bytes .../FeatImages/FollowerOfThePathOfLight.png | Bin 0 -> 2722 bytes Output/Feats.xml | 1606 +- .../Items/Boots_LegendaryBootsOfTheMire.item | 5 + Output/SetBonuses.xml | 60 +- Output/Spells.xml | 253 +- Output/UIImages/Dark Apostate.png | Bin 0 -> 2302 bytes Output/UIImages/Sacred Fist.png | Bin 0 -> 2239 bytes Output/UIImages/Stormsinger.png | Bin 0 -> 2200 bytes 138 files changed, 26395 insertions(+), 10104 deletions(-) create mode 100644 Output/EnhancementImages/BSEfficientEmpower.png create mode 100644 Output/EnhancementImages/BSElectrocution.png create mode 100644 Output/EnhancementImages/BSEnhancedBoltI.png create mode 100644 Output/EnhancementImages/BSEnhancedBoltII.png create mode 100644 Output/EnhancementImages/BSEnhancedBoltIII.png create mode 100644 Output/EnhancementImages/BSFastMovement.png create mode 100644 Output/EnhancementImages/BSLightningStrike.png create mode 100644 Output/EnhancementImages/BSMasterOfStorms.png create mode 100644 Output/EnhancementImages/BSOnYourToes.png create mode 100644 Output/EnhancementImages/BSPierceElectricResistance.png create mode 100644 Output/EnhancementImages/BSRideTheLightning.png create mode 100644 Output/EnhancementImages/BSSpellLikeAbilityI.png create mode 100644 Output/EnhancementImages/BSSpellLikeAbilityII.png create mode 100644 Output/EnhancementImages/BSSpellLikeAbilityIII.png create mode 100644 Output/EnhancementImages/BSStormStudies.png create mode 100644 Output/EnhancementImages/BSStormcaller.png create mode 100644 Output/EnhancementImages/BSStormcallersAria.png create mode 100644 Output/EnhancementImages/BSStormsinger.png create mode 100644 Output/EnhancementImages/BSStormsingersInspiration.png create mode 100644 Output/EnhancementImages/BSStormsongI.png create mode 100644 Output/EnhancementImages/DAApostatesCurse.png create mode 100644 Output/EnhancementImages/DABane.png create mode 100644 Output/EnhancementImages/DACursedWords.png create mode 100644 Output/EnhancementImages/DADarkConsumption.png create mode 100644 Output/EnhancementImages/DAEndlessTurning.png create mode 100644 Output/EnhancementImages/DAEnhancedTurning.png create mode 100644 Output/EnhancementImages/DANecromanticDevotion.png create mode 100644 Output/EnhancementImages/DAPrayer.png create mode 100644 Output/EnhancementImages/DATraditionalistCaster.png create mode 100644 Output/EnhancementImages/DAVisageOfShadows.png create mode 100644 Output/EnhancementImages/PRSAltruism.png create mode 100644 Output/EnhancementImages/PRSBliss.png create mode 100644 Output/EnhancementImages/PRSCMW.png create mode 100644 Output/EnhancementImages/PRSDivineAid.png create mode 100644 Output/EnhancementImages/PRSDivineCleansing.png create mode 100644 Output/EnhancementImages/PRSImprovedEmpowerHealing.png create mode 100644 Output/EnhancementImages/PRSPaladinOfHealing.png create mode 100644 Output/EnhancementImages/PRSPositiveEnergyShield.png create mode 100644 Output/EnhancementImages/PRSPositiveRadiantBurst.png create mode 100644 Output/EnhancementImages/PRSRadiantServant.png create mode 100644 Output/EnhancementImages/PRSUnyieldingSovereignty.png create mode 100644 Output/EnhancementImages/SFActionBoostDoublestrike.png create mode 100644 Output/EnhancementImages/SFAvengingWhirlwind.png create mode 100644 Output/EnhancementImages/SFCriticalMastery.png create mode 100644 Output/EnhancementImages/SFDefendAgainstDarkness.png create mode 100644 Output/EnhancementImages/SFDeflectArrows.png create mode 100644 Output/EnhancementImages/SFDeftStrikes.png create mode 100644 Output/EnhancementImages/SFDiscipleOfTheFist.png create mode 100644 Output/EnhancementImages/SFEvasiveDance.png create mode 100644 Output/EnhancementImages/SFExaltedSmite.png create mode 100644 Output/EnhancementImages/SFExaltedWhirlwind.png create mode 100644 Output/EnhancementImages/SFExtraSmite.png create mode 100644 Output/EnhancementImages/SFFastMovement.png create mode 100644 Output/EnhancementImages/SFInstinctiveDefense.png create mode 100644 Output/EnhancementImages/SFIronSkin.png create mode 100644 Output/EnhancementImages/SFKiShout.png create mode 100644 Output/EnhancementImages/SFLightOfGlory.png create mode 100644 Output/EnhancementImages/SFLightOfHope.png create mode 100644 Output/EnhancementImages/SFRisingHope.png create mode 100644 Output/EnhancementImages/SFSacredFlame.png create mode 100644 Output/EnhancementImages/SFSacredStrikeI.png create mode 100644 Output/EnhancementImages/SFSootheTheSuffering.png create mode 100644 Output/EnhancementImages/SFStrikeEvil.png create mode 100644 Output/EnhancementImages/SFUltimateFlame.png create mode 100644 Output/EnhancementImages/SFViolenceBegetsViolence.png create mode 100644 Output/EnhancementTrees/Bard_Stormsinger.xml create mode 100644 Output/EnhancementTrees/Cleric_DarkApostate.xml create mode 100644 Output/EnhancementTrees/Cleric_DivineDiscipleLamannia.xml create mode 100644 Output/EnhancementTrees/Cleric_DivineDiscipleU56.xml create mode 100644 Output/EnhancementTrees/Paladin_RadiantServant.xml create mode 100644 Output/EnhancementTrees/Paladin_SacredFist.xml create mode 100644 Output/FeatImages/DeathDomainTier2.png create mode 100644 Output/FeatImages/DeathDomainTier4.png create mode 100644 Output/FeatImages/FollowerOfThePathOfLight.png create mode 100644 Output/UIImages/Dark Apostate.png create mode 100644 Output/UIImages/Sacred Fist.png create mode 100644 Output/UIImages/Stormsinger.png diff --git a/BuildInfo.h b/BuildInfo.h index 665be5420..8cd25c6ea 100644 --- a/BuildInfo.h +++ b/BuildInfo.h @@ -10,7 +10,7 @@ #define BUILDINFO_VERSION_MAJOR 1 #define BUILDINFO_VERSION_MINOR 0 #define BUILDINFO_VERSION_MODIF 0 -#define BUILDINFO_VERSION_BUILD 168 +#define BUILDINFO_VERSION_BUILD 169 // Macro used to make combination strings automatically from the above // ------------------------------------------------------------------- diff --git a/DDOCP/AboutDlg.cpp b/DDOCP/AboutDlg.cpp index d4927a8f8..8ec350810 100644 --- a/DDOCP/AboutDlg.cpp +++ b/DDOCP/AboutDlg.cpp @@ -67,6 +67,7 @@ void CAboutDlg::DoDataExchange(CDataExchange* pDX) "Carpone, " "CBDunkerson, " "Chaos-Magus, " + "christhemisss, " "Cinnamoronroll, " "Civet, " "Cleru, " @@ -156,6 +157,7 @@ void CAboutDlg::DoDataExchange(CDataExchange* pDX) "Question2, " "Rauven, " "Rawel, " + "Remmer75, " "RetroDark, " "rnett, " "saphyron, " diff --git a/DDOCP/BreakdownItemSave.cpp b/DDOCP/BreakdownItemSave.cpp index 5545ca2bf..bc339b793 100644 --- a/DDOCP/BreakdownItemSave.cpp +++ b/DDOCP/BreakdownItemSave.cpp @@ -109,7 +109,7 @@ void BreakdownItemSave::CreateOtherEffects() // Divine Grace is capped at 2+(3 x paladin level). // For multiclassing, this means 2 levels of Paladin would at best // grant a max of +8 to saves (2 + {3x2}). - int maxBonus = (classLevels[Class_Paladin] * 3) + 2; + int maxBonus = ((classLevels[Class_Paladin] + classLevels[Class_PaladinSacredFist])* 3) + 2; BreakdownItem * pBI = FindBreakdown(StatToBreakdown(Ability_Charisma)); ASSERT(pBI != NULL); pBI->AttachObserver(this); // watch for any changes diff --git a/DDOCP/BreakdownItemUniversalSpellPower.cpp b/DDOCP/BreakdownItemUniversalSpellPower.cpp index d769e14a3..858d04a00 100644 --- a/DDOCP/BreakdownItemUniversalSpellPower.cpp +++ b/DDOCP/BreakdownItemUniversalSpellPower.cpp @@ -90,6 +90,37 @@ void BreakdownItemUniversalSpellPower::CreateOtherEffects() } } } + if (m_pCharacter->IsEnhancementTrained("EKWizCore3", "", TT_enhancement) + || m_pCharacter->IsEnhancementTrained("EKSorcCore3", "", TT_enhancement)) + { + // get the main hand weapon breakdown + BreakdownItem * pBI = FindBreakdown(Breakdown_WeaponEffectHolder); + BreakdownItemWeaponEffects * pBIW = dynamic_cast(pBI); + if (pBIW != NULL) + { + pBI = pBIW->GetWeaponBreakdown(true, Breakdown_WeaponAttackBonus); + if (pBI != NULL) + { + int weaponPlus = (int)pBI->GetEffectValue(Bonus_weaponEnchantment); + // this is increased by battle engineer cores by +3 + weaponPlus += 3; + + // Enchant weapon past life feat can be active + size_t count = m_pCharacter->GetSpecialFeatTrainedCount("Past Life: Arcane Sphere: Enchant Weapon"); + if (m_pCharacter->IsStanceActive("Enchant Weapon", Weapon_Unknown)) + { + weaponPlus += count; + } + ActiveEffect implementBonus( + Bonus_implement, + "Eldritch Knight: Imbue the Blade", + weaponPlus, + 3, // +3 per weapon plus + ""); // no tree + AddOtherEffect(implementBonus); + } + } + } } } diff --git a/DDOCP/Change History.txt b/DDOCP/Change History.txt index 7fe11d96f..4c1e60b44 100644 --- a/DDOCP/Change History.txt +++ b/DDOCP/Change History.txt @@ -1,5 +1,67 @@ History of changes made +Fix: The "Esoterica" augment now correctly states the set bonus grants +3 Artifact bonus, not +4 (Reported by TandyFW) +Fix: Item "Legendary Boots of the Mire" now correctly gives its MRR bonus (Reported by TandyFW) +Fix: The "Past Life: Divine Sphere: Power Over Life and Death" past life stance no longer erroneously awards Poison spell power (Reported by Remmer75) +Fix: "Eldritch Knight: Imbue the Blade" will now correctly add an implement bonus to weapons for spellcasting (Reported by christhemisss) +Fix: Cleric Death Domain tiers 2 and 4 feats now have the correct icon +New: Requirements objects now support multiple "RequiresOneOf" sub clauses (Required for U56) +---Relevant tooltips will now show a line for every RequiresOneOf item +New: Enhancement selection items now support an optional MinSpent field for selection validity (Required for U56 Divine Disciple) +---Relevant tooltips will now show the correct MinSpent field as required +---Enhancement tree revoke now takes the selected items optional MinSpent into account +---Enhancement tree revoke now takes the selected items sub enhancement requirements into account (PITA to get working!) +New: Enhancement tree items will now only show as trainable for items with selectors if at least one selector item is trainable +New: Lamannia mode is now enabled again +---Completionist feat updated to not be selectable in Lamannia mode +---"Completionist U56" feat added and auto assigned at level 3 in Lamannia mode. Also will assign with either of the Bard/Cleric or Paladin past lives +Fix: Cleric "Radiant Servant: Radiance" no longer erroneous requires "Radiant Servant: Incredible Healing" + +U56 Lamannia Changes: +---All Racial Tree "Great Weapon Aptitude" enhancements now also have "Natural Fighting" as a one of requirement +---Archetype sub classes added +------Stormsinger (Bard) +------Dark Apostate (Cleric) +------Sacred Fist (Paladin) +---Class selection will restrict between Default and Archetypes of each given class type as appropriate +---All Abishai set bonueses are now profane not artifact +---New spell "True Seeing, Mass" added (Clr 8/Fvs 8) +---New spell "Freedom of Movement, Mass" added (clr 7/ Fvs 7/ Drd 7) +---"Nature's Warrior: Howl of Winter" Winters Hunt effect values updated +---New past life feat "Past Life: Paladin (Sacred Fist)" added +---New past life feat "Past Life: Cleric (Dark Apostate)" added +---New past life feat "Past Life: Bard (Stormsinger)" added +---Bard, Cleric and Paladin active past lives updated to accept either past life as a prerequisite + +Stormsinger +---All Bard feats updated to apply to Stormsinger +---Tree "Spellsinger" is available to "Stormsinger" +---Tree "Warchanter" is available to "Stormsinger" +---New tree "Stormsinger" added (Currently empty) +---New spells added to spell list: Shocking grasp(1), Electric Loop(2), Lightning Bolt(3), Ball Lightning(4), Chain Lightning(5), Thunderstroke(6) + +Dark Apostate +---All Cleric feats updated to apply to Dark Apostate +---New tree "Dark Apostate" added (Missing effects) +---Tree "Warpriest" is available to "Dark Apostate" +---Tree "Divine Disciple (Lamannia)" is available to "Dark Apostate" (only in Lamannia mode) +---Auto learns the Inflict series of spells rather than the cures + +Sacred Fist +---New feat "Follower of the Path of Light" added +---All feats that used to apply to "Paladin" now also apply to "Sacred Fist" except: +------Martial weapon Proficiencies +------Light, Medium and Heavy Armor Proficiencies +------Shield Proficiency (General) +---Unarmed strike now awareded at Sacred Fist levels 1, 4, 8, 12, 16 and 20 +---Gain Feat "Evasion" at level 2 +---Feat "AC Bonus: Charisma" added +---Tree "Sacred Defender" is available to "Sacred Fist" +---New tree "Sacred Fist" added (Missing effects) +---New tree "Radiant Servant (Pal)" added (Missing some effects) + +Version 1.0.0.168 + Fix: "Spell Specialty: " Feats now have an image Fix: "Wild Force" Feat now has an image Fix: "Legendary Point Blank Shot" feat removed as never made it from Lamannia diff --git a/DDOCP/Character.cpp b/DDOCP/Character.cpp index 02457cf5c..f50d25f8b 100644 --- a/DDOCP/Character.cpp +++ b/DDOCP/Character.cpp @@ -2136,6 +2136,24 @@ bool Character::IsClassAvailable( return bAvailable; } +bool Character::IsClassRestricted( + ClassType type) const +{ + bool bRestricted = false; + // archetype/default classes of the same type are mutually exclusive + std::vector classLevels(ClassLevels(MaxLevel())); + switch (type) + { + case Class_Bard: bRestricted = (classLevels[Class_BardStormsinger] != 0); break; + case Class_BardStormsinger: bRestricted = (classLevels[Class_Bard] != 0); break; + case Class_Cleric: bRestricted = (classLevels[Class_ClericDarkApostate] != 0); break; + case Class_ClericDarkApostate: bRestricted = (classLevels[Class_Cleric] != 0); break; + case Class_Paladin: bRestricted = (classLevels[Class_PaladinSacredFist] != 0); break; + case Class_PaladinSacredFist: bRestricted = (classLevels[Class_Paladin] != 0); break; + } + return bRestricted; +} + size_t Character::SpentAtLevel( SkillType skill, size_t level) const @@ -2352,6 +2370,37 @@ std::vector Character::TrainableFeatTypeAtLevel( } break; + case Class_ClericDarkApostate: + // clerics get a Follower of (faith) selection at level 1 + // domain selection at level 2 + // domain feats at 5, 9 and 14 + // and a deity feat at level 6 + if (classLevels[Class_ClericDarkApostate] == 1) + { + if (NotPresentInEarlierLevel(level, TFT_FollowerOf)) + { + trainable.push_back(TFT_FollowerOf); + } + } + if (classLevels[Class_ClericDarkApostate] == 2) + { + trainable.push_back(TFT_Domain); + } + if (classLevels[Class_ClericDarkApostate] == 5 + || classLevels[Class_ClericDarkApostate] == 9 + || classLevels[Class_ClericDarkApostate] == 14) + { + trainable.push_back(TFT_DomainFeat); + } + if (classLevels[Class_ClericDarkApostate] == 6) + { + if (NotPresentInEarlierLevel(level, TFT_Deity)) + { + trainable.push_back(TFT_Deity); + } + } + break; + case Class_Druid: // druids can select a wild shape at levels 2 and 5, 8, 11, 13, 17 if (classLevels[Class_Druid] == 2 @@ -2507,6 +2556,25 @@ std::vector Character::TrainableFeatTypeAtLevel( } break; + case Class_PaladinSacredFist: + // paladins gain a follower of feat at level 1 + // and a deity feat at level 6 + if (classLevels[Class_PaladinSacredFist] == 1) + { + if (NotPresentInEarlierLevel(level, TFT_FollowerOf)) + { + trainable.push_back(TFT_FollowerOf); + } + } + if (classLevels[Class_PaladinSacredFist] == 6) + { + if (NotPresentInEarlierLevel(level, TFT_Deity)) + { + trainable.push_back(TFT_Deity); + } + } + break; + case Class_Ranger: // rangers gain a favored enemy feat at levels 1, 5, 10, 15 and 20 if (classLevels[Class_Ranger] == 1 @@ -3000,7 +3068,7 @@ void Character::Enhancement_TrainEnhancement( enhancementName, selection, cost, - pTreeItem->MinSpent(), + pTreeItem->MinSpent(selection), pTreeItem->HasTier5(), &ranks); if (eTree.HasIsRacialTree()) @@ -4133,7 +4201,7 @@ void Character::Reaper_TrainEnhancement( enhancementName, selection, cost, - pTreeItem->MinSpent(), + pTreeItem->MinSpent(selection), pTreeItem->HasTier5(), &ranks); // now notify all and sundry about the enhancement effects @@ -6575,7 +6643,7 @@ void Character::U51Destiny_TrainEnhancement( enhancementName, selection, cost, - pTreeItem->MinSpent(), + pTreeItem->MinSpent(selection), false, &ranks); m_destinyTreeSpend += spent; diff --git a/DDOCP/Character.h b/DDOCP/Character.h index fd78d7d09..155f80a01 100644 --- a/DDOCP/Character.h +++ b/DDOCP/Character.h @@ -128,6 +128,7 @@ class Character : // class selection bool IsClassAvailable(ClassType type) const; + bool IsClassRestricted(ClassType type) const; void SetClass1(size_t level, ClassType type); void SetClass2(size_t level, ClassType type); void SetClass3(size_t level, ClassType type); diff --git a/DDOCP/ClassTypes.h b/DDOCP/ClassTypes.h index 4f0f643e0..e7f45f89c 100644 --- a/DDOCP/ClassTypes.h +++ b/DDOCP/ClassTypes.h @@ -14,7 +14,9 @@ enum ClassType Class_Artificer, Class_Barbarian, Class_Bard, + Class_BardStormsinger, Class_Cleric, + Class_ClericDarkApostate, Class_Druid, Class_Epic, Class_FavoredSoul, @@ -22,6 +24,7 @@ enum ClassType Class_Legendary, Class_Monk, Class_Paladin, + Class_PaladinSacredFist, Class_Ranger, Class_Rogue, Class_Sorcerer, @@ -38,7 +41,9 @@ const XmlLib::enumMapEntry classTypeMap[] = {Class_Artificer, L"Artificer"}, {Class_Barbarian, L"Barbarian"}, {Class_Bard, L"Bard"}, + {Class_BardStormsinger, L"Stormsinger"}, {Class_Cleric, L"Cleric"}, + {Class_ClericDarkApostate, L"Dark Apostate"}, {Class_Druid, L"Druid"}, {Class_Epic, L"Epic"}, {Class_FavoredSoul, L"Favored Soul"}, @@ -46,6 +51,7 @@ const XmlLib::enumMapEntry classTypeMap[] = {Class_Legendary, L"Legendary"}, {Class_Monk, L"Monk"}, {Class_Paladin, L"Paladin"}, + {Class_PaladinSacredFist, L"Sacred Fist"}, {Class_Ranger, L"Ranger"}, {Class_Rogue, L"Rogue"}, {Class_Sorcerer, L"Sorcerer"}, diff --git a/DDOCP/DDOCP.APS b/DDOCP/DDOCP.APS index 841a2edd10f61e33ec9ecce50f36f3a0040a96d7..a9091b2832d17519439a88673d6d7b0d149d8583 100644 GIT binary patch delta 10421 zcmb7Kd3;nw^6%U!_nt(lDGhqLQ0s9eV98noZRmKTs zoKP7jRmN#%oK_j%tBjwR@srB-U%CM=7JZ9vnjC>iCFhTjeQ1-}b zma4bNJ1MGnL<3ISZjSZqA&2N=$$ezAjD`BiuAsR4OK+^QzbuAW;{fRf<%WTBcx=Hy znG3P|2FcN&tSgqo*X=5n5L@e%Q$acGk|SbzwlzH%Asswm}+4-l@|=B^7SLQyf(-N 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+ pCmdUi->Enable(TRUE); pCmdUi->SetCheck(m_pCharacter->HasLamanniaMode()); } diff --git a/DDOCP/EnhancementSelection.h b/DDOCP/EnhancementSelection.h index 5990d343b..4aac35eb9 100644 --- a/DDOCP/EnhancementSelection.h +++ b/DDOCP/EnhancementSelection.h @@ -45,6 +45,7 @@ class EnhancementSelection : DL_STRING(_, Icon) \ DL_VECTOR(_, size_t, CostPerRank) \ DL_FLAG(_, Clickie) \ + DL_OPTIONAL_SIMPLE(_, size_t, MinSpent, 0) \ DL_OPTIONAL_OBJECT(_, Requirements, RequirementsToTrain) \ DL_OBJECT_LIST(_, Stance, Stances) \ DL_OBJECT_LIST(_, Effect, Effects) \ diff --git a/DDOCP/EnhancementTreeDialog.cpp b/DDOCP/EnhancementTreeDialog.cpp index 58bade513..cdbb6db07 100644 --- a/DDOCP/EnhancementTreeDialog.cpp +++ b/DDOCP/EnhancementTreeDialog.cpp @@ -325,6 +325,7 @@ void CEnhancementTreeDialog::RenderTreeItem( CDC * pDC) { bool isCore = (item.InternalName().find("Core") != std::string::npos); + size_t spentInTree = m_pCharacter->APSpentInTree(m_tree.Name()); if (isCore) { @@ -359,7 +360,7 @@ void CEnhancementTreeDialog::RenderTreeItem( RenderItemPassive(item, pDC, itemRect); } // show how many have been acquired of max ranks - bool isAllowed = item.IsAllowed(*m_pCharacter, "", m_tree.Name()); + bool isAllowed = item.IsAllowed(*m_pCharacter, "", m_tree.Name(), spentInTree); bool isTier5Blocked = item.IsTier5Blocked(*m_pCharacter, m_tree.Name()); if (!isTier5Blocked) { @@ -441,7 +442,7 @@ void CEnhancementTreeDialog::RenderItemCore( // core items are rendered across the bottom section of the bitmap CRect itemRect(0, 0, 38, 38); size_t spentInTree = m_pCharacter->APSpentInTree(m_tree.Name()); - bool isAllowed = item.IsAllowed(*m_pCharacter, "", m_tree.Name()); + bool isAllowed = item.IsAllowed(*m_pCharacter, "", m_tree.Name(), spentInTree); bool isTrainable = item.CanTrain(*m_pCharacter, m_tree.Name(), spentInTree, m_type); bool canRevoke = item.CanRevoke(m_pCharacter->FindSpendInTree(m_tree.Name())); // now apply the item position to the rectangle @@ -590,7 +591,7 @@ void CEnhancementTreeDialog::RenderItemState( CRect itemRect) // work on a copy { size_t spentInTree = m_pCharacter->APSpentInTree(m_tree.Name()); - bool isAllowed = item.IsAllowed(*m_pCharacter, "", m_tree.Name()); + bool isAllowed = item.IsAllowed(*m_pCharacter, "", m_tree.Name(), spentInTree); bool isTier5Blocked = item.IsTier5Blocked(*m_pCharacter, m_tree.Name()); bool isTrainable = item.CanTrain(*m_pCharacter, m_tree.Name(), spentInTree, m_type); if (isTier5Blocked) @@ -649,7 +650,7 @@ void CEnhancementTreeDialog::OnLButtonDown(UINT nFlags, CPoint point) // an item has been clicked, see if we can train a rank in it size_t spentInTree = m_pCharacter->APSpentInTree(m_tree.Name()); const TrainedEnhancement * te = m_pCharacter->IsTrained(item->InternalName(), "", m_type); - bool isAllowed = item->MeetRequirements(*m_pCharacter, "", m_tree.Name()); + bool isAllowed = item->MeetRequirements(*m_pCharacter, "", m_tree.Name(), spentInTree); bool isTrainable = item->CanTrain(*m_pCharacter, m_tree.Name(), spentInTree, m_type); if (isAllowed && isTrainable) { @@ -1026,7 +1027,8 @@ void CEnhancementTreeDialog::SetTooltipText( *m_pCharacter, &item, es, - te->Ranks()); + te->Ranks(), + m_pCharacter->APSpentInTree(m_tree.Name())); } else { @@ -1068,6 +1070,7 @@ void CEnhancementTreeDialog::UpdateFeatRevoked( { bTreeHasInvalidItems = false; SpendInTree * esit = m_pCharacter->FindSpendInTree(m_tree.Name()); + size_t spentInTree = m_pCharacter->APSpentInTree(m_tree.Name()); const EnhancementTreeItem * pBadItem = NULL; if (esit != NULL) { @@ -1081,7 +1084,8 @@ void CEnhancementTreeDialog::UpdateFeatRevoked( bool isAllowed = pItem->MeetRequirements( *m_pCharacter, revokedSelection, - m_tree.Name()); + m_tree.Name(), + spentInTree); if (!isAllowed) { bTreeHasInvalidItems = true; diff --git a/DDOCP/EnhancementTreeItem.cpp b/DDOCP/EnhancementTreeItem.cpp index 5e71d569a..249451491 100644 --- a/DDOCP/EnhancementTreeItem.cpp +++ b/DDOCP/EnhancementTreeItem.cpp @@ -103,7 +103,8 @@ bool EnhancementTreeItem::VerifyObject( bool EnhancementTreeItem::MeetRequirements( const Character & charData, const std::string & selection, - const std::string & treeName) const + const std::string & treeName, + size_t spentInTree) const { bool met = true; // must also meet the requirements of the item @@ -147,9 +148,13 @@ bool EnhancementTreeItem::MeetRequirements( if ((*it).Name() == selection) { // this is the one we need to check + if ((*it).HasMinSpent()) + { + met &= ((*it).MinSpent() <= spentInTree); + } if ((*it).HasRequirementsToTrain()) { - met = (*it).RequirementsToTrain().CanTrainEnhancement(charData, 0); + met &= (*it).RequirementsToTrain().CanTrainEnhancement(charData, 0); } // and were done break; @@ -197,7 +202,8 @@ bool EnhancementTreeItem::IsTier5Blocked( bool EnhancementTreeItem::IsAllowed( const Character & charData, const std::string & selection, - const std::string & treeName) const + const std::string & treeName, + size_t spentInTree) const { bool met = true; // must also meet a subset of the requirements of the item @@ -240,6 +246,10 @@ bool EnhancementTreeItem::IsAllowed( if ((*it).Name() == selection) { // this is the one we need to check + if ((*it).HasMinSpent()) + { + met &= ((*it).MinSpent() <= spentInTree); + } if ((*it).HasRequirementsToTrain()) { met = (*it).RequirementsToTrain().IsAllowed(charData, 0); @@ -264,7 +274,14 @@ bool EnhancementTreeItem::CanTrain( size_t trainedRanks = (te != NULL) ? te->Ranks() : 0; std::string selection = (te != NULL && te->HasSelection()) ? te->Selection() : ""; bool canTrain = (trainedRanks < Ranks()); - canTrain &= (spentInTree >= MinSpent()); + canTrain &= (spentInTree >= MinSpent(selection)); + // if we have no selection, and we have a selector, only enabled if at least + // one of the sub selector items can be trained + if (selection == "" + && HasSelections()) + { + canTrain &= Selections().HasTrainableOption(charData, spentInTree); + } // verify and enhancements we are dependent on have enough trained ranks also canTrain &= m_RequirementsToTrain.CanTrainEnhancement(charData, trainedRanks); // must have enough action points to buy it @@ -289,13 +306,13 @@ bool EnhancementTreeItem::CanRevoke( // below those required for a higher tier enhancement to be trained // sum how many Aps have been spent in this min Ap tier - canRevoke = pTreeSpend->CanRevokeAtTier(MinSpent(), Cost(selection, ranks)); + canRevoke = pTreeSpend->CanRevokeAtTier(MinSpent(selection), Cost(selection, ranks)); if (canRevoke) { // 3. Another enhancement that is dependent on this enhancement being trained has // equal or more ranks than this enhancement - canRevoke = !pTreeSpend->HasTrainedDependants(InternalName(), ranks); + canRevoke = !pTreeSpend->HasTrainedDependants(InternalName(), selection, ranks); } } } @@ -494,8 +511,27 @@ bool EnhancementTreeItem::IsSelectionClickie(const std::string & selection) cons return m_Selections.IsSelectionClickie(selection); } -bool EnhancementTreeItem::RequiresEnhancement(const std::string& name) const +bool EnhancementTreeItem::RequiresEnhancement( + const std::string& name, + const std::string& selection, + const std::string& subSelection) const { - bool bRequiresIt = m_RequirementsToTrain.RequiresEnhancement(name); + bool bRequiresIt = m_RequirementsToTrain.RequiresEnhancement(name, selection); + // need to also check any selection if that has different requirements + if (selection != "") + { + bRequiresIt |= m_Selections.RequiresEnhancement(name, selection, subSelection); + } return bRequiresIt; } + +size_t EnhancementTreeItem::MinSpent(const std::string& selection) const +{ + size_t min = MinSpent(); // assume default + if (selection != "") + { + // find the selection and use its MinSepnt if it has one + min = m_Selections.MinSpent(selection, min); // returns min if no MinSpent on item or not found + } + return min; +} diff --git a/DDOCP/EnhancementTreeItem.h b/DDOCP/EnhancementTreeItem.h index 5bf22e282..d944f9c95 100644 --- a/DDOCP/EnhancementTreeItem.h +++ b/DDOCP/EnhancementTreeItem.h @@ -25,11 +25,13 @@ class EnhancementTreeItem : bool MeetRequirements( const Character & charData, const std::string & selection, - const std::string & treeName) const; + const std::string & treeName, + size_t spentInTree) const; bool IsAllowed( const Character & charData, const std::string & selection, - const std::string & treeName) const; + const std::string & treeName, + size_t spentInTree) const; bool IsTier5Blocked( const Character & charData, const std::string& treeName) const; @@ -52,7 +54,8 @@ class EnhancementTreeItem : const std::vector& ItemCosts(const std::string& selection) const; bool IsSelectionClickie(const std::string & selection) const; - bool RequiresEnhancement(const std::string& name) const; + bool RequiresEnhancement(const std::string& name, const std::string& selection, const std::string& subSelection) const; + size_t MinSpent(const std::string& selection) const; bool VerifyObject( std::stringstream * ss, diff --git a/DDOCP/FeatsClassControl.cpp b/DDOCP/FeatsClassControl.cpp index 920fed735..bb914fa82 100644 --- a/DDOCP/FeatsClassControl.cpp +++ b/DDOCP/FeatsClassControl.cpp @@ -1089,6 +1089,7 @@ void CFeatsClassControl::DoClass1() if (ci != Class_Epic && ci != Class_Legendary) { bool bAlignmentRestricted = !m_pCharacter->IsClassAvailable((ClassType)ci); + bool bClassRestricted = m_pCharacter->IsClassRestricted((ClassType)ci); if (ci != type2 && ci != type3 || ci == Class_Unknown) @@ -1106,6 +1107,16 @@ void CFeatsClassControl::DoClass1() ID_CLASS_UNKNOWN + ci, text); } + else if (bClassRestricted + && !SameArchetype((ClassType)ci, type1)) // ensure ui allows switch of base types in same selection + { + // add text to class name to show why it cannot be selected + text += " (Archetype Restricted)"; + menu.AppendMenu( + MF_STRING | MF_DISABLED, + ID_CLASS_UNKNOWN + ci, + text); + } else if (ci == type1) { menu.AppendMenu( @@ -1156,6 +1167,7 @@ void CFeatsClassControl::DoClass2() if (ci != Class_Epic && ci != Class_Legendary) { bool bAlignmentRestricted = !m_pCharacter->IsClassAvailable((ClassType)ci); + bool bClassRestricted = m_pCharacter->IsClassRestricted((ClassType)ci); if (ci != type1 && ci != type3 || ci == Class_Unknown) @@ -1173,6 +1185,16 @@ void CFeatsClassControl::DoClass2() ID_CLASS_UNKNOWN + ci, text); } + else if (bClassRestricted + && !SameArchetype((ClassType)ci, type2)) // ensure ui allows switch of base types in same selection + { + // add text to class name to show why it cannot be selected + text += " (Archetype Restricted)"; + menu.AppendMenu( + MF_STRING | MF_DISABLED, + ID_CLASS_UNKNOWN + ci, + text); + } else if (ci == type1) { menu.AppendMenu( @@ -1223,6 +1245,7 @@ void CFeatsClassControl::DoClass3() if (ci != Class_Epic && ci != Class_Legendary) { bool bAlignmentRestricted = !m_pCharacter->IsClassAvailable((ClassType)ci); + bool bClassRestricted = m_pCharacter->IsClassRestricted((ClassType)ci); if (ci != type1 && ci != type2 || ci == Class_Unknown) @@ -1240,6 +1263,16 @@ void CFeatsClassControl::DoClass3() ID_CLASS_UNKNOWN + ci, text); } + else if (bClassRestricted + && !SameArchetype((ClassType)ci, type3)) // ensure ui allows switch of base types in same selection + { + // add text to class name to show why it cannot be selected + text += " (Archetype Restricted)"; + menu.AppendMenu( + MF_STRING | MF_DISABLED, + ID_CLASS_UNKNOWN + ci, + text); + } else if (ci == type1) { menu.AppendMenu( diff --git a/DDOCP/GlobalSupportFunctions.cpp b/DDOCP/GlobalSupportFunctions.cpp index 123bc89c2..8a7a8f45d 100644 --- a/DDOCP/GlobalSupportFunctions.cpp +++ b/DDOCP/GlobalSupportFunctions.cpp @@ -377,6 +377,13 @@ std::vector FilterSpells(const Character * pChar, ClassType ct, int level isClassLevelSpell = true; } break; + case Class_BardStormsinger: + if ((*si).HasStormsinger() + && (*si).Stormsinger() == level) + { + isClassLevelSpell = true; + } + break; case Class_Cleric: if ((*si).HasCleric() && (*si).Cleric() == level) @@ -384,6 +391,13 @@ std::vector FilterSpells(const Character * pChar, ClassType ct, int level isClassLevelSpell = true; } break; + case Class_ClericDarkApostate: + if ((*si).HasDarkApostate() + && (*si).DarkApostate() == level) + { + isClassLevelSpell = true; + } + break; case Class_Druid: if ((*si).HasDruid() && (*si).Druid() == level) @@ -399,6 +413,7 @@ std::vector FilterSpells(const Character * pChar, ClassType ct, int level } break; case Class_Paladin: + case Class_PaladinSacredFist: if ((*si).HasPaladin() && (*si).Paladin() == level) { @@ -527,6 +542,7 @@ std::vector ClassSpecificFeatTypes(ClassType type) types.push_back(TFT_ArtificerBonus); break; case Class_Cleric: + case Class_ClericDarkApostate: types.push_back(TFT_FollowerOf); // level 1 types.push_back(TFT_Domain); // level 2 types.push_back(TFT_DomainFeat); // level 5/9/14 @@ -549,6 +565,7 @@ std::vector ClassSpecificFeatTypes(ClassType type) types.push_back(TFT_FighterBonus); break; case Class_Paladin: + case Class_PaladinSacredFist: types.push_back(TFT_FollowerOf); // level 1 types.push_back(TFT_Deity); // level 6 break; @@ -576,6 +593,7 @@ std::vector ClassSpecificFeatTypes(ClassType type) case Class_Sorcerer: case Class_Barbarian: case Class_Bard: + case Class_BardStormsinger: // these classes have no specific feat types associated with them break; } @@ -767,6 +785,7 @@ bool IsClassSkill(ClassType type, SkillType skill) case Skill_Balance: if (type == Class_Alchemist || type == Class_Bard + || type == Class_BardStormsinger || type == Class_Monk || type == Class_Rogue) { @@ -776,6 +795,7 @@ bool IsClassSkill(ClassType type, SkillType skill) case Skill_Bluff: if (type == Class_Alchemist || type == Class_Bard + || type == Class_BardStormsinger || type == Class_Rogue || type == Class_Sorcerer || type == Class_Warlock) @@ -787,11 +807,14 @@ bool IsClassSkill(ClassType type, SkillType skill) if (type == Class_Alchemist || type == Class_Artificer || type == Class_Bard + || type == Class_BardStormsinger || type == Class_Cleric + || type == Class_ClericDarkApostate || type == Class_Druid || type == Class_FavoredSoul || type == Class_Monk || type == Class_Paladin + || type == Class_PaladinSacredFist || type == Class_Ranger || type == Class_Sorcerer || type == Class_Warlock @@ -803,11 +826,13 @@ bool IsClassSkill(ClassType type, SkillType skill) case Skill_Diplomacy: if (type == Class_Alchemist || type == Class_Bard + || type == Class_BardStormsinger || type == Class_Cleric || type == Class_Druid || type == Class_FavoredSoul || type == Class_Monk || type == Class_Paladin + || type == Class_PaladinSacredFist || type == Class_Rogue) { isClassSkill = true; @@ -824,6 +849,7 @@ bool IsClassSkill(ClassType type, SkillType skill) if (type == Class_Alchemist || type == Class_Artificer || type == Class_Bard + || type == Class_BardStormsinger || type == Class_Rogue) { isClassSkill = true; @@ -832,9 +858,11 @@ bool IsClassSkill(ClassType type, SkillType skill) case Skill_Heal: if (type == Class_Alchemist || type == Class_Cleric + || type == Class_ClericDarkApostate || type == Class_Druid || type == Class_FavoredSoul || type == Class_Paladin + || type == Class_PaladinSacredFist || type == Class_Ranger) { isClassSkill = true; @@ -842,6 +870,7 @@ bool IsClassSkill(ClassType type, SkillType skill) break; case Skill_Hide: if (type == Class_Bard + || type == Class_BardStormsinger || type == Class_Monk || type == Class_Ranger || type == Class_Rogue) @@ -854,6 +883,7 @@ bool IsClassSkill(ClassType type, SkillType skill) || type == Class_Druid || type == Class_Fighter || type == Class_Paladin + || type == Class_PaladinSacredFist || type == Class_Rogue || type == Class_Warlock) { @@ -863,6 +893,7 @@ bool IsClassSkill(ClassType type, SkillType skill) case Skill_Jump: if (type == Class_Barbarian || type == Class_Bard + || type == Class_BardStormsinger || type == Class_FavoredSoul || type == Class_Fighter || type == Class_Monk @@ -876,6 +907,7 @@ bool IsClassSkill(ClassType type, SkillType skill) case Skill_Listen: if (type == Class_Barbarian || type == Class_Bard + || type == Class_BardStormsinger || type == Class_Druid || type == Class_Monk || type == Class_Ranger @@ -886,6 +918,7 @@ bool IsClassSkill(ClassType type, SkillType skill) break; case Skill_MoveSilently: if (type == Class_Bard + || type == Class_BardStormsinger || type == Class_Monk || type == Class_Ranger || type == Class_Rogue) @@ -901,7 +934,8 @@ bool IsClassSkill(ClassType type, SkillType skill) } break; case Skill_Perform: - if (type == Class_Bard) + if (type == Class_Bard + || type == Class_BardStormsinger) { isClassSkill = true; } @@ -928,7 +962,9 @@ bool IsClassSkill(ClassType type, SkillType skill) if (type == Class_Alchemist || type == Class_Artificer || type == Class_Bard + || type == Class_BardStormsinger || type == Class_Cleric + || type == Class_ClericDarkApostate || type == Class_Druid || type == Class_FavoredSoul || type == Class_Sorcerer @@ -952,6 +988,7 @@ bool IsClassSkill(ClassType type, SkillType skill) case Skill_Swim: if (type == Class_Barbarian || type == Class_Bard + || type == Class_BardStormsinger || type == Class_Druid || type == Class_Fighter || type == Class_Monk @@ -963,6 +1000,7 @@ bool IsClassSkill(ClassType type, SkillType skill) break; case Skill_Tumble: if (type == Class_Bard + || type == Class_BardStormsinger || type == Class_Monk || type == Class_Rogue) { @@ -973,6 +1011,7 @@ bool IsClassSkill(ClassType type, SkillType skill) if (type == Class_Alchemist || type == Class_Artificer || type == Class_Bard + || type == Class_BardStormsinger || type == Class_Rogue || type == Class_Warlock) { @@ -999,9 +1038,11 @@ size_t SkillPoints( switch (type) { case Class_Cleric: + case Class_ClericDarkApostate: case Class_Fighter: case Class_FavoredSoul: case Class_Paladin: + case Class_PaladinSacredFist: case Class_Sorcerer: case Class_Warlock: case Class_Wizard: @@ -1017,6 +1058,7 @@ size_t SkillPoints( break; case Class_Bard: + case Class_BardStormsinger: case Class_Ranger: skillPoints = 6; break; @@ -1206,11 +1248,13 @@ bool CanTrainClass( canTrain = true; break; case Class_Paladin: + case Class_PaladinSacredFist: canTrain = (alignment == Alignment_LawfulGood); break; case Class_Barbarian: case Class_Bard: + case Class_BardStormsinger: // any non-lawful canTrain = (alignment == Alignment_TrueNeutral) || (alignment == Alignment_ChaoticNeutral) @@ -1235,6 +1279,7 @@ bool CanTrainClass( case Class_Alchemist: case Class_Artificer: case Class_Cleric: + case Class_ClericDarkApostate: case Class_FavoredSoul: case Class_Fighter: case Class_Ranger: @@ -1478,6 +1523,7 @@ size_t ClassHitpoints(ClassType type) // d6 classes case Class_Artificer: case Class_Bard: + case Class_BardStormsinger: case Class_Rogue: case Class_Warlock: hp = 6; @@ -1485,6 +1531,7 @@ size_t ClassHitpoints(ClassType type) // d8 classes case Class_Cleric: + case Class_ClericDarkApostate: case Class_Druid: case Class_FavoredSoul: case Class_Monk: @@ -1497,6 +1544,7 @@ size_t ClassHitpoints(ClassType type) case Class_Fighter: case Class_Legendary: case Class_Paladin: + case Class_PaladinSacredFist: hp = 10; break; @@ -1528,6 +1576,7 @@ size_t ClassSave(SaveType st, ClassType ct, size_t level) { case Class_Artificer: case Class_Bard: + case Class_BardStormsinger: case Class_Rogue: case Class_Sorcerer: case Class_Warlock: @@ -1537,11 +1586,13 @@ size_t ClassSave(SaveType st, ClassType ct, size_t level) case Class_Alchemist: case Class_Barbarian: case Class_Cleric: + case Class_ClericDarkApostate: case Class_Druid: case Class_FavoredSoul: case Class_Fighter: case Class_Monk: case Class_Paladin: + case Class_PaladinSacredFist: case Class_Ranger: type2 = true; break; @@ -1553,9 +1604,11 @@ size_t ClassSave(SaveType st, ClassType ct, size_t level) case Class_Artificer: case Class_Barbarian: case Class_Cleric: + case Class_ClericDarkApostate: case Class_Druid: case Class_Fighter: case Class_Paladin: + case Class_PaladinSacredFist: case Class_Sorcerer: case Class_Warlock: case Class_Wizard: @@ -1563,6 +1616,7 @@ size_t ClassSave(SaveType st, ClassType ct, size_t level) break; case Class_Alchemist: case Class_Bard: + case Class_BardStormsinger: case Class_FavoredSoul: case Class_Monk: case Class_Ranger: @@ -1578,13 +1632,16 @@ size_t ClassSave(SaveType st, ClassType ct, size_t level) case Class_Barbarian: case Class_Fighter: case Class_Paladin: + case Class_PaladinSacredFist: case Class_Ranger: case Class_Rogue: type1 = true; break; case Class_Artificer: case Class_Bard: + case Class_BardStormsinger: case Class_Cleric: + case Class_ClericDarkApostate: case Class_Druid: case Class_FavoredSoul: case Class_Monk: @@ -1839,6 +1896,7 @@ std::vector SpellSlotsForClass(ClassType ct, size_t level) // no spells of any level break; case Class_Bard: + case Class_BardStormsinger: switch (level) { case 0: break; // no spells, as no class levels in bard @@ -1866,6 +1924,7 @@ std::vector SpellSlotsForClass(ClassType ct, size_t level) } break; case Class_Cleric: + case Class_ClericDarkApostate: switch (level) { case 0: break; // no spells, as no class levels in cleric @@ -1953,6 +2012,7 @@ std::vector SpellSlotsForClass(ClassType ct, size_t level) // no spells of any level break; case Class_Paladin: + case Class_PaladinSacredFist: switch (level) { case 0: break; // no spells, as no class levels in paladin @@ -2107,11 +2167,13 @@ size_t ClassSpellPoints(ClassType ct, size_t level) spPerLevel += 50, 75, 100, 125, 150, 180, 210, 245, 280, 320, 360, 405, 450, 500, 550, 600, 660, 720, 780, 845; break; case Class_Bard: + case Class_BardStormsinger: case Class_Warlock: // Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 spPerLevel += 50, 75, 100, 125, 150, 175, 200, 225, 250, 275, 300, 325, 350, 375, 400, 425, 450, 475, 500, 525; break; case Class_Cleric: + case Class_ClericDarkApostate: case Class_Druid: case Class_Wizard: // Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 @@ -2123,6 +2185,7 @@ size_t ClassSpellPoints(ClassType ct, size_t level) spPerLevel += 100, 150, 200, 250, 300, 355, 415, 480, 550, 625, 705, 790, 880, 975, 1075, 1180, 1290, 1405, 1525, 1650; break; case Class_Paladin: + case Class_PaladinSacredFist: case Class_Ranger: // Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 spPerLevel += 0, 0, 0, 20, 35, 50, 65, 80, 95, 110, 125, 140, 155, 170, 185, 200, 215, 230, 245, 260; @@ -2149,13 +2212,16 @@ AbilityType ClassCastingStat(ClassType ct) at = Ability_Intelligence; break; case Class_Bard: + case Class_BardStormsinger: case Class_Sorcerer: case Class_Warlock: at = Ability_Charisma; break; case Class_Cleric: + case Class_ClericDarkApostate: case Class_Druid: case Class_Paladin: + case Class_PaladinSacredFist: case Class_Ranger: at = Ability_Wisdom; break; @@ -2611,6 +2677,7 @@ double BAB(ClassType ct) case Class_Barbarian: case Class_Fighter: case Class_Paladin: + case Class_PaladinSacredFist: case Class_Ranger: // full BAB class bab = 1; @@ -2619,7 +2686,9 @@ double BAB(ClassType ct) case Class_Alchemist: case Class_Artificer: case Class_Bard: + case Class_BardStormsinger: case Class_Cleric: + case Class_ClericDarkApostate: case Class_Druid: case Class_FavoredSoul: case Class_Monk: @@ -3180,9 +3249,11 @@ BreakdownType ClassToCasterLevelsBreakdown(ClassType ct) case Class_Alchemist: bt = Breakdown_CasterLevel_Alchemist; break; case Class_Artificer: bt = Breakdown_CasterLevel_Artificer; break; case Class_Cleric: bt = Breakdown_CasterLevel_Cleric; break; + case Class_ClericDarkApostate: bt = Breakdown_CasterLevel_Cleric; break; case Class_Druid: bt = Breakdown_CasterLevel_Druid; break; case Class_FavoredSoul: bt = Breakdown_CasterLevel_FavoredSoul; break; case Class_Paladin: bt = Breakdown_CasterLevel_Paladin; break; + case Class_PaladinSacredFist: bt = Breakdown_CasterLevel_Paladin; break; case Class_Sorcerer: bt = Breakdown_CasterLevel_Sorcerer; break; case Class_Ranger: bt = Breakdown_CasterLevel_Ranger; break; case Class_Warlock: bt = Breakdown_CasterLevel_Warlock; break; @@ -3237,6 +3308,7 @@ size_t CasterLevel(Character * pCharacter, ClassType c) casterLevel = (size_t)FindBreakdown(Breakdown_CasterLevel_Artificer)->Total(); break; case Class_Cleric: + case Class_ClericDarkApostate: casterLevel = (size_t)FindBreakdown(Breakdown_CasterLevel_Cleric)->Total(); break; case Class_Druid: @@ -3246,6 +3318,7 @@ size_t CasterLevel(Character * pCharacter, ClassType c) casterLevel = (size_t)FindBreakdown(Breakdown_CasterLevel_FavoredSoul)->Total(); break; case Class_Paladin: + case Class_PaladinSacredFist: casterLevel = (size_t)FindBreakdown(Breakdown_CasterLevel_Paladin)->Total(); break; case Class_Sorcerer: @@ -3461,3 +3534,46 @@ bool IsInIgnoreList(const std::string & name) } return found; } + +bool SameArchetype(ClassType ct1, ClassType ct2) +{ + // return true of both classes are of the same base type (e.g. both a paladin type) + size_t bardCount = 0; + size_t clericCount = 0; + size_t paladinCount = 0; + switch (ct1) + { + case Class_Bard: + case Class_BardStormsinger: + bardCount++; + break; + case Class_Cleric: + case Class_ClericDarkApostate: + clericCount++; + break; + case Class_Paladin: + case Class_PaladinSacredFist: + paladinCount++; + break; + } + switch (ct2) + { + case Class_Bard: + case Class_BardStormsinger: + bardCount++; + break; + case Class_Cleric: + case Class_ClericDarkApostate: + clericCount++; + break; + case Class_Paladin: + case Class_PaladinSacredFist: + paladinCount++; + break; + } + // if any total equals 2, then they are of the same base type + return (bardCount == 2) + || (clericCount == 2) + || (paladinCount == 2); +} + diff --git a/DDOCP/GlobalSupportFunctions.h b/DDOCP/GlobalSupportFunctions.h index 3f741e380..6825a6bc0 100644 --- a/DDOCP/GlobalSupportFunctions.h +++ b/DDOCP/GlobalSupportFunctions.h @@ -170,3 +170,4 @@ bool AddMenuItem(HMENU hTargetMenu, const CString& itemText, UINT itemID); void AddToIgnoreList(const std::string & name); void RemoveFromIgnoreList(const std::string & name); bool IsInIgnoreList(const std::string & name); +bool SameArchetype(ClassType ct1, ClassType ct2); diff --git a/DDOCP/InfoTip.cpp b/DDOCP/InfoTip.cpp index 1bf53964c..9a187cf49 100644 --- a/DDOCP/InfoTip.cpp +++ b/DDOCP/InfoTip.cpp @@ -318,9 +318,9 @@ void CInfoTip::SetEnhancementTreeItem( m_bRequirementMet.clear(); // add the required spent in tree to requirements list CString text; - text.Format("Requires: %d AP spent in tree", pItem->MinSpent()); + text.Format("Requires: %d AP spent in tree", pItem->MinSpent(selection)); m_requirements.push_back(text); - m_bRequirementMet.push_back(spentInTree >= pItem->MinSpent()); + m_bRequirementMet.push_back(spentInTree >= pItem->MinSpent(selection)); pItem->CreateRequirementStrings( charData, &m_requirements, @@ -343,7 +343,8 @@ void CInfoTip::SetEnhancementSelectionItem( const Character & charData, const EnhancementTreeItem * pItem, const EnhancementSelection * pSelection, - size_t ranks) + size_t ranks, + size_t spentInTree) { m_image.Destroy(); LoadImageFile(IT_enhancement, pSelection->Icon(), &m_image); @@ -357,9 +358,9 @@ void CInfoTip::SetEnhancementSelectionItem( m_requirements.clear(); m_bRequirementMet.clear(); CString text; - text.Format("Requires: %d AP spent in tree", pItem->MinSpent()); + text.Format("Requires: %d AP spent in tree", pItem->MinSpent(pSelection->Name())); m_requirements.push_back(text); - m_bRequirementMet.push_back(true); + m_bRequirementMet.push_back((spentInTree >= pItem->MinSpent(pSelection->Name()))); pSelection->CreateRequirementStrings( charData, &m_requirements, diff --git a/DDOCP/InfoTip.h b/DDOCP/InfoTip.h index 6249d5073..406c57415 100644 --- a/DDOCP/InfoTip.h +++ b/DDOCP/InfoTip.h @@ -32,7 +32,8 @@ class CInfoTip : const Character & charData, const EnhancementTreeItem * pItem, const EnhancementSelection * pSelection, - size_t ranks); + size_t ranks, + size_t spentInTree); void SetFeatItem( const Character & charData, const Feat * pItem, diff --git a/DDOCP/LevelUpView.cpp b/DDOCP/LevelUpView.cpp index 34973818a..dc7fa38a0 100644 --- a/DDOCP/LevelUpView.cpp +++ b/DDOCP/LevelUpView.cpp @@ -875,10 +875,13 @@ void CLevelUpView::SetAvailableClasses() ClassType type3 = m_pCharacter->Class3(); for (size_t ci = Class_Unknown; ci < Class_Count; ++ci) { - if (m_pCharacter->IsClassAvailable((ClassType)ci) + if ((m_pCharacter->IsClassAvailable((ClassType)ci) && ci != type2 && ci != type3 || ci == Class_Unknown) + && (!m_pCharacter->IsClassRestricted((ClassType)ci) + || ci == type1 + || SameArchetype((ClassType)ci, type1))) { // this class is selectable CString text = EnumEntryText( @@ -896,10 +899,13 @@ void CLevelUpView::SetAvailableClasses() { for (size_t ci = Class_Unknown; ci < Class_Count; ++ci) { - if (m_pCharacter->IsClassAvailable((ClassType)ci) + if ((m_pCharacter->IsClassAvailable((ClassType)ci) && ci != type1 && ci != type3 - || ci == Class_Unknown) + || ci == Class_Unknown) + && (!m_pCharacter->IsClassRestricted((ClassType)ci) + || ci == type2 + || SameArchetype((ClassType)ci, type2))) { // this class is selectable at this level CString text = EnumEntryText( @@ -917,10 +923,13 @@ void CLevelUpView::SetAvailableClasses() { for (size_t ci = Class_Unknown; ci < Class_Count; ++ci) { - if (m_pCharacter->IsClassAvailable((ClassType)ci) + if ((m_pCharacter->IsClassAvailable((ClassType)ci) && ci != type1 && ci != type2 || ci == Class_Unknown) + && (!m_pCharacter->IsClassRestricted((ClassType)ci) + || ci == type3 + || SameArchetype((ClassType)ci, type3))) { // this class is selectable at this level CString text = EnumEntryText( diff --git a/DDOCP/Requirement.cpp b/DDOCP/Requirement.cpp index 65ff989bf..6d4db3b29 100644 --- a/DDOCP/Requirement.cpp +++ b/DDOCP/Requirement.cpp @@ -521,12 +521,22 @@ void Requirement::CreateRequirementStrings( } } -bool Requirement::RequiresEnhancement(const std::string& name) const +bool Requirement::RequiresEnhancement( + const std::string& name, + const std::string& selection) const { bool bRequires = false; if (HasEnhancement()) { bRequires = (name == m_Enhancement); + if (bRequires && selection != "") + { + if (HasSelection()) + { + // selection also has to match + bRequires &= (selection == m_Selection); + } + } } return bRequires; } diff --git a/DDOCP/Requirement.h b/DDOCP/Requirement.h index d15eee767..923757fa4 100644 --- a/DDOCP/Requirement.h +++ b/DDOCP/Requirement.h @@ -40,7 +40,7 @@ class Requirement : std::vector * met, size_t level) const; - bool RequiresEnhancement(const std::string& name) const; + bool RequiresEnhancement(const std::string& name, const std::string& selection) const; bool VerifyObject( std::stringstream * ss, diff --git a/DDOCP/Requirements.cpp b/DDOCP/Requirements.cpp index d88b7940c..50f5b5a60 100644 --- a/DDOCP/Requirements.cpp +++ b/DDOCP/Requirements.cpp @@ -61,10 +61,11 @@ bool Requirements::Met( met = (*it).Met(charData, classLevels, totalLevel, currentFeats, includeTomes); ++it; } - if (met - && HasOneOf()) + std::list::const_iterator rooIt = OneOf().begin(); + while (met && rooIt != OneOf().end()) { - met = OneOf().Met(charData, classLevels, totalLevel, currentFeats, includeTomes); + met = rooIt->Met(charData, classLevels, totalLevel, currentFeats, includeTomes); + rooIt++; } if (met && HasNoneOf()) @@ -86,10 +87,11 @@ bool Requirements::CanTrainEnhancement( met = (*it).CanTrainEnhancement(charData, trainedRanks); ++it; } - if (met - && HasOneOf()) + std::list::const_iterator rooIt = OneOf().begin(); + while (met && rooIt != OneOf().end()) { - met = OneOf().CanTrainEnhancement(charData, trainedRanks); + met = rooIt->CanTrainEnhancement(charData, trainedRanks); + rooIt++; } if (met && HasNoneOf()) @@ -112,11 +114,12 @@ bool Requirements::IsAllowed( met = (*it).IsAllowed(charData, trainedRanks); ++it; } - if (met - && HasOneOf()) + std::list::const_iterator rooIt = OneOf().begin(); + while (met && rooIt != OneOf().end()) { - // subset, excluding enhancements - met = OneOf().IsAllowed(charData, trainedRanks); + // subset, excluding enhancements + met = rooIt->IsAllowed(charData, trainedRanks); + rooIt++; } if (met && HasNoneOf()) @@ -137,10 +140,11 @@ bool Requirements::CanTrainTree( met = (*it).CanTrainTree(charData); ++it; } - if (met - && HasOneOf()) + std::list::const_iterator rooIt = OneOf().begin(); + while (met && rooIt != OneOf().end()) { - met = OneOf().CanTrainTree(charData); + met = rooIt->CanTrainTree(charData); + rooIt++; } if (met && HasNoneOf()) @@ -162,9 +166,11 @@ void Requirements::CreateRequirementStrings( (*it).CreateRequirementStrings(charData, requirements, met, level); ++it; } - if (HasOneOf()) + std::list::const_iterator rooIt = OneOf().begin(); + while (rooIt != OneOf().end()) { - OneOf().CreateRequirementStrings(charData, requirements, met, level); + rooIt->CreateRequirementStrings(charData, requirements, met, level); + rooIt++; } if (HasNoneOf()) { @@ -172,14 +178,16 @@ void Requirements::CreateRequirementStrings( } } -bool Requirements::RequiresEnhancement(const std::string& name) const +bool Requirements::RequiresEnhancement( + const std::string& name, + const std::string& selection) const { bool bRequiresIt = false; // check all the individual requirements std::list::const_iterator it = m_Requires.begin(); while (it != m_Requires.end()) { - bRequiresIt |= (*it).RequiresEnhancement(name); + bRequiresIt |= (*it).RequiresEnhancement(name, selection); ++it; } return bRequiresIt; @@ -198,9 +206,11 @@ bool Requirements::VerifyObject( ok &= (*it).VerifyObject(ss, allFeats); ++it; } - if (HasOneOf()) + std::list::const_iterator rooIt = OneOf().begin(); + while (rooIt != OneOf().end()) { - ok &= m_OneOf.VerifyObject(ss, allFeats); + ok &= rooIt->VerifyObject(ss, allFeats); + rooIt++; } if (HasNoneOf()) { diff --git a/DDOCP/Requirements.h b/DDOCP/Requirements.h index a62df9b61..49161db07 100644 --- a/DDOCP/Requirements.h +++ b/DDOCP/Requirements.h @@ -37,7 +37,7 @@ class Requirements : std::vector * requirements, std::vector * met, size_t level) const; - bool RequiresEnhancement(const std::string& name) const; + bool RequiresEnhancement(const std::string& name, const std::string& selection) const; bool VerifyObject( std::stringstream * ss, const std::list & allTrees, @@ -51,7 +51,7 @@ class Requirements : #define Requirements_PROPERTIES(_) \ DL_OBJECT_LIST(_, Requirement, Requires) \ - DL_OPTIONAL_OBJECT(_, RequiresOneOf, OneOf) \ + DL_OBJECT_LIST(_, RequiresOneOf, OneOf) \ DL_OPTIONAL_OBJECT(_, RequiresNoneOf, NoneOf) DL_DECLARE_ACCESS(Requirements_PROPERTIES) diff --git a/DDOCP/SelectionSelectDialog.cpp b/DDOCP/SelectionSelectDialog.cpp index 4faa13dba..6eafc2a97 100644 --- a/DDOCP/SelectionSelectDialog.cpp +++ b/DDOCP/SelectionSelectDialog.cpp @@ -106,11 +106,15 @@ BOOL CSelectionSelectDialog::OnInitDialog() ++eit; } bool canTrain = true; + if ((*it).HasMinSpent()) + { + canTrain &= ((*it).MinSpent() <= spentInTree); + } if ((*it).HasRequirementsToTrain()) { std::vector classLevels = m_charData.ClassLevels(m_charData.MaxLevel()); std::list trainedFeats = m_charData.CurrentFeats(m_charData.MaxLevel()); - canTrain = (*it).RequirementsToTrain().Met( + canTrain &= (*it).RequirementsToTrain().Met( m_charData, classLevels, m_charData.MaxLevel(), @@ -234,7 +238,8 @@ void CSelectionSelectDialog::SetTooltipText( m_charData, &m_item, &item, - m_item.Ranks()); + m_item.Ranks(), + m_charData.APSpentInTree(m_treeName)); m_tooltip.Show(); } diff --git a/DDOCP/Selector.cpp b/DDOCP/Selector.cpp index 9ef79fb34..0acafe157 100644 --- a/DDOCP/Selector.cpp +++ b/DDOCP/Selector.cpp @@ -162,6 +162,27 @@ std::list Selector::Stances(const std::string & selection) const return stances; } +size_t Selector::MinSpent( + const std::string& selection, + size_t defaultMinSpent) const +{ + size_t min = defaultMinSpent; + std::list::const_iterator it = m_Selections.begin(); + while (it != m_Selections.end()) + { + if ((*it).Name() == selection) + { + if ((*it).HasMinSpent()) + { + min = (*it).MinSpent(); + } + break; // done + } + ++it; + } + return min; +} + bool Selector::CostVaries(const std::string& selection) const { bool varies = false; @@ -225,3 +246,53 @@ bool Selector::IsSelectionClickie(const std::string & selection) const return isClickie; } +bool Selector::RequiresEnhancement( + const std::string& name, + const std::string& selection, + const std::string& subSelection) const +{ + bool bRequiresIt = false; + std::list::const_iterator it = m_Selections.begin(); + while (it != m_Selections.end()) + { + if ((*it).Name() == subSelection) + { + if ((*it).HasRequirementsToTrain()) + { + bRequiresIt = (*it).RequirementsToTrain().RequiresEnhancement(name, selection); + } + break; // done + } + ++it; + } + return bRequiresIt; +} + +bool Selector::HasTrainableOption( + const Character & charData, + size_t spentInTree) const +{ + bool bHasTrainableOption = false; + std::list::const_iterator it = m_Selections.begin(); + while (it != m_Selections.end()) + { + bool optionTrainable = false; + if ((*it).HasRequirementsToTrain()) + { + optionTrainable = (*it).RequirementsToTrain().CanTrainEnhancement(charData, 0); + } + else + { + // if no requirements, then it is selectable + optionTrainable = true; + } + if ((*it).HasMinSpent()) + { + optionTrainable &= (spentInTree >= (*it).MinSpent()); + } + bHasTrainableOption |= optionTrainable; + ++it; + } + return bHasTrainableOption; +} + diff --git a/DDOCP/Selector.h b/DDOCP/Selector.h index dc40ee678..0ffc1d097 100644 --- a/DDOCP/Selector.h +++ b/DDOCP/Selector.h @@ -21,10 +21,13 @@ class Selector : std::list EffectDCs(const std::string & selection) const; std::list Stances(const std::string & selection) const; + size_t MinSpent(const std::string& selection, size_t defaultMinSpent) const; bool CostVaries(const std::string& selection) const; size_t Cost(const std::string& selection, size_t rank) const; const std::vector& ItemCosts(const std::string& selection) const; bool IsSelectionClickie(const std::string & selection) const; + bool RequiresEnhancement(const std::string& name, const std::string& selection, const std::string& subSelection) const; + bool HasTrainableOption(const Character & charData, size_t spentInTree) const; bool VerifyObject( std::stringstream * ss, diff --git a/DDOCP/SkillSpendDialog.cpp b/DDOCP/SkillSpendDialog.cpp index 399afde2f..18d0098db 100644 --- a/DDOCP/SkillSpendDialog.cpp +++ b/DDOCP/SkillSpendDialog.cpp @@ -770,10 +770,12 @@ void CSkillSpendDialog::OnButtonAutoSpendSkillPoints() skills[Skill_Balance].AddWeighting(100); break; case Class_Bard: + case Class_BardStormsinger: skills[Skill_Perform].AddWeighting(100); skills[Skill_UMD].AddWeighting(100); break; case Class_Cleric: + case Class_ClericDarkApostate: skills[Skill_Concentration].AddWeighting(100); skills[Skill_Heal].AddWeighting(100); skills[Skill_SpellCraft].AddWeighting(100); @@ -795,6 +797,7 @@ void CSkillSpendDialog::OnButtonAutoSpendSkillPoints() skills[Skill_Concentration].AddWeighting(100); break; case Class_Paladin: + case Class_PaladinSacredFist: skills[Skill_Intimidate].AddWeighting(100); break; case Class_Ranger: diff --git a/DDOCP/SkillsView.cpp b/DDOCP/SkillsView.cpp index 27cde99e7..dc3fff4ca 100644 --- a/DDOCP/SkillsView.cpp +++ b/DDOCP/SkillsView.cpp @@ -939,10 +939,12 @@ void CSkillsView::OnButtonAutoSpendSkillPoints() skills[Skill_Balance].AddWeighting(100); break; case Class_Bard: + case Class_BardStormsinger: skills[Skill_Perform].AddWeighting(100); skills[Skill_UMD].AddWeighting(100); break; case Class_Cleric: + case Class_ClericDarkApostate: skills[Skill_Concentration].AddWeighting(100); skills[Skill_Heal].AddWeighting(100); skills[Skill_SpellCraft].AddWeighting(100); @@ -964,6 +966,7 @@ void CSkillsView::OnButtonAutoSpendSkillPoints() skills[Skill_Concentration].AddWeighting(100); break; case Class_Paladin: + case Class_PaladinSacredFist: skills[Skill_Intimidate].AddWeighting(100); break; case Class_Ranger: diff --git a/DDOCP/Spell.cpp b/DDOCP/Spell.cpp index 15d05dcbe..89f662d69 100644 --- a/DDOCP/Spell.cpp +++ b/DDOCP/Spell.cpp @@ -88,9 +88,15 @@ size_t Spell::SpellLevel(ClassType ct) const case Class_Bard: level = Bard(); break; + case Class_BardStormsinger: + level = Stormsinger(); + break; case Class_Cleric: level = Cleric(); break; + case Class_ClericDarkApostate: + level = DarkApostate(); + break; case Class_Druid: level = Druid(); break; @@ -98,6 +104,7 @@ size_t Spell::SpellLevel(ClassType ct) const level = FavoredSoul(); break; case Class_Paladin: + case Class_PaladinSacredFist: level = Paladin(); break; case Class_Ranger: diff --git a/DDOCP/Spell.h b/DDOCP/Spell.h index 83bda8f57..37e48ce8d 100644 --- a/DDOCP/Spell.h +++ b/DDOCP/Spell.h @@ -59,7 +59,9 @@ class Spell : DL_OPTIONAL_SIMPLE(_, int, Alchemist, 0) \ DL_OPTIONAL_SIMPLE(_, int, Artificer, 0) \ DL_OPTIONAL_SIMPLE(_, int, Bard, 0) \ + DL_OPTIONAL_SIMPLE(_, int, Stormsinger, 0) \ DL_OPTIONAL_SIMPLE(_, int, Cleric, 0) \ + DL_OPTIONAL_SIMPLE(_, int, DarkApostate, 0) \ DL_OPTIONAL_SIMPLE(_, int, Druid, 0) \ DL_OPTIONAL_SIMPLE(_, int, FavoredSoul, 0) \ DL_OPTIONAL_SIMPLE(_, int, Paladin, 0) \ diff --git a/DDOCP/SpellsView.cpp b/DDOCP/SpellsView.cpp index 9aa382137..d9aabed4c 100644 --- a/DDOCP/SpellsView.cpp +++ b/DDOCP/SpellsView.cpp @@ -216,9 +216,15 @@ void CSpellsView::DetermineSpellViews() case Class_Bard: page = new CSpellsPage(Class_Bard, Ability_Charisma, IDS_BARD_SPELLS); break; + case Class_BardStormsinger: + page = new CSpellsPage(Class_BardStormsinger, Ability_Charisma, IDS_BARD_STORMSINGER_SPELLS); + break; case Class_Cleric: page = new CSpellsPage(Class_Cleric, Ability_Wisdom, IDS_CLERIC_SPELLS); break; + case Class_ClericDarkApostate: + page = new CSpellsPage(Class_ClericDarkApostate, Ability_Wisdom, IDS_CLERIC_DARK_APOSTATE_SPELLS); + break; case Class_Druid: page = new CSpellsPage(Class_Druid, Ability_Wisdom, IDS_DRUID_SPELLS); break; @@ -228,6 +234,9 @@ void CSpellsView::DetermineSpellViews() case Class_Paladin: page = new CSpellsPage(Class_Paladin, Ability_Wisdom, IDS_PALADIN_SPELLS); break; + case Class_PaladinSacredFist: + page = new CSpellsPage(Class_PaladinSacredFist, Ability_Wisdom, IDS_PALADIN_SACRED_FIST_SPELLS); + break; case Class_Ranger: page = new CSpellsPage(Class_Ranger, Ability_Wisdom, IDS_RANGER_SPELLS); break; diff --git a/DDOCP/SpendInTree.cpp b/DDOCP/SpendInTree.cpp index 6f998a334..fed365f4d 100644 --- a/DDOCP/SpendInTree.cpp +++ b/DDOCP/SpendInTree.cpp @@ -64,8 +64,9 @@ void SpendInTree::EndElement() const EnhancementTreeItem* pTreeItem = FindEnhancement((*teit).EnhancementName()); if (pTreeItem != NULL) { - (*teit).SetCost(pTreeItem->ItemCosts((*teit).HasSelection() ? (*teit).Selection() : "")); - (*teit).SetRequiredAps(pTreeItem->MinSpent()); + std::string selection = (*teit).HasSelection() ? (*teit).Selection() : ""; + (*teit).SetCost(pTreeItem->ItemCosts(selection)); + (*teit).SetRequiredAps(pTreeItem->MinSpent(selection)); } else { @@ -184,6 +185,7 @@ bool SpendInTree::EnoughPointsSpentAtLowerTiers(size_t minSpent, size_t cost) co bool SpendInTree::HasTrainedDependants( const std::string& enhancementName, + const std::string& selection, size_t ranksTrained) const { bool hasDependants = false; @@ -194,9 +196,12 @@ bool SpendInTree::HasTrainedDependants( std::list::const_iterator it = m_Enhancements.begin(); while (it != m_Enhancements.end()) { - if ((*it).HasRequirementOf(enhancementName)) + if ((*it).EnhancementName() != enhancementName) // don't check ourselves { - hasDependants = (*it).Ranks() >= ranksTrained; // cannot revoke if has equal or more ranks + if ((*it).HasRequirementOf(enhancementName, selection)) + { + hasDependants = (*it).Ranks() >= ranksTrained; // cannot revoke if has equal or more ranks + } } ++it; } diff --git a/DDOCP/SpendInTree.h b/DDOCP/SpendInTree.h index 6904ebf84..f371cfc75 100644 --- a/DDOCP/SpendInTree.h +++ b/DDOCP/SpendInTree.h @@ -19,6 +19,7 @@ class SpendInTree : bool CanRevokeAtTier(size_t minSpent, size_t cost) const; bool HasTrainedDependants( const std::string& enhancementName, + const std::string& selection, size_t ranksTrained) const; size_t TrainEnhancement( const std::string& enhancementName, diff --git a/DDOCP/TrainedEnhancement.cpp b/DDOCP/TrainedEnhancement.cpp index 904dfef47..ff3f85fe7 100644 --- a/DDOCP/TrainedEnhancement.cpp +++ b/DDOCP/TrainedEnhancement.cpp @@ -103,14 +103,17 @@ size_t TrainedEnhancement::RequiredAps() const return m_requiredAps; } -bool TrainedEnhancement::HasRequirementOf(const std::string& dependentOnEnhancementName) const +bool TrainedEnhancement::HasRequirementOf( + const std::string& dependentOnEnhancementName, + const std::string& selection) const { bool bRequiresIt = false; // find the this trained enhancement to look at its requirements const EnhancementTreeItem *pItem = FindEnhancement(EnhancementName()); if (pItem != NULL) { - bRequiresIt = pItem->RequiresEnhancement(dependentOnEnhancementName); + std::string subSelection = HasSelection() ? Selection() : ""; + bRequiresIt = pItem->RequiresEnhancement(dependentOnEnhancementName, selection, subSelection); } return bRequiresIt; diff --git a/DDOCP/TrainedEnhancement.h b/DDOCP/TrainedEnhancement.h index 365537634..12658056f 100644 --- a/DDOCP/TrainedEnhancement.h +++ b/DDOCP/TrainedEnhancement.h @@ -20,7 +20,8 @@ class TrainedEnhancement : void SetRequiredAps(size_t requiredAps); size_t RequiredAps() const; - bool HasRequirementOf(const std::string& dependentOnEnhancementName) const; + bool HasRequirementOf(const std::string& dependentOnEnhancementName, + const std::string& selection) const; bool operator<(const TrainedEnhancement& other) const; diff --git a/DDOCP/res/ClassImagesLarge.bmp b/DDOCP/res/ClassImagesLarge.bmp index d48d1307f14a6b91c0a74b8de7d38392b1d92dd4..86e2865e07ca8d12f7d180b29475bfb24c009cad 100644 GIT binary patch delta 470 zcmX}o-!20|6bA4;OUhztsCKKWG*v~Y(yVR$*-ox5heqMwR{#5b(=XndIxV%l>pGPFT*gNq(7b5Sqk;*$&BQPOz2K 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SSCore1 - - Bard - 3 - + + + Bard + 3 + + + Stormsinger + 3 + + SkillBonus @@ -133,10 +150,16 @@ Your Enchantment, Evocation and Illusion spells gain +1 to their DCs. SSCore2 - - Bard - 6 - + + + Bard + 6 + + + Stormsinger + 6 + + SkillBonus @@ -205,10 +228,16 @@ Your Enchantment, Evocation and Illusion spells gain +1 to their DCs. 20 - - Bard - 12 - + + + Bard + 12 + + + Stormsinger + 12 + + SSCore3 @@ -278,10 +307,16 @@ Your Enchantment, Evocation and Illusion spells gain +1 to their DCs. SSCore4 - - Bard - 18 - + + + Bard + 18 + + + Stormsinger + 18 + + SkillBonus @@ -342,10 +377,16 @@ oppose you. You gain the Heal and Wail of the Banshee spells as level 6 Bard spe SSCore5 - - Bard - 20 - + + + Bard + 20 + + + Stormsinger + 20 + + SkillBonus @@ -408,10 +449,16 @@ Haunted: -2 on all Saving Throws, Skill checks and attack rolls. 3 1 - - Bard - 1 - + + + Bard + 1 + + + Stormsinger + 1 + + @@ -425,10 +472,16 @@ Haunted: -2 on all Saving Throws, Skill checks and attack rolls. 3 1 - - Bard - 1 - + + + Bard + 1 + + + Stormsinger + 1 + + @@ -473,10 +526,16 @@ Rank 3: You gain the Magical Training feat. 3 1 - - Bard - 1 - + + + Bard + 1 + + + Stormsinger + 1 + + SongDuration @@ -499,10 +558,16 @@ Metamagic Feats can be used at no additional cost. 1 - - Bard - 1 - + + + Bard + 1 + + + Stormsinger + 1 + + SpellLikeAbility @@ -521,10 +586,16 @@ Metamagic Feats can be used at no additional cost. 3 1 - - Bard - 1 - + + + Bard + 1 + + + Stormsinger + 1 + + SkillBonus @@ -547,10 +618,16 @@ damage for 60 seconds 3 5 - - Bard - 2 - + + + Bard + 2 + + + Stormsinger + 2 + + @@ -564,10 +641,16 @@ damage for 60 seconds 3 5 - - Bard - 2 - + + + Bard + 2 + + + Stormsinger + 2 + + @@ -603,14 +686,16 @@ Metamagic Feats can be used at no additional cost. 5 - - Bard - 2 - - - Bard - 2 - + + + Bard + 2 + + + Stormsinger + 2 + + @@ -658,10 +743,16 @@ that cast spells, and +[1/2/3] to the DCs of your offensive wands. 3 5 - - Bard - 2 - + + + Bard + 2 + + + Stormsinger + 2 + + Any other Wand and Scroll Mastery enhancement @@ -711,10 +802,16 @@ that cast spells, and +[1/2/3] to the DCs of your offensive wands. 1 5 - - Bard - 2 - + + + Bard + 2 + + + Stormsinger + 2 + + @@ -771,10 +868,16 @@ from their reverie. This ability uses a Perform check as Will save DC.10 - - Bard - 3 - + + + Bard + 3 + + + Stormsinger + 3 + + Spellsinger: Enthrallment @@ -799,10 +902,16 @@ from their reverie. 3 10 - - Bard - 3 - + + + Bard + 3 + + + Stormsinger + 3 + + @@ -842,10 +951,16 @@ Metamagic Feats can be used at no additional cost. 10 - - Bard - 3 - + + + Bard + 3 + + + Stormsinger + 3 + + SpellLikeAbility @@ -868,10 +983,16 @@ Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard.10 - - Bard - 3 - + + + Bard + 3 + + + Stormsinger + 3 + + SongDuration @@ -890,10 +1011,16 @@ Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard.1 10 - - Bard - 3 - + + + Bard + 3 + + + Stormsinger + 3 + + AbilityBonus @@ -916,10 +1043,16 @@ Passive: You sing your Bardic Inspiation as if you had 1 more level of Bard.20 - - Bard - 4 - + + + Bard + 4 + + + Stormsinger + 4 + + SongDuration @@ -938,10 +1071,16 @@ Passive: You sing your Bardic Inspiation as if you had 1 more level of Bard.3 20 - - Bard - 4 - + + + Bard + 4 + + + Stormsinger + 4 + + @@ -984,10 +1123,16 @@ Passive: You sing your Bardic Inspiation as if you had 1 more level of Bard.1 20 - - Bard - 4 - + + + Bard + 4 + + + Stormsinger + 4 + + SongDuration @@ -1009,10 +1154,16 @@ Passive: You sing your Bardic Inspiation as if you had 1 more level of Bard.20 - - Bard - 4 - + + + Bard + 4 + + + Stormsinger + 4 + + SSSpellSongTrance @@ -1034,10 +1185,16 @@ Passive: You sing your Bardic Inspiation as if you had 1 more level of Bard.1 20 - - Bard - 4 - + + + Bard + 4 + + + Stormsinger + 4 + + AbilityBonus @@ -1064,10 +1221,16 @@ A successful Will save negates this effect. 12 - - Bard - 5 - + + + Bard + 5 + + + Stormsinger + 5 + + SSSustainingSong @@ -1089,10 +1252,16 @@ The spell Hold Monster, Mass is added to your Bard Spellbook at level 5. 12 - - Bard - 5 - + + + Bard + 5 + + + Stormsinger + 5 + + SpellPoints @@ -1132,10 +1301,16 @@ Passive: You sing your Bardic Inspiation as if you had 1 more level of Bard. 12 - - Bard - 5 - + + + Bard + 5 + + + Stormsinger + 5 + + SkillBonus @@ -1179,10 +1354,16 @@ Passive: You sing your Bardic Inspiation as if you had 1 more level of Bard. 12 - - Bard - 5 - + + + Bard + 5 + + + Stormsinger + 5 + + SSSongOfArcaneMight @@ -1215,10 +1396,16 @@ Max caster level: 25. Affects liches. 12 - - Bard - 5 - + + + Bard + 5 + + + Stormsinger + 5 + + SpellLikeAbility diff --git a/Output/EnhancementTrees/Bard_Stormsinger.xml b/Output/EnhancementTrees/Bard_Stormsinger.xml new file mode 100644 index 000000000..6fffe748b --- /dev/null +++ b/Output/EnhancementTrees/Bard_Stormsinger.xml @@ -0,0 +1,758 @@ + + + Stormsinger + 1 + + + Stormsinger + + + Bard + BardBackground + + + Stormsinger: Stormsinger + StormCore1 + Each core ability you take in this tree, including this one, grants you ++5 Electric, Cold, and Sonic Spellpower. + BSStormsinger + 0 + 0 + 1 + 1 + 0 + + + Stormsinger + 1 + + + + + Stormsinger: Lightning Strike + StormCore2 + Your Sonic and Cold spells have a 20% chance to cause a massive Lightning Strike +whenever they hit an enemy. This lightning strike deals an extra 1d6 Electric +damage per caster level. + BSLightningStrike + 1 + 0 + 1 + 1 + 5 + + + Stormsinger + 3 + + + StormCore1 + + + + + Stormsinger: Enhanced Bolt I + StormCore3 + Your Lightning Strike damage is upgraded to deal 1d6+2 Electric damage per caster level. + BSEnhancedBoltI + 2 + 0 + 1 + 1 + 10 + + + Stormsinger + 6 + + + StormCore2 + + + + + Stormsinger: Enhanced Bolt II + StormCore4 + Your Lightning Strike is upgraded to add 1d3 stacks of Vulnerability when it goes off. +The damage is upgraded to 1d6+4. + BSEnhancedBoltII + 3 + 0 + 1 + 1 + 20 + + + Stormsinger + 12 + + + StormCore3 + + + + + Stormsinger: Enhanced Bolt III + StormCore5 + Whenever your LIghtning Strike goes off, the enemy is Frozen with no save for 3 seconds. ++1 Caster Level and Max Caster Level with Sonic and Electric spells. + BSEnhancedBoltIII + 4 + 0 + 1 + 1 + 30 + + + Stormsinger + 18 + + + StormCore4 + + + + + Stormsinger: Master of Storms + StormCore6 + +4 Charisma, +1 Evocation DCs. Your Lightning Strike now deals 1d6+6 damage +per caster level. The freeze is upgraded to 5 seconds. +1 Caster Level and Max +Caster Level with Sonic and Electric spells. + BSMasterOfStorms + 5 + 0 + 1 + 1 + 40 + + + Stormsinger + 20 + + + StormCore5 + + + + + + Stormsinger: Spell Like Ability I + BSSpellLikeAbilityI + Select a Spell-Like Ability. + BSSpellLikeAbilityI + 0 + 1 + 1 + 3 + 1 + + + + Stormsinger + 1 + + + + + Niac's Cold Ray + + + 1 + + + + Sonic Blast + + BSSpellLikeAbilityI + 1 + + + + + + Stormsinger: Efficient Empower + BSEfficientEmpower + +[1/2/3] Bard Songs. + BSEfficientEmpower + 1 + 1 + 1 + 3 + 1 + + + Stormsinger + 1 + + + + + Stormsinger: Stormsong I + BSStormsongI + +2% Spell Critical Chance with Electric and Cold spells. + BSStormsongI + 2 + 1 + 2 + 1 + 1 + + + + Stormsinger + 1 + + + + + Stormsinger: Electrocution + BSElectrocution + Whenever you cast an Electric, Cold, or Sonic damage spell, you gain ++5 to your Electric and Sonic Spell Power for 6 seconds. + BSElectrocution + 3 + 1 + 1 + 1 + 1 + + + Stormsinger + 1 + + + + + Stormsinger: On Your Toes + BSOnYourToes + +[1/2/3]% Dodge + BSOnYourToes + 4 + 1 + 1 + 3 + 1 + + + Stormsinger + 1 + + + + + + Stormsinger: Spell Like Ability II + BSSpellLikeAbilityII + Select a Spell-Like Ability. + BSSpellLikeAbilityII + 0 + 2 + 1 + 3 + 5 + + + + Stormsinger + 2 + + + + + Niac's Biting Cold + + + 1 + + + + Reverberate + + BSSpellLikeAbilityII + 1 + + + + + + Stormsinger: Efficient Metamagic + BSEfficientMetamagicI + Enhance a Metamagic by reducing its cost. + EfficientMaximize + 1 + 2 + 1 + 3 + 5 + + + + Stormsinger + 2 + + + + BomEfficientMetamagicII + ATEfficientMetamagic + ATEfficientMetamagicII + DDEfficientMetamagicI + DDEfficientMetamagicII + DDEfficientMetamagicIII + SHImprovedMetamagicsI + SHImprovedMetamagicsII + AoVEfficientMetamagicI + AoVEfficientMetamagicII + ASEfficientMetamagicI + ASEfficientMetamagicII + ESEfficientMetamagicI + ESEfficientMetamagicII + FSEfficientMetamagicI + FSEfficientMetamagicII + WSEfficientMetamagicI + WSEfficientMetamagicII + AMEfficientMetamagicLeft + AMEfficientMetamagicI + AMEfficientMetamagicRight + PaleEfficientMetamagic + + Efficient Empower + Using the Empower Spell Metamagic costs you [2/4/6] fewer Spell Points. + EfficientEmpower + 1 + + + Empower Spell + + + + AdditionalSpellPointCost + Enhancement + -2 -4 -6 + Empower + + + + Efficient Maximize + Using the Maximize Spell Metamagic costs you [3/6/9] fewer Spell Points. + EfficientMaximize + 1 + + + Maximize Spell + + + + AdditionalSpellPointCost + Enhancement + -3 -6 -9 + Maximize + + + + + + Stormsinger: Stormsong II + BSStormsongII + +2% Spell Critical Chance with Electric and Cold spells. + BSStormsongI + 2 + 2 + 2 + 1 + 5 + + + + Stormsinger + 2 + + + BSStormsongI + + + + + Stormsinger: Pierce Electric Resistance + BSPierceElectricResistance + You Electric, Cold, and Sonic damage spells now bypass [5/10/15] points +of your target's resistance to those damage types, if any. + BSPierceElectricResistance + 3 + 2 + 1 + 3 + 5 + + + Stormsinger + 2 + + + + + Stormsinger: Fast Movement + BSFastMovement + You run 1% faster for each of your Bard levels. + BSFastMovement + 4 + 2 + 2 + 1 + 5 + + + Stormsinger + 2 + + + + + + Stormsinger: Spell Like Ability III + BSSpellLikeAbilityIII + Select a Spell-Like Ability. + BSSpellLikeAbilityIII + 0 + 3 + 1 + 3 + 10 + + + + Stormsinger + 3 + + + + + Shout + + BSSpellLikeAbilityIII + 1 + + + + Snowball Swarm + + + 1 + + + + + + Stormsinger: Efficient Metamagic + BSEfficientMetamagicII + Enhance a Metamagic by reducing its cost. + EfficientMaximize + 1 + 3 + 2 + 1 + 10 + + + Stormsinger + 3 + + + BSEfficientMetamagicI + + + + BomEfficientMetamagicII + ATEfficientMetamagic + ATEfficientMetamagicII + DDEfficientMetamagicI + DDEfficientMetamagicII + DDEfficientMetamagicIII + SHImprovedMetamagicsI + SHImprovedMetamagicsII + AoVEfficientMetamagicI + AoVEfficientMetamagicII + ASEfficientMetamagicI + ASEfficientMetamagicII + ESEfficientMetamagicI + ESEfficientMetamagicII + FSEfficientMetamagicI + FSEfficientMetamagicII + WSEfficientMetamagicI + WSEfficientMetamagicII + AMEfficientMetamagicLeft + AMEfficientMetamagicI + AMEfficientMetamagicRight + PaleEfficientMetamagic + + Efficient Empower + Using the Empower Spell Metamagic costs you [2/4/6] fewer Spell Points. + EfficientEmpower + 1 + + + Empower Spell + + + + AdditionalSpellPointCost + Enhancement + -2 -4 -6 + Empower + + + + Efficient Maximize + Using the Maximize Spell Metamagic costs you [3/6/9] fewer Spell Points. + EfficientMaximize + 1 + + + Maximize Spell + + + + AdditionalSpellPointCost + Enhancement + -3 -6 -9 + Maximize + + + + + + Stormsinger: Stormsong III + BSStormsongIII + +2% Spell Critical Chance with Electric and Cold spells. + BSStormsongI + 2 + 3 + 2 + 1 + 10 + + + + Stormsinger + 3 + + + BSStormsongII + + + + + Stormsinger: Stormcaller's Aria + BSStormcallersAria + Your Inspire Courage grants nearby allies +[3/6/9] more Universal Spellpower and +[1/2/3] to hit. + BSStormcallersAria + 3 + 3 + 1 + 3 + 10 + + + Stormsinger + 3 + + + + + Stormsinger: Charisma + BSAbiltyI + +1 Charisma + Charisma + 4 + 3 + 2 + 1 + 10 + + + + Stormsinger + 3 + + + + + + Stormsinger: Stormsinger's Inspiration + BSStormsingersInspiration + Your Bardic Inspiration now grants allies a chance to have your Lightning Strike +when they make a melee or ranged attack. + BSStormsingersInspiration + 0 + 4 + 2 + 1 + 20 + + + Stormsinger + 4 + + + + + Stormsinger: Ride the Lightning + BSRideTheLightning + Your main hand weapon is now considered an Implement. +When you sing your Soothing Song, it blasts all nearby enemies for your Lightning Strike. + BSRideTheLightning + 1 + 4 + 2 + 1 + 20 + + + Stormsinger + 4 + + + + + Stormsinger: Stormsong IV + BSStormsongIV + +2% Spell Critical Chance with Electric and Cold spells. + BSStormsongI + 2 + 4 + 2 + 1 + 20 + + + + Stormsinger + 4 + + + BSStormsongIII + + + + + Stormsinger: Charisma + BSAbiltyII + +1 Charisma + Charisma + 4 + 4 + 2 + 1 + 20 + + + Stormsinger + 4 + + + BSAbiltyI + + + + + + Stormsinger: Horn of Thunder + BSHornOfThunder + Spell-Like Ability: Horn of Thunder. +Activation cost: 30/25/20 SP +Cooldown: 20/16/12 seconds. +Blast your foes with 1d4 Sonic and 1d4 Electric damage per caster level. +Sonic damage is doubled vs. Oozes, as the thunderous pressure disrupts +their amorphous structure. Creatures making a Reflex save take half damage. +Max caster level: 25. Affects liches. + SSHornOfThunder + 0 + 5 + 1 + 1 + 30 + + + + + 12 + + + Stormsinger + 5 + + + + SpellLikeAbility + Enhancement + Horn of Thunder + + + + Stormsinger: Stormsong V + BSStormsongV + +2% Spell Critical Chance with Electric and Cold spells. + BSStormsongI + 2 + 5 + 2 + 1 + 30 + + + + 12 + + + Stormsinger + 5 + + + BSStormsongIV + + + + + Stormsinger: Stormcaller + BSStormcaller + +[5/10/15] Electric, Cold, and Sonic Spellpower. +Rank 3: The spell Iceberg is added to your Spellbook at level 6. + BSStormcaller + 3 + 5 + 1 + 3 + 30 + + + + 12 + + + Stormsinger + 5 + + + + + Stormsinger: Storm Studies + BSStormStudies + +1 Evocation DCs. + BSStormStudies + 4 + 5 + 2 + 1 + 30 + + + + 12 + + + Stormsinger + 5 + + + + + diff --git a/Output/EnhancementTrees/Bard_Warchanter.xml b/Output/EnhancementTrees/Bard_Warchanter.xml index e5a0c8a19..8dbddac68 100644 --- a/Output/EnhancementTrees/Bard_Warchanter.xml +++ b/Output/EnhancementTrees/Bard_Warchanter.xml @@ -3,9 +3,14 @@ Warchanter 1 - - Bard - + + + Bard + + + Stormsinger + + Bard BardBackground @@ -22,10 +27,16 @@ - - Bard - 1 - + + + Bard + 1 + + + Stormsinger + 1 + + @@ -69,10 +80,16 @@ Duration increases with effects that increase Song durations. WCCore1 - - Bard - 3 - + + + Bard + 3 + + + Stormsinger + 3 + + Hitpoints @@ -123,10 +140,16 @@ as well as immunity to fear and some temporary hitpoints. WCCore2 - - Bard - 6 - + + + Bard + 6 + + + Stormsinger + 6 + + DamageBonus @@ -187,10 +210,16 @@ doubled in Epic levels. WCCore3 - - Bard - 12 - + + + Bard + 12 + + + Stormsinger + 12 + + Hitpoints @@ -214,10 +243,16 @@ You have +20 hit points, and a Base Attack Bonus equal to your character level.< WCCore4 - - Bard - 18 - + + + Bard + 18 + + + Stormsinger + 18 + + Hitpoints @@ -250,10 +285,16 @@ slowed for 6 seconds. WCCore5 - - Bard - 20 - + + + Bard + 20 + + + Stormsinger + 20 + + Hitpoints @@ -298,10 +339,16 @@ rolls and saving throws vs. Fear. 1 - - Bard - 1 - + + + Bard + 1 + + + Stormsinger + 1 + + AttackBonus @@ -335,10 +382,16 @@ The songs of warrior-poets fill your soul, and you long for battle and glory. 3 1 - - Bard - 1 - + + + Bard + 1 + + + Stormsinger + 1 + + AttackBonus @@ -375,10 +428,16 @@ The songs of warrior-poets fill your soul, and you long for battle and glory. 1 1 - - Bard - 1 - + + + Bard + 1 + + + Stormsinger + 1 + + GrantSpell @@ -399,10 +458,16 @@ The songs of warrior-poets fill your soul, and you long for battle and glory. 3 1 - - Bard - 1 - + + + Bard + 1 + + + Stormsinger + 1 + + ACBonus @@ -427,10 +492,16 @@ Rank 3: +1 Bard Song 3 1 - - Bard - 1 - + + + Bard + 1 + + + Stormsinger + 1 + + SkillBonus @@ -459,10 +530,16 @@ Cooldown: 8 seconds. 5 - - Bard - 2 - + + + Bard + 2 + + + Stormsinger + 2 + + WCInspiredBravery @@ -480,10 +557,16 @@ Cooldown: 8 seconds. 3 5 - - Bard - 2 - + + + Bard + 2 + + + Stormsinger + 2 + + SpellPower @@ -503,10 +586,16 @@ Cooldown: 8 seconds. 3 5 - - Bard - 2 - + + + Bard + 2 + + + Stormsinger + 2 + + EnergyResistance @@ -531,10 +620,16 @@ Cooldown: 8 seconds. 5 - - Bard - 2 - + + + Bard + 2 + + + Stormsinger + 2 + + WeaponOtherDamageBonus @@ -559,10 +654,16 @@ Cooldown: 8 seconds. 5 - - Bard - 2 - + + + Bard + 2 + + + Stormsinger + 2 + + @@ -577,10 +678,16 @@ Requires 8 trained ranks of Perform to use. 3 10 - - Bard - 3 - + + + Bard + 3 + + + Stormsinger + 3 + + DR @@ -608,10 +715,16 @@ Rank 3: Additional +1 while below 40% health. 3 10 - - Bard - 3 - + + + Bard + 3 + + + Stormsinger + 3 + + CreateSlider @@ -665,10 +778,16 @@ Rank 3: You are also immune to Fatigue, including Fatigue from Skaldic Rage.3 10 - - Bard - 3 - + + + Bard + 3 + + + Stormsinger + 3 + + SpellPower @@ -721,10 +840,16 @@ Cooldown: [12/9/6] seconds. Cost: 1 sp. Bosses cannot be frozen. - - Bard - 3 - + + + Bard + 3 + + + Stormsinger + 3 + + WCIcedEdges @@ -742,10 +867,16 @@ Cooldown: [12/9/6] seconds. Cost: 1 sp. Bosses cannot be frozen. 10 - - Bard - 3 - + + + Bard + 3 + + + Stormsinger + 3 + + @@ -786,10 +917,16 @@ and Inspire Courage grants an additional +[3/6/9] Universal Spell Power.3 20 - - Bard - 4 - + + + Bard + 4 + + + Stormsinger + 4 + + SpellPower @@ -820,10 +957,16 @@ armor without arcane spell failure. 1 20 - - Bard - 4 - + + + Bard + 4 + + + Stormsinger + 4 + + GrantFeat @@ -853,10 +996,16 @@ Bosses cannot be frozen. 20 - - Bard - 4 - + + + Bard + 4 + + + Stormsinger + 4 + + WCTheFrozenFury @@ -873,10 +1022,16 @@ Bosses cannot be frozen. 1 20 - - Bard - 4 - + + + Bard + 4 + + + Stormsinger + 4 + + WCAbilityScore @@ -924,10 +1079,16 @@ Bosses cannot be frozen. 12 - - Bard - 5 - + + + Bard + 5 + + + Stormsinger + 5 + + @@ -983,10 +1144,16 @@ ranged damage, and spell critical chance. 12 - - Bard - 5 - + + + Bard + 5 + + + Stormsinger + 5 + + DamageBonus @@ -1024,10 +1191,16 @@ ranged damage, and spell critical chance. 12 - - Bard - 5 - + + + Bard + 5 + + + Stormsinger + 5 + + CriticalMultiplier19To20 @@ -1057,10 +1230,16 @@ Activation cost: 6/4/2 SP. Cooldown 45/35/25 seconds. 12 - - Bard - 5 - + + + Bard + 5 + + + Stormsinger + 5 + + WCNorthwind @@ -1085,10 +1264,16 @@ insanity, nauseated, poisoned, and stunned. [1/2/3] use(s) per rest. 12 - - Bard - 5 - + + + Bard + 5 + + + Stormsinger + 5 + + diff --git a/Output/EnhancementTrees/Bladeforged.xml b/Output/EnhancementTrees/Bladeforged.xml index a76e0dfc0..1844209c7 100644 --- a/Output/EnhancementTrees/Bladeforged.xml +++ b/Output/EnhancementTrees/Bladeforged.xml @@ -321,9 +321,14 @@ Cost: 35/30/25 SP 3 5 - - Two Handed Fighting - + + + Two Handed Fighting + + + Natural Fighting + + Strikethrough diff --git a/Output/EnhancementTrees/Cleric_DarkApostate.xml b/Output/EnhancementTrees/Cleric_DarkApostate.xml new file mode 100644 index 000000000..ed0bc7a01 --- /dev/null +++ b/Output/EnhancementTrees/Cleric_DarkApostate.xml @@ -0,0 +1,649 @@ + + + Dark Apostate + 1 + + + Dark Apostate + + + Cleric + ClericBackground + + Dark Apostate: Dark Apostate + DACore1 + Each Core Ability you take in this tree, including this one, grants you ++5 Negative Healing Amplification and +5 Negative, Light, and Alignment Spellpower. + PassiveStub + 0 + 0 + 1 + 1 + 0 + + + Dark Apostate + 1 + + + + + Dark Apostate: Shadow Shrouding + DACore2 + Alternate Form: Shroud yourself in Necromantic Energies and assume the form of a Shadow. +While in Shadow form, you are considered an Undead, gain a base 100% Fortification, +and may heal from Negative Energies. This healing comes at a cost - Undead naturally +only take 50% healing from Positive Energy and take 100% more damage from Light. +You gain +2 Wisdom and +2 Constitution, as well as +5% Incorpreality and Concenalment +as your form is partially obscured and intangible. + ActiveStub + 1 + 0 + 1 + 1 + 5 + + + + Dark Apostate + 3 + + + DACore1 + + + + + Dark Apostate: Enhanced Shadowform I + DACore3 + Your Shadow Shrouding gains an additional +5% Incorpreality and Concealment +(for a total of 10% each). + PassiveStub + 2 + 0 + 1 + 1 + 10 + + + Dark Apostate + 6 + + + DACore2 + + + + + Dark Apostate: Enhanced Shadowform II + DACore4 + Your Shadow Shrouding gains an additional +5% Incorpreality and Concealment +(for a total of 15% each). + +Passive: Your Bestow Curse, Doom, and Bane spells no longer have a saving throw. + PassiveStub + 3 + 0 + 1 + 1 + 20 + + + Dark Apostate + 12 + + + DACore3 + + + + + Dark Apostate: Enhanced Shadowform III + DACore5 + Your Shadow Shrouding gains an additional +5% Incorpreality and Concealment +(for a total of 20% each). + +Passive: +1 Necromancy DC. + PassiveStub + 4 + 0 + 1 + 1 + 30 + + + Dark Apostate + 18 + + + DACore4 + + + + + Dark Apostate: Master of Shadows + DACore6 + Your Shadow Shrouding gains an additional +5% Incorpreality and Concealment +(for a total of 25% each). + +Passive: +4 Wisdom. + PassiveStub + 5 + 0 + 1 + 1 + 40 + + + Dark Apostate + 20 + + + DACore5 + + + + + Dark Apostate: Bane + DABane + Enemies are filled with fear and doubt, giving a -1 Penalty to attack +rolls and saves against fear on all affected targets. A successful Will save negates +this effect. Bane counters and dispels Bless. + DABane + 0 + 1 + 2 + 1 + 1 + + + + Dark Apostate + 1 + + + + + Dark Apostate: Apostate's Skills + DAApostatesSkills + +[1/2/3] Heal, Hide, and Bluff. +Rank 3: +1 Will saving throws. + PassiveStub + 1 + 1 + 1 + 3 + 1 + + + Dark Apostate + 1 + + + + + Dark Apostate: Shadowy Bulwark + DAShadowyBulwark + +[5/10/15] Maximum Hitpoints + PassiveStub + 2 + 1 + 1 + 3 + 1 + + + Dark Apostate + 1 + + + + + Dark Apostate: Apostate's Curse + DAApostatesCurse + Toggle: Your Favored Weapons channel the dark energies within you, +twisting them into evil versions of themselves - they deal an additional 1d6 Evil +Damage on hit (scaling with 100% spellpower). + DAApostatesCurse + 3 + 1 + 2 + 1 + 1 + + + + + Dark Apostate + 1 + + + + + Dark Apostate: Traditionalist Caster + DATraditionalistCaster + +[3/6/10] Universal Spell Power when wielding an Orb or Staff. + DATraditionalistCaster + 4 + 1 + 1 + 3 + 1 + + + Dark Apostate + 1 + + + + + Dark Apostate: Prayer + DAPrayer + Gives special favor to you and any allies near you, giving a +1 luck bonus +to allies and a -1 penalty to enemies attack rolls, weapon damage, saves, and skill +checks, with this buff and debuff increasing in magnitude by 1 every 5 caster levels +- max total of 5 at caster level 20. + DAPrayer + 0 + 2 + 2 + 1 + 5 + + + + Dark Apostate + 2 + + + + + Dark Apostate: Dark Judgement + DADarkJudgement + When you critically hit with a Negative Energy or Alignment-based spell, +you gain [3/6/10] Sacred temporary spell points. +Rank 3: Your deity's favored weapon is considered a Spellcasting Implement in +your hands. + PassiveStub + 1 + 2 + 1 + 3 + 5 + + + Dark Apostate + 2 + + + + + Dark Apostate: Enhanced Turning + DAEnhancedTurning + +[2/4/6] uses of Turn Undead per rest. + DAEnhancedTurning + 2 + 2 + 1 + 3 + 5 + + + Dark Apostate + 2 + + + + + Dark Apostate: Enhanced Curse I + DAEnhancedCurseI + Your Apostate's Curse gains 2 additional damage dice, and grants your +Favored Weapons Ghost Touch. + PassiveStub + 3 + 2 + 2 + 1 + 5 + + + + Dark Apostate + 2 + + + DAApostatesCurse + + + + + Dark Apostate: Cursed Words + DACursedWords + Expens a Turn Undead charge to bestow a Curse to all enemies around you with no save. + DACursedWords + 4 + 2 + 2 + 1 + 5 + + + + Dark Apostate + 2 + + + + + Dark Apostate: Pray for Mercy + DAPrayForMercy + Your Prayer-like spells (Bless, Bane, Prayer) now resonate with Evil +energies, dealing 1d6 Evil damage per Caster Level to all enemies. This damage +is doubled against enemies that are Cursed. + PassiveStub + 0 + 3 + 2 + 1 + 10 + + + Dark Apostate + 3 + + + + + Dark Apostate: Endless Turning + DAEndlessTurning + Turn Undead uses regenerate at a rate of one every 120 seconds, or +[10/20/30]% faster if it already regenerates. + DAEndlessTurning + 1 + 3 + 1 + 3 + 10 + + + Dark Apostate + 3 + + + + + Dark Apostate: Dark Consumption + DADarkConsumption + Expend a Turn Undead charge to steal the lifeforce of target Undead, +dealing 1d6 Bane dammage per Character Level. You gain 1d6 Negative Energy Healing +per Character Level if you are in any Undead form. +Cooldown: 30 seconds + DADarkConsumption + 2 + 3 + 2 + 1 + 10 + + + + Dark Apostate + 3 + + + + + Dark Apostate: Enhanced Curse II + DAEnhancedCurseII + Your Apostate's Curse gains 2 additional damage dice, and grants your +Favored Weapons the ability to use Wisdom for their attack and damage mods. + PassiveStub + 3 + 3 + 2 + 1 + 10 + + + + Dark Apostate + 3 + + + DAEnhancedCurseI + + + + + Dark Apostate: Wisdom I + DAAbilityI + +1 Wisdom + Wisdom + 4 + 3 + 2 + 1 + 10 + + + + Dark Apostate + 3 + + + + + Dark Apostate: Blessing of the Shadow + DABlessingsOfTheShadow + +[50/100/150] Incapacitation range. + PassiveStub + 0 + 4 + 1 + 3 + 20 + + + + Dark Apostate + 4 + + + + + Dark Apostate: Return to Dusk + DAReturnToDusk + While you are in any Undead form, when you are knocked unconscious, +you dissolve into shadows, granting you Invisibility and Displacement. +After 5 seconds, your body reforms, and you are healed for 1d6 Negative +Energy per Character Level. This ability costs one usage of Turn Undead, +and may only happen once every 3 minutes. + PassiveStub + 1 + 4 + 2 + 1 + 20 + + + Dark Apostate + 4 + + + DABlessingsOfTheShadow + + + + + Dark Apostate: Visage of Shadows + DAVisageOfShadows + You are immune to natural, magical, and supernatural diseases. + DAVisageOfShadows + 2 + 4 + 2 + 1 + 20 + + + Dark Apostate + 4 + + + + + Dark Apostate: Enhanced Curse III + DAEnhancedCurseIII + Your Apostate's Curse gains 2 additional damage dice. +On crit, you apply the effects of the Curse spell. + PassiveStub + 3 + 4 + 2 + 1 + 20 + + + + Dark Apostate + 4 + + + DAEnhancedCurseII + + + + + Dark Apostate: Wisdom II + DAAbilityII + +1 Wisdom + Wisdom + 4 + 4 + 2 + 1 + 20 + + + Dark Apostate + 4 + + + DAAbilityI + + + + + Dark Apostate: Benediction + DABenediction + Your Inflict Wounds spells have no maximum caster level. + PassiveStub + 0 + 5 + 2 + 1 + 30 + + + + 12 + + + Dark Apostate + 5 + + + + + Dark Apostate: Ward of Shadow + DAWardOfShadow + Grants temporary immunity to multiple targets to all forms of alignment-based +energy for 1 minute per caster level or until 12 points of energy per caster +level (max 120) for each energy type has been absorbed. + ActiveStub + 1 + 5 + 2 + 1 + 30 + + + + + 12 + + + Dark Apostate + 5 + + + + + Dark Apostate: Necromantic Devotion + DANecromanticDevotion + +1 DCs with Necromancy spells. + DANecromanticDevotion + 2 + 5 + 2 + 1 + 30 + + + + 12 + + + Dark Apostate + 5 + + + + + Dark Apostate: Ultimate Heresy + DAUltimateHeresy + Your Apostate's Curse gains 2 additional damage dice. +On crit, you apply 1d3 stacks of Vulnerability. + PassiveStub + 3 + 5 + 2 + 1 + 30 + + + + 12 + + + Dark Apostate + 5 + + + DAEnhancedCurseIII + + + + + Dark Apostate: Shadows of Death + DAShadowsOfDeath + You gain +5% Negative, Light, and Alignment Spell Critical Chance. + PassiveStub + 4 + 5 + 2 + 1 + 30 + + + + 12 + + + Dark Apostate + 5 + + + + + diff --git a/Output/EnhancementTrees/Cleric_DivineDisciple.xml b/Output/EnhancementTrees/Cleric_DivineDisciple.xml index 4899aa661..57468e7f8 100644 --- a/Output/EnhancementTrees/Cleric_DivineDisciple.xml +++ b/Output/EnhancementTrees/Cleric_DivineDisciple.xml @@ -6,9 +6,19 @@ ClericBackground Cleric - - Cleric - + + + Cleric + + + Dark Apostate + + + + + Lamannia + + Divine Disciple: Emissary @@ -24,10 +34,16 @@ alignment spellpowers. 0 - - Cleric - 1 - + + + Cleric + 1 + + + Dark Apostate + 1 + + @@ -75,10 +91,16 @@ also adds to your alignment spellpowers. DDCore1 - - Cleric - 3 - + + + Cleric + 3 + + + Dark Apostate + 3 + + SaveBonus @@ -102,10 +124,16 @@ also adds to your alignment spellpowers. DDCore2 - - Cleric - 6 - + + + Cleric + 6 + + + Dark Apostate + 6 + + @@ -165,10 +193,16 @@ Requires Divine Emissary of Light DDCore3 - - Cleric - 12 - + + + Cleric + 12 + + + Dark Apostate + 12 + + @@ -228,10 +262,16 @@ Requires Divine Emissary of Light DDCore4 - - Cleric - 18 - + + + Cleric + 18 + + + Dark Apostate + 18 + + @@ -290,10 +330,16 @@ Requires Divine Emissary of Light DDCore5 - - Cleric - 20 - + + + Cleric + 20 + + + Dark Apostate + 20 + + @@ -401,10 +447,16 @@ Enhancement spells. 1 - - Cleric - 1 - + + + Cleric + 1 + + + Dark Apostate + 1 + + @@ -458,10 +510,16 @@ Requires Divine Emissary of Light 3 1 - - Cleric - 1 - + + + Cleric + 1 + + + Dark Apostate + 1 + + @@ -531,10 +589,16 @@ This ability cannot target yourself. (Cooldown: 2 seconds) 1 - - Cleric - 1 - + + + Cleric + 1 + + + Dark Apostate + 1 + + @@ -549,10 +613,16 @@ This ability cannot target yourself. (Cooldown: 2 seconds) 1 - - Cleric - 1 - + + + Cleric + 1 + + + Dark Apostate + 1 + + @@ -619,10 +689,16 @@ Requires Divine Emissary of Light 3 1 - - Cleric - 1 - + + + Cleric + 1 + + + Dark Apostate + 1 + + SpellPoints @@ -641,10 +717,16 @@ Requires Divine Emissary of Light 3 5 - - Cleric - 2 - + + + Cleric + 2 + + + Dark Apostate + 2 + + SpellPenetrationBonus @@ -663,10 +745,16 @@ Requires Divine Emissary of Light 3 5 - - Cleric - 2 - + + + Cleric + 2 + + + Dark Apostate + 2 + + @@ -720,10 +808,16 @@ Reduce the spell point cost of using that Metamagic. 5 - - Cleric - 2 - + + + Cleric + 2 + + + Dark Apostate + 2 + + BomEfficientMetamagicI @@ -830,10 +924,16 @@ Reduce the spell point cost of using that Metamagic. 5 - - Cleric - 2 - + + + Cleric + 2 + + + Dark Apostate + 2 + + DDSpellCriticalsI @@ -904,10 +1004,16 @@ Reduce the spell point cost of using that Metamagic. 3 5 - - Cleric - 2 - + + + Cleric + 2 + + + Dark Apostate + 2 + + BomEfficientMetamagicI @@ -1014,10 +1120,16 @@ Reduce the spell point cost of using that Metamagic. 10 - - Cleric - 3 - + + + Cleric + 3 + + + Dark Apostate + 3 + + @@ -1061,10 +1173,16 @@ Requires Divine Emissary of Light 3 10 - - Cleric - 3 - + + + Cleric + 3 + + + Dark Apostate + 3 + + @@ -1134,10 +1252,16 @@ Reduce the spell point cost of using that Metamagic. 10 - - Cleric - 3 - + + + Cleric + 3 + + + Dark Apostate + 3 + + DDEfficientMetamagicI @@ -1247,10 +1371,16 @@ Reduce the spell point cost of using that Metamagic. 10 - - Cleric - 3 - + + + Cleric + 3 + + + Dark Apostate + 3 + + DDSpellCriticalsII @@ -1321,10 +1451,16 @@ Requires Divine Emissary of Light 10 - - Cleric - 3 - + + + Cleric + 3 + + + Dark Apostate + 3 + + AbilityBonus @@ -1345,10 +1481,16 @@ Requires Divine Emissary of Light 20 - - Cleric - 4 - + + + Cleric + 4 + + + Dark Apostate + 4 + + @@ -1392,10 +1534,16 @@ Requires Divine Emissary of Light 1 20 - - Cleric - 4 - + + + Cleric + 4 + + + Dark Apostate + 4 + + @@ -1461,10 +1609,16 @@ Requires Divine Emissary of Darkness 2 20 - - Cleric - 4 - + + + Cleric + 4 + + + Dark Apostate + 4 + + Heighten Spell @@ -1523,10 +1677,16 @@ Requires Divine Emissary of Darkness 1 20 - - Cleric - 4 - + + + Cleric + 4 + + + Dark Apostate + 4 + + DDSpellCriticalsIII @@ -1596,10 +1756,16 @@ Requires Divine Emissary of Light 1 20 - - Cleric - 4 - + + + Cleric + 4 + + + Dark Apostate + 4 + + DDWisdomI @@ -1627,10 +1793,16 @@ Requires Divine Emissary of Light 12 - - Cleric - 5 - + + + Cleric + 5 + + + Dark Apostate + 5 + + @@ -1690,10 +1862,16 @@ Requires Divine Emissary of Light. 12 - - Cleric - 5 - + + + Cleric + 5 + + + Dark Apostate + 5 + + @@ -1803,10 +1981,16 @@ Requires Divine Emissary of Darkness 12 - - Cleric - 5 - + + + Cleric + 5 + + + Dark Apostate + 5 + + CasterLevel diff --git a/Output/EnhancementTrees/Cleric_DivineDiscipleLamannia.xml b/Output/EnhancementTrees/Cleric_DivineDiscipleLamannia.xml new file mode 100644 index 000000000..905242af8 --- /dev/null +++ b/Output/EnhancementTrees/Cleric_DivineDiscipleLamannia.xml @@ -0,0 +1,2137 @@ + + + Divine Disciple (Lamannia) + 1 + + + + Cleric + + + Dark Apostate + + + + Lamannia + + + Cleric + ClericBackground + + + Divine Disciple: Emissary A + DDDACore1 + Follow the path of Light or Dark + DDEmissary + 0 + 0 + 1 + 1 + 0 + + + + + Cleric + 1 + + + Dark Apostate + 1 + + + + + + Deacon of Endless Darkness + Your mastery over Darkness has granted you impossible power. ++4 Wisdom, +2 to all Saving Throws, and +10 Negative spellpower and negative healing amp. +You gain +1 caster level and max caster level with Negative Energy spells and +1 Necromancy DCs. + DeaconOfEndlessDarkness + 1 + + + DDDACore2 + Dark Spellbook III: Power Word: Stun + + + + Cleric + 20 + + + Dark Apostate + 20 + + + + 40 + + + Divine Emissary of Light + You have chosen to follow the path of Light. +For each Light Core Ability you take in this tree, you gain +5 Light, Good, and Lawful Spellpower. + DDDivineEmissaryOfLight + 1 + + + + + Divine Disciple: Emissary B + DDDACore2 + Follow the path of Light or Dark + DDEmissary + 1 + 0 + 1 + 1 + 5 + + + + + DDDACore1 + + + DDDACore3 + + + + + Cleric + 3 + + + Dark Apostate + 3 + + + + + + Dark Spellbook III: Power Word: Stun + Your Cleric spellbook gains Power Word: Stun as a level 8 spell. +You also gain +1 Caster Level and Max Caster Level with Negative Spells. + +Power Word: Stun A single word of power is uttered, causing your target to become stunned. +Creatures with 150 or fewer current HP are stunned to 4 to 32 seconds, creatures with 151 +to 300 HP are stunned for 2 to 16 seconds, and creatures with 301 HPs or more are stunned +for 8 seconds. + DarkSpellbookIII + 1 + + + DDDACore3 + Dark Spellbook II: Necrotic Ray + + + + Cleric + 18 + + + Dark Apostate + 18 + + + + 30 + + + Light Defense + +2 to all saving throws and +3 Magical Resistance Rating. + LightDefense + 1 + + + DDDACore1 + Divine Emissary of Light + + + + Cleric + 3 + + + Dark Apostate + 3 + + + + 5 + + + + + Divine Disciple: Emissary C + DDDACore3 + Follow the path of Light or Dark + DDEmissary + 2 + 0 + 1 + 1 + 10 + + + + + DDDACore2 + + + DDDACore4 + + + + + Cleric + 6 + + + Dark Apostate + 6 + + + + + + Dark Spellbook II: Necrotic Ray + Your Cleric spellbook gains Necrotic Ray as a level 6 spell. + +Necrotic Ray: Blasts a target with a negative energy ray that does 5 to 8 negative energy +damage per caster level to a living enemy. A successful Fortitude save reduces the damage +by half. The ray also suppresses the life force of any living creature it strikes, granting +it a negative level. + +D&D Dice: Deals 1d4+4 negative energy damage per caster level and bestowes one negative level. + DDEnervation + 1 + + + DDDACore4 + Dark Spellbook I: Enervation + + + + Cleric + 12 + + + Dark Apostate + 12 + + + + 20 + + + Light Spellbook I: Sun Bolt + Your Cleric spellbook gains Sun Bolt as a level 3 spell. + +Sun Bolt: Powerful line of light deals 4 to 9 light damage per caster level (up to a max +of 60 to 153 damage at caster level 15) to targets in its path. A successful Reflex save +reduces the damage by half. + +D&D Dice: Deals 1d4+3 light damage per caster (max 15d6+45) + DDSunBolt + 1 + + + DDDACore2 + Light Defense + + + + Cleric + 6 + + + Dark Apostate + 6 + + + + 10 + + SpellListAddition + Enhancement + Sun Bolt + 3 + Cleric + + + + + + Divine Disciple: Emissary D + DDDACore4 + Follow the path of Light or Dark + DDEmissary + 3 + 0 + 1 + 1 + 20 + + + + + DDDACore3 + + + DDDACore5 + + + + + Cleric + 12 + + + Dark Apostate + 12 + + + + + + Dark Spellbook I: Enervation + Your Cleric spellbook gains Enervation as a level 4 spell. + +Enervation: A black ray or crackling negative energy suppresses the life force of any living +creature it strikes, giving an enemy 1 to 4 negative levels. If the target has as many negative +levels as its hit dice or levels, it dies. Each negative level gives a creature a -2 penalty on +attack rolls, saves, skill checks, ability checks, and effective level. Negative levels stack. +As a ray this spell has double range. + +D&D Dice: Gives enemies 1d4 negative levels. + DDNecroticRay + 1 + + + DDDACore5 + Light Defense + + + + Cleric + 6 + + + Dark Apostate + 6 + + + + 10 + + SpellListAddition + Enhancement + Necrotic Ray + 6 + Cleric + + + + Light Spellbook II: Sunbeam + Your Cleric spellbook gains Sunbeam as a level 6 spell. + +Sunbeam: Deals 8 to 13 light damage per caster level with a mighty beam of sunlight, and +temporarily blinds the target. Against Undead or Oozes, it does double damage. A successful +Reflex save halves the damage and negates the blind effect. This spell has double range. + +D&D Dice: Deals 1d6+7 light damage per caster level. + DDSunbeam + 1 + + + DDDACore3 + Light Spellbook I: Sun Bolt + + + + Cleric + 12 + + + Dark Apostate + 12 + + + + 20 + + SpellListAddition + Enhancement + Sunbeam + 6 + Cleric + + + + + + Divine Disciple: Emissary E + DDDACore5 + Follow the path of Light or Dark + DDEmissary + 4 + 0 + 1 + 1 + 5 + + + + + DDDACore4 + + + DDDACore6 + + + + + Cleric + 3 + + + Dark Apostate + 3 + + + + + + Light Defense + +2 to all saving throws and +3 Physical Resistance Rating. + DDEmissary + 1 + + + DDDACore6 + Divine Emissary of Darkness + + + + Cleric + 3 + + + Dark Apostate + 3 + + + + 5 + + + Light Spellbook III: Sunburst + Your Cleric spellbook gains Sunburst as a level 8 spell. + +Sunburst: A globe of searing radiance explodes to blast targets for 5 to 10 light damage +per caster level in addition to blinding them. Oozes and Undead take double this damage. +A successful Reflex save reduces the damage by half and negates the blindness. Light +fearing undead may be instantly destroyed by this spell. + +D&D Dice: Deals 1d6+4 light damage per caster level, double tun Undead and Oozes. + DDSunburst + 1 + + + DDDACore4 + Light Spellbook II: Sunbeam + + + + Cleric + 18 + + + Dark Apostate + 18 + + + + 30 + + SpellListAddition + Enhancement + Sunburst + 8 + Cleric + + + + + + Divine Disciple: Emissary F + DDDACore6 + Follow the path of Light or Dark + DDEmissary + 5 + 0 + 1 + 1 + 0 + + + + Cleric + 1 + + + Dark Apostate + 1 + + + + + + Divine Emissary of Darkness + You have chsoen to follow the path of Darkness. For each Sark Core Ability +you take in this tree, you gain +5 Negative, Evil, and Chaos Spellpower. + DDTranscendDarkness + 1 + + + Priest of Endless Light + Your mastery over Light has granted you impossible power. ++4 Wisdom, +2 to all Saving Throws, and +10 Light/Alignment spellpower and positive healing amp. +You gain +1 caster level and max caster level with Light/Alignment spells and +1 evocation DCs. + DDTranscendLight + 1 + + + DDDACore5 + Light Spellbook III: Sunburst + + + + Cleric + 20 + + + Dark Apostate + 20 + + + + 40 + + SaveBonus + Enhancement + 2 + All + + + SpellPower + Enhancement + 5 + Negative + Poison + Light/Alignment + + + SpellListAddition + Enhancement + Word of Balance + 7 + Cleric + + + + + CasterLevel + Enhancement + 1 + Fire + Light + Negative + + + MaxCasterLevel + Enhancement + 1 + Fire + Light + Negative + + + + + Divine Disciple: Prophetic Zenith I + DDPropheticZenith + Gain a new Spell-like ability + DDPropheticZenith + 0 + 1 + 1 + 3 + 1 + + + + + Cleric + 1 + + + Dark Apostate + 1 + + + + + + Chill Touch + (Activation Cost: 4/3/2 spell points. Cooldown: 6/5/4 seconds.) +Requires Divine Emissary of Darkness + DDChillTouch + 1 + + + + DDDACore1 + Divine Emissary of Darkness + + + + SpellLikeAbility + Enhancement + Chill Touch + + + + Nimbus of Light + (Activation Cost: 4/3/2 spell points. Cooldown: 6/5/4 seconds.) +Requires Divine Emissary of Light + DDNimbusOfLight + 1 + + + + DDDACore1 + Divine Emissary of Light + + + + SpellLikeAbility + Enhancement + Nimbus of Light + + + + + + Divine Disciple: Spellpower I + DDSpellpowerI + Choose a type of spellpower to gain + DDSpellpower + 1 + 1 + 1 + 3 + 1 + + + + Cleric + 1 + + + Dark Apostate + 1 + + + + + + Spellpower: Light + +[5/10/15] Light Spellpower +Requires Divine Emissary of Light + DDSpellpowerLight + 1 + + + DDDACore1 + Divine Emissary of Light + + + + SpellPower + Enhancement + 5 10 15 + Light/Alignment + + + + Spellpower: Negative + +[5/10/15] Negative/Poison Spellpower +Requires Divine Emissary of Darkness + DDSpellpowerNegative + 1 + + + DDDACore1 + Divine Emissary of Darkness + + + + SpellPower + Enhancement + 5 10 15 + Negative + Poison + Light/Alignment + + + + Spellpower: Universal + +3/+6/+9 Universal Spellpower + DDSpellpowerUniversal + 1 + + SpellPower + Enhancement + 3 6 9 + All + + + + + + Divine Disciple: Divine Vitality + DDDivineVitality + Channel Divinity: Your target ally gains [3/5/7]d4+10 spellpoints. +This ability cannot target yourself. (Cooldown: 2 seconds) + DDDivineVitality + 2 + 1 + 1 + 3 + 1 + + + + + Cleric + 1 + + + Dark Apostate + 1 + + + + + + Divine Disciple: Spell Criticals I + DDSpellCriticalsI + Choose which of your spells gain enhanced Critical Chance + SpellCritical + 3 + 1 + 2 + 1 + 1 + + + + + Cleric + 1 + + + Dark Apostate + 1 + + + + + + Spell Critical: Negative + +2% Critical Chance with Negative/Poison Energy spells +Requires Divine Emissary of Darkness + SpellCriticalNegative + 2 + + + DDDACore1 + Divine Emissary of Darkness + + + + SpellLore + Enhancement + 2 + Negative + Poison + + + + Spell Critical: Light + +2% Critical Chance with Light spells +Requires Divine Emissary of Light + SpellCriticalLight + 2 + + + DDDACore1 + Divine Emissary of Light + + + + SpellLore + Enhancement + 2 + Light/Alignment + + + + Spell Critical: Universal + +1% Critical Chance with spells + SpellCriticalUniversal + 2 + + SpellLore + Enhancement + 1 + All + + + + + + Divine Disciple: Spell Points + DDSpellPoints + +[30/60/90] Spell Points + DDSpellPoints + 4 + 1 + 1 + 3 + 1 + + + + Cleric + 1 + + + Dark Apostate + 1 + + + + + SpellPoints + Enhancement + 30 60 90 + + + + Divine Disciple: Spell Penetration + DDSpellPenetration + +[1/2/3] to your Caster Level check to overcome enemy spell resistance. + SpellPenetration + 0 + 2 + 2 + 3 + 5 + + + + Cleric + 2 + + + Dark Apostate + 2 + + + + + SpellPenetrationBonus + Enhancement + 1 2 3 + + + + Divine Disciple: Spellpower II + DDSpellpowerII + Choose a type of spellpower to gain + DDSpellpower + 1 + 2 + 1 + 3 + 5 + + + + Cleric + 2 + + + Dark Apostate + 2 + + + + + + Spellpower: Fire + +6/+12/+18 Fire Spellpower + DDSpellpowerFire + 1 + + SpellPower + Enhancement + 6 12 18 + Fire + + + + Spellpower: Force + +[5/10/15] Force Spellpower + DDSpellpowerForce + 1 + + SpellPower + Enhancement + 6 12 18 + Force/Untyped + + + + Spellpower: Universal + +3/+6/+9 Universal Spellpower + DDSpellpowerUniversal + 1 + + SpellPower + Enhancement + 3 6 9 + All + + + + + + Divine Disciple: Efficient Metamagic + DDEfficientMetamagicI + Choose one of the following Metamagic feats. +Reduce the spell point cost of using that Metamagic. + EfficientMetamagic + 2 + 2 + 2 + 3 + 5 + + + + + Cleric + 2 + + + Dark Apostate + 2 + + + + + BomEfficientMetamagicI + BomEfficientMetamagicII + ATEfficientMetamagic + ATEfficientMetamagicII + DDEfficientMetamagicII + DDEfficientMetamagicIII + SHImprovedMetamagicsI + SHImprovedMetamagicsII + AoVEfficientMetamagicI + AoVEfficientMetamagicII + ASEfficientMetamagicI + ASEfficientMetamagicII + ESEfficientMetamagicI + ESEfficientMetamagicII + FSEfficientMetamagicI + FSEfficientMetamagicII + WSEfficientMetamagicI + WSEfficientMetamagicII + AMEfficientMetamagicLeft + AMEfficientMetamagicI + AMEfficientMetamagicRight + PaleEfficientMetamagic + + Efficient Empower + Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points + EfficientEmpower + 2 + + + Empower Spell + + + + AdditionalSpellPointCost + Enhancement + -2 -4 -6 + Empower + + + + Efficient Enlarge + Using the Enlarge Spell Metamagic costs you 1/2/4 fewer Spell Points + EfficientEnlarge + 2 + + + Enlarge Spell + + + + AdditionalSpellPointCost + Enhancement + -1 -2 -4 + Enlarge + + + + Efficient Maximize + Using the Maximize Spell Metamagic costs you 3/6/9 fewer Spell Points. + EfficientMaximize + 2 + + + Maximize Spell + + + + AdditionalSpellPointCost + Enhancement + -3 -6 -9 + Maximize + + + + Efficient Quicken + Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points + EfficientQuicken + 2 + + + Quicken Spell + + + + AdditionalSpellPointCost + Enhancement + -1 -2 -4 + Quicken + + + + + + Divine Disciple: Spell Criticals II + DDSpellCriticalsII + Choose which of your spells gain enhanced Critical Chance + SpellCritical + 3 + 2 + 2 + 1 + 5 + + + + DDSpellCriticalsI + + + + Cleric + 2 + + + Dark Apostate + 2 + + + + + + Spell Critical: Negative + +2% Critical Chance with Negative/Poison Energy spells +Requires Divine Emissary of Darkness + SpellCriticalNegative + 2 + + + DDDACore1 + Divine Emissary of Darkness + + + + SpellLore + Enhancement + 2 + Negative + Poison + + + + Spell Critical: Light + +2% Critical Chance with Light spells +Requires Divine Emissary of Light + SpellCriticalLight + 2 + + + DDDACore1 + Divine Emissary of Light + + + + SpellLore + Enhancement + 2 + Light/Alignment + + + + Spell Critical: Universal + +1% Critical Chance with spells + SpellCriticalUniversal + 2 + + SpellLore + Enhancement + 1 + All + + + + + + Divine Disciple: Efficient Metamagic + DDEfficientMetamagicII + Choose one of the following Metamagic feats. +Reduce the spell point cost of using that Metamagic. + EfficientMetamagic + 4 + 2 + 2 + 3 + 5 + + + + Cleric + 2 + + + Dark Apostate + 2 + + + + + BomEfficientMetamagicI + BomEfficientMetamagicII + ATEfficientMetamagic + ATEfficientMetamagicII + DDEfficientMetamagicI + DDEfficientMetamagicIII + SHImprovedMetamagicsI + SHImprovedMetamagicsII + AoVEfficientMetamagicI + AoVEfficientMetamagicII + ASEfficientMetamagicI + ASEfficientMetamagicII + ESEfficientMetamagicI + ESEfficientMetamagicII + FSEfficientMetamagicI + FSEfficientMetamagicII + WSEfficientMetamagicI + WSEfficientMetamagicII + AMEfficientMetamagicLeft + AMEfficientMetamagicI + AMEfficientMetamagicRight + PaleEfficientMetamagic + + Efficient Empower + Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points + EfficientEmpower + 2 + + + Empower Spell + + + + AdditionalSpellPointCost + Enhancement + -2 -4 -6 + Empower + + + + Efficient Enlarge + Using the Enlarge Spell Metamagic costs you 1/2/4 fewer Spell Points + EfficientEnlarge + 2 + + + Enlarge Spell + + + + AdditionalSpellPointCost + Enhancement + -1 -2 -4 + Enlarge + + + + Efficient Maximize + Using the Maximize Spell Metamagic costs you 3/6/9 fewer Spell Points. + EfficientMaximize + 2 + + + Maximize Spell + + + + AdditionalSpellPointCost + Enhancement + -3 -6 -9 + Maximize + + + + Efficient Quicken + Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points + EfficientQuicken + 2 + + + Quicken Spell + + + + AdditionalSpellPointCost + Enhancement + -1 -2 -4 + Quicken + + + + + + Divine Disciple: Prophetic Zenith II + DDPropheticZenithII + Gain a new Spell-like ability + DDPropheticZenith + 0 + 3 + 1 + 3 + 10 + + + + + Cleric + 3 + + + Dark Apostate + 3 + + + + + + Necrotic Bolt + (Activation Cost: 12/9/6 spell points. Cooldown: 10/8/6 seconds.) +Requires Divine Emissary of Darkness + DDNecroticBolt + 1 + + + + DDDACore1 + Divine Emissary of Darkness + + + + + Searing Light + (Activation Cost: 12/9/6 spell points. Cooldown: 10/8/6 seconds.) +Requires Divine Emissary of Light + DDSearingLight + 1 + + + + DDDACore1 + Divine Emissary of Light + + + + + + + Divine Disciple: Spellpower III + DDSpellpowerIII + Choose a type of spellpower to gain + DDSpellpower + 1 + 3 + 1 + 3 + 10 + + + + Cleric + 3 + + + Dark Apostate + 3 + + + + + + Spellpower: Light + +[5/10/15] Light Spellpower +Requires Divine Emissary of Light + DDSpellpowerLight + 1 + + + DDDACore1 + Divine Emissary of Light + + + + SpellPower + Enhancement + 5 10 15 + Light/Alignment + + + + Spellpower: Negative + +[5/10/15] Negative/Poison Spellpower +Requires Divine Emissary of Darkness + DDSpellpowerNegative + 1 + + + DDDACore1 + Divine Emissary of Darkness + + + + SpellPower + Enhancement + 5 10 15 + Negative + Poison + Light/Alignment + + + + Spellpower: Universal + +3/+6/+9 Universal Spellpower + DDSpellpowerUniversal + 1 + + SpellPower + Enhancement + 3 6 9 + All + + + + + + Divine Disciple: Efficient Metamagic + DDEfficientMetamagicIII + Choose another Metamagic feats. +Reduce the spell point cost of using that Metamagic. + EfficientMetamagic + 2 + 3 + 2 + 3 + 10 + + + + DDEfficientMetamagicI + + + + Cleric + 3 + + + Dark Apostate + 3 + + + + + BomEfficientMetamagicI + BomEfficientMetamagicII + ATEfficientMetamagic + ATEfficientMetamagicII + DDEfficientMetamagicI + DDEfficientMetamagicII + SHImprovedMetamagicsI + SHImprovedMetamagicsII + AoVEfficientMetamagicI + AoVEfficientMetamagicII + ASEfficientMetamagicI + ASEfficientMetamagicII + ESEfficientMetamagicI + ESEfficientMetamagicII + FSEfficientMetamagicI + FSEfficientMetamagicII + WSEfficientMetamagicI + WSEfficientMetamagicII + AMEfficientMetamagicLeft + AMEfficientMetamagicI + AMEfficientMetamagicRight + PaleEfficientMetamagic + + Efficient Empower + Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points + EfficientEmpower + 2 + + + Empower Spell + + + + AdditionalSpellPointCost + Enhancement + -2 -4 -6 + Empower + + + + Efficient Enlarge + Using the Enlarge Spell Metamagic costs you 1/2/4 fewer Spell Points. + EfficientEnlarge + 2 + + + Enlarge Spell + + + + AdditionalSpellPointCost + Enhancement + -1 -2 -4 + Enlarge + + + + Efficient Maximize + Using the Maximize Spell Metamagic costs you 3/6/9 fewer Spell Points. + EfficientMaximize + 2 + + + Maximize Spell + + + + AdditionalSpellPointCost + Enhancement + -3 -6 -9 + Maximize + + + + Efficient Quicken + Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points + EfficientQuicken + 2 + + + Quicken Spell + + + + AdditionalSpellPointCost + Enhancement + -1 -2 -4 + Quicken + + + + + + Divine Disciple: Spell Criticals III + DDSpellCriticalsIII + Choose which of your spells gain enhanced Critical Chance: + SpellCritical + 3 + 3 + 2 + 1 + 10 + + + + DDSpellCriticalsII + + + + Cleric + 3 + + + Dark Apostate + 3 + + + + + + Spell Critical: Negative + +2% Critical Chance with Negative/Poison Energy spells +Requires Divine Emissary of Darkness + SpellCriticalNegative + 2 + + + DDDACore1 + Divine Emissary of Darkness + + + + SpellLore + Enhancement + 2 + Negative + Poison + + + + Spell Critical: Light + +2% Critical Chance with Light spells +Requires Divine Emissary of Light + SpellCriticalLight + 2 + + + DDDACore1 + Divine Emissary of Light + + + + SpellLore + Enhancement + 2 + Light/Alignment + + + + Spell Critical: Universal + +1% Critical Chance with spells + SpellCriticalUniversal + 2 + + SpellLore + Enhancement + 1 + All + + + + + + Divine Disciple: Wisdom I + DDWisdomI + +1 to Wisdom + Wisdom + 4 + 3 + 2 + 1 + 10 + + + + + Cleric + 3 + + + Dark Apostate + 3 + + + + + AbilityBonus + Enhancement + 1 + Wisdom + + + + Divine Disciple: Prophetic Zenith III + DDPropheticZenithIII + Gain a new Spell-like ability + DDPropheticZenith + 0 + 4 + 1 + 3 + 20 + + + + + Cleric + 4 + + + Dark Apostate + 4 + + + + + + Negative Energy Burst + (Activation Cost: 13/10/7 spell points. Cooldown: 10/8/6 seconds.) +Requires Divine Emissary of Darkness + DDNegativeEnergyBurst + 1 + + + + DDDACore1 + Divine Emissary of Darkness + + + + + Holy Smite + (Activation Cost: 13/10/7 spell points. Cooldown: 10/8/6 seconds.) +Requires Divine Emissary of Light + DDHolySmite + 1 + + + + DDDACore1 + Divine Emissary of Light + + + + + + + Divine Disciple: DC or Spellpower I + DDDCOrSpellpower + Increase your spellpower or your Difficulty Checks for a spellcaster school. + DDDCOrSpellpower + 1 + 4 + 2 + 1 + 20 + + + + Cleric + 4 + + + Dark Apostate + 4 + + + + + + Spell DC: Evocation + +1 DC to Evocation spells +Requires Divine Emissary of Light + DDSpellDCEvocation + 2 + + + DDDACore1 + Divine Emissary of Light + + + + SpellDC + Enhancement + 1 + Evocation + + + + Spell DC: Necromancy + +1 DC to Necromancy spells +Requires Divine Emissary of Darkness + DDSpellDCNecromancy + 2 + + + DDDACore1 + Divine Emissary of Darkness + + + + SpellDC + Enhancement + 1 + Necromancy + + + + Spell Power: Universal + +9 Universal spellpower + DDSpellpowerUniversal + 2 + + SpellPower + Enhancement + 9 + All + + + + + + Divine Disciple: Efficient Heighten + DDEfficientHeighten + Using the Heighten Spell Metamagic costs you 1/2 fewer Spell Point per heightened level + EfficientHeighten + 2 + 4 + 2 + 2 + 20 + + + Heighten Spell + + + DDEfficientMetamagicIII + + + + Cleric + 4 + + + Dark Apostate + 4 + + + + Any other Efficient Heighten enhancement + + BomEfficientHeighten + + + ATEfficientHeighten + + + SHEfficientHeighten + + + AoVEfficientHeighten + + + ASEfficientHeighten + + + ESEfficientHeighten + + + FSEfficientHeighten + + + WSEfficientHeighten + + + TSEfficientHeighten + + + AMEfficientHeighten + + + + + AdditionalSpellPointCost + Enhancement + -1 -2 + Heighten + + + + Divine Disciple: Spell Criticals IV + DDSpellCriticalsIV + Choose which of your spells gain enhanced Critical Chance + SpellCritical + 3 + 4 + 2 + 1 + 20 + + + DDSpellCriticalsIII + + + + Cleric + 4 + + + Dark Apostate + 4 + + + + + + Spell Critical: Negative + +2% Critical Chance with Negative/Poison Energy spells +Requires Divine Emissary of Darkness + SpellCriticalNegative + 2 + + + DDDACore1 + Divine Emissary of Darkness + + + + SpellLore + Enhancement + 2 + Negative + Poison + + + + Spell Critical: Light + +2% Critical Chance with Light spells +Requires Divine Emissary of Light + SpellCriticalLight + 2 + + + DDDACore1 + Divine Emissary of Light + + + + SpellLore + Enhancement + 2 + Light/Alignment + + + + Spell Critical: Universal + +1% Critical Chance with spells + SpellCriticalUniversal + 2 + + SpellLore + Enhancement + 1 + All + + + + + + Divine Disciple: Wisdom II + DDWisdomII + +1 to Wisdom + Wisdom + 4 + 4 + 2 + 1 + 20 + + + DDWisdomI + + + + Cleric + 4 + + + Dark Apostate + 4 + + + + + AbilityBonus + Enhancement + 1 + Wisdom + + + + Divine Disciple: Prophetic Zenith IV + DDPropheticZenithIV + Gain a new Spell-like ability + DDPropheticZenithIV + 0 + 5 + 1 + 3 + 30 + + + + + 12 + + + + Cleric + 5 + + + Dark Apostate + 5 + + + + + + Inflict Moderate Wounds, Mass + You gain Inflict Moderate Wounds, Mass as a spell like ability +Activation Cost: 15/12/10 spell points. Cooldown: 10/8/6 seconds. +Requires Divine Emissary of Darkness + DDInflictModerateWounds + 1 + + + + DDDACore1 + Divine Emissary of Darkness + + + + SpellLikeAbility + Enhancement + Inflict Moderate Wounds, Mass + + + + Flame Strike + You gain Flame Strike as a spell like ability +Activation Cost: 30/25/20 spell points. Cooldown: 20/16/12 seconds. +Requires Divine Emissary of Light. + DDFlameStrike + 1 + + + + DDDACore1 + Divine Emissary of Light + + + + SpellLikeAbility + Enhancement + Flame Strike + + + + + + Divine Disciple: DC or Spellpower II + DDDCOrSpellpowerII + Increase your spellpower or your Difficulty Checks for a spellcaster school + DDDCOrSpellpower + 1 + 5 + 2 + 1 + 30 + + + + 12 + + + + Cleric + 5 + + + Dark Apostate + 5 + + + + + + Spell DC: Evocation + +1 DC to Evocation spells +Requires Divine Emissary of Light + DDSpellDCEvocation + 2 + + + DDDACore1 + Divine Emissary of Light + + + + SpellDC + Enhancement + 1 + Evocation + + + + Spell DC: Necromancy + +1 DC to Necromancy spells +Requires Divine Emissary of Darkness + DDSpellDCNecromancy + 2 + + + DDDACore1 + Divine Emissary of Darkness + + + + SpellDC + Enhancement + 1 + Necromancy + + + + Spell Power: Light + +15 Light spellpower +Requires Divine Emissary of Light + DDSpellpowerLight + 2 + + + DDDACore1 + Divine Emissary of Light + + + + SpellPower + Enhancement + 15 + Light/Alignment + + + + Spell Power: Negative + +15 Negative/Poison spellpower +Requires Divine Emissary of Darkness + DDSpellPowerNegative + 2 + + + DDDACore1 + Divine Emissary of Darkness + + + + SpellPower + Enhancement + 15 + Negative + Poison + Light/Alignment + + + + Spell Power: Universal + +9 Universal spellpower + DDSpellPowerUniversal + 2 + + SpellPower + Enhancement + 9 + All + + + + + + Divine Disciple: Divine Empowerment + DDDivineEmpowerment + You gain +1 caster level and maximum caster level to Light, Negative Energy, and Fire spells. + DDDivineEmpowerment + 4 + 5 + 2 + 1 + 30 + + + + 12 + + + + Cleric + 5 + + + Dark Apostate + 5 + + + + + CasterLevel + Enhancement + 1 + Fire + Light + Negative + + + MaxCasterLevel + Enhancement + 1 + Fire + Light + Negative + + + + diff --git a/Output/EnhancementTrees/Cleric_DivineDiscipleU56.xml b/Output/EnhancementTrees/Cleric_DivineDiscipleU56.xml new file mode 100644 index 000000000..ea75cfcd6 --- /dev/null +++ b/Output/EnhancementTrees/Cleric_DivineDiscipleU56.xml @@ -0,0 +1,2036 @@ + + + Divine Disciple + 1 + + + + Cleric + + + Dark Apostate + + + + Cleric + ClericBackground + + + Divine Disciple: Emissary + DDCore1 + Follow the path of Light or Dark + DDEmissary + 0 + 0 + 1 + 1 + 0 + + + + + Cleric + 1 + + + Dark Apostate + 1 + + + + + + Deacon of Endless Darkness + Your mastery over Darkness has granted you impossible power. ++4 Wisdom, +2 to all Saving Throws, and +10 Negative spellpower and negative healing amp. +You gain +1 caster level and max caster level with Negative Energy spells and +1 Necromancy DCs. + DeaconOfEndlessDarkness + 1 + + + + Cleric + 20 + + + Dark Apostate + 20 + + + + 40 + + + Divine Emissary of Light + You have chosen to follow the path of Light. +For each Light Core Ability you take in this tree, you gain +5 Light, Good, and Lawful Spellpower. + DDDivineEmissaryOfLight + 1 + + + + + Divine Disciple: Emissary + DDCore2 + Follow the path of Light or Dark + DDEmissary + 1 + 0 + 1 + 1 + 5 + + + + + DDCore1 + + + DDCore3 + + + + + Cleric + 3 + + + Dark Apostate + 3 + + + + + + Dark Spellbook III: Power Word: Stun + Your Cleric spellbook gains Power Word: Stun as a level 8 spell. +You also gain +1 Caster Level and Max Caster Level with Negative Spells. + +Power Word: Stun A single word of power is uttered, causing your target to become stunned. +Creatures with 150 or fewer current HP are stunned to 4 to 32 seconds, creatures with 151 +to 300 HP are stunned for 2 to 16 seconds, and creatures with 301 HPs or more are stunned +for 8 seconds. + DarkSpellbookIII + 1 + + + Light Defense + +2 to all saving throws and +3 Magical Resistance Rating. + LightDefense + 1 + + + + + Divine Disciple: Emissary + DDCore3 + Follow the path of Light or Dark + DDEmissary + 2 + 0 + 1 + 1 + 10 + + + + + DDCore2 + + + DDCore4 + + + + + Cleric + 6 + + + Dark Apostate + 6 + + + + + + Dark Spellbook II: Necrotic Ray + Your Cleric spellbook gains Necrotic Ray as a level 6 spell. + +Necrotic Ray: Blasts a target with a negative energy ray that does 5 to 8 negative energy +damage per caster level to a living enemy. A successful Fortitude save reduces the damage +by half. The ray also suppresses the life force of any living creature it strikes, granting +it a negative level. + +D&D Dice: Deals 1d4+4 negative energy damage per caster level and bestowes one negative level. + DDEnervation + 1 + + + DDCore1 + Divine Emissary of Darkness + + + + + Light Spellbook I: Sun Bolt + Your Cleric spellbook gains Sun Bolt as a level 3 spell. + +Sun Bolt: Powerful line of light deals 4 to 9 light damage per caster level (up to a max +of 60 to 153 damage at caster level 15) to targets in its path. A successful Reflex save +reduces the damage by half. + +D&D Dice: Deals 1d4+3 light damage per caster (max 15d6+45) + DDSunBolt + 1 + + + DDCore1 + Divine Emissary of Light + + + + SpellListAddition + Enhancement + Sun Bolt + 3 + Cleric + + + + + + Divine Disciple: Emissary + DDCore4 + Follow the path of Light or Dark + DDEmissary + 3 + 0 + 1 + 1 + 20 + + + + + DDCore3 + + + DDCore5 + + + + + Cleric + 12 + + + Dark Apostate + 12 + + + + + + Dark Spellbook I: Enervation + Your Cleric spellbook gains Enervation as a level 4 spell. + +Enervation: A black ray or crackling negative energy suppresses the life force of any living +creature it strikes, giving an enemy 1 to 4 negative levels. If the target has as many negative +levels as its hit dice or levels, it dies. Each negative level gives a creature a -2 penalty on +attack rolls, saves, skill checks, ability checks, and effective level. Negative levels stack. +As a ray this spell has double range. + +D&D Dice: Gives enemies 1d4 negative levels. + DDNecroticRay + 1 + + + DDCore1 + Divine Emissary of Darkness + + + + SpellListAddition + Enhancement + Necrotic Ray + 6 + Cleric + + + + Light Spellbook II: Sunbeam + Your Cleric spellbook gains Sunbeam as a level 6 spell. + +Sunbeam: Deals 8 to 13 light damage per caster level with a mighty beam of sunlight, and +temporarily blinds the target. Against Undead or Oozes, it does double damage. A successful +Reflex save halves the damage and negates the blind effect. This spell has double range. + +D&D Dice: Deals 1d6+7 light damage per caster level. + DDSunbeam + 1 + + + DDCore1 + Divine Emissary of Light + + + + SpellListAddition + Enhancement + Sunbeam + 6 + Cleric + + + + + + Divine Disciple: Emissary + DDCore5 + Follow the path of Light or Dark + DDEmissary + 4 + 0 + 1 + 1 + 30 + + + + + DDCore4 + + + DDCore6 + + + + + Cleric + 3 + + + Dark Apostate + 3 + + + + + + Light Defense + +2 to all saving throws and +3 Physical Resistance Rating. + DDEmissary + 1 + + + DDCore1 + Divine Emissary of Darkness + + + + + Light Spellbook III: Sunburst + Your Cleric spellbook gains Sunburst as a level 8 spell. + +Sunburst: A globe of searing radiance explodes to blast targets for 5 to 10 light damage +per caster level in addition to blinding them. Oozes and Undead take double this damage. +A successful Reflex save reduces the damage by half and negates the blindness. Light +fearing undead may be instantly destroyed by this spell. + +D&D Dice: Deals 1d6+4 light damage per caster level, double tun Undead and Oozes. + DDSunburst + 1 + + + DDCore4 + + + + Cleric + 18 + + + Dark Apostate + 18 + + + 30 + + + SpellListAddition + Enhancement + Sunburst + 8 + Cleric + + + + + + Divine Disciple: Emissary + DDCore6 + Follow the path of Light or Dark + DDEmissary + 5 + 0 + 1 + 1 + 0 + + + + Cleric + 1 + + + Dark Apostate + 1 + + + + + + Divine Emissary of Darkness + You have chsoen to follow the path of Darkness. For each Sark Core Ability +you take in this tree, you gain +5 Negative, Evil, and Chaos Spellpower. + DDTranscendDarkness + 1 + + + Priest of Endless Light + Your mastery over Light has granted you impossible power. ++4 Wisdom, +2 to all Saving Throws, and +10 Light/Alignment spellpower and positive healing amp. +You gain +1 caster level and max caster level with Light/Alignment spells and +1 evocation DCs. + DDTranscendLight + 1 + + + + Cleric + 20 + + + Dark Apostate + 20 + + + + 40 + + SaveBonus + Enhancement + 2 + All + + + SpellPower + Enhancement + 5 + Negative + Poison + Light/Alignment + + + SpellListAddition + Enhancement + Word of Balance + 7 + Cleric + + + + + CasterLevel + Enhancement + 1 + Fire + Light + Negative + + + MaxCasterLevel + Enhancement + 1 + Fire + Light + Negative + + + + + Divine Disciple: Prophetic Zenith I + DDPropheticZenith + Gain a new Spell-like ability + DDPropheticZenith + 0 + 1 + 1 + 3 + 1 + + + + + Cleric + 1 + + + Dark Apostate + 1 + + + + + + Chill Touch + (Activation Cost: 4/3/2 spell points. Cooldown: 6/5/4 seconds.) +Requires Divine Emissary of Darkness + DDChillTouch + 1 + + + + DDCore1 + Divine Emissary of Darkness + + + + SpellLikeAbility + Enhancement + Chill Touch + + + + Nimbus of Light + (Activation Cost: 4/3/2 spell points. Cooldown: 6/5/4 seconds.) +Requires Divine Emissary of Light + DDNimbusOfLight + 1 + + + + DDCore1 + Divine Emissary of Light + + + + SpellLikeAbility + Enhancement + Nimbus of Light + + + + + + Divine Disciple: Spellpower I + DDSpellpowerI + Choose a type of spellpower to gain + DDSpellpower + 1 + 1 + 1 + 3 + 1 + + + + Cleric + 1 + + + Dark Apostate + 1 + + + + + + Spellpower: Light + +[5/10/15] Light Spellpower +Requires Divine Emissary of Light + DDSpellpowerLight + 1 + + + DDCore1 + Divine Emissary of Light + + + + SpellPower + Enhancement + 5 10 15 + Light/Alignment + + + + Spellpower: Negative + +[5/10/15] Negative/Poison Spellpower +Requires Divine Emissary of Darkness + DDSpellpowerNegative + 1 + + + DDCore1 + Divine Emissary of Darkness + + + + SpellPower + Enhancement + 5 10 15 + Negative + Poison + Light/Alignment + + + + Spellpower: Universal + +3/+6/+9 Universal Spellpower + DDSpellpowerUniversal + 1 + + SpellPower + Enhancement + 3 6 9 + All + + + + + + Divine Disciple: Divine Vitality + DDDivineVitality + Channel Divinity: Your target ally gains [3/5/7]d4+10 spellpoints. +This ability cannot target yourself. (Cooldown: 2 seconds) + DDDivineVitality + 2 + 1 + 1 + 3 + 1 + + + + + Cleric + 1 + + + Dark Apostate + 1 + + + + + + Divine Disciple: Spell Criticals I + DDSpellCriticalsI + Choose which of your spells gain enhanced Critical Chance + SpellCritical + 3 + 1 + 2 + 1 + 1 + + + + + Cleric + 1 + + + Dark Apostate + 1 + + + + + + Spell Critical: Negative + +2% Critical Chance with Negative/Poison Energy spells +Requires Divine Emissary of Darkness + SpellCriticalNegative + 2 + + + DDCore1 + Divine Emissary of Darkness + + + + SpellLore + Enhancement + 2 + Negative + Poison + + + + Spell Critical: Light + +2% Critical Chance with Light spells +Requires Divine Emissary of Light + SpellCriticalLight + 2 + + + DDCore1 + Divine Emissary of Light + + + + SpellLore + Enhancement + 2 + Light/Alignment + + + + Spell Critical: Universal + +1% Critical Chance with spells + SpellCriticalUniversal + 2 + + SpellLore + Enhancement + 1 + All + + + + + + Divine Disciple: Spell Points + DDSpellPoints + +[30/60/90] Spell Points + DDSpellPoints + 4 + 1 + 1 + 3 + 1 + + + + Cleric + 1 + + + Dark Apostate + 1 + + + + + SpellPoints + Enhancement + 30 60 90 + + + + Divine Disciple: Spell Penetration + DDSpellPenetration + +[1/2/3] to your Caster Level check to overcome enemy spell resistance. + SpellPenetration + 0 + 2 + 2 + 3 + 5 + + + + Cleric + 2 + + + Dark Apostate + 2 + + + + + SpellPenetrationBonus + Enhancement + 1 2 3 + + + + Divine Disciple: Spellpower II + DDSpellpowerII + Choose a type of spellpower to gain + DDSpellpower + 1 + 2 + 1 + 3 + 5 + + + + Cleric + 2 + + + Dark Apostate + 2 + + + + + + Spellpower: Fire + +6/+12/+18 Fire Spellpower + DDSpellpowerFire + 1 + + SpellPower + Enhancement + 6 12 18 + Fire + + + + Spellpower: Force + +[5/10/15] Force Spellpower + DDSpellpowerForce + 1 + + SpellPower + Enhancement + 6 12 18 + Force/Untyped + + + + Spellpower: Universal + +3/+6/+9 Universal Spellpower + DDSpellpowerUniversal + 1 + + SpellPower + Enhancement + 3 6 9 + All + + + + + + Divine Disciple: Efficient Metamagic + DDEfficientMetamagicI + Choose one of the following Metamagic feats. +Reduce the spell point cost of using that Metamagic. + EfficientMetamagic + 2 + 2 + 2 + 3 + 5 + + + + + Cleric + 2 + + + Dark Apostate + 2 + + + + + BomEfficientMetamagicI + BomEfficientMetamagicII + ATEfficientMetamagic + ATEfficientMetamagicII + DDEfficientMetamagicII + DDEfficientMetamagicIII + SHImprovedMetamagicsI + SHImprovedMetamagicsII + AoVEfficientMetamagicI + AoVEfficientMetamagicII + ASEfficientMetamagicI + ASEfficientMetamagicII + ESEfficientMetamagicI + ESEfficientMetamagicII + FSEfficientMetamagicI + FSEfficientMetamagicII + WSEfficientMetamagicI + WSEfficientMetamagicII + AMEfficientMetamagicLeft + AMEfficientMetamagicI + AMEfficientMetamagicRight + PaleEfficientMetamagic + + Efficient Empower + Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points + EfficientEmpower + 2 + + + Empower Spell + + + + AdditionalSpellPointCost + Enhancement + -2 -4 -6 + Empower + + + + Efficient Enlarge + Using the Enlarge Spell Metamagic costs you 1/2/4 fewer Spell Points + EfficientEnlarge + 2 + + + Enlarge Spell + + + + AdditionalSpellPointCost + Enhancement + -1 -2 -4 + Enlarge + + + + Efficient Maximize + Using the Maximize Spell Metamagic costs you 3/6/9 fewer Spell Points. + EfficientMaximize + 2 + + + Maximize Spell + + + + AdditionalSpellPointCost + Enhancement + -3 -6 -9 + Maximize + + + + Efficient Quicken + Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points + EfficientQuicken + 2 + + + Quicken Spell + + + + AdditionalSpellPointCost + Enhancement + -1 -2 -4 + Quicken + + + + + + Divine Disciple: Spell Criticals II + DDSpellCriticalsII + Choose which of your spells gain enhanced Critical Chance + SpellCritical + 3 + 2 + 2 + 1 + 5 + + + + DDSpellCriticalsI + + + + Cleric + 2 + + + Dark Apostate + 2 + + + + + + Spell Critical: Negative + +2% Critical Chance with Negative/Poison Energy spells +Requires Divine Emissary of Darkness + SpellCriticalNegative + 2 + + + DDCore1 + Divine Emissary of Darkness + + + + SpellLore + Enhancement + 2 + Negative + Poison + + + + Spell Critical: Light + +2% Critical Chance with Light spells +Requires Divine Emissary of Light + SpellCriticalLight + 2 + + + DDCore1 + Divine Emissary of Light + + + + SpellLore + Enhancement + 2 + Light/Alignment + + + + Spell Critical: Universal + +1% Critical Chance with spells + SpellCriticalUniversal + 2 + + SpellLore + Enhancement + 1 + All + + + + + + Divine Disciple: Efficient Metamagic + DDEfficientMetamagicII + Choose one of the following Metamagic feats. +Reduce the spell point cost of using that Metamagic. + EfficientMetamagic + 4 + 2 + 2 + 3 + 5 + + + + Cleric + 2 + + + Dark Apostate + 2 + + + + + BomEfficientMetamagicI + BomEfficientMetamagicII + ATEfficientMetamagic + ATEfficientMetamagicII + DDEfficientMetamagicI + DDEfficientMetamagicIII + SHImprovedMetamagicsI + SHImprovedMetamagicsII + AoVEfficientMetamagicI + AoVEfficientMetamagicII + ASEfficientMetamagicI + ASEfficientMetamagicII + ESEfficientMetamagicI + ESEfficientMetamagicII + FSEfficientMetamagicI + FSEfficientMetamagicII + WSEfficientMetamagicI + WSEfficientMetamagicII + AMEfficientMetamagicLeft + AMEfficientMetamagicI + AMEfficientMetamagicRight + PaleEfficientMetamagic + + Efficient Empower + Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points + EfficientEmpower + 2 + + + Empower Spell + + + + AdditionalSpellPointCost + Enhancement + -2 -4 -6 + Empower + + + + Efficient Enlarge + Using the Enlarge Spell Metamagic costs you 1/2/4 fewer Spell Points + EfficientEnlarge + 2 + + + Enlarge Spell + + + + AdditionalSpellPointCost + Enhancement + -1 -2 -4 + Enlarge + + + + Efficient Maximize + Using the Maximize Spell Metamagic costs you 3/6/9 fewer Spell Points. + EfficientMaximize + 2 + + + Maximize Spell + + + + AdditionalSpellPointCost + Enhancement + -3 -6 -9 + Maximize + + + + Efficient Quicken + Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points + EfficientQuicken + 2 + + + Quicken Spell + + + + AdditionalSpellPointCost + Enhancement + -1 -2 -4 + Quicken + + + + + + Divine Disciple: Prophetic Zenith II + DDPropheticZenithII + Gain a new Spell-like ability + DDPropheticZenith + 0 + 3 + 1 + 3 + 10 + + + + + Cleric + 3 + + + Dark Apostate + 3 + + + + + + Necrotic Bolt + (Activation Cost: 12/9/6 spell points. Cooldown: 10/8/6 seconds.) +Requires Divine Emissary of Darkness + DDNecroticBolt + 1 + + + + DDCore1 + Divine Emissary of Darkness + + + + + Searing Light + (Activation Cost: 12/9/6 spell points. Cooldown: 10/8/6 seconds.) +Requires Divine Emissary of Light + DDSearingLight + 1 + + + + DDCore1 + Divine Emissary of Light + + + + + + + Divine Disciple: Spellpower III + DDSpellpowerIII + Choose a type of spellpower to gain + DDSpellpower + 1 + 3 + 1 + 3 + 10 + + + + Cleric + 3 + + + Dark Apostate + 3 + + + + + + Spellpower: Light + +[5/10/15] Light Spellpower +Requires Divine Emissary of Light + DDSpellpowerLight + 1 + + + DDCore1 + Divine Emissary of Light + + + + SpellPower + Enhancement + 5 10 15 + Light/Alignment + + + + Spellpower: Negative + +[5/10/15] Negative/Poison Spellpower +Requires Divine Emissary of Darkness + DDSpellpowerNegative + 1 + + + DDCore1 + Divine Emissary of Darkness + + + + SpellPower + Enhancement + 5 10 15 + Negative + Poison + Light/Alignment + + + + Spellpower: Universal + +3/+6/+9 Universal Spellpower + DDSpellpowerUniversal + 1 + + SpellPower + Enhancement + 3 6 9 + All + + + + + + Divine Disciple: Efficient Metamagic + DDEfficientMetamagicIII + Choose another Metamagic feats. +Reduce the spell point cost of using that Metamagic. + EfficientMetamagic + 2 + 3 + 2 + 3 + 10 + + + + DDEfficientMetamagicI + + + + Cleric + 3 + + + Dark Apostate + 3 + + + + + BomEfficientMetamagicI + BomEfficientMetamagicII + ATEfficientMetamagic + ATEfficientMetamagicII + DDEfficientMetamagicI + DDEfficientMetamagicII + SHImprovedMetamagicsI + SHImprovedMetamagicsII + AoVEfficientMetamagicI + AoVEfficientMetamagicII + ASEfficientMetamagicI + ASEfficientMetamagicII + ESEfficientMetamagicI + ESEfficientMetamagicII + FSEfficientMetamagicI + FSEfficientMetamagicII + WSEfficientMetamagicI + WSEfficientMetamagicII + AMEfficientMetamagicLeft + AMEfficientMetamagicI + AMEfficientMetamagicRight + PaleEfficientMetamagic + + Efficient Empower + Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points + EfficientEmpower + 2 + + + Empower Spell + + + + AdditionalSpellPointCost + Enhancement + -2 -4 -6 + Empower + + + + Efficient Enlarge + Using the Enlarge Spell Metamagic costs you 1/2/4 fewer Spell Points. + EfficientEnlarge + 2 + + + Enlarge Spell + + + + AdditionalSpellPointCost + Enhancement + -1 -2 -4 + Enlarge + + + + Efficient Maximize + Using the Maximize Spell Metamagic costs you 3/6/9 fewer Spell Points. + EfficientMaximize + 2 + + + Maximize Spell + + + + AdditionalSpellPointCost + Enhancement + -3 -6 -9 + Maximize + + + + Efficient Quicken + Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points + EfficientQuicken + 2 + + + Quicken Spell + + + + AdditionalSpellPointCost + Enhancement + -1 -2 -4 + Quicken + + + + + + Divine Disciple: Spell Criticals III + DDSpellCriticalsIII + Choose which of your spells gain enhanced Critical Chance: + SpellCritical + 3 + 3 + 2 + 1 + 10 + + + + DDSpellCriticalsII + + + + Cleric + 3 + + + Dark Apostate + 3 + + + + + + Spell Critical: Negative + +2% Critical Chance with Negative/Poison Energy spells +Requires Divine Emissary of Darkness + SpellCriticalNegative + 2 + + + DDCore1 + Divine Emissary of Darkness + + + + SpellLore + Enhancement + 2 + Negative + Poison + + + + Spell Critical: Light + +2% Critical Chance with Light spells +Requires Divine Emissary of Light + SpellCriticalLight + 2 + + + DDCore1 + Divine Emissary of Light + + + + SpellLore + Enhancement + 2 + Light/Alignment + + + + Spell Critical: Universal + +1% Critical Chance with spells + SpellCriticalUniversal + 2 + + SpellLore + Enhancement + 1 + All + + + + + + Divine Disciple: Wisdom I + DDWisdomI + +1 to Wisdom + Wisdom + 4 + 3 + 2 + 1 + 10 + + + + + Cleric + 3 + + + Dark Apostate + 3 + + + + + AbilityBonus + Enhancement + 1 + Wisdom + + + + Divine Disciple: Prophetic Zenith III + DDPropheticZenithIII + Gain a new Spell-like ability + DDPropheticZenith + 0 + 4 + 1 + 3 + 20 + + + + + Cleric + 4 + + + Dark Apostate + 4 + + + + + + Negative Energy Burst + (Activation Cost: 13/10/7 spell points. Cooldown: 10/8/6 seconds.) +Requires Divine Emissary of Darkness + DDNegativeEnergyBurst + 1 + + + + DDCore1 + Divine Emissary of Darkness + + + + + Holy Smite + (Activation Cost: 13/10/7 spell points. Cooldown: 10/8/6 seconds.) +Requires Divine Emissary of Light + DDHolySmite + 1 + + + + DDCore1 + Divine Emissary of Light + + + + + + + Divine Disciple: DC or Spellpower I + DDDCOrSpellpower + Increase your spellpower or your Difficulty Checks for a spellcaster school. + DDDCOrSpellpower + 1 + 4 + 2 + 1 + 20 + + + + Cleric + 4 + + + Dark Apostate + 4 + + + + + + Spell DC: Evocation + +1 DC to Evocation spells +Requires Divine Emissary of Light + DDSpellDCEvocation + 2 + + + DDCore1 + Divine Emissary of Light + + + + SpellDC + Enhancement + 1 + Evocation + + + + Spell DC: Necromancy + +1 DC to Necromancy spells +Requires Divine Emissary of Darkness + DDSpellDCNecromancy + 2 + + + DDCore1 + Divine Emissary of Darkness + + + + SpellDC + Enhancement + 1 + Necromancy + + + + Spell Power: Universal + +9 Universal spellpower + DDSpellpowerUniversal + 2 + + SpellPower + Enhancement + 9 + All + + + + + + Divine Disciple: Efficient Heighten + DDEfficientHeighten + Using the Heighten Spell Metamagic costs you 1/2 fewer Spell Point per heightened level + EfficientHeighten + 2 + 4 + 2 + 2 + 20 + + + Heighten Spell + + + DDEfficientMetamagicIII + + + + Cleric + 4 + + + Dark Apostate + 4 + + + + Any other Efficient Heighten enhancement + + BomEfficientHeighten + + + ATEfficientHeighten + + + SHEfficientHeighten + + + AoVEfficientHeighten + + + ASEfficientHeighten + + + ESEfficientHeighten + + + FSEfficientHeighten + + + WSEfficientHeighten + + + TSEfficientHeighten + + + AMEfficientHeighten + + + + + AdditionalSpellPointCost + Enhancement + -1 -2 + Heighten + + + + Divine Disciple: Spell Criticals IV + DDSpellCriticalsIV + Choose which of your spells gain enhanced Critical Chance + SpellCritical + 3 + 4 + 2 + 1 + 20 + + + DDSpellCriticalsIII + + + + Cleric + 4 + + + Dark Apostate + 4 + + + + + + Spell Critical: Negative + +2% Critical Chance with Negative/Poison Energy spells +Requires Divine Emissary of Darkness + SpellCriticalNegative + 2 + + + DDCore1 + Divine Emissary of Darkness + + + + SpellLore + Enhancement + 2 + Negative + Poison + + + + Spell Critical: Light + +2% Critical Chance with Light spells +Requires Divine Emissary of Light + SpellCriticalLight + 2 + + + DDCore1 + Divine Emissary of Light + + + + SpellLore + Enhancement + 2 + Light/Alignment + + + + Spell Critical: Universal + +1% Critical Chance with spells + SpellCriticalUniversal + 2 + + SpellLore + Enhancement + 1 + All + + + + + + Divine Disciple: Wisdom II + DDWisdomII + +1 to Wisdom + Wisdom + 4 + 4 + 2 + 1 + 20 + + + DDWisdomI + + + + Cleric + 4 + + + Dark Apostate + 4 + + + + + AbilityBonus + Enhancement + 1 + Wisdom + + + + Divine Disciple: Prophetic Zenith IV + DDPropheticZenithIV + Gain a new Spell-like ability + DDPropheticZenithIV + 0 + 5 + 1 + 3 + 30 + + + + + 12 + + + + Cleric + 5 + + + Dark Apostate + 5 + + + + + + Inflict Moderate Wounds, Mass + You gain Inflict Moderate Wounds, Mass as a spell like ability +Activation Cost: 15/12/10 spell points. Cooldown: 10/8/6 seconds. +Requires Divine Emissary of Darkness + DDInflictModerateWounds + 1 + + + + DDCore1 + Divine Emissary of Darkness + + + + SpellLikeAbility + Enhancement + Inflict Moderate Wounds, Mass + + + + Flame Strike + You gain Flame Strike as a spell like ability +Activation Cost: 30/25/20 spell points. Cooldown: 20/16/12 seconds. +Requires Divine Emissary of Light. + DDFlameStrike + 1 + + + + DDCore1 + Divine Emissary of Light + + + + SpellLikeAbility + Enhancement + Flame Strike + + + + + + Divine Disciple: DC or Spellpower II + DDDCOrSpellpowerII + Increase your spellpower or your Difficulty Checks for a spellcaster school + DDDCOrSpellpower + 1 + 5 + 2 + 1 + 30 + + + + 12 + + + + Cleric + 5 + + + Dark Apostate + 5 + + + + + + Spell DC: Evocation + +1 DC to Evocation spells +Requires Divine Emissary of Light + DDSpellDCEvocation + 2 + + + DDCore1 + Divine Emissary of Light + + + + SpellDC + Enhancement + 1 + Evocation + + + + Spell DC: Necromancy + +1 DC to Necromancy spells +Requires Divine Emissary of Darkness + DDSpellDCNecromancy + 2 + + + DDCore1 + Divine Emissary of Darkness + + + + SpellDC + Enhancement + 1 + Necromancy + + + + Spell Power: Light + +15 Light spellpower +Requires Divine Emissary of Light + DDSpellpowerLight + 2 + + + DDCore1 + Divine Emissary of Light + + + + SpellPower + Enhancement + 15 + Light/Alignment + + + + Spell Power: Negative + +15 Negative/Poison spellpower +Requires Divine Emissary of Darkness + DDSpellPowerNegative + 2 + + + DDCore1 + Divine Emissary of Darkness + + + + SpellPower + Enhancement + 15 + Negative + Poison + Light/Alignment + + + + Spell Power: Universal + +9 Universal spellpower + DDSpellPowerUniversal + 2 + + SpellPower + Enhancement + 9 + All + + + + + + Divine Disciple: Divine Empowerment + DDDivineEmpowerment + You gain +1 caster level and maximum caster level to Light, Negative Energy, and Fire spells. + DDDivineEmpowerment + 4 + 5 + 2 + 1 + 30 + + + + 12 + + + + Cleric + 5 + + + Dark Apostate + 5 + + + + + CasterLevel + Enhancement + 1 + Fire + Light + Negative + + + MaxCasterLevel + Enhancement + 1 + Fire + Light + Negative + + + + diff --git a/Output/EnhancementTrees/Cleric_RadiantServant.xml b/Output/EnhancementTrees/Cleric_RadiantServant.xml index e7a5687f4..af1859c52 100644 --- a/Output/EnhancementTrees/Cleric_RadiantServant.xml +++ b/Output/EnhancementTrees/Cleric_RadiantServant.xml @@ -801,9 +801,6 @@ Activation Cost: 30 Spell Points. Cooldown: 1 minute. Cleric 5 - - RSLIncredibleHealing - @@ -832,7 +829,7 @@ unaffected by spell power. (Cooldown: 6 seconds) - Radiant Servant: Divine Energy resistance + Radiant Servant: Divine Energy Resistance RSLMassResistEnergy You and nearby allies gain +35 Enhancement bonus to resist Enegy for 1 minute per character level (Includes Acid, Cold, Electric, Fire and Sonic) diff --git a/Output/EnhancementTrees/Cleric_Warpriest.xml b/Output/EnhancementTrees/Cleric_Warpriest.xml index 28c250b98..5ef8577a7 100644 --- a/Output/EnhancementTrees/Cleric_Warpriest.xml +++ b/Output/EnhancementTrees/Cleric_Warpriest.xml @@ -3,9 +3,14 @@ Warpriest 2 - - Cleric - + + + Cleric + + + Dark Apostate + + Cleric ClericBackground @@ -23,10 +28,16 @@ Passive: +2 Armor Class, +5 Fire Spell Power, +5 Light Spell Power - - Cleric - 1 - + + + Cleric + 1 + + + Dark Apostate + 1 + + @@ -77,10 +88,16 @@ Passive: +2 Armor Class, +5 Fire Spell Power, +5 Light Spell Power WPCore1 - - Cleric - 3 - + + + Cleric + 3 + + + Dark Apostate + 3 + + DR @@ -122,10 +139,16 @@ Passive: WPCore2 - - Cleric - 6 - + + + Cleric + 6 + + + Dark Apostate + 6 + + PRR @@ -167,10 +190,16 @@ Passive: WPCore3 - - Cleric - 12 - + + + Cleric + 12 + + + Dark Apostate + 12 + + SpellListAddition @@ -219,10 +248,16 @@ Passive: WPCore4 - - Cleric - 18 - + + + Cleric + 18 + + + Dark Apostate + 18 + + SpellListAddition @@ -267,10 +302,16 @@ Passive: WPCore5 - - Cleric - 20 - + + + Cleric + 20 + + + Dark Apostate + 20 + + @@ -373,10 +414,16 @@ Antirequisite: This ability can not be trained if you have any other Battle Tran abilities. - - Cleric - 1 - + + + Cleric + 1 + + + Dark Apostate + 1 + + HarperKnowTheAngles @@ -479,10 +526,16 @@ abilities. 3 1 - - Cleric - 1 - + + + Cleric + 1 + + + Dark Apostate + 1 + + Hitpoints @@ -502,10 +555,16 @@ abilities. 1 - - Cleric - 1 - + + + Cleric + 1 + + + Dark Apostate + 1 + + AttackBonus @@ -555,10 +614,16 @@ abilities. 3 1 - - Cleric - 1 - + + + Cleric + 1 + + + Dark Apostate + 1 + + @@ -573,10 +638,16 @@ Rank 3: +1 save vs traps 3 1 - - Cleric - 1 - + + + Cleric + 1 + + + Dark Apostate + 1 + + SkillBonus @@ -606,10 +677,16 @@ stacks up to 20 times, and loses one stack on expiration.) 1 5 - - Cleric - 2 - + + + Cleric + 2 + + + Dark Apostate + 2 + + @@ -623,10 +700,16 @@ stacks up to 20 times, and loses one stack on expiration.) 3 5 - - Cleric - 2 - + + + Cleric + 2 + + + Dark Apostate + 2 + + PRR @@ -646,10 +729,16 @@ stacks up to 20 times, and loses one stack on expiration.) 5 - - Cleric - 2 - + + + Cleric + 2 + + + Dark Apostate + 2 + + WPRighteousWeaponsI @@ -706,10 +795,16 @@ Cooldown: 90 seconds minute - - Cleric - 2 - + + + Cleric + 2 + + + Dark Apostate + 2 + + @@ -724,10 +819,16 @@ Cooldown: 90 seconds minute 5 - - Cleric - 2 - + + + Cleric + 2 + + + Dark Apostate + 2 + + @@ -742,10 +843,16 @@ will be knocked down. (Does not affect bosses.) 3 10 - - Cleric - 3 - + + + Cleric + 3 + + + Dark Apostate + 3 + + @@ -760,10 +867,16 @@ will be knocked down. (Does not affect bosses.) 10 - - Cleric - 3 - + + + Cleric + 3 + + + Dark Apostate + 3 + + @@ -800,10 +913,16 @@ Non-boss enemies have a small chance to be blinded with no save. 10 - - Cleric - 3 - + + + Cleric + 3 + + + Dark Apostate + 3 + + WPRighteousWeaponsII @@ -857,10 +976,16 @@ Energy Absorption. 3 10 - - Cleric - 3 - + + + Cleric + 3 + + + Dark Apostate + 3 + + WPInflame @@ -878,10 +1003,16 @@ Energy Absorption. 10 - - Cleric - 3 - + + + Cleric + 3 + + + Dark Apostate + 3 + + @@ -936,10 +1067,16 @@ Positive Spell Power) 1 20 - - Cleric - 4 - + + + Cleric + 4 + + + Dark Apostate + 4 + + @@ -954,10 +1091,16 @@ Positive Spell Power) 20 - - Cleric - 4 - + + + Cleric + 4 + + + Dark Apostate + 4 + + @@ -988,10 +1131,16 @@ Positive Spell Power) 20 - - Cleric - 4 - + + + Cleric + 4 + + + Dark Apostate + 4 + + WPRighteousWeaponsIII @@ -1043,10 +1192,16 @@ Positive Spell Power) 3 20 - - Cleric - 4 - + + + Cleric + 4 + + + Dark Apostate + 4 + + @@ -1084,10 +1239,16 @@ Positive Spell Power) 1 20 - - Cleric - 4 - + + + Cleric + 4 + + + Dark Apostate + 4 + + WPAbilityScoreI @@ -1144,10 +1305,16 @@ bonus to Strength, and a base attack bonus equal to a fighter of the same level. 30 - - Cleric - 5 - + + + Cleric + 5 + + + Dark Apostate + 5 + + 12 @@ -1178,10 +1345,16 @@ of Divine Conduit, instead of 25. - - Cleric - 5 - + + + Cleric + 5 + + + Dark Apostate + 5 + + 12 @@ -1202,10 +1375,16 @@ This damage scales with 200% of the higher of your Melee or Ranged Power.30 - - Cleric - 5 - + + + Cleric + 5 + + + Dark Apostate + 5 + + 12 @@ -1233,10 +1412,16 @@ This damage scales with 200% of the higher of your Melee or Ranged Power.30 - - Cleric - 5 - + + + Cleric + 5 + + + Dark Apostate + 5 + + 12 @@ -1290,10 +1475,16 @@ Cooldown: 2 minutes - - Cleric - 5 - + + + Cleric + 5 + + + Dark Apostate + 5 + + 12 diff --git a/Output/EnhancementTrees/Druid_NaturesWarrior.xml b/Output/EnhancementTrees/Druid_NaturesWarrior.xml index e718bbe97..c216937bd 100644 --- a/Output/EnhancementTrees/Druid_NaturesWarrior.xml +++ b/Output/EnhancementTrees/Druid_NaturesWarrior.xml @@ -213,8 +213,8 @@ bonus to your attacks. You must have a weapon equipped to gain this benefit.Nature's Warrior: Howl of Winter NWCore5 Casting Howl of Terror now grants you the effect Winters Hunt for -10 seconds which grants +10 exceptional bonus to Doublestrike, 25% bonus to -spell critical and 50% to spell critical damage to all cold damage spells. +10 seconds which grants +10 exceptional bonus to Doublestrike, 5% bonus to +spell critical and 15% to spell critical damage to all cold damage spells. This will only occur once every 30 seconds. NWHowlOfWinter 4 @@ -263,14 +263,14 @@ This will only occur once every 30 seconds. SpellLore Enhancement - 25 + 5 Cold Howl of Terror SpellCriticalDamage Enhancement - 50 + 15 Cold Howl of Terror diff --git a/Output/EnhancementTrees/Half-Orc.xml b/Output/EnhancementTrees/Half-Orc.xml index 97a6bd430..36b176f64 100644 --- a/Output/EnhancementTrees/Half-Orc.xml +++ b/Output/EnhancementTrees/Half-Orc.xml @@ -499,9 +499,14 @@ is a chance of failure based on your Charisma. 3 10 - - Two Handed Fighting - + + + Two Handed Fighting + + + Natural Fighting + + Strikethrough diff --git a/Output/EnhancementTrees/Human.xml b/Output/EnhancementTrees/Human.xml index 540dfa6ba..badf8be90 100644 --- a/Output/EnhancementTrees/Human.xml +++ b/Output/EnhancementTrees/Human.xml @@ -1167,9 +1167,14 @@ Rank 3: Also gains +1 damage. FightingStyleTwoHanded 1 + Two Handed Fighting + + Natural Fighting + + Strikethrough diff --git a/Output/EnhancementTrees/Paladin_RadiantServant.xml b/Output/EnhancementTrees/Paladin_RadiantServant.xml new file mode 100644 index 000000000..ef3cc7c00 --- /dev/null +++ b/Output/EnhancementTrees/Paladin_RadiantServant.xml @@ -0,0 +1,846 @@ + + + + Radiant Servant (Pal) + 1 + + + Sacred Fist + + + PaladinBackground + Paladin + + + SFRSCore1 + Radiant Servant: Paladin of Healing + For each actio point spent in this tree, you gain 0.5 Universal Spell Power +and 1 Positive Energy Spell Power. + +(These stack, effectively giving 1.5% bonus to healing of Positive Energy Spells.) + PRSPaladinOfHealing + 0 + 0 + 1 + 1 + 0 + + + Sacred Fist + 1 + + + + + SFRSCore2 + Radiant Servant: Cure Moderate Wounds + Positive energy is channeled to heal moderate wounds of you target or damage +undead for 6 to 16 hit points plus an additional 1 for every caster level up to +caster level 10. Undead who make a successful Will save reduce the damage by half. + +D&D Dice: Heals 2d6+4 hp plus +1 per caster level (max 10). + PRSCMW + 1 + 0 + 1 + 1 + 5 + + + + Sacred Fist + 3 + + + SFRSCore1 + + + + + SFRSCore3 + Radiant Servant: Positive Energy Burst + You gain +1% Positive Energt Spell Critical Chance. +Channel Divinity: A wave of positive energy that expands from the caster, healing +1d8+1 per Paladin level to all nearby allies, as well as removing 1d4 negative +levels and 1d6 points of ability damage. +Undead are instead damaged by the energy, taking 1d8 points of damage per Paladin +level - a successful Will save reduces the damage by half. + PRSPositiveRadiantBurst + 2 + 0 + 1 + 1 + 10 + + + + Sacred Fist + 6 + + + SFRSCore2 + + + + + SFRSCore4 + Radiant Servant: Improved Empower Healing + You gain +1% Positive Energy Spell Critical Chance. +The Empower Healing Spell metamagic now grants +100 Positive Energy Spell Power +instead of +75. + PRSImprovedEmpowerHealing + 3 + 0 + 1 + 1 + 20 + + + Sacred Fist + 12 + + + SFRSCore3 + + + + + SFRSCore5 + Radiant Servant: Positive Energy Shield + You gain +1% Positive Energy Spell Critical Chance. +Channel Divinity: Your living ally receives temporary hit points equal to your +Heal skill. While these hit points remain, your target receives a +20 Sacred +bonus to Healing Amplification. + PRSPositiveEnergyShield + 4 + 0 + 1 + 1 + 30 + + + + Sacred Fist + 18 + + + SFRSCore4 + + + + + SFRSCore6 + Radiant Servant: Radiant Servant + You gain +4 Wisdom. Every fifth positive energy spell you cast deals +maximum healing and has +50% chance to critical. + PRSRadiantServant + 5 + 0 + 1 + 1 + 40 + + + Sacred Fist + 20 + + + SFRSCore5 + + + + + + PRSDivineAid + Radiant Servant: Divine Aid + +3% Positive Spell Crit Damage. + PRSDivineAid + 0 + 1 + 1 + 1 + 1 + + + Sacred Fist + 1 + + + + + PRSWandAndScrollMaster + Radiant Servant: Wand and Scroll Mastery + +[25/50/75]% damage and healing from your wands, scrolls, and other items +that cast spells, and +[1/3/6] to the save DCs of your offensive wands. + BomWandAndScrollMastery + 1 + 1 + 1 + 3 + 1 + + + Sacred Fist + 1 + + + Any other Wand and Scroll Mastery enhancement + + AMWandAndScrollMastery + + + DeepGnomeWandAndScrollMastery + + + GnomeWandAndScrollMastery + + + ATWandAndScrollMastery + + + SSWandAndScrollMastery + + + SHWandAndScrollMastery + + + AoVWandAndScrollMastery + + + MechWandAndScrollMastery + + + EKWandAndScrollMastery + + + TSWandAndScrollMastery + + + TieflingWandAndScrollMastery + + + InquisitiveWandAndScrollMastery + + + + + + PRSDivineCleansing + Radiant Servant: Divine Cleansing + Channel Divinity: Removes harmful effects from your target. Leaves a +lingering immunity to natural and magical diseases and poisons for 12 seconds +per Paladin level. (Cooldown: 2 seconds) +Rank 1: Removes all Disease and Poison effects. +Rank 2: Removes all Blindness, Curse, Disease and Poison effects. +Rank 3: Removes all Blindness, Curse, Disease, Paralysis, Petrification and Poison effects. + PRSDivineCleansing + 2 + 1 + 1 + 3 + 1 + + + + Sacred Fist + 1 + + + + + PRSBliss + Radiant Servant: Bliss + When you use a Turn Attempt for any reason, you gain [3/4/5] Temporary Hit +Points for each Healing Core Ability you possess. + PRSBliss + 3 + 1 + 1 + 3 + 1 + + + Sacred Fist + 1 + + + + + PRSAltruism + Radiant Servant: Altruism + +[1/2/3] Concentration, Diplomacy and Heal. +Rank 3: You also gain +10 Positive Energy Spell Power. + PRSAltruism + 4 + 1 + 1 + 3 + 1 + + + Sacred Fist + 1 + + + + SkillBonus + Enhancement + Concentration + Diplomacy + Heal + 1 2 3 + + + SpellPower + Enhancement + Positive + 0 0 10 + + + + + Radiant Servant: Efficient Empower Healing + PRSLEfficientEmpowerHealing + Healing spells cast while the Empower Healing Spell feat is activated +cost [1/2/4] fewer spell points. + EfficientEmpowerHealing + 0 + 2 + 1 + 3 + 5 + + + Sacred Fist + 2 + + + Empower Healing Spell + + + + AdditionalSpellPointCost + Enhancement + -1 -2 -4 + Empower Healing + + + + Radiant Servant: Purge Dark Magics + PRSLPurgeDarkMagics + Channel Divinity: Dispels [1/2/3] hostile magical effects from your target. +(Cooldown: 6 seconds) + RSPurgeDarkMagics + 1 + 2 + 1 + 3 + 5 + + + + Sacred Fist + 2 + + + + + Radiant Servant: Divine Healing + PRSLDivineHealing + Channel Divinity: Your target heals [1/2/4]d4 hp every 2 seconds for 2 +seconds per point of Heal skill you possess. (Cooldown: 2 seconds) + RSDivineHealing + 2 + 2 + 1 + 3 + 5 + + + + Sacred Fist + 2 + + + + + Radiant Servant: Improved Turning + PRSLExtraTurning + +[1/2/3] Turn Undead per rest. +You count as [1/2/3] levels higher when turning undead. +This increases the maximum level of creature you can turn and also increases the +total number of hit dice you can turn. +In addition, you add an additional [2/4/6] to the number of hit dice you can turn. + RSExtraTurning + 3 + 2 + 1 + 3 + 5 + + + + Sacred Fist + 2 + + + + ExtraTurns + Enhancement + 1 2 3 + + + TurnLevelBonus + Enhancement + 1 2 3 + + + TurnBonus + Enhancement + 2 4 6 + + + + Radiant Servant: Mighty Turning + PRSLMightyTurning + Undead that you successfully turn are instead destroyed. +If they are immune to instant death, they will be affected as a normal Turn attempt + RSMightyTurning + 4 + 2 + 1 + 1 + 5 + + + PRSLExtraTurning + + + Sacred Fist + 2 + + + + + + Radiant Servant: Divine Aid II + PRSLDivineAidII + +3% Positive Spell Critical Damage. + RSDivineAidII + 0 + 3 + 1 + 3 + 10 + + + Sacred Fist + 3 + + + + SpellCriticalDamage + Enhancement + 3 + Positive + + + + Radiant Servant: Intense Healing + PRSLIntenseHealing + Your Positive Energy Spells are cast at +[1/2/3] caster level. + RSIntenseHealing + 1 + 3 + 1 + 3 + 10 + + + + Sacred Fist + 3 + + + + CasterLevel + Enhancement + 1 2 3 + Positive + + + + Radiant Servant: Unyielding Sovereignty + PRSLUnyieldingSovereignty + Activate: Fully heals all hit point damage done to a targeted ally, +and removes ability damage, death penalty effects, negative levels, and the +conditions blinded, dazed, deafened, diseased, exhausted, fatigued, feebleminded, +insanity, nauseated, poisoned, and stunned. (Cooldown: 5 minutes) + PRSUnyieldingSovereignty + 2 + 3 + 1 + 3 + 10 + + + + Sacred Fist + 3 + + + + SpellLikeAbility + Enhancement + Unyielding Sovereignty + + + + Radiant Servant: Martyrdom + PRSLMartyrdom + Toggle: When you are killed, four turn attempts are expended. +All nearby living allies and enemy undead receive 1000 positive energy healing +and are affected by your Divine Cleansing ability if you possess it. +This healing effect is unaffected by Spell Power. +(This ability has no effect if you have insufficient turn attempts when you die.) +This ability toggles off on death. + RSMartyrdom + 3 + 3 + 1 + 1 + 10 + + + + Sacred Fist + 3 + + + + + Radiant Servant: Ability I + PRSLAbilityScoreI + Choose either Charisma or Wisdom + ChaWis + 4 + 3 + 2 + 1 + 10 + + + + Sacred Fist + 3 + + + + + +1 Charisma + +1 Charisma + Charisma + 2 + + AbilityBonus + Enhancement + Charisma + 1 + + + + +1 Wisdom + +1 Wisdom + Wisdom + 2 + + AbilityBonus + Enhancement + Wisdom + 1 + + + + + + + Radiant Servant: Divine Aid III + PRSLDivineAidIII + +3% Positive Spell Critical Damage. + RSDivineAidIII + 0 + 4 + 1 + 1 + 20 + + + Sacred Fist + 4 + + + + SpellCriticalDamage + Enhancement + 3 + Positive + + + + Radiant Servant: Incredible Healing + PRSLIncredibleHealing + The maximum caster level of your Positive Energy Spells are increased by [1/2/3]. + RSIncredibleHealing + 1 + 4 + 1 + 3 + 20 + + + + Sacred Fist + 4 + + + PRSLIntenseHealing + + + + MaxCasterLevel + Enhancement + 1 2 3 + Positive + + + + Radiant Servant: Divine Health + PRSLDivineHealth + You are immune to natural, magical, and supernatural diseases. + RSDivineHealth + 2 + 4 + 2 + 1 + 20 + + + Sacred Fist + 4 + + + + Immunity + Enhancement + Natural Disease + + + Immunity + Enhancement + Magical Disease + + + Immunity + Enhancement + Super-Natural Disease + + + + Radiant Servant: Endless Turning + PRSLEndlessTurning + Turn Undead uses regenerate at a rate of one every 120 seconds, or +[10/20/30]% faster if it already regenerates. + RSEndlessTurning + 3 + 4 + 2 + 3 + 20 + + + Sacred Fist + 4 + + + + + Radiant Servant: Ability II + PRSLAbilityScoreII + Choose either Charisma or Wisdom + ChaWis + 4 + 4 + 2 + 1 + 20 + + + Sacred Fist + 4 + + + PRSLAbilityScoreI + + + + + +1 Charisma + +1 Charisma + Charisma + 2 + + AbilityBonus + Enhancement + Charisma + 1 + + + + +1 Wisdom + +1 Wisdom + Wisdom + 2 + + AbilityBonus + Enhancement + Wisdom + 1 + + + + + + + Radiant Servant: Positive Energy Aura + PRSLPositiveEnergyAura + Channel Divinity: A positive energy aura envelops you in an aura of healing, +positive energy, and affects a number of targets equal to Cleric level. +Allies within the aura are healed 1 hit point per 3 Cleric levels as long as +they remain within it. Undead enemies are damaged for the same amount. +(Cooldown: 6 seconds) + RSPositiveEnergyAura + 0 + 5 + 2 + 1 + 30 + + + + + 12 + + + Sacred Fist + 5 + + + + + Radiant Servant: Cure Focus + PRSLCureFocus + Your Cure Wounds spells have no maximum caster level. + RSCureFocus + 1 + 5 + 1 + 1 + 30 + + + + 12 + + + Sacred Fist + 5 + + + PRSLIncredibleHealing + + + + + Radiant Servant: Radiance + PRSLRadiance + Activate: All allies in the dungeon (regardless of distance) gain the effects +of the Greater Restoration spell, and are purged of Paralysis, Stun, and Knockdown/Trip. +This can be used while Crowd Controlled. +Activation Cost: 30 Spell Points. Cooldown: 1 minute. + RSRadiance + 2 + 5 + 1 + 1 + 30 + + + + + 12 + + + Sacred Fist + 5 + + + + + Radiant Servant: Reactive Heal + PRSLReactiveHeal + Channel Divinity: The next time your target falls below half hit points, +they receive 250 positive energy healing. A target can only benefit from a +Reactive Heal once every 3 minutes (reset by resting). This healing effect is +unaffected by spell power. (Cooldown: 6 seconds) + RSReactiveHeal + 3 + 5 + 1 + 1 + 30 + + + + + 12 + + + Sacred Fist + 5 + + + + + Radiant Servant: Divine Energy Resistance + PRSLMassResistEnergy + You and nearby allies gain +35 Enhancement bonus to resist Enegy for +1 minute per character level (Includes Acid, Cold, Electric, Fire and Sonic) +Spell-Line Ability: This ability benefits from your Metamagic Feats (such as Quicken) +without paying the normal additional spell point cost. +Cooldown: 6 seconds +Cost: 75 spell points + DivineEnergyResistance + 4 + 5 + 1 + 1 + 30 + + + + + 12 + + + Sacred Fist + 5 + + + + SpellLikeAbility + Destiny + Divine Energy Resistance + + + + diff --git a/Output/EnhancementTrees/Paladin_SacredDefender.xml b/Output/EnhancementTrees/Paladin_SacredDefender.xml index a74dd16c7..4b4a7575d 100644 --- a/Output/EnhancementTrees/Paladin_SacredDefender.xml +++ b/Output/EnhancementTrees/Paladin_SacredDefender.xml @@ -4,9 +4,14 @@ Sacred Defender 2 - - Paladin - + + + Paladin + + + Sacred Fist + + PaladinBackground Paladin @@ -23,10 +28,16 @@ Each Sacred Defender Core Ability you possess grants +2% Fortification.0 - - Paladin - 1 - + + + Paladin + 1 + + + Sacred Fist + 1 + + Sacred Defender: Hitpoint per action point @@ -67,10 +78,16 @@ Cannot become Raged while Sacred Defence is active. SacredCore1 - - Paladin - 3 - + + + Paladin + 3 + + + Sacred Fist + 3 + + Sacred Defense @@ -121,10 +138,16 @@ and a 200% Sacred bonus to threat generation for 60 seconds. SacredCore2 - - Paladin - 6 - + + + Paladin + 6 + + + Sacred Fist + 6 + + Fortification @@ -151,10 +174,16 @@ Passive: You gain +5 to Physical and Magical Resistance Rating. SacredCore3 - - Paladin - 12 - + + + Paladin + 12 + + + Sacred Fist + 12 + + SpellListAddition @@ -210,10 +239,16 @@ Passive: You gain +5 to Physical and Magical Resistance Rating. SacredCore4 - - Paladin - 18 - + + + Paladin + 18 + + + Sacred Fist + 18 + + Fortification @@ -262,10 +297,16 @@ receive a reactive heal for 250 points of Positive Energy healing. SacredCore5 - - Paladin - 20 - + + + Paladin + 20 + + + Sacred Fist + 20 + + PRR @@ -321,10 +362,16 @@ receive a reactive heal for 250 points of Positive Energy healing. 3 1 - - Paladin - 1 - + + + Paladin + 1 + + + Sacred Fist + 1 + + @@ -338,10 +385,16 @@ receive a reactive heal for 250 points of Positive Energy healing. 3 1 - - Paladin - 1 - + + + Paladin + 1 + + + Sacred Fist + 1 + + ExtraLayOnHands @@ -361,10 +414,16 @@ receive a reactive heal for 250 points of Positive Energy healing. 1 - - Paladin - 1 - + + + Paladin + 1 + + + Sacred Fist + 1 + + @@ -424,10 +483,16 @@ receive a reactive heal for 250 points of Positive Energy healing. 1 - - Paladin - 1 - + + + Paladin + 1 + + + Sacred Fist + 1 + + ACBonus @@ -451,10 +516,16 @@ receive a reactive heal for 250 points of Positive Energy healing. 3 1 - - Paladin - 1 - + + + Paladin + 1 + + + Sacred Fist + 1 + + PRR @@ -478,10 +549,16 @@ receive a reactive heal for 250 points of Positive Energy healing. 3 5 - - Paladin - 2 - + + + Paladin + 2 + + + Sacred Fist + 2 + + HelplessDamageReduction @@ -501,10 +578,16 @@ receive a reactive heal for 250 points of Positive Energy healing. 5 - - Paladin - 2 - + + + Paladin + 2 + + + Sacred Fist + 2 + + ACBonus @@ -525,10 +608,16 @@ receive a reactive heal for 250 points of Positive Energy healing. 5 - - Paladin - 2 - + + + Paladin + 2 + + + Sacred Fist + 2 + + SacredImprovedSacredDefenseI @@ -615,10 +704,16 @@ and Magical Resistance Rating. 3 5 - - Paladin - 2 - + + + Paladin + 2 + + + Sacred Fist + 2 + + SacredSacredArmorMastery @@ -647,10 +742,16 @@ Rating and Magical Resistance Rating for 20 seconds. 5 - - Paladin - 2 - + + + Paladin + 2 + + + Sacred Fist + 2 + + @@ -665,10 +766,16 @@ Rating and Magical Resistance Rating for 20 seconds. 10 - - Paladin - 3 - + + + Paladin + 3 + + + Sacred Fist + 3 + + SacredBulwarkAura @@ -693,10 +800,16 @@ Pick the third option left. 3 10 - - Paladin - 3 - + + + Paladin + 3 + + + Sacred Fist + 3 + + SacredImprovedSacredDefenseII @@ -797,10 +910,16 @@ threat generation. 10 - - Paladin - 3 - + + + Paladin + 3 + + + Sacred Fist + 3 + + @@ -869,10 +988,16 @@ you gain a +[10/15%/20]% Competence bonus to maximum hit points. 10 - - Paladin - 3 - + + + Paladin + 3 + + + Sacred Fist + 3 + + @@ -913,10 +1038,16 @@ you gain a +[10/15%/20]% Competence bonus to maximum hit points. 20 - - Paladin - 4 - + + + Paladin + 4 + + + Sacred Fist + 4 + + @@ -956,10 +1087,16 @@ Note: This stacks with Reinforced Defense from Stalwart Defender. 3 20 - - Paladin - 4 - + + + Paladin + 4 + + + Sacred Fist + 4 + + SacredResistanceAura @@ -982,10 +1119,16 @@ Note: This stacks with Reinforced Defense from Stalwart Defender. 1 20 - - Paladin - 4 - + + + Paladin + 4 + + + Sacred Fist + 4 + + MovementSpeed @@ -1008,10 +1151,16 @@ Choose one of the options you did not pick at tier 3. 20 - - Paladin - 4 - + + + Paladin + 4 + + + Sacred Fist + 4 + + SacredGreaterSacredDefenseI @@ -1083,10 +1232,16 @@ you gain a +[10/15%/20]% Competence bonus to maximum hit points. 1 20 - - Paladin - 4 - + + + Paladin + 4 + + + Sacred Fist + 4 + + SacredAbilityScoreI @@ -1131,10 +1286,16 @@ Choose the option you didn't chose at Tier 4. 30 - - Paladin - 5 - + + + Paladin + 5 + + + Sacred Fist + 5 + + SacredReinforcedDefenseI @@ -1200,10 +1361,16 @@ will take [3/4/5]d4 Light Damage. 30 - - Paladin - 5 - + + + Paladin + 5 + + + Sacred Fist + 5 + + 12 @@ -1238,10 +1405,16 @@ In addition, you personally also gain 100 HP. 30 - - Paladin - 5 - + + + Paladin + 5 + + + Sacred Fist + 5 + + 12 @@ -1284,10 +1457,16 @@ Pick the third option left. 30 - - Paladin - 5 - + + + Paladin + 5 + + + Sacred Fist + 5 + + SacredGreaterSacredDefenseII @@ -1365,10 +1544,16 @@ Resistance and are protected from Magic Missiles. 30 - - Paladin - 5 - + + + Paladin + 5 + + + Sacred Fist + 5 + + 12 diff --git a/Output/EnhancementTrees/Paladin_SacredFist.xml b/Output/EnhancementTrees/Paladin_SacredFist.xml new file mode 100644 index 000000000..90ab774a7 --- /dev/null +++ b/Output/EnhancementTrees/Paladin_SacredFist.xml @@ -0,0 +1,627 @@ + + + Sacred Fist + 1 + + + Sacred Fist + + + Paladin + PaladinBackground + + + Sacred Fist: Sacred Flame + SFCore1 + Toggle: Your melee attacks while centered deal an extra 1d6 Fire damage, scaling +with Melee Power. Each core ability in this tree grants you +5 Healing +Amplification and +5 Positive Spellpower. + SFSacredFlame + 0 + 0 + 1 + 1 + 0 + + + + Sacred Fist + 1 + + + + + Sacred Fist: Strike Evil + SFCore2 + +1 Saves and AC. +1 Sacred Flame dice. Your weapons while using Sacred Flame +now bypass Lawful and Good DR. + SFStrikeEvil + 1 + 0 + 1 + 1 + 5 + + + Sacred Fist + 3 + + + SFCore1 + + + + + Sacred Fist: Soothe the Suffering + SFCore3 + +1 Saves and AC. +1 Sacred Flame dice. +Gain +3 Remove Disease Charges and your Remove Disease now applies Greater +Restoration to your target. + SFSootheTheSuffering + 2 + 0 + 1 + 1 + 10 + + + Sacred Fist + 6 + + + SFCore2 + + + + + Sacred Fist: Defend Against Darkness + SFCore4 + +1 Saves and AC. +1 Sacred Flame dice. You gain Immunity to Energy Drain. + SFDefendAgainstDarkness + 3 + 0 + 1 + 1 + 20 + + + Sacred Fist + 12 + + + SFCore3 + + + + + Sacred Fist: Rising Hope + SFCore5 + +1 Saves and AC. +1 Sacred Flame dice. When you use Turn Undead, you +and nearby allies gain +1 Ki on hit and +3 on crit for 20 seconds. + SFRisingHope + 4 + 0 + 1 + 1 + 30 + + + Sacred Fist + 18 + + + SFCore4 + + + + + Sacred Fist: Ultimate Flame + SFCore6 + +4 Charisma, +3 Saves, +1 Sacred Flame dice. ++10 Melee Power. +1[W] with Weapons. You absorb 25% of all Fire damage. + SFUltimateFlame + 5 + 0 + 1 + 1 + 40 + + + Sacred Fist + 20 + + + SFCore5 + + + + + + Sacred Fist: Sacred Strike I + SFSacredStrikeI + +1 to Attack and Damage with Favored Weapons. + SFSacredStrikeI + 0 + 1 + 2 + 1 + 1 + + + + Sacred Fist + 1 + + + + + Sacred Fist: Extra Smite + SFExtraSmite + You gain +[2/4/6] additional uses of Smite Evil per rest. + SFExtraSmite + 1 + 1 + 1 + 3 + 1 + + + Sacred Fist + 1 + + + + + Sacred Fist: Disciple of the Fist + SFDiscipleOfTheFist + +[1/2/3] to Heal, Concentration, and Intimidate. +Rank 3: +1 Reflex saving throws. + SFDiscipleOfTheFist + 2 + 1 + 1 + 3 + 1 + + + Sacred Fist + 1 + + + + + Sacred Fist: Deft Strikes + SFDeftStrikes + While centered, you gain +[3/6/10]% Offhand Strike Chance. + SFDeftStrikes + 3 + 1 + 1 + 3 + 1 + + + Sacred Fist + 1 + + + + + Sacred Fist: Ki Shout + SFKiStrike + Ki Activate: intimidates nearby enemies, encouraging them to attack you. +This ability uses your Concentration skill, and shares a cooldown with the +Intimidate skill. + SFKiShout + 4 + 1 + 2 + 1 + 1 + + + + Sacred Fist + 1 + + + + + + Sacred Fist: Sacred Strike II + SFSacredStrikeII + +2 to Attack and +1 to Damage with Favored Weapons. + SFSacredStrikeI + 0 + 2 + 2 + 1 + 5 + + + + Sacred Fist + 2 + + + SFSacredStrikeI + + + + + Sacred Fist: Exalted Whirlwind + SFExaltedWhirlwind + Make a sweeping martial arts attack against all nearby enemies for +3[W] damage. +Shares its cooldown with the Cleave feat. + SFExaltedWhirlwind + 1 + 2 + 2 + 1 + 5 + + + + Sacred Fist + 2 + + + + + Sacred Fist: Critical Mastery + SFCriticalMastery + +[1/2/3] to confirm critical hits and critical hit damage (before weapon multipliers) + SFCriticalMastery + 2 + 2 + 1 + 3 + 5 + + + Sacred Fist + 2 + + + + + Sacred Fist: Fast Movement + SFFastMovement + You run 1% faster for each of your Paladin levels. + SFFastMovement + 3 + 2 + 1 + 3 + 5 + + + Sacred Fist + 2 + + + + + Sacred Fist: Action Boost: Doublestrike + SFActionBoostDoublestrike + You gain a +[10/20/30]% Action Boost bonus to Doublestrike for 20 seconds. +Usable 5 times per rest. + SFActionBoostDoublestrike + 4 + 2 + 1 + 3 + 5 + + + + Sacred Fist + 2 + + + + + + Sacred Fist: Sacred Strike III + SFSacredStrikeIII + +1 to Attack and Damage with Favored Weapons. + SFSacredStrikeI + 0 + 3 + 1 + 3 + 10 + + + + Sacred Fist + 3 + + + SFSacredStrikeII + + + + + Sacred Fist: Exalted Smite + SFExaltedSmite + Active: An improved Smite Evil that adds ++[0/1/2] to your weapon's critical threat range ++[1/1/2] to your weapon's critical damage multiplier +Cooldown: [5/4/3] seconds + +Smite Evil: Using this attack, you call on the Paladin's ability to strike down +evil creatures, gaining twice your Charisma bonus to your attack roll, and a +damage bonus based on your Paladin level. Smites return at a rate of one every +90 seconds. In addition, your Smite Evil and Exalted Smite abilities increase +Melee and Ranged Power by 5 for 10 seconds. + SFExaltedSmite + 1 + 3 + 2 + 3 + 10 + + + + Sacred Fist + 3 + + + + + Sacred Fist: Light of Hope + SFLightOfHope + +1 Sacred Flame dice. Your Sacred Flame toggle now allows you to strike +Incorporeal enemies as if you had Ghost Touch. + SFLightOfHope + 2 + 3 + 2 + 1 + 10 + + + + Sacred Fist + 3 + + + + + Sacred Fist: Instinctive Defense + SFInstinctiveDefense + You take [5/10/15]% less damage while Helpless. + SFInstinctiveDefense + 3 + 3 + 1 + 3 + 10 + + + Sacred Fist + 3 + + + + + Sacred Fist: Ability I + SFAbilityI + Strength or Charisma + StrCha + 4 + 3 + 2 + 1 + 10 + + + + Sacred Fist + 3 + + + + + + Sacred Fist: Sacred Strike IV + SFSacredStrikeIV + +2 to Attack and +1 to Damage with Favored Weapons. + SFSacredStrikeI + 0 + 4 + 2 + 1 + 20 + + + + Sacred Fist + 4 + + + SFSacredStrikeIII + + + + + Sacred Fist: Deflect Arrows + SFDeflect Arrows + While centered you gain the benefits of the Deflect Arrows feat, knocking aside +one incoming projectile that would have struck you every 6 seconds. + SFDeflectArrows + 1 + 4 + 2 + 1 + 20 + + + Sacred Fist + 4 + + + + GrantFeat + Enhancement + Deflect Arrows + + + + Sacred Fist: Light of Glory + SFLightOfGlory + +1 Sacred Flame dice. Your Sacred Flame damage is now Light instead of Fire. + SFLightOfGlory + 2 + 4 + 2 + 1 + 20 + + + Sacred Fist + 4 + + + SFLightOfHope + + + + + Sacred Fist: Iron Skin + SFIronSkin + While centered, you gain +[5/10/15] Physical Resistance Rating. + SFIronSkin + 3 + 4 + 1 + 3 + 20 + + + Sacred Fist + 4 + + + + + Sacred Fist: Ability II + SFAbilityII + Strength or Charisma + StrCha + 4 + 4 + 2 + 1 + 20 + + + Sacred Fist + 4 + + + SFAbilityI + + + + + + Sacred Fist: Sacred Strike V + SFSacredStrikeV + +3 to Attack and Damage with Favored Weapons, +10 Melee Power. + SFSacredStrikeI + 0 + 5 + 2 + 1 + 30 + + + + 12 + + + Sacred Fist + 5 + + + SFSacredStrikeIV + + + + + Sacred Fist: Evasive Dance + SFEvasiveDance + Improves your Evasion ability so on a failed Reflex saving throw against +an attack that normally deals half damage on a successful save, you only take +[85/70/50]% damage. + SFEvasiveDance + 1 + 5 + 1 + 3 + 30 + + + + 12 + + + Sacred Fist + 5 + + + + + Sacred Fist: Avenging Whirlwind + SFAvengingWhirlwind + Make a sweeping martial arts attack against all nearby enemies for +5[W] +damage. Damaged enemies gain one stack of Vulnerability. + +Shares a cooldown with the Great Cleave feat. + +Vulnerability: You take 1% more damage for 3 seconds. This effect stacks up to +20 times, and loses one stack on expiration. + SFAvengingWhirlwind + 3 + 5 + 2 + 1 + 30 + + + + + 12 + + + Sacred Fist + 5 + + + + + Sacred Fist: Violence Begets Violence + SFViolenceBegetsViolence + While Centered, when an opponent misses you in melee, you gain +1 critical +threat range for 6 seconds. This stacks up to 5 times and is reset if you ciritcally hit. + SFViolenceBegetsViolence + 4 + 5 + 2 + 1 + 30 + + + + 12 + + + Sacred Fist + 5 + + + + + diff --git a/Output/EnhancementTrees/PurpleDragonKnight.xml b/Output/EnhancementTrees/PurpleDragonKnight.xml index 7637acc23..5216fe384 100644 --- a/Output/EnhancementTrees/PurpleDragonKnight.xml +++ b/Output/EnhancementTrees/PurpleDragonKnight.xml @@ -903,9 +903,14 @@ Rank 3: Also gains +1 damage. FightingStyleTwoHanded 1 + Two Handed Fighting + + Natural Fighting + + Strikethrough diff --git a/Output/EnhancementTrees/TabaxiTrailblazer.xml b/Output/EnhancementTrees/TabaxiTrailblazer.xml index d4ab24afe..054b99ab3 100644 --- a/Output/EnhancementTrees/TabaxiTrailblazer.xml +++ b/Output/EnhancementTrees/TabaxiTrailblazer.xml @@ -427,9 +427,14 @@ Rank 3: You gain +1 to Reflex Saves. 3 10 - - Two Handed Fighting - + + + Two Handed Fighting + + + Natural Fighting + + Strikethrough diff --git a/Output/EnhancementTrees/Warforged.xml b/Output/EnhancementTrees/Warforged.xml index 2ab4796e1..ba939da09 100644 --- a/Output/EnhancementTrees/Warforged.xml +++ b/Output/EnhancementTrees/Warforged.xml @@ -364,9 +364,14 @@ 3 5 - - Two Handed Fighting - + + + Two Handed Fighting + + + Natural Fighting + + Strikethrough diff --git a/Output/Enhancements.xml b/Output/Enhancements.xml index 9a2352198..75389c759 100644 --- a/Output/Enhancements.xml +++ b/Output/Enhancements.xml @@ -1172,9 +1172,14 @@ Cost: 35/30/25 SP 3 5 - - Two Handed Fighting - + + + Two Handed Fighting + + + Natural Fighting + + Strikethrough @@ -7085,9 +7090,14 @@ Rank 3: Also gains +1 damage. FightingStyleTwoHanded 1 - - Two Handed Fighting - + + + Two Handed Fighting + + + Natural Fighting + + Strikethrough @@ -10850,9 +10860,14 @@ is a chance of failure based on your Charisma. 3 10 - - Two Handed Fighting - + + + Two Handed Fighting + + + Natural Fighting + + Strikethrough @@ -13840,9 +13855,14 @@ Rank 3: Also gains +1 damage. FightingStyleTwoHanded 1 - - Two Handed Fighting - + + + Two Handed Fighting + + + Natural Fighting + + Strikethrough @@ -16584,9 +16604,14 @@ Rank 3: You gain +1 to Reflex Saves. 3 10 - - Two Handed Fighting - + + + Two Handed Fighting + + + Natural Fighting + + Strikethrough @@ -19779,9 +19804,14 @@ Duration: 20 seconds 3 5 - - Two Handed Fighting - + + + Two Handed Fighting + + + Natural Fighting + + Strikethrough @@ -31123,9 +31153,14 @@ Blood Strength has a one-second cooldown when you kill an enemy. Spellsinger 1 - - Bard - + + + Bard + + + Stormsinger + + BardBackground Bard @@ -31143,10 +31178,16 @@ Inspiration as if you had 1 additional Bard level. 0 - - Bard - 1 - + + + Bard + 1 + + + Stormsinger + 1 + + Spellsinger: Spell power per action point @@ -31183,10 +31224,16 @@ Your Enchantment, Evocation and Illusion spells gain +1 to their DCs. SSCore1 - - Bard - 3 - + + + Bard + 3 + + + Stormsinger + 3 + + SkillBonus @@ -31252,10 +31299,16 @@ Your Enchantment, Evocation and Illusion spells gain +1 to their DCs. SSCore2 - - Bard - 6 - + + + Bard + 6 + + + Stormsinger + 6 + + SkillBonus @@ -31324,10 +31377,16 @@ Your Enchantment, Evocation and Illusion spells gain +1 to their DCs. 20 - - Bard - 12 - + + + Bard + 12 + + + Stormsinger + 12 + + SSCore3 @@ -31397,10 +31456,16 @@ Your Enchantment, Evocation and Illusion spells gain +1 to their DCs. SSCore4 - - Bard - 18 - + + + Bard + 18 + + + Stormsinger + 18 + + SkillBonus @@ -31461,10 +31526,16 @@ oppose you. You gain the Heal and Wail of the Banshee spells as level 6 Bard spe SSCore5 - - Bard - 20 - + + + Bard + 20 + + + Stormsinger + 20 + + SkillBonus @@ -31527,10 +31598,16 @@ Haunted: -2 on all Saving Throws, Skill checks and attack rolls. 3 1 - - Bard - 1 - + + + Bard + 1 + + + Stormsinger + 1 + + @@ -31544,10 +31621,16 @@ Haunted: -2 on all Saving Throws, Skill checks and attack rolls. 3 1 - - Bard - 1 - + + + Bard + 1 + + + Stormsinger + 1 + + @@ -31592,10 +31675,16 @@ Rank 3: You gain the Magical Training feat. 3 1 - - Bard - 1 - + + + Bard + 1 + + + Stormsinger + 1 + + SongDuration @@ -31618,10 +31707,16 @@ Metamagic Feats can be used at no additional cost. 1 - - Bard - 1 - + + + Bard + 1 + + + Stormsinger + 1 + + SpellLikeAbility @@ -31640,10 +31735,16 @@ Metamagic Feats can be used at no additional cost. 3 1 - - Bard - 1 - + + + Bard + 1 + + + Stormsinger + 1 + + SkillBonus @@ -31666,10 +31767,16 @@ damage for 60 seconds 3 5 - - Bard - 2 - + + + Bard + 2 + + + Stormsinger + 2 + + @@ -31683,10 +31790,16 @@ damage for 60 seconds 3 5 - - Bard - 2 - + + + Bard + 2 + + + Stormsinger + 2 + + @@ -31722,14 +31835,16 @@ Metamagic Feats can be used at no additional cost. 5 - - Bard - 2 - - - Bard - 2 - + + + Bard + 2 + + + Stormsinger + 2 + + @@ -31777,10 +31892,16 @@ that cast spells, and +[1/2/3] to the DCs of your offensive wands. 3 5 - - Bard - 2 - + + + Bard + 2 + + + Stormsinger + 2 + + Any other Wand and Scroll Mastery enhancement @@ -31830,10 +31951,16 @@ that cast spells, and +[1/2/3] to the DCs of your offensive wands. 1 5 - - Bard - 2 - + + + Bard + 2 + + + Stormsinger + 2 + + @@ -31890,10 +32017,16 @@ from their reverie. This ability uses a Perform check as Will save DC.10 - - Bard - 3 - + + + Bard + 3 + + + Stormsinger + 3 + + Spellsinger: Enthrallment @@ -31918,10 +32051,16 @@ from their reverie. 3 10 - - Bard - 3 - + + + Bard + 3 + + + Stormsinger + 3 + + @@ -31961,10 +32100,16 @@ Metamagic Feats can be used at no additional cost. 10 - - Bard - 3 - + + + Bard + 3 + + + Stormsinger + 3 + + SpellLikeAbility @@ -31987,10 +32132,16 @@ Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard.10 - - Bard - 3 - + + + Bard + 3 + + + Stormsinger + 3 + + SongDuration @@ -32009,10 +32160,16 @@ Passive: You sing your Bardic Inspiration as if you had 1 more level of Bard.1 10 - - Bard - 3 - + + + Bard + 3 + + + Stormsinger + 3 + + AbilityBonus @@ -32035,10 +32192,16 @@ Passive: You sing your Bardic Inspiation as if you had 1 more level of Bard.20 - - Bard - 4 - + + + Bard + 4 + + + Stormsinger + 4 + + SongDuration @@ -32057,10 +32220,16 @@ Passive: You sing your Bardic Inspiation as if you had 1 more level of Bard.3 20 - - Bard - 4 - + + + Bard + 4 + + + Stormsinger + 4 + + @@ -32103,10 +32272,16 @@ Passive: You sing your Bardic Inspiation as if you had 1 more level of Bard.1 20 - - Bard - 4 - + + + Bard + 4 + + + Stormsinger + 4 + + SongDuration @@ -32128,10 +32303,16 @@ Passive: You sing your Bardic Inspiation as if you had 1 more level of Bard.20 - - Bard - 4 - + + + Bard + 4 + + + Stormsinger + 4 + + SSSpellSongTrance @@ -32153,10 +32334,16 @@ Passive: You sing your Bardic Inspiation as if you had 1 more level of Bard.1 20 - - Bard - 4 - + + + Bard + 4 + + + Stormsinger + 4 + + AbilityBonus @@ -32183,10 +32370,16 @@ A successful Will save negates this effect. 12 - - Bard - 5 - + + + Bard + 5 + + + Stormsinger + 5 + + SSSustainingSong @@ -32208,21 +32401,27 @@ The spell Hold Monster, Mass is added to your Bard Spellbook at level 5. 12 - - Bard - 5 - + + + Bard + 5 + + + Stormsinger + 5 + + - + SpellPoints Enhancement 200 - - + + SongCount Enhancement 3 - + GrantSpell Enhancement @@ -32251,10 +32450,16 @@ Passive: You sing your Bardic Inspiation as if you had 1 more level of Bard. 12 - - Bard - 5 - + + + Bard + 5 + + + Stormsinger + 5 + + SkillBonus @@ -32298,10 +32503,16 @@ Passive: You sing your Bardic Inspiation as if you had 1 more level of Bard. 12 - - Bard - 5 - + + + Bard + 5 + + + Stormsinger + 5 + + SSSongOfArcaneMight @@ -32315,7 +32526,7 @@ Passive: You sing your Bardic Inspiation as if you had 1 more level of Bard. Spellsinger: Horn of Thunder SSMultipleEnhancementSelectorIV - Spell-Like Ability: Horn of Thunder. + Spell-Like Ability: Horn of Thunder. Activation cost: 30/25/20 SP Cooldown: 20/16/12 seconds. Blast your foes with 1d4 Sonic and 1d4 Electric damage per caster level. @@ -32334,16 +32545,22 @@ Max caster level: 25. Affects liches. 12 - - Bard - 5 - + + + Bard + 5 + + + Stormsinger + 5 + + - + SpellLikeAbility Enhancement Horn of Thunder - + @@ -33666,9 +33883,14 @@ successfully critically hit. Warchanter 1 - - Bard - + + + Bard + + + Stormsinger + + Bard BardBackground @@ -33685,10 +33907,16 @@ successfully critically hit. - - Bard - 1 - + + + Bard + 1 + + + Stormsinger + 1 + + @@ -33732,10 +33960,16 @@ Duration increases with effects that increase Song durations. WCCore1 - - Bard - 3 - + + + Bard + 3 + + + Stormsinger + 3 + + Hitpoints @@ -33786,10 +34020,16 @@ as well as immunity to fear and some temporary hitpoints. WCCore2 - - Bard - 6 - + + + Bard + 6 + + + Stormsinger + 6 + + DamageBonus @@ -33850,10 +34090,16 @@ doubled in Epic levels. WCCore3 - - Bard - 12 - + + + Bard + 12 + + + Stormsinger + 12 + + Hitpoints @@ -33877,10 +34123,16 @@ You have +20 hit points, and a Base Attack Bonus equal to your character level.< WCCore4 - - Bard - 18 - + + + Bard + 18 + + + Stormsinger + 18 + + Hitpoints @@ -33913,10 +34165,16 @@ slowed for 6 seconds. WCCore5 - - Bard - 20 - + + + Bard + 20 + + + Stormsinger + 20 + + Hitpoints @@ -33961,10 +34219,16 @@ rolls and saving throws vs. Fear. 1 - - Bard - 1 - + + + Bard + 1 + + + Stormsinger + 1 + + AttackBonus @@ -33998,10 +34262,16 @@ The songs of warrior-poets fill your soul, and you long for battle and glory. 3 1 - - Bard - 1 - + + + Bard + 1 + + + Stormsinger + 1 + + AttackBonus @@ -34038,10 +34308,16 @@ The songs of warrior-poets fill your soul, and you long for battle and glory. 1 1 - - Bard - 1 - + + + Bard + 1 + + + Stormsinger + 1 + + GrantSpell @@ -34062,10 +34338,16 @@ The songs of warrior-poets fill your soul, and you long for battle and glory. 3 1 - - Bard - 1 - + + + Bard + 1 + + + Stormsinger + 1 + + ACBonus @@ -34090,10 +34372,16 @@ Rank 3: +1 Bard Song 3 1 - - Bard - 1 - + + + Bard + 1 + + + Stormsinger + 1 + + SkillBonus @@ -34122,10 +34410,16 @@ Cooldown: 8 seconds. 5 - - Bard - 2 - + + + Bard + 2 + + + Stormsinger + 2 + + WCInspiredBravery @@ -34143,10 +34437,16 @@ Cooldown: 8 seconds. 3 5 - - Bard - 2 - + + + Bard + 2 + + + Stormsinger + 2 + + SpellPower @@ -34166,10 +34466,16 @@ Cooldown: 8 seconds. 3 5 - - Bard - 2 - + + + Bard + 2 + + + Stormsinger + 2 + + EnergyResistance @@ -34194,10 +34500,16 @@ Cooldown: 8 seconds. 5 - - Bard - 2 - + + + Bard + 2 + + + Stormsinger + 2 + + WeaponOtherDamageBonus @@ -34222,10 +34534,16 @@ Cooldown: 8 seconds. 5 - - Bard - 2 - + + + Bard + 2 + + + Stormsinger + 2 + + @@ -34240,10 +34558,16 @@ Requires 8 trained ranks of Perform to use. 3 10 - - Bard - 3 - + + + Bard + 3 + + + Stormsinger + 3 + + DR @@ -34271,10 +34595,16 @@ Rank 3: Additional +1 while below 40% health. 3 10 - - Bard - 3 - + + + Bard + 3 + + + Stormsinger + 3 + + CreateSlider @@ -34328,10 +34658,16 @@ Rank 3: You are also immune to Fatigue, including Fatigue from Skaldic Rage.3 10 - - Bard - 3 - + + + Bard + 3 + + + Stormsinger + 3 + + SpellPower @@ -34384,10 +34720,16 @@ Cooldown: [12/9/6] seconds. Cost: 1 sp. Bosses cannot be frozen. - - Bard - 3 - + + + Bard + 3 + + + Stormsinger + 3 + + WCIcedEdges @@ -34405,10 +34747,16 @@ Cooldown: [12/9/6] seconds. Cost: 1 sp. Bosses cannot be frozen. 10 - - Bard - 3 - + + + Bard + 3 + + + Stormsinger + 3 + + @@ -34449,10 +34797,16 @@ and Inspire Courage grants an additional +[3/6/9] Universal Spell Power.3 20 - - Bard - 4 - + + + Bard + 4 + + + Stormsinger + 4 + + SpellPower @@ -34483,10 +34837,16 @@ armor without arcane spell failure. 1 20 - - Bard - 4 - + + + Bard + 4 + + + Stormsinger + 4 + + GrantFeat @@ -34516,10 +34876,16 @@ Bosses cannot be frozen. 20 - - Bard - 4 - + + + Bard + 4 + + + Stormsinger + 4 + + WCTheFrozenFury @@ -34536,10 +34902,16 @@ Bosses cannot be frozen. 1 20 - - Bard - 4 - + + + Bard + 4 + + + Stormsinger + 4 + + WCAbilityScore @@ -34587,10 +34959,16 @@ Bosses cannot be frozen. 12 - - Bard - 5 - + + + Bard + 5 + + + Stormsinger + 5 + + @@ -34646,10 +35024,16 @@ ranged damage, and spell critical chance. 12 - - Bard - 5 - + + + Bard + 5 + + + Stormsinger + 5 + + DamageBonus @@ -34687,10 +35071,16 @@ ranged damage, and spell critical chance. 12 - - Bard - 5 - + + + Bard + 5 + + + Stormsinger + 5 + + CriticalMultiplier19To20 @@ -34720,10 +35110,16 @@ Activation cost: 6/4/2 SP. Cooldown 45/35/25 seconds. 12 - - Bard - 5 - + + + Bard + 5 + + + Stormsinger + 5 + + WCNorthwind @@ -34748,163 +35144,3088 @@ insanity, nauseated, poisoned, and stunned. [1/2/3] use(s) per rest. 12 - - Bard - 5 - + + + Bard + 5 + + + Stormsinger + 5 + + - - - Divine Disciple - 1 - ClericBackground - Cleric + + Stormsinger + 1 + + + Stormsinger + + + Bard + BardBackground + + + Stormsinger: Stormsinger + StormCore1 + Each core ability you take in this tree, including this one, grants you ++5 Electric, Cold, and Sonic Spellpower. + BSStormsinger + 0 + 0 + 1 + 1 + 0 - - Cleric - + + Stormsinger + 1 + - - Divine Disciple: Emissary - DDCore1 - Follow the path of Light or Dark -Gaining Light or Negative Energy spellpower from Divine Disciple also adds to your -alignment spellpowers. - DDEmissary - 0 - 0 - 1 - 1 - 0 - - - - Cleric - 1 - - - - - Divine Emissary of Darkness - +5 Negative/Poison Spellpower. Gaining Light or Negative Energy spellpower from Divine -Disciple also adds to your alignment spellpowers. - DDDivineEmissaryOfDarkness - 1 - - SpellPower - Enhancement - Negative - Poison - Light/Alignment - 5 - - - - Divine Emissary of Light - +5 Light Spellpower. Gaining Light or Negative Energy spellpower from Divine Disciple -also adds to your alignment spellpowers. - DDDivineEmissaryOfLight - 1 - - SpellPower - Enhancement - Light/Alignment - 5 - - - - - - Divine Disciple: Sacred Defense - DDCore2 - +2 to all saving throws. - DDSacredDefense - 1 - 0 - 1 - 1 - 5 - - - - DDCore1 - + + + Stormsinger: Lightning Strike + StormCore2 + Your Sonic and Cold spells have a 20% chance to cause a massive Lightning Strike +whenever they hit an enemy. This lightning strike deals an extra 1d6 Electric +damage per caster level. + BSLightningStrike + 1 + 0 + 1 + 1 + 5 + + + Stormsinger + 3 + + + StormCore1 + + + + + Stormsinger: Enhanced Bolt I + StormCore3 + Your Lightning Strike damage is upgraded to deal 1d6+2 Electric damage per caster level. + BSEnhancedBoltI + 2 + 0 + 1 + 1 + 10 + + + Stormsinger + 6 + + + StormCore2 + + + + + Stormsinger: Enhanced Bolt II + StormCore4 + Your Lightning Strike is upgraded to add 1d3 stacks of Vulnerability when it goes off. +The damage is upgraded to 1d6+4. + BSEnhancedBoltII + 3 + 0 + 1 + 1 + 20 + + + Stormsinger + 12 + + + StormCore3 + + + + + Stormsinger: Enhanced Bolt III + StormCore5 + Whenever your LIghtning Strike goes off, the enemy is Frozen with no save for 3 seconds. ++1 Caster Level and Max Caster Level with Sonic and Electric spells. + BSEnhancedBoltIII + 4 + 0 + 1 + 1 + 30 + + + Stormsinger + 18 + + + StormCore4 + + + + + Stormsinger: Master of Storms + StormCore6 + +4 Charisma, +1 Evocation DCs. Your Lightning Strike now deals 1d6+6 damage +per caster level. The freeze is upgraded to 5 seconds. +1 Caster Level and Max +Caster Level with Sonic and Electric spells. + BSMasterOfStorms + 5 + 0 + 1 + 1 + 40 + + + Stormsinger + 20 + + + StormCore5 + + + + + + Stormsinger: Spell Like Ability I + BSSpellLikeAbilityI + Select a Spell-Like Ability. + BSSpellLikeAbilityI + 0 + 1 + 1 + 3 + 1 + + + + Stormsinger + 1 + + + + + Niac's Cold Ray + + + 1 + + + + Sonic Blast + + BSSpellLikeAbilityI + 1 + + + + + + Stormsinger: Efficient Empower + BSEfficientEmpower + +[1/2/3] Bard Songs. + BSEfficientEmpower + 1 + 1 + 1 + 3 + 1 + + + Stormsinger + 1 + + + + + Stormsinger: Stormsong I + BSStormsongI + +2% Spell Critical Chance with Electric and Cold spells. + BSStormsongI + 2 + 1 + 2 + 1 + 1 + + + + Stormsinger + 1 + + + + + Stormsinger: Electrocution + BSElectrocution + Whenever you cast an Electric, Cold, or Sonic damage spell, you gain ++5 to your Electric and Sonic Spell Power for 6 seconds. + BSElectrocution + 3 + 1 + 1 + 1 + 1 + + + Stormsinger + 1 + + + + + Stormsinger: On Your Toes + BSOnYourToes + +[1/2/3]% Dodge + BSOnYourToes + 4 + 1 + 1 + 3 + 1 + + + Stormsinger + 1 + + + + + + Stormsinger: Spell Like Ability II + BSSpellLikeAbilityII + Select a Spell-Like Ability. + BSSpellLikeAbilityII + 0 + 2 + 1 + 3 + 5 + + + + Stormsinger + 2 + + + + + Niac's Biting Cold + + + 1 + + + + Reverberate + + BSSpellLikeAbilityII + 1 + + + + + + Stormsinger: Efficient Metamagic + BSEfficientMetamagicI + Enhance a Metamagic by reducing its cost. + EfficientMaximize + 1 + 2 + 1 + 3 + 5 + + + + Stormsinger + 2 + + + + BomEfficientMetamagicII + ATEfficientMetamagic + ATEfficientMetamagicII + DDEfficientMetamagicI + DDEfficientMetamagicII + DDEfficientMetamagicIII + SHImprovedMetamagicsI + SHImprovedMetamagicsII + AoVEfficientMetamagicI + AoVEfficientMetamagicII + ASEfficientMetamagicI + ASEfficientMetamagicII + ESEfficientMetamagicI + ESEfficientMetamagicII + FSEfficientMetamagicI + FSEfficientMetamagicII + WSEfficientMetamagicI + WSEfficientMetamagicII + AMEfficientMetamagicLeft + AMEfficientMetamagicI + AMEfficientMetamagicRight + PaleEfficientMetamagic + + Efficient Empower + Using the Empower Spell Metamagic costs you [2/4/6] fewer Spell Points. + EfficientEmpower + 1 + - Cleric - 3 + Empower Spell - - - SaveBonus + + + AdditionalSpellPointCost Enhancement - All - 2 - - - - Divine Disciple: Divine Spell Knowledge I - DDCore3 - Add a new spell to your spellbook - DDDivineSpellKnowledge - 2 - 0 - 1 - 1 - 10 - - - - DDCore2 - + -2 -4 -6 + Empower + + + + Efficient Maximize + Using the Maximize Spell Metamagic costs you [3/6/9] fewer Spell Points. + EfficientMaximize + 1 + - Cleric - 6 + Maximize Spell - - - - Enervation - Your Cleric spellbook gains Enervation as a level 4 spell. -Requires Divine Emissary of Darkness - DDEnervation - 1 - - - DDCore1 - Divine Emissary of Darkness - - - - SpellListAddition - Enhancement - Enervation - 4 - Cleric - - - - Sun Bolt - Your Cleric spellbook gains Sun Bolt as a level 3 spell. -Requires Divine Emissary of Light - DDSunBolt - 1 - - - DDCore1 - Divine Emissary of Light - - - - SpellListAddition - Enhancement - Sun Bolt - 3 - Cleric - - - + + + AdditionalSpellPointCost + Enhancement + -3 -6 -9 + Maximize + + + + + + Stormsinger: Stormsong II + BSStormsongII + +2% Spell Critical Chance with Electric and Cold spells. + BSStormsongI + 2 + 2 + 2 + 1 + 5 + + + + Stormsinger + 2 + + + BSStormsongI + + + + + Stormsinger: Pierce Electric Resistance + BSPierceElectricResistance + You Electric, Cold, and Sonic damage spells now bypass [5/10/15] points +of your target's resistance to those damage types, if any. + BSPierceElectricResistance + 3 + 2 + 1 + 3 + 5 + + + Stormsinger + 2 + + + + + Stormsinger: Fast Movement + BSFastMovement + You run 1% faster for each of your Bard levels. + BSFastMovement + 4 + 2 + 2 + 1 + 5 + + + Stormsinger + 2 + + + + + + Stormsinger: Spell Like Ability III + BSSpellLikeAbilityIII + Select a Spell-Like Ability. + BSSpellLikeAbilityIII + 0 + 3 + 1 + 3 + 10 + + + + Stormsinger + 3 + + + + + Shout + + BSSpellLikeAbilityIII + 1 + + + + Snowball Swarm + + + 1 + + + + + + Stormsinger: Efficient Metamagic + BSEfficientMetamagicII + Enhance a Metamagic by reducing its cost. + EfficientMaximize + 1 + 3 + 2 + 1 + 10 + + + Stormsinger + 3 + + + BSEfficientMetamagicI + + + + BomEfficientMetamagicII + ATEfficientMetamagic + ATEfficientMetamagicII + DDEfficientMetamagicI + DDEfficientMetamagicII + DDEfficientMetamagicIII + SHImprovedMetamagicsI + SHImprovedMetamagicsII + AoVEfficientMetamagicI + AoVEfficientMetamagicII + ASEfficientMetamagicI + ASEfficientMetamagicII + ESEfficientMetamagicI + ESEfficientMetamagicII + FSEfficientMetamagicI + FSEfficientMetamagicII + WSEfficientMetamagicI + WSEfficientMetamagicII + AMEfficientMetamagicLeft + AMEfficientMetamagicI + AMEfficientMetamagicRight + PaleEfficientMetamagic + + Efficient Empower + Using the Empower Spell Metamagic costs you [2/4/6] fewer Spell Points. + EfficientEmpower + 1 + + + Empower Spell + + + + AdditionalSpellPointCost + Enhancement + -2 -4 -6 + Empower + + + + Efficient Maximize + Using the Maximize Spell Metamagic costs you [3/6/9] fewer Spell Points. + EfficientMaximize + 1 + + + Maximize Spell + + + + AdditionalSpellPointCost + Enhancement + -3 -6 -9 + Maximize + + + + + + Stormsinger: Stormsong III + BSStormsongIII + +2% Spell Critical Chance with Electric and Cold spells. + BSStormsongI + 2 + 3 + 2 + 1 + 10 + + + + Stormsinger + 3 + + + BSStormsongII + + + + + Stormsinger: Stormcaller's Aria + BSStormcallersAria + Your Inspire Courage grants nearby allies +[3/6/9] more Universal Spellpower and +[1/2/3] to hit. + BSStormcallersAria + 3 + 3 + 1 + 3 + 10 + + + Stormsinger + 3 + + + + + Stormsinger: Charisma + BSAbiltyI + +1 Charisma + Charisma + 4 + 3 + 2 + 1 + 10 + + + + Stormsinger + 3 + + + + + + Stormsinger: Stormsinger's Inspiration + BSStormsingersInspiration + Your Bardic Inspiration now grants allies a chance to have your Lightning Strike +when they make a melee or ranged attack. + BSStormsingersInspiration + 0 + 4 + 2 + 1 + 20 + + + Stormsinger + 4 + + + + + Stormsinger: Ride the Lightning + BSRideTheLightning + Your main hand weapon is now considered an Implement. +When you sing your Soothing Song, it blasts all nearby enemies for your Lightning Strike. + BSRideTheLightning + 1 + 4 + 2 + 1 + 20 + + + Stormsinger + 4 + + + + + Stormsinger: Stormsong IV + BSStormsongIV + +2% Spell Critical Chance with Electric and Cold spells. + BSStormsongI + 2 + 4 + 2 + 1 + 20 + + + + Stormsinger + 4 + + + BSStormsongIII + + + + + Stormsinger: Charisma + BSAbiltyII + +1 Charisma + Charisma + 4 + 4 + 2 + 1 + 20 + + + Stormsinger + 4 + + + BSAbiltyI + + + + + + Stormsinger: Horn of Thunder + BSHornOfThunder + Spell-Like Ability: Horn of Thunder. +Activation cost: 30/25/20 SP +Cooldown: 20/16/12 seconds. +Blast your foes with 1d4 Sonic and 1d4 Electric damage per caster level. +Sonic damage is doubled vs. Oozes, as the thunderous pressure disrupts +their amorphous structure. Creatures making a Reflex save take half damage. +Max caster level: 25. Affects liches. + SSHornOfThunder + 0 + 5 + 1 + 1 + 30 + + + + + 12 + + + Stormsinger + 5 + + + + SpellLikeAbility + Enhancement + Horn of Thunder + + + + Stormsinger: Stormsong V + BSStormsongV + +2% Spell Critical Chance with Electric and Cold spells. + BSStormsongI + 2 + 5 + 2 + 1 + 30 + + + + 12 + + + Stormsinger + 5 + + + BSStormsongIV + + + + + Stormsinger: Stormcaller + BSStormcaller + +[5/10/15] Electric, Cold, and Sonic Spellpower. +Rank 3: The spell Iceberg is added to your Spellbook at level 6. + BSStormcaller + 3 + 5 + 1 + 3 + 30 + + + + 12 + + + Stormsinger + 5 + + + + + Stormsinger: Storm Studies + BSStormStudies + +1 Evocation DCs. + BSStormStudies + 4 + 5 + 2 + 1 + 30 + + + + 12 + + + Stormsinger + 5 + + + + + + + Divine Disciple (Lamannia) + 1 + + + + Cleric + + + Dark Apostate + + + + Lamannia + + + Cleric + ClericBackground + + + Divine Disciple: Emissary A + DDCore1 + Follow the path of Light or Dark + DDEmissary + 0 + 0 + 1 + 1 + 0 + + + + + Cleric + 1 + + + Dark Apostate + 1 + + + + + + Deacon of Endless Darkness + Your mastery over Darkness has granted you impossible power. ++4 Wisdom, +2 to all Saving Throws, and +10 Negative spellpower and negative healing amp. +You gain +1 caster level and max caster level with Negative Energy spells and +1 Necromancy DCs. + DeaconOfEndlessDarkness + 1 + + + DDCore2 + Dark Spellbook III: Power Word: Stun + + + + Cleric + 20 + + + Dark Apostate + 20 + + + + 40 + + + Divine Emissary of Light + You have chosen to follow the path of Light. +For each Light Core Ability you take in this tree, you gain +5 Light, Good, and Lawful Spellpower. + DDDivineEmissaryOfLight + 1 + + + + + Divine Disciple: Emissary B + DDCore2 + Follow the path of Light or Dark + DDEmissary + 1 + 0 + 1 + 1 + 5 + + + + + DDCore1 + + + DDCore3 + + + + + Cleric + 3 + + + Dark Apostate + 3 + + + + + + Dark Spellbook III: Power Word: Stun + Your Cleric spellbook gains Power Word: Stun as a level 8 spell. +You also gain +1 Caster Level and Max Caster Level with Negative Spells. + +Power Word: Stun A single word of power is uttered, causing your target to become stunned. +Creatures with 150 or fewer current HP are stunned to 4 to 32 seconds, creatures with 151 +to 300 HP are stunned for 2 to 16 seconds, and creatures with 301 HPs or more are stunned +for 8 seconds. + DarkSpellbookIII + 1 + + + DDCore3 + Dark Spellbook II: Necrotic Ray + + + + Cleric + 18 + + + Dark Apostate + 18 + + + + 30 + + + Light Defense + +2 to all saving throws and +3 Magical Resistance Rating. + LightDefense + 1 + + + DDCore1 + Divine Emissary of Light + + + + Cleric + 3 + + + Dark Apostate + 3 + + + + 5 + + + + + Divine Disciple: Emissary C + DDCore3 + Follow the path of Light or Dark + DDEmissary + 2 + 0 + 1 + 1 + 10 + + + + + DDCore2 + + + DDCore4 + + + + + Cleric + 6 + + + Dark Apostate + 6 + + + + + + Dark Spellbook II: Necrotic Ray + Your Cleric spellbook gains Necrotic Ray as a level 6 spell. + +Necrotic Ray: Blasts a target with a negative energy ray that does 5 to 8 negative energy +damage per caster level to a living enemy. A successful Fortitude save reduces the damage +by half. The ray also suppresses the life force of any living creature it strikes, granting +it a negative level. + +D&D Dice: Deals 1d4+4 negative energy damage per caster level and bestowes one negative level. + DDEnervation + 1 + + + DDCore4 + Dark Spellbook I: Enervation + + + + Cleric + 12 + + + Dark Apostate + 12 + + + + 20 + + + Light Spellbook I: Sun Bolt + Your Cleric spellbook gains Sun Bolt as a level 3 spell. + +Sun Bolt: Powerful line of light deals 4 to 9 light damage per caster level (up to a max +of 60 to 153 damage at caster level 15) to targets in its path. A successful Reflex save +reduces the damage by half. + +D&D Dice: Deals 1d4+3 light damage per caster (max 15d6+45) + DDSunBolt + 1 + + + DDCore2 + Light Defense + + + + Cleric + 6 + + + Dark Apostate + 6 + + + + 10 + + SpellListAddition + Enhancement + Sun Bolt + 3 + Cleric + + + + + + Divine Disciple: Emissary D + DDCore4 + Follow the path of Light or Dark + DDEmissary + 3 + 0 + 1 + 1 + 20 + + + + + DDCore3 + + + DDCore5 + + + + + Cleric + 12 + + + Dark Apostate + 12 + + + + + + Dark Spellbook I: Enervation + Your Cleric spellbook gains Enervation as a level 4 spell. + +Enervation: A black ray or crackling negative energy suppresses the life force of any living +creature it strikes, giving an enemy 1 to 4 negative levels. If the target has as many negative +levels as its hit dice or levels, it dies. Each negative level gives a creature a -2 penalty on +attack rolls, saves, skill checks, ability checks, and effective level. Negative levels stack. +As a ray this spell has double range. + +D&D Dice: Gives enemies 1d4 negative levels. + DDNecroticRay + 1 + + + DDCore5 + Light Defense + + + + Cleric + 6 + + + Dark Apostate + 6 + + + + 10 + + SpellListAddition + Enhancement + Necrotic Ray + 6 + Cleric + + + + Light Spellbook II: Sunbeam + Your Cleric spellbook gains Sunbeam as a level 6 spell. + +Sunbeam: Deals 8 to 13 light damage per caster level with a mighty beam of sunlight, and +temporarily blinds the target. Against Undead or Oozes, it does double damage. A successful +Reflex save halves the damage and negates the blind effect. This spell has double range. + +D&D Dice: Deals 1d6+7 light damage per caster level. + DDSunbeam + 1 + + + DDCore3 + Light Spellbook I: Sun Bolt + + + + Cleric + 12 + + + Dark Apostate + 12 + + + + 20 + + SpellListAddition + Enhancement + Sunbeam + 6 + Cleric + + + + + + Divine Disciple: Emissary E + DDCore5 + Follow the path of Light or Dark + DDEmissary + 4 + 0 + 1 + 1 + 5 + + + + + DDCore4 + + + DDCore6 + + + + + Cleric + 3 + + + Dark Apostate + 3 + + + + + + Light Defense + +2 to all saving throws and +3 Physical Resistance Rating. + DDEmissary + 1 + + + DDCore6 + Divine Emissary of Darkness + + + + Cleric + 3 + + + Dark Apostate + 3 + + + + 5 + + + Light Spellbook III: Sunburst + Your Cleric spellbook gains Sunburst as a level 8 spell. + +Sunburst: A globe of searing radiance explodes to blast targets for 5 to 10 light damage +per caster level in addition to blinding them. Oozes and Undead take double this damage. +A successful Reflex save reduces the damage by half and negates the blindness. Light +fearing undead may be instantly destroyed by this spell. + +D&D Dice: Deals 1d6+4 light damage per caster level, double tun Undead and Oozes. + DDSunburst + 1 + + + DDCore4 + Light Spellbook II: Sunbeam + + + + Cleric + 18 + + + Dark Apostate + 18 + + + + 30 + + SpellListAddition + Enhancement + Sunburst + 8 + Cleric + + + + + + Divine Disciple: Emissary F + DDCore6 + Follow the path of Light or Dark + DDEmissary + 5 + 0 + 1 + 1 + 0 + + + + Cleric + 1 + + + Dark Apostate + 1 + + + + + + Divine Emissary of Darkness + You have chsoen to follow the path of Darkness. For each Sark Core Ability +you take in this tree, you gain +5 Negative, Evil, and Chaos Spellpower. + DDTranscendDarkness + 1 + + + Priest of Endless Light + Your mastery over Light has granted you impossible power. ++4 Wisdom, +2 to all Saving Throws, and +10 Light/Alignment spellpower and positive healing amp. +You gain +1 caster level and max caster level with Light/Alignment spells and +1 evocation DCs. + DDTranscendLight + 1 + + + DDCore5 + Light Spellbook III: Sunburst + + + + Cleric + 20 + + + Dark Apostate + 20 + + + + 40 + + SaveBonus + Enhancement + 2 + All + + + SpellPower + Enhancement + 5 + Negative + Poison + Light/Alignment + + + SpellListAddition + Enhancement + Word of Balance + 7 + Cleric + + + + + CasterLevel + Enhancement + 1 + Fire + Light + Negative + + + MaxCasterLevel + Enhancement + 1 + Fire + Light + Negative + + + + + Divine Disciple: Prophetic Zenith I + DDPropheticZenith + Gain a new Spell-like ability + DDPropheticZenith + 0 + 1 + 1 + 3 + 1 + + + + + Cleric + 1 + + + Dark Apostate + 1 + + + + + + Chill Touch + (Activation Cost: 4/3/2 spell points. Cooldown: 6/5/4 seconds.) +Requires Divine Emissary of Darkness + DDChillTouch + 1 + + + + DDCore1 + Divine Emissary of Darkness + + + + SpellLikeAbility + Enhancement + Chill Touch + + + + Nimbus of Light + (Activation Cost: 4/3/2 spell points. Cooldown: 6/5/4 seconds.) +Requires Divine Emissary of Light + DDNimbusOfLight + 1 + + + + DDCore1 + Divine Emissary of Light + + + + SpellLikeAbility + Enhancement + Nimbus of Light + + + + + + Divine Disciple: Spellpower I + DDSpellpowerI + Choose a type of spellpower to gain + DDSpellpower + 1 + 1 + 1 + 3 + 1 + + + + Cleric + 1 + + + Dark Apostate + 1 + + + + + + Spellpower: Light + +[5/10/15] Light Spellpower +Requires Divine Emissary of Light + DDSpellpowerLight + 1 + + + DDCore1 + Divine Emissary of Light + + + + SpellPower + Enhancement + 5 10 15 + Light/Alignment + + + + Spellpower: Negative + +[5/10/15] Negative/Poison Spellpower +Requires Divine Emissary of Darkness + DDSpellpowerNegative + 1 + + + DDCore1 + Divine Emissary of Darkness + + + + SpellPower + Enhancement + 5 10 15 + Negative + Poison + Light/Alignment + + + + Spellpower: Universal + +3/+6/+9 Universal Spellpower + DDSpellpowerUniversal + 1 + + SpellPower + Enhancement + 3 6 9 + All + + + + + + Divine Disciple: Divine Vitality + DDDivineVitality + Channel Divinity: Your target ally gains [3/5/7]d4+10 spellpoints. +This ability cannot target yourself. (Cooldown: 2 seconds) + DDDivineVitality + 2 + 1 + 1 + 3 + 1 + + + + + Cleric + 1 + + + Dark Apostate + 1 + + + + + + Divine Disciple: Spell Criticals I + DDSpellCriticalsI + Choose which of your spells gain enhanced Critical Chance + SpellCritical + 3 + 1 + 2 + 1 + 1 + + + + + Cleric + 1 + + + Dark Apostate + 1 + + + + + + Spell Critical: Negative + +2% Critical Chance with Negative/Poison Energy spells +Requires Divine Emissary of Darkness + SpellCriticalNegative + 2 + + + DDCore1 + Divine Emissary of Darkness + + + + SpellLore + Enhancement + 2 + Negative + Poison + + + + Spell Critical: Light + +2% Critical Chance with Light spells +Requires Divine Emissary of Light + SpellCriticalLight + 2 + + + DDCore1 + Divine Emissary of Light + + + + SpellLore + Enhancement + 2 + Light/Alignment + + + + Spell Critical: Universal + +1% Critical Chance with spells + SpellCriticalUniversal + 2 + + SpellLore + Enhancement + 1 + All + + + + + + Divine Disciple: Spell Points + DDSpellPoints + +[30/60/90] Spell Points + DDSpellPoints + 4 + 1 + 1 + 3 + 1 + + + + Cleric + 1 + + + Dark Apostate + 1 + + + + + SpellPoints + Enhancement + 30 60 90 + + + + Divine Disciple: Spell Penetration + DDSpellPenetration + +[1/2/3] to your Caster Level check to overcome enemy spell resistance. + SpellPenetration + 0 + 2 + 2 + 3 + 5 + + + + Cleric + 2 + + + Dark Apostate + 2 + + + + + SpellPenetrationBonus + Enhancement + 1 2 3 + + + + Divine Disciple: Spellpower II + DDSpellpowerII + Choose a type of spellpower to gain + DDSpellpower + 1 + 2 + 1 + 3 + 5 + + + + Cleric + 2 + + + Dark Apostate + 2 + + + + + + Spellpower: Fire + +6/+12/+18 Fire Spellpower + DDSpellpowerFire + 1 + + SpellPower + Enhancement + 6 12 18 + Fire + + + + Spellpower: Force + +[5/10/15] Force Spellpower + DDSpellpowerForce + 1 + + SpellPower + Enhancement + 6 12 18 + Force/Untyped + + + + Spellpower: Universal + +3/+6/+9 Universal Spellpower + DDSpellpowerUniversal + 1 + + SpellPower + Enhancement + 3 6 9 + All + + + + + + Divine Disciple: Efficient Metamagic + DDEfficientMetamagicI + Choose one of the following Metamagic feats. +Reduce the spell point cost of using that Metamagic. + EfficientMetamagic + 2 + 2 + 2 + 3 + 5 + + + + + Cleric + 2 + + + Dark Apostate + 2 + + + + + BomEfficientMetamagicI + BomEfficientMetamagicII + ATEfficientMetamagic + ATEfficientMetamagicII + DDEfficientMetamagicII + DDEfficientMetamagicIII + SHImprovedMetamagicsI + SHImprovedMetamagicsII + AoVEfficientMetamagicI + AoVEfficientMetamagicII + ASEfficientMetamagicI + ASEfficientMetamagicII + ESEfficientMetamagicI + ESEfficientMetamagicII + FSEfficientMetamagicI + FSEfficientMetamagicII + WSEfficientMetamagicI + WSEfficientMetamagicII + AMEfficientMetamagicLeft + AMEfficientMetamagicI + AMEfficientMetamagicRight + PaleEfficientMetamagic + + Efficient Empower + Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points + EfficientEmpower + 2 + + + Empower Spell + + + + AdditionalSpellPointCost + Enhancement + -2 -4 -6 + Empower + + + + Efficient Enlarge + Using the Enlarge Spell Metamagic costs you 1/2/4 fewer Spell Points + EfficientEnlarge + 2 + + + Enlarge Spell + + + + AdditionalSpellPointCost + Enhancement + -1 -2 -4 + Enlarge + + + + Efficient Maximize + Using the Maximize Spell Metamagic costs you 3/6/9 fewer Spell Points. + EfficientMaximize + 2 + + + Maximize Spell + + + + AdditionalSpellPointCost + Enhancement + -3 -6 -9 + Maximize + + + + Efficient Quicken + Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points + EfficientQuicken + 2 + + + Quicken Spell + + + + AdditionalSpellPointCost + Enhancement + -1 -2 -4 + Quicken + + + + + + Divine Disciple: Spell Criticals II + DDSpellCriticalsII + Choose which of your spells gain enhanced Critical Chance + SpellCritical + 3 + 2 + 2 + 1 + 5 + + + + DDSpellCriticalsI + + + + Cleric + 2 + + + Dark Apostate + 2 + + + + + + Spell Critical: Negative + +2% Critical Chance with Negative/Poison Energy spells +Requires Divine Emissary of Darkness + SpellCriticalNegative + 2 + + + DDCore1 + Divine Emissary of Darkness + + + + SpellLore + Enhancement + 2 + Negative + Poison + + + + Spell Critical: Light + +2% Critical Chance with Light spells +Requires Divine Emissary of Light + SpellCriticalLight + 2 + + + DDCore1 + Divine Emissary of Light + + + + SpellLore + Enhancement + 2 + Light/Alignment + + + + Spell Critical: Universal + +1% Critical Chance with spells + SpellCriticalUniversal + 2 + + SpellLore + Enhancement + 1 + All + + + + + + Divine Disciple: Efficient Metamagic + DDEfficientMetamagicII + Choose one of the following Metamagic feats. +Reduce the spell point cost of using that Metamagic. + EfficientMetamagic + 4 + 2 + 2 + 3 + 5 + + + + Cleric + 2 + + + Dark Apostate + 2 + + + + + BomEfficientMetamagicI + BomEfficientMetamagicII + ATEfficientMetamagic + ATEfficientMetamagicII + DDEfficientMetamagicI + DDEfficientMetamagicIII + SHImprovedMetamagicsI + SHImprovedMetamagicsII + AoVEfficientMetamagicI + AoVEfficientMetamagicII + ASEfficientMetamagicI + ASEfficientMetamagicII + ESEfficientMetamagicI + ESEfficientMetamagicII + FSEfficientMetamagicI + FSEfficientMetamagicII + WSEfficientMetamagicI + WSEfficientMetamagicII + AMEfficientMetamagicLeft + AMEfficientMetamagicI + AMEfficientMetamagicRight + PaleEfficientMetamagic + + Efficient Empower + Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points + EfficientEmpower + 2 + + + Empower Spell + + + + AdditionalSpellPointCost + Enhancement + -2 -4 -6 + Empower + + + + Efficient Enlarge + Using the Enlarge Spell Metamagic costs you 1/2/4 fewer Spell Points + EfficientEnlarge + 2 + + + Enlarge Spell + + + + AdditionalSpellPointCost + Enhancement + -1 -2 -4 + Enlarge + + + + Efficient Maximize + Using the Maximize Spell Metamagic costs you 3/6/9 fewer Spell Points. + EfficientMaximize + 2 + + + Maximize Spell + + + + AdditionalSpellPointCost + Enhancement + -3 -6 -9 + Maximize + + + + Efficient Quicken + Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points + EfficientQuicken + 2 + + + Quicken Spell + + + + AdditionalSpellPointCost + Enhancement + -1 -2 -4 + Quicken + + + + + + Divine Disciple: Prophetic Zenith II + DDPropheticZenithII + Gain a new Spell-like ability + DDPropheticZenith + 0 + 3 + 1 + 3 + 10 + + + + + Cleric + 3 + + + Dark Apostate + 3 + + + + + + Necrotic Bolt + (Activation Cost: 12/9/6 spell points. Cooldown: 10/8/6 seconds.) +Requires Divine Emissary of Darkness + DDNecroticBolt + 1 + + + + DDCore1 + Divine Emissary of Darkness + + + + + Searing Light + (Activation Cost: 12/9/6 spell points. Cooldown: 10/8/6 seconds.) +Requires Divine Emissary of Light + DDSearingLight + 1 + + + + DDCore1 + Divine Emissary of Light + + + + + + + Divine Disciple: Spellpower III + DDSpellpowerIII + Choose a type of spellpower to gain + DDSpellpower + 1 + 3 + 1 + 3 + 10 + + + + Cleric + 3 + + + Dark Apostate + 3 + + + + + + Spellpower: Light + +[5/10/15] Light Spellpower +Requires Divine Emissary of Light + DDSpellpowerLight + 1 + + + DDCore1 + Divine Emissary of Light + + + + SpellPower + Enhancement + 5 10 15 + Light/Alignment + + + + Spellpower: Negative + +[5/10/15] Negative/Poison Spellpower +Requires Divine Emissary of Darkness + DDSpellpowerNegative + 1 + + + DDCore1 + Divine Emissary of Darkness + + + + SpellPower + Enhancement + 5 10 15 + Negative + Poison + Light/Alignment + + + + Spellpower: Universal + +3/+6/+9 Universal Spellpower + DDSpellpowerUniversal + 1 + + SpellPower + Enhancement + 3 6 9 + All + + + + + + Divine Disciple: Efficient Metamagic + DDEfficientMetamagicIII + Choose another Metamagic feats. +Reduce the spell point cost of using that Metamagic. + EfficientMetamagic + 2 + 3 + 2 + 3 + 10 + + + + DDEfficientMetamagicI + + + + Cleric + 3 + + + Dark Apostate + 3 + + + + + BomEfficientMetamagicI + BomEfficientMetamagicII + ATEfficientMetamagic + ATEfficientMetamagicII + DDEfficientMetamagicI + DDEfficientMetamagicII + SHImprovedMetamagicsI + SHImprovedMetamagicsII + AoVEfficientMetamagicI + AoVEfficientMetamagicII + ASEfficientMetamagicI + ASEfficientMetamagicII + ESEfficientMetamagicI + ESEfficientMetamagicII + FSEfficientMetamagicI + FSEfficientMetamagicII + WSEfficientMetamagicI + WSEfficientMetamagicII + AMEfficientMetamagicLeft + AMEfficientMetamagicI + AMEfficientMetamagicRight + PaleEfficientMetamagic + + Efficient Empower + Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points + EfficientEmpower + 2 + + + Empower Spell + + + + AdditionalSpellPointCost + Enhancement + -2 -4 -6 + Empower + + + + Efficient Enlarge + Using the Enlarge Spell Metamagic costs you 1/2/4 fewer Spell Points. + EfficientEnlarge + 2 + + + Enlarge Spell + + + + AdditionalSpellPointCost + Enhancement + -1 -2 -4 + Enlarge + + + + Efficient Maximize + Using the Maximize Spell Metamagic costs you 3/6/9 fewer Spell Points. + EfficientMaximize + 2 + + + Maximize Spell + + + + AdditionalSpellPointCost + Enhancement + -3 -6 -9 + Maximize + + + + Efficient Quicken + Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points + EfficientQuicken + 2 + + + Quicken Spell + + + + AdditionalSpellPointCost + Enhancement + -1 -2 -4 + Quicken + + + + + + Divine Disciple: Spell Criticals III + DDSpellCriticalsIII + Choose which of your spells gain enhanced Critical Chance: + SpellCritical + 3 + 3 + 2 + 1 + 10 + + + + DDSpellCriticalsII + + + + Cleric + 3 + + + Dark Apostate + 3 + + + + + + Spell Critical: Negative + +2% Critical Chance with Negative/Poison Energy spells +Requires Divine Emissary of Darkness + SpellCriticalNegative + 2 + + + DDCore1 + Divine Emissary of Darkness + + + + SpellLore + Enhancement + 2 + Negative + Poison + + + + Spell Critical: Light + +2% Critical Chance with Light spells +Requires Divine Emissary of Light + SpellCriticalLight + 2 + + + DDCore1 + Divine Emissary of Light + + + + SpellLore + Enhancement + 2 + Light/Alignment + + + + Spell Critical: Universal + +1% Critical Chance with spells + SpellCriticalUniversal + 2 + + SpellLore + Enhancement + 1 + All + + + + + + Divine Disciple: Wisdom I + DDWisdomI + +1 to Wisdom + Wisdom + 4 + 3 + 2 + 1 + 10 + + + + + Cleric + 3 + + + Dark Apostate + 3 + + + + + AbilityBonus + Enhancement + 1 + Wisdom + + + + Divine Disciple: Prophetic Zenith III + DDPropheticZenithIII + Gain a new Spell-like ability + DDPropheticZenith + 0 + 4 + 1 + 3 + 20 + + + + + Cleric + 4 + + + Dark Apostate + 4 + + + + + + Negative Energy Burst + (Activation Cost: 13/10/7 spell points. Cooldown: 10/8/6 seconds.) +Requires Divine Emissary of Darkness + DDNegativeEnergyBurst + 1 + + + + DDCore1 + Divine Emissary of Darkness + + + + + Holy Smite + (Activation Cost: 13/10/7 spell points. Cooldown: 10/8/6 seconds.) +Requires Divine Emissary of Light + DDHolySmite + 1 + + + + DDCore1 + Divine Emissary of Light + + + + + + + Divine Disciple: DC or Spellpower I + DDDCOrSpellpower + Increase your spellpower or your Difficulty Checks for a spellcaster school. + DDDCOrSpellpower + 1 + 4 + 2 + 1 + 20 + + + + Cleric + 4 + + + Dark Apostate + 4 + + + + + + Spell DC: Evocation + +1 DC to Evocation spells +Requires Divine Emissary of Light + DDSpellDCEvocation + 2 + + + DDCore1 + Divine Emissary of Light + + + + SpellDC + Enhancement + 1 + Evocation + + + + Spell DC: Necromancy + +1 DC to Necromancy spells +Requires Divine Emissary of Darkness + DDSpellDCNecromancy + 2 + + + DDCore1 + Divine Emissary of Darkness + + + + SpellDC + Enhancement + 1 + Necromancy + + + + Spell Power: Universal + +9 Universal spellpower + DDSpellpowerUniversal + 2 + + SpellPower + Enhancement + 9 + All + + + + + + Divine Disciple: Efficient Heighten + DDEfficientHeighten + Using the Heighten Spell Metamagic costs you 1/2 fewer Spell Point per heightened level + EfficientHeighten + 2 + 4 + 2 + 2 + 20 + + + Heighten Spell + + + DDEfficientMetamagicIII + + + + Cleric + 4 + + + Dark Apostate + 4 + + + + Any other Efficient Heighten enhancement + + BomEfficientHeighten + + + ATEfficientHeighten + + + SHEfficientHeighten + + + AoVEfficientHeighten + + + ASEfficientHeighten + + + ESEfficientHeighten + + + FSEfficientHeighten + + + WSEfficientHeighten + + + TSEfficientHeighten + + + AMEfficientHeighten + + + + + AdditionalSpellPointCost + Enhancement + -1 -2 + Heighten + + + + Divine Disciple: Spell Criticals IV + DDSpellCriticalsIV + Choose which of your spells gain enhanced Critical Chance + SpellCritical + 3 + 4 + 2 + 1 + 20 + + + DDSpellCriticalsIII + + + + Cleric + 4 + + + Dark Apostate + 4 + + + + + + Spell Critical: Negative + +2% Critical Chance with Negative/Poison Energy spells +Requires Divine Emissary of Darkness + SpellCriticalNegative + 2 + + + DDCore1 + Divine Emissary of Darkness + + + + SpellLore + Enhancement + 2 + Negative + Poison + + + + Spell Critical: Light + +2% Critical Chance with Light spells +Requires Divine Emissary of Light + SpellCriticalLight + 2 + + + DDCore1 + Divine Emissary of Light + + + + SpellLore + Enhancement + 2 + Light/Alignment + + + + Spell Critical: Universal + +1% Critical Chance with spells + SpellCriticalUniversal + 2 + + SpellLore + Enhancement + 1 + All + + + + + + Divine Disciple: Wisdom II + DDWisdomII + +1 to Wisdom + Wisdom + 4 + 4 + 2 + 1 + 20 + + + DDWisdomI + + + + Cleric + 4 + + + Dark Apostate + 4 + + + + + AbilityBonus + Enhancement + 1 + Wisdom + + + + Divine Disciple: Prophetic Zenith IV + DDPropheticZenithIV + Gain a new Spell-like ability + DDPropheticZenithIV + 0 + 5 + 1 + 3 + 30 + + + + + 12 + + + + Cleric + 5 + + + Dark Apostate + 5 + + + + + + Inflict Moderate Wounds, Mass + You gain Inflict Moderate Wounds, Mass as a spell like ability +Activation Cost: 15/12/10 spell points. Cooldown: 10/8/6 seconds. +Requires Divine Emissary of Darkness + DDInflictModerateWounds + 1 + + + + DDCore1 + Divine Emissary of Darkness + + + + SpellLikeAbility + Enhancement + Inflict Moderate Wounds, Mass + + + + Flame Strike + You gain Flame Strike as a spell like ability +Activation Cost: 30/25/20 spell points. Cooldown: 20/16/12 seconds. +Requires Divine Emissary of Light. + DDFlameStrike + 1 + + + + DDCore1 + Divine Emissary of Light + + + + SpellLikeAbility + Enhancement + Flame Strike + + + + + + Divine Disciple: DC or Spellpower II + DDDCOrSpellpowerII + Increase your spellpower or your Difficulty Checks for a spellcaster school + DDDCOrSpellpower + 1 + 5 + 2 + 1 + 30 + + + + 12 + + + + Cleric + 5 + + + Dark Apostate + 5 + + + + + + Spell DC: Evocation + +1 DC to Evocation spells +Requires Divine Emissary of Light + DDSpellDCEvocation + 2 + + + DDCore1 + Divine Emissary of Light + + + + SpellDC + Enhancement + 1 + Evocation + + + + Spell DC: Necromancy + +1 DC to Necromancy spells +Requires Divine Emissary of Darkness + DDSpellDCNecromancy + 2 + + + DDCore1 + Divine Emissary of Darkness + + + + SpellDC + Enhancement + 1 + Necromancy + + + + Spell Power: Light + +15 Light spellpower +Requires Divine Emissary of Light + DDSpellpowerLight + 2 + + + DDCore1 + Divine Emissary of Light + + + + SpellPower + Enhancement + 15 + Light/Alignment + + + + Spell Power: Negative + +15 Negative/Poison spellpower +Requires Divine Emissary of Darkness + DDSpellPowerNegative + 2 + + + DDCore1 + Divine Emissary of Darkness + + + + SpellPower + Enhancement + 15 + Negative + Poison + Light/Alignment + + + + Spell Power: Universal + +9 Universal spellpower + DDSpellPowerUniversal + 2 + + SpellPower + Enhancement + 9 + All + + + + + + Divine Disciple: Divine Empowerment + DDDivineEmpowerment + You gain +1 caster level and maximum caster level to Light, Negative Energy, and Fire spells. + DDDivineEmpowerment + 4 + 5 + 2 + 1 + 30 + + + + 12 + + + + Cleric + 5 + + + Dark Apostate + 5 + + + + + CasterLevel + Enhancement + 1 + Fire + Light + Negative + + + MaxCasterLevel + Enhancement + 1 + Fire + Light + Negative + + + + + Divine Disciple + 1 + ClericBackground + Cleric + + + + Cleric + + + Dark Apostate + + + + + Lamannia + + + + + Divine Disciple: Emissary + DDCore1 + Follow the path of Light or Dark +Gaining Light or Negative Energy spellpower from Divine Disciple also adds to your +alignment spellpowers. + DDEmissary + 0 + 0 + 1 + 1 + 0 + + + + + Cleric + 1 + + + Dark Apostate + 1 + + + + + + Divine Emissary of Darkness + +5 Negative/Poison Spellpower. Gaining Light or Negative Energy spellpower from Divine +Disciple also adds to your alignment spellpowers. + DDDivineEmissaryOfDarkness + 1 + + SpellPower + Enhancement + Negative + Poison + Light/Alignment + 5 + + + + Divine Emissary of Light + +5 Light Spellpower. Gaining Light or Negative Energy spellpower from Divine Disciple +also adds to your alignment spellpowers. + DDDivineEmissaryOfLight + 1 + + SpellPower + Enhancement + Light/Alignment + 5 + + + + + + Divine Disciple: Sacred Defense + DDCore2 + +2 to all saving throws. + DDSacredDefense + 1 + 0 + 1 + 1 + 5 + + + + DDCore1 + + + + Cleric + 3 + + + Dark Apostate + 3 + + + + + SaveBonus + Enhancement + All + 2 + + + + Divine Disciple: Divine Spell Knowledge I + DDCore3 + Add a new spell to your spellbook + DDDivineSpellKnowledge + 2 + 0 + 1 + 1 + 10 + + + + DDCore2 + + + + Cleric + 6 + + + Dark Apostate + 6 + + + + + + Enervation + Your Cleric spellbook gains Enervation as a level 4 spell. +Requires Divine Emissary of Darkness + DDEnervation + 1 + + + DDCore1 + Divine Emissary of Darkness + + + + SpellListAddition + Enhancement + Enervation + 4 + Cleric + + + + Sun Bolt + Your Cleric spellbook gains Sun Bolt as a level 3 spell. +Requires Divine Emissary of Light + DDSunBolt + 1 + + + DDCore1 + Divine Emissary of Light + + + + SpellListAddition + Enhancement + Sun Bolt + 3 + Cleric + + + Divine Disciple: Divine Spell Knowledge II @@ -34921,10 +38242,16 @@ Requires Divine Emissary of Light DDCore3 - - Cleric - 12 - + + + Cleric + 12 + + + Dark Apostate + 12 + + @@ -34984,10 +38311,16 @@ Requires Divine Emissary of Light DDCore4 - - Cleric - 18 - + + + Cleric + 18 + + + Dark Apostate + 18 + + @@ -35046,10 +38379,16 @@ Requires Divine Emissary of Light DDCore5 - - Cleric - 20 - + + + Cleric + 20 + + + Dark Apostate + 20 + + @@ -35157,10 +38496,16 @@ Enhancement spells. 1 - - Cleric - 1 - + + + Cleric + 1 + + + Dark Apostate + 1 + + @@ -35214,10 +38559,16 @@ Requires Divine Emissary of Light 3 1 - - Cleric - 1 - + + + Cleric + 1 + + + Dark Apostate + 1 + + @@ -35287,10 +38638,16 @@ This ability cannot target yourself. (Cooldown: 2 seconds) 1 - - Cleric - 1 - + + + Cleric + 1 + + + Dark Apostate + 1 + + @@ -35305,10 +38662,16 @@ This ability cannot target yourself. (Cooldown: 2 seconds) 1 - - Cleric - 1 - + + + Cleric + 1 + + + Dark Apostate + 1 + + @@ -35375,10 +38738,16 @@ Requires Divine Emissary of Light 3 1 - - Cleric - 1 - + + + Cleric + 1 + + + Dark Apostate + 1 + + SpellPoints @@ -35397,10 +38766,16 @@ Requires Divine Emissary of Light 3 5 - - Cleric - 2 - + + + Cleric + 2 + + + Dark Apostate + 2 + + SpellPenetrationBonus @@ -35419,10 +38794,16 @@ Requires Divine Emissary of Light 3 5 - - Cleric - 2 - + + + Cleric + 2 + + + Dark Apostate + 2 + + @@ -35476,10 +38857,16 @@ Reduce the spell point cost of using that Metamagic. 5 - - Cleric - 2 - + + + Cleric + 2 + + + Dark Apostate + 2 + + BomEfficientMetamagicI @@ -35586,10 +38973,16 @@ Reduce the spell point cost of using that Metamagic. 5 - - Cleric - 2 - + + + Cleric + 2 + + + Dark Apostate + 2 + + DDSpellCriticalsI @@ -35660,10 +39053,16 @@ Reduce the spell point cost of using that Metamagic. 3 5 - - Cleric - 2 - + + + Cleric + 2 + + + Dark Apostate + 2 + + BomEfficientMetamagicI @@ -35770,10 +39169,16 @@ Reduce the spell point cost of using that Metamagic. 10 - - Cleric - 3 - + + + Cleric + 3 + + + Dark Apostate + 3 + + @@ -35817,10 +39222,16 @@ Requires Divine Emissary of Light 3 10 - - Cleric - 3 - + + + Cleric + 3 + + + Dark Apostate + 3 + + @@ -35890,10 +39301,16 @@ Reduce the spell point cost of using that Metamagic. 10 - - Cleric - 3 - + + + Cleric + 3 + + + Dark Apostate + 3 + + DDEfficientMetamagicI @@ -36003,10 +39420,16 @@ Reduce the spell point cost of using that Metamagic. 10 - - Cleric - 3 - + + + Cleric + 3 + + + Dark Apostate + 3 + + DDSpellCriticalsII @@ -36077,10 +39500,16 @@ Requires Divine Emissary of Light 10 - - Cleric - 3 - + + + Cleric + 3 + + + Dark Apostate + 3 + + AbilityBonus @@ -36101,10 +39530,16 @@ Requires Divine Emissary of Light 20 - - Cleric - 4 - + + + Cleric + 4 + + + Dark Apostate + 4 + + @@ -36148,10 +39583,16 @@ Requires Divine Emissary of Light 1 20 - - Cleric - 4 - + + + Cleric + 4 + + + Dark Apostate + 4 + + @@ -36217,10 +39658,16 @@ Requires Divine Emissary of Darkness 2 20 - - Cleric - 4 - + + + Cleric + 4 + + + Dark Apostate + 4 + + Heighten Spell @@ -36279,10 +39726,16 @@ Requires Divine Emissary of Darkness 1 20 - - Cleric - 4 - + + + Cleric + 4 + + + Dark Apostate + 4 + + DDSpellCriticalsIII @@ -36352,10 +39805,16 @@ Requires Divine Emissary of Light 1 20 - - Cleric - 4 - + + + Cleric + 4 + + + Dark Apostate + 4 + + DDWisdomI @@ -36383,10 +39842,16 @@ Requires Divine Emissary of Light 12 - - Cleric - 5 - + + + Cleric + 5 + + + Dark Apostate + 5 + + @@ -36446,10 +39911,16 @@ Requires Divine Emissary of Light. 12 - - Cleric - 5 - + + + Cleric + 5 + + + Dark Apostate + 5 + + @@ -36559,10 +40030,16 @@ Requires Divine Emissary of Darkness 12 - - Cleric - 5 - + + + Cleric + 5 + + + Dark Apostate + 5 + + CasterLevel @@ -37383,9 +40860,6 @@ Activation Cost: 30 Spell Points. Cooldown: 1 minute. Cleric 5 - - RSLIncredibleHealing - @@ -37414,7 +40888,7 @@ unaffected by spell power. (Cooldown: 6 seconds) - Radiant Servant: Divine Energy resistance + Radiant Servant: Divine Energy Resistance RSLMassResistEnergy You and nearby allies gain +35 Enhancement bonus to resist Enegy for 1 minute per character level (Includes Acid, Cold, Electric, Fire and Sonic) @@ -37450,9 +40924,14 @@ Cost: 75 spell points Warpriest 2 - - Cleric - + + + Cleric + + + Dark Apostate + + Cleric ClericBackground @@ -37470,10 +40949,16 @@ Passive: +2 Armor Class, +5 Fire Spell Power, +5 Light Spell Power - - Cleric - 1 - + + + Cleric + 1 + + + Dark Apostate + 1 + + @@ -37524,10 +41009,16 @@ Passive: +2 Armor Class, +5 Fire Spell Power, +5 Light Spell Power WPCore1 - - Cleric - 3 - + + + Cleric + 3 + + + Dark Apostate + 3 + + DR @@ -37569,10 +41060,16 @@ Passive: WPCore2 - - Cleric - 6 - + + + Cleric + 6 + + + Dark Apostate + 6 + + PRR @@ -37614,10 +41111,16 @@ Passive: WPCore3 - - Cleric - 12 - + + + Cleric + 12 + + + Dark Apostate + 12 + + SpellListAddition @@ -37666,10 +41169,16 @@ Passive: WPCore4 - - Cleric - 18 - + + + Cleric + 18 + + + Dark Apostate + 18 + + SpellListAddition @@ -37714,10 +41223,16 @@ Passive: WPCore5 - - Cleric - 20 - + + + Cleric + 20 + + + Dark Apostate + 20 + + @@ -37820,10 +41335,16 @@ Antirequisite: This ability can not be trained if you have any other Battle Tran abilities. - - Cleric - 1 - + + + Cleric + 1 + + + Dark Apostate + 1 + + HarperKnowTheAngles @@ -37926,10 +41447,16 @@ abilities. 3 1 - - Cleric - 1 - + + + Cleric + 1 + + + Dark Apostate + 1 + + Hitpoints @@ -37949,10 +41476,16 @@ abilities. 1 - - Cleric - 1 - + + + Cleric + 1 + + + Dark Apostate + 1 + + AttackBonus @@ -38002,10 +41535,16 @@ abilities. 3 1 - - Cleric - 1 - + + + Cleric + 1 + + + Dark Apostate + 1 + + @@ -38020,10 +41559,16 @@ Rank 3: +1 save vs traps 3 1 - - Cleric - 1 - + + + Cleric + 1 + + + Dark Apostate + 1 + + SkillBonus @@ -38053,10 +41598,16 @@ stacks up to 20 times, and loses one stack on expiration.) 1 5 - - Cleric - 2 - + + + Cleric + 2 + + + Dark Apostate + 2 + + @@ -38070,10 +41621,16 @@ stacks up to 20 times, and loses one stack on expiration.) 3 5 - - Cleric - 2 - + + + Cleric + 2 + + + Dark Apostate + 2 + + PRR @@ -38093,10 +41650,16 @@ stacks up to 20 times, and loses one stack on expiration.) 5 - - Cleric - 2 - + + + Cleric + 2 + + + Dark Apostate + 2 + + WPRighteousWeaponsI @@ -38153,10 +41716,16 @@ Cooldown: 90 seconds minute - - Cleric - 2 - + + + Cleric + 2 + + + Dark Apostate + 2 + + @@ -38171,10 +41740,16 @@ Cooldown: 90 seconds minute 5 - - Cleric - 2 - + + + Cleric + 2 + + + Dark Apostate + 2 + + @@ -38189,10 +41764,16 @@ will be knocked down. (Does not affect bosses.) 3 10 - - Cleric - 3 - + + + Cleric + 3 + + + Dark Apostate + 3 + + @@ -38207,10 +41788,16 @@ will be knocked down. (Does not affect bosses.) 10 - - Cleric - 3 - + + + Cleric + 3 + + + Dark Apostate + 3 + + @@ -38247,10 +41834,16 @@ Non-boss enemies have a small chance to be blinded with no save. 10 - - Cleric - 3 - + + + Cleric + 3 + + + Dark Apostate + 3 + + WPRighteousWeaponsII @@ -38304,10 +41897,16 @@ Energy Absorption. 3 10 - - Cleric - 3 - + + + Cleric + 3 + + + Dark Apostate + 3 + + WPInflame @@ -38325,10 +41924,16 @@ Energy Absorption. 10 - - Cleric - 3 - + + + Cleric + 3 + + + Dark Apostate + 3 + + @@ -38383,10 +41988,16 @@ Positive Spell Power) 1 20 - - Cleric - 4 - + + + Cleric + 4 + + + Dark Apostate + 4 + + @@ -38401,10 +42012,16 @@ Positive Spell Power) 20 - - Cleric - 4 - + + + Cleric + 4 + + + Dark Apostate + 4 + + @@ -38435,10 +42052,16 @@ Positive Spell Power) 20 - - Cleric - 4 - + + + Cleric + 4 + + + Dark Apostate + 4 + + WPRighteousWeaponsIII @@ -38490,10 +42113,16 @@ Positive Spell Power) 3 20 - - Cleric - 4 - + + + Cleric + 4 + + + Dark Apostate + 4 + + @@ -38531,10 +42160,16 @@ Positive Spell Power) 1 20 - - Cleric - 4 - + + + Cleric + 4 + + + Dark Apostate + 4 + + WPAbilityScoreI @@ -38591,10 +42226,16 @@ bonus to Strength, and a base attack bonus equal to a fighter of the same level. 30 - - Cleric - 5 - + + + Cleric + 5 + + + Dark Apostate + 5 + + 12 @@ -38625,10 +42266,16 @@ of Divine Conduit, instead of 25. - - Cleric - 5 - + + + Cleric + 5 + + + Dark Apostate + 5 + + 12 @@ -38649,10 +42296,16 @@ This damage scales with 200% of the higher of your Melee or Ranged Power.30 - - Cleric - 5 - + + + Cleric + 5 + + + Dark Apostate + 5 + + 12 @@ -38680,10 +42333,16 @@ This damage scales with 200% of the higher of your Melee or Ranged Power.30 - - Cleric - 5 - + + + Cleric + 5 + + + Dark Apostate + 5 + + 12 @@ -38737,16 +42396,669 @@ Cooldown: 2 minutes - - Cleric - 5 - + + + Cleric + 5 + + + Dark Apostate + 5 + + 12 + + Dark Apostate + 1 + + + Dark Apostate + + + Cleric + ClericBackground + + Dark Apostate: Dark Apostate + DACore1 + Each Core Ability you take in this tree, including this one, grants you ++5 Negative Healing Amplification and +5 Negative, Light, and Alignment Spellpower. + PassiveStub + 0 + 0 + 1 + 1 + 0 + + + Dark Apostate + 1 + + + + + Dark Apostate: Shadow Shrouding + DACore2 + Alternate Form: Shroud yourself in Necromantic Energies and assume the form of a Shadow. +While in Shadow form, you are considered an Undead, gain a base 100% Fortification, +and may heal from Negative Energies. This healing comes at a cost - Undead naturally +only take 50% healing from Positive Energy and take 100% more damage from Light. +You gain +2 Wisdom and +2 Constitution, as well as +5% Incorpreality and Concenalment +as your form is partially obscured and intangible. + ActiveStub + 1 + 0 + 1 + 1 + 5 + + + + Dark Apostate + 3 + + + DACore1 + + + + + Dark Apostate: Enhanced Shadowform I + DACore3 + Your Shadow Shrouding gains an additional +5% Incorpreality and Concealment +(for a total of 10% each). + PassiveStub + 2 + 0 + 1 + 1 + 10 + + + Dark Apostate + 6 + + + DACore2 + + + + + Dark Apostate: Enhanced Shadowform II + DACore4 + Your Shadow Shrouding gains an additional +5% Incorpreality and Concealment +(for a total of 15% each). + +Passive: Your Bestow Curse, Doom, and Bane spells no longer have a saving throw. + PassiveStub + 3 + 0 + 1 + 1 + 20 + + + Dark Apostate + 12 + + + DACore3 + + + + + Dark Apostate: Enhanced Shadowform III + DACore5 + Your Shadow Shrouding gains an additional +5% Incorpreality and Concealment +(for a total of 20% each). + +Passive: +1 Necromancy DC. + PassiveStub + 4 + 0 + 1 + 1 + 30 + + + Dark Apostate + 18 + + + DACore4 + + + + + Dark Apostate: Master of Shadows + DACore6 + Your Shadow Shrouding gains an additional +5% Incorpreality and Concealment +(for a total of 25% each). + +Passive: +4 Wisdom. + PassiveStub + 5 + 0 + 1 + 1 + 40 + + + Dark Apostate + 20 + + + DACore5 + + + + + Dark Apostate: Bane + DABane + Enemies are filled with fear and doubt, giving a -1 Penalty to attack +rolls and saves against fear on all affected targets. A successful Will save negates +this effect. Bane counters and dispels Bless. + DABane + 0 + 1 + 2 + 1 + 1 + + + + Dark Apostate + 1 + + + + + Dark Apostate: Apostate's Skills + DAApostatesSkills + +[1/2/3] Heal, Hide, and Bluff. +Rank 3: +1 Will saving throws. + PassiveStub + 1 + 1 + 1 + 3 + 1 + + + Dark Apostate + 1 + + + + + Dark Apostate: Shadowy Bulwark + DAShadowyBulwark + +[5/10/15] Maximum Hitpoints + PassiveStub + 2 + 1 + 1 + 3 + 1 + + + Dark Apostate + 1 + + + + + Dark Apostate: Apostate's Curse + DAApostatesCurse + Toggle: Your Favored Weapons channel the dark energies within you, +twisting them into evil versions of themselves - they deal an additional 1d6 Evil +Damage on hit (scaling with 100% spellpower). + DAApostatesCurse + 3 + 1 + 2 + 1 + 1 + + + + + Dark Apostate + 1 + + + + + Dark Apostate: Traditionalist Caster + DATraditionalistCaster + +[3/6/10] Universal Spell Power when wielding an Orb or Staff. + DATraditionalistCaster + 4 + 1 + 1 + 3 + 1 + + + Dark Apostate + 1 + + + + + Dark Apostate: Prayer + DAPrayer + Gives special favor to you and any allies near you, giving a +1 luck bonus +to allies and a -1 penalty to enemies attack rolls, weapon damage, saves, and skill +checks, with this buff and debuff increasing in magnitude by 1 every 5 caster levels +- max total of 5 at caster level 20. + DAPrayer + 0 + 2 + 2 + 1 + 5 + + + + Dark Apostate + 2 + + + + + Dark Apostate: Dark Judgement + DADarkJudgement + When you critically hit with a Negative Energy or Alignment-based spell, +you gain [3/6/10] Sacred temporary spell points. +Rank 3: Your deity's favored weapon is considered a Spellcasting Implement in +your hands. + PassiveStub + 1 + 2 + 1 + 3 + 5 + + + Dark Apostate + 2 + + + + + Dark Apostate: Enhanced Turning + DAEnhancedTurning + +[2/4/6] uses of Turn Undead per rest. + DAEnhancedTurning + 2 + 2 + 1 + 3 + 5 + + + Dark Apostate + 2 + + + + + Dark Apostate: Enhanced Curse I + DAEnhancedCurseI + Your Apostate's Curse gains 2 additional damage dice, and grants your +Favored Weapons Ghost Touch. + PassiveStub + 3 + 2 + 2 + 1 + 5 + + + + Dark Apostate + 2 + + + DAApostatesCurse + + + + + Dark Apostate: Cursed Words + DACursedWords + Expens a Turn Undead charge to bestow a Curse to all enemies around you with no save. + DACursedWords + 4 + 2 + 2 + 1 + 5 + + + + Dark Apostate + 2 + + + + + Dark Apostate: Pray for Mercy + DAPrayForMercy + Your Prayer-like spells (Bless, Bane, Prayer) now resonate with Evil +energies, dealing 1d6 Evil damage per Caster Level to all enemies. This damage +is doubled against enemies that are Cursed. + PassiveStub + 0 + 3 + 2 + 1 + 10 + + + Dark Apostate + 3 + + + + + Dark Apostate: Endless Turning + DAEndlessTurning + Turn Undead uses regenerate at a rate of one every 120 seconds, or +[10/20/30]% faster if it already regenerates. + DAEndlessTurning + 1 + 3 + 1 + 3 + 10 + + + Dark Apostate + 3 + + + + + Dark Apostate: Dark Consumption + DADarkConsumption + Expend a Turn Undead charge to steal the lifeforce of target Undead, +dealing 1d6 Bane dammage per Character Level. You gain 1d6 Negative Energy Healing +per Character Level if you are in any Undead form. +Cooldown: 30 seconds + DADarkConsumption + 2 + 3 + 2 + 1 + 10 + + + + Dark Apostate + 3 + + + + + Dark Apostate: Enhanced Curse II + DAEnhancedCurseII + Your Apostate's Curse gains 2 additional damage dice, and grants your +Favored Weapons the ability to use Wisdom for their attack and damage mods. + PassiveStub + 3 + 3 + 2 + 1 + 10 + + + + Dark Apostate + 3 + + + DAEnhancedCurseI + + + + + Dark Apostate: Wisdom I + DAAbilityI + +1 Wisdom + Wisdom + 4 + 3 + 2 + 1 + 10 + + + + Dark Apostate + 3 + + + + + Dark Apostate: Blessing of the Shadow + DABlessingsOfTheShadow + +[50/100/150] Incapacitation range. + PassiveStub + 0 + 4 + 1 + 3 + 20 + + + + Dark Apostate + 4 + + + + + Dark Apostate: Return to Dusk + DAReturnToDusk + While you are in any Undead form, when you are knocked unconscious, +you dissolve into shadows, granting you Invisibility and Displacement. +After 5 seconds, your body reforms, and you are healed for 1d6 Negative +Energy per Character Level. This ability costs one usage of Turn Undead, +and may only happen once every 3 minutes. + PassiveStub + 1 + 4 + 2 + 1 + 20 + + + Dark Apostate + 4 + + + DABlessingsOfTheShadow + + + + + Dark Apostate: Visage of Shadows + DAVisageOfShadows + You are immune to natural, magical, and supernatural diseases. + DAVisageOfShadows + 2 + 4 + 2 + 1 + 20 + + + Dark Apostate + 4 + + + + + Dark Apostate: Enhanced Curse III + DAEnhancedCurseIII + Your Apostate's Curse gains 2 additional damage dice. +On crit, you apply the effects of the Curse spell. + PassiveStub + 3 + 4 + 2 + 1 + 20 + + + + Dark Apostate + 4 + + + DAEnhancedCurseII + + + + + Dark Apostate: Wisdom II + DAAbilityII + +1 Wisdom + Wisdom + 4 + 4 + 2 + 1 + 20 + + + Dark Apostate + 4 + + + DAAbilityI + + + + + Dark Apostate: Benediction + DABenediction + Your Inflict Wounds spells have no maximum caster level. + PassiveStub + 0 + 5 + 2 + 1 + 30 + + + + 12 + + + Dark Apostate + 5 + + + + + Dark Apostate: Ward of Shadow + DAWardOfShadow + Grants temporary immunity to multiple targets to all forms of alignment-based +energy for 1 minute per caster level or until 12 points of energy per caster +level (max 120) for each energy type has been absorbed. + ActiveStub + 1 + 5 + 2 + 1 + 30 + + + + + 12 + + + Dark Apostate + 5 + + + + + Dark Apostate: Necromantic Devotion + DANecromanticDevotion + +1 DCs with Necromancy spells. + DANecromanticDevotion + 2 + 5 + 2 + 1 + 30 + + + + 12 + + + Dark Apostate + 5 + + + + + Dark Apostate: Ultimate Heresy + DAUltimateHeresy + Your Apostate's Curse gains 2 additional damage dice. +On crit, you apply 1d3 stacks of Vulnerability. + PassiveStub + 3 + 5 + 2 + 1 + 30 + + + + 12 + + + Dark Apostate + 5 + + + DAEnhancedCurseIII + + + + + Dark Apostate: Shadows of Death + DAShadowsOfDeath + You gain +5% Negative, Light, and Alignment Spell Critical Chance. + PassiveStub + 4 + 5 + 2 + 1 + 30 + + + + 12 + + + Dark Apostate + 5 + + + + Nature's Protector @@ -40392,8 +44704,8 @@ bonus to your attacks. You must have a weapon equipped to gain this benefit.Nature's Warrior: Howl of Winter NWCore5 Casting Howl of Terror now grants you the effect Winters Hunt for -10 seconds which grants +10 exceptional bonus to Doublestrike, 25% bonus to -spell critical and 50% to spell critical damage to all cold damage spells. +10 seconds which grants +10 exceptional bonus to Doublestrike, 5% bonus to +spell critical and 15% to spell critical damage to all cold damage spells. This will only occur once every 30 seconds. NWHowlOfWinter 4 @@ -40442,14 +44754,14 @@ This will only occur once every 30 seconds. SpellLore Enhancement - 25 + 5 Cold Howl of Terror SpellCriticalDamage Enhancement - 50 + 15 Cold Howl of Terror @@ -46154,173 +50466,633 @@ Choose between Melee and Ranged attacks: 5 - 12 + 12 + + + + + Divine Vessel (Melee Attack) + Active: Melee Favored Weapon Cleave Attack: Expend 1 charge. +Take a shot with your bow, dealing +5[W] damage. Each affected enemy is hit +by a meteor, taking 1 to 4 Fire and 1 to 4 Light Damage per character level. +(Damage from the meteor is affected by Fire and Light Spellpower.) + WPDivineVessel + 1 + + + + Divine Vessel (Ranged Attack) + Active: Ranged Favored Weapon Attack: Expend 1 charge. +Make a sweeping weapon attack against all nearby enemies for +5[W] damage. +Each affected enemy is hit by a meteor, taking 1 to 4 Fire and 1 to 4 Light +Damage per character level. +(Damage from the meteor is affected by Fire and Light Spellpower.) + WPDivineVessel + 1 + + + + + + War Soul: Wrathful Weapons + WSWrathfulWeapons + When wielding your religion's favored weapon in your main hand, you gain ++3 to hit and damage, and +9 Universal Spell Power. When you score a Vorpal +Hit with your religion's favored weapon, your attacks gain 10d6 Light Damage +on hit for the next 12 seconds. This damage scales at 200% with the higher of +your Melee or Ranged Power. + WPWrathfulWeapons + 2 + 5 + 2 + 1 + 30 + + + + Favored Soul + 5 + + + 12 + + + WSRighteousWeaponsIV + + + + WeaponEnchantment + Enhancement + 3 + All + + + SpellPower + Enhancement + 9 + All + + + + War Soul: Divine Champion + WSDivineChampion + While wearing Medium armor (or in Mithral body feat), you gain +5% Doublestrike, ++5% Doubleshot, +5 to confirm Critical hits and damage (before weapon multipliers). + WSDivineChampion + 3 + 5 + 2 + 1 + 30 + + + + Favored Soul + 5 + + + 12 + + + + Doublestrike + Enhancement + 5 + Medium Armor + + + Doubleshot + Enhancement + 5 + Medium Armor + + + CriticalAttackBonus + Enhancement + 5 + Medium Armor + All + + + Seeker + Enhancement + 5 + Medium Armor + All + + + + War Soul: Divine Intervention + WSDivineIntervention + Active: Divine Intervention: Ward your target against fatal damage. +Hit point damage cannot lower a warded ally's hit point total below -9. +When a warded ally is incapacitated, this effect heals the target after a few +seconds for 10 to 39 hit points and then fades. +Spell Point Cost: 30 spell points. +Cooldown: 2 minutes + WPDivineIntervention + 4 + 5 + 2 + 1 + 30 + + + + + Favored Soul + 5 + + + 12 + + + + + + + Kensei + 1 + + + Fighter + + + FighterBackground + Fighter + + + KenseiCore1 + Kensei: Kensei Focus + Select a group of weapons as your Kensei focus. +You gain +1 to hit with these weapons, and many Kensei abilities require that +you use one of these weapons. + KenseiFocus + 0 + 0 + 1 + 1 + 0 + + + Fighter + 1 + + + + + Kensei Focus: Archery + You focus your Kensei training in the use of bows. +You gain +1 to hit with longbows and shortbows. Many Kensei abilities require +that you use one of these weapons. (These are labelled 'Focus' abilities.) + KenseiFocusArchery + 1 + + AddGroupWeapon + Enhancement + FocusGroup + Longbow + Shortbow + + + + Kensei Focus: Axes + You focus your Kensei training in the use of axes. +You gain +1 to hit with battleaxes, greataxes, handaxes, and throwing axes. +Dwarves also receive this bonus with dwarven waraxes. +(The Exotic Weapon Mastery enhancement will add dwarven waraxes to this list +of weapons if you are not a dwarf.) Many Kensei abilities require +that you use one of these weapons. (These are labelled 'Focus' abilities.) + KenseiFocusAxes + 1 + + AddGroupWeapon + Enhancement + FocusGroup + Battle Axe + Great Axe + Hand Axe + Throwing Axe + + + + Kensei Focus: Crossbows + You focus your Kensei training in the use of crossbows. +You gain +1 to hit with heavy crossbows, and light crossbows. +(The Exotic Weapon Mastery enhancement will add great crossbows and repeating +crossbows to this list of weapons.) Many Kensei abilities require +that you use one of these weapons. (These are labelled 'Focus' abilities.) + KenseiFocusCrossbows + 1 + + AddGroupWeapon + Enhancement + FocusGroup + Heavy Crossbow + Light Crossbow + + + + Kensei Focus: Druidic Weapons + You focus your Kensei training in the use of druidic weapons. +You gain +1 to hit with clubs, daggers, darts, quarterstaves, scimitars, sickles, +and when using unarmed combat. Many Kensei abilities require +that you use one of these weapons. (These are labelled 'Focus' abilities.) + KenseiFocusDruidicWeapons + 1 + + AddGroupWeapon + Enhancement + FocusGroup + Club + Dagger + Dart + Quarterstaff + Scimitar + Sickle + + + + Kensei Focus: Heavy Blades + You focus your Kensei training in the use of heavy blades. +You gain +1 to hit with falchions, greatswords, longswords, and scimitars. +(The Exotic Weapon Mastery enhancement will add bastard swords and khopeshes to +this list of weapons.) Many Kensei abilities require +that you use one of these weapons. (These are labelled 'Focus' abilities.) + KenseiFocusHeavyBlades + 1 + + AddGroupWeapon + Enhancement + FocusGroup + Falchion + Great Sword + Longsword + Scimitar + + + + Kensei Focus: Light Blades + You focus your Kensei training in the use of light blades. +You gain +1 to hit with daggers, kukri, rapiers, shortswords, and throwing daggers. +Many Kensei abilities require that you use one of these weapons. +(These are labelled 'Focus' abilities.) + KenseiFocusLightBlades + 1 + + AddGroupWeapon + Enhancement + FocusGroup + Dagger + Kukri + Rapier + Shortsword + Throwing Dagger + + + + Kensei Focus: Maces and Clubs + You focus your Kensei training in the use of maces and clubs. +You gain +1 to hit with clubs, light maces, heavy maces, greatclubs, morningstars, +and quarterstaves. Many Kensei abilities require +that you use one of these weapons. (These are labelled 'Focus' abilities.) + KenseiFocusMacesAndClubs + 1 + + AddGroupWeapon + Enhancement + FocusGroup + Club + Light Mace + Heavy Mace + Great Club + Morningstar + Quarterstaff + + + + Kensei Focus: Martial Arts + You focus your Kensei training in the use of monk weapons. +You gain +1 to hit with handwraps, kama, quarterstaves, shuriken and when using +unarmed combat. Many Kensei abilities require +that you use one of these weapons. (These are labelled 'Focus' abilities.) + KenseiFocusMartialArts + 1 + + AddGroupWeapon + Enhancement + FocusGroup + Handwraps + Kama + Quarterstaff + Shuriken + + + + Kensei Focus: Picks and Hammers + You focus your Kensei training in the use of picks and hammers. +You gain +1 to hit with light picks, heavy picks, light hammers, warhammers, mauls, +and throwing hammers. Many Kensei abilities require +that you use one of these weapons. (These are labelled 'Focus' abilities.) + KenseiFocusPicksAndHammers + 1 + + AddGroupWeapon + Enhancement + FocusGroup + Light Pick + Heavy Pick + Light Hammer + Warhammer + Maul + Throwing Hammer + + + + + AttackBonus + Enhancement + 1 + FocusGroup + + + CriticalAttackBonus + Enhancement + 1 + FocusGroup + + + + KenseiCore2 + Kensei: Spiritual Bond + Spiritual Bond: When you have a weapon equipped in your main hand that +is part of your Focus, it gains On Vorpal: If this weapon has fewer stacks of +Battle Meditation than the number of Kensei cores Abilities you possess, it gains +one stack of Battle Meditation: This weapon gains a +1 Insight bonus to Enhancement +bonus for 20 seconds. This stacks up to 10 times. +On timer expiration, 1 stack of Meditative Focus is removed at a time. + SpiritualBond + 1 + 0 + 1 + 1 + 5 + + + Fighter + 3 + + + KenseiCore1 + + + + + KenseiCore3 + Kensei: Strike With No Thought + Passive: Your weapons gain +1 competence bonus to Critical Damage Multiplier. +When you have a weapon equipped in your main hand that is part of your Focus, +you gain 1% Doublestrike or 1% Doubleshot (depending on whether your Focus is +melee or ranged). Each additional Core Ability you acquire from this tree increases +this bonus by 1%. + +Doublestrike: Your mainhand melee attacks gain a percent chance to strike twice. + +Doubleshot: Your ranged attacks, including thrown attacks, gain a percent chance +to attack with an extra projectile. Repeating Crossbows have a reduced chance +to produce extra shots. + StrikeWithNoThought + 2 + 0 + 1 + 1 + 10 + + + Fighter + 6 + + + KenseiCore2 + + + + CriticalMultiplier + Competence + 1 + + FocusGroup + + + Doublestrike + Enhancement + 1 + FocusGroup + + + Doubleshot + Enhancement + 1 + FocusGroup + + + + KenseiCore4 + Kensei: Power Surge + Action Boost: You gain +8 Psionic bonus to all attributes for 60 seconds. +If you possess the ability to generate Ki, you gain On Hit: +2 Ki. +You may use this 5 times per rest. + KenseiPowerSurge + 3 + 0 + 1 + 1 + + 20 + + Kensei: Power Surge + KenseiPowerSurge + You gain +8 Psionic bonus to all attributes for 60 seconds + + + + Fighter + 12 + + + KenseiCore3 - - - Divine Vessel (Melee Attack) - Active: Melee Favored Weapon Cleave Attack: Expend 1 charge. -Take a shot with your bow, dealing +5[W] damage. Each affected enemy is hit -by a meteor, taking 1 to 4 Fire and 1 to 4 Light Damage per character level. -(Damage from the meteor is affected by Fire and Light Spellpower.) - WPDivineVessel - 1 - - - - Divine Vessel (Ranged Attack) - Active: Ranged Favored Weapon Attack: Expend 1 charge. -Make a sweeping weapon attack against all nearby enemies for +5[W] damage. -Each affected enemy is hit by a meteor, taking 1 to 4 Fire and 1 to 4 Light -Damage per character level. -(Damage from the meteor is affected by Fire and Light Spellpower.) - WPDivineVessel - 1 - - - + + KiHit + Enhancement + 2 + + + Doublestrike + Enhancement + 1 + FocusGroup + + + Doubleshot + Enhancement + 1 + FocusGroup + + + AbilityBonus + Enhancement + All + 8 + Kensei: Power Surge + - War Soul: Wrathful Weapons - WSWrathfulWeapons - When wielding your religion's favored weapon in your main hand, you gain -+3 to hit and damage, and +9 Universal Spell Power. When you score a Vorpal -Hit with your religion's favored weapon, your attacks gain 10d6 Light Damage -on hit for the next 12 seconds. This damage scales at 200% with the higher of -your Melee or Ranged Power. - WPWrathfulWeapons - 2 - 5 - 2 + KenseiCore5 + Kensei: One Cut + Activate: Your currently equipped primary weapon gains x1 Critical Damage Multiplier +for 15 secs.(Cooldown: 1 minute) +Passive: +20 Melee Power and Ranged Power. ++1 use of Power Surge per Rest. + KenseiOneCut + 4 + 0 + 1 1 + 30 - - Favored Soul - 5 - - - 12 + Fighter + 18 - WSRighteousWeaponsIV + KenseiCore4 - WeaponEnchantment + Doublestrike Enhancement - 3 - All + 1 + FocusGroup - SpellPower + Doubleshot Enhancement - 9 - All + 1 + FocusGroup + + + MeleePower + Enhancement + 20 + + + RangedPower + Enhancement + 20 - War Soul: Divine Champion - WSDivineChampion - While wearing Medium armor (or in Mithral body feat), you gain +5% Doublestrike, -+5% Doubleshot, +5 to confirm Critical hits and damage (before weapon multipliers). - WSDivineChampion - 3 - 5 - 2 + KenseiCore6 + Kensei: Alacrity + You gain +2 to all ability scores, 15% doublestrike and doubleshot, ++4 additional action boost uses and +2 to the DCs of all tactical feats. ++2 uses of Power Surge per Rest. + KenseiAlacrity + 5 + 0 + 1 1 - 30 - + 40 - Favored Soul - 5 + Fighter + 20 - 12 + KenseiCore5 + + AbilityBonus + Enhancement + All + 2 + Doublestrike Enhancement - 5 - Medium Armor + 1 + FocusGroup Doubleshot Enhancement - 5 - Medium Armor + 1 + FocusGroup - CriticalAttackBonus + Doublestrike Enhancement - 5 - Medium Armor - All + 15 - Seeker + Doubleshot Enhancement - 5 - Medium Armor - All + 15 + + + ExtraActionBoost + Enhancement + 4 + + + TacticalDC + Enhancement + Trip + Sunder + Stun + General + 2 + - War Soul: Divine Intervention - WSDivineIntervention - Active: Divine Intervention: Ward your target against fatal damage. -Hit point damage cannot lower a warded ally's hit point total below -9. -When a warded ally is incapacitated, this effect heals the target after a few -seconds for 10 to 39 hit points and then fades. -Spell Point Cost: 30 spell points. -Cooldown: 2 minutes - WPDivineIntervention - 4 - 5 + KenseiExtraActionBoost + Kensei: Extra Action Boost + +[1/2/3] extra action boost + KenseiExtraActionBoost + 0 + 1 2 - 1 - 30 - - + 3 + 1 - Favored Soul - 5 - - - 12 + Fighter + 1 + + ExtraActionBoost + Enhancement + 1 2 3 + - - - - Kensei - 1 - - - Fighter - - - FighterBackground - Fighter - - KenseiCore1 - Kensei: Kensei Focus - Select a group of weapons as your Kensei focus. -You gain +1 to hit with these weapons, and many Kensei abilities require that -you use one of these weapons. + KenseiWeaponGroupSecializationI + Kensei: Weapon Group Specialization I + Grants bonuses to hit and damage with your selected Weapon group. KenseiFocus - 0 - 0 - 1 + 1 + 1 + 2 1 - 0 + 1 + + Fighter @@ -46331,411 +51103,477 @@ you use one of these weapons. Kensei Focus: Archery You focus your Kensei training in the use of bows. -You gain +1 to hit with longbows and shortbows. Many Kensei abilities require -that you use one of these weapons. (These are labelled 'Focus' abilities.) +You gain +1 to hit and damage with bows. KenseiFocusArchery - 1 + 2 + + + KenseiCore1 + Kensei Focus: Archery + + - AddGroupWeapon + AttackBonus Enhancement - FocusGroup - Longbow - Shortbow + 1 + FocusGroup + + + CriticalAttackBonus + Enhancement + 1 + FocusGroup + + + DamageBonus + Enhancement + 1 + FocusGroup + + + Seeker + Enhancement + 1 + FocusGroup Kensei Focus: Axes You focus your Kensei training in the use of axes. -You gain +1 to hit with battleaxes, greataxes, handaxes, and throwing axes. -Dwarves also receive this bonus with dwarven waraxes. -(The Exotic Weapon Mastery enhancement will add dwarven waraxes to this list -of weapons if you are not a dwarf.) Many Kensei abilities require -that you use one of these weapons. (These are labelled 'Focus' abilities.) +You gain +1 to hit and damage with axes. KenseiFocusAxes - 1 + 2 + + + KenseiCore1 + Kensei Focus: Axes + + - AddGroupWeapon + AttackBonus Enhancement - FocusGroup - Battle Axe - Great Axe - Hand Axe - Throwing Axe + 1 + FocusGroup + + + CriticalAttackBonus + Enhancement + 1 + FocusGroup + + + DamageBonus + Enhancement + 1 + FocusGroup + + + Seeker + Enhancement + 1 + FocusGroup Kensei Focus: Crossbows You focus your Kensei training in the use of crossbows. -You gain +1 to hit with heavy crossbows, and light crossbows. -(The Exotic Weapon Mastery enhancement will add great crossbows and repeating -crossbows to this list of weapons.) Many Kensei abilities require -that you use one of these weapons. (These are labelled 'Focus' abilities.) +You gain +1 to hit and damage with non-repeating crossbows. If you possess Exotic +Weapon Mastery, you gain +1 to hit with repeating crossbows. KenseiFocusCrossbows - 1 + 2 + + + KenseiCore1 + Kensei Focus: Crossbows + + - AddGroupWeapon + AttackBonus Enhancement - FocusGroup + 1 + Heavy Crossbow + Light Crossbow + Great Crossbow + Repeating Light Crossbow + Repeating Heavy Crossbow + + + CriticalAttackBonus + Enhancement + 1 + Heavy Crossbow + Light Crossbow + Great Crossbow + Repeating Light Crossbow + Repeating Heavy Crossbow + + + DamageBonus + Enhancement + 1 Heavy Crossbow Light Crossbow + Great Crossbow + + + Seeker + Enhancement + 1 + Heavy Crossbow + Light Crossbow + Great Crossbow Kensei Focus: Druidic Weapons You focus your Kensei training in the use of druidic weapons. -You gain +1 to hit with clubs, daggers, darts, quarterstaves, scimitars, sickles, -and when using unarmed combat. Many Kensei abilities require -that you use one of these weapons. (These are labelled 'Focus' abilities.) +You gain +1 to hit and damage with druidic weapons. KenseiFocusDruidicWeapons - 1 + 2 + + + KenseiCore1 + Kensei Focus: Druidic Weapons + + - AddGroupWeapon + AttackBonus Enhancement - FocusGroup - Club - Dagger - Dart - Quarterstaff - Scimitar - Sickle + 1 + FocusGroup + + + CriticalAttackBonus + Enhancement + 1 + FocusGroup + + + DamageBonus + Enhancement + 1 + FocusGroup + + + Seeker + Enhancement + 1 + FocusGroup Kensei Focus: Heavy Blades You focus your Kensei training in the use of heavy blades. -You gain +1 to hit with falchions, greatswords, longswords, and scimitars. -(The Exotic Weapon Mastery enhancement will add bastard swords and khopeshes to -this list of weapons.) Many Kensei abilities require -that you use one of these weapons. (These are labelled 'Focus' abilities.) +You gain +1 to hit and damage with heavy blades. KenseiFocusHeavyBlades - 1 + 2 + + + KenseiCore1 + Kensei Focus: Heavy Blades + + - AddGroupWeapon + AttackBonus Enhancement - FocusGroup - Falchion - Great Sword - Longsword - Scimitar + 1 + FocusGroup + + + CriticalAttackBonus + Enhancement + 1 + FocusGroup + + + DamageBonus + Enhancement + 1 + FocusGroup + + + Seeker + Enhancement + 1 + FocusGroup Kensei Focus: Light Blades You focus your Kensei training in the use of light blades. -You gain +1 to hit with daggers, kukri, rapiers, shortswords, and throwing daggers. -Many Kensei abilities require that you use one of these weapons. -(These are labelled 'Focus' abilities.) +You gain +1 to hit and damage with light blades. KenseiFocusLightBlades - 1 + 2 + + + KenseiCore1 + Kensei Focus: Light Blades + + - AddGroupWeapon + AttackBonus Enhancement - FocusGroup - Dagger - Kukri - Rapier - Shortsword - Throwing Dagger + 1 + FocusGroup + + + CriticalAttackBonus + Enhancement + 1 + FocusGroup + + + DamageBonus + Enhancement + 1 + FocusGroup + + + Seeker + Enhancement + 1 + FocusGroup + + + + Kensei Focus: Maces and Clubs + You focus your Kensei training in the use of maces and clubs. +You gain +1 to hit and damage with maces and clubs. + KenseiFocusMacesAndClubs + 2 + + + KenseiCore1 + Kensei Focus: Maces and Clubs + + + + AttackBonus + Enhancement + 1 + FocusGroup + + + CriticalAttackBonus + Enhancement + 1 + FocusGroup + + + DamageBonus + Enhancement + 1 + FocusGroup - - - Kensei Focus: Maces and Clubs - You focus your Kensei training in the use of maces and clubs. -You gain +1 to hit with clubs, light maces, heavy maces, greatclubs, morningstars, -and quarterstaves. Many Kensei abilities require -that you use one of these weapons. (These are labelled 'Focus' abilities.) - KenseiFocusMacesAndClubs - 1 - AddGroupWeapon + Seeker Enhancement - FocusGroup - Club - Light Mace - Heavy Mace - Great Club - Morningstar - Quarterstaff + 1 + FocusGroup Kensei Focus: Martial Arts You focus your Kensei training in the use of monk weapons. -You gain +1 to hit with handwraps, kama, quarterstaves, shuriken and when using -unarmed combat. Many Kensei abilities require -that you use one of these weapons. (These are labelled 'Focus' abilities.) +You gain +1 to hit and damage with martial arts weapons. KenseiFocusMartialArts - 1 + 2 + + + KenseiCore1 + Kensei Focus: Martial Arts + + - AddGroupWeapon + AttackBonus Enhancement - FocusGroup - Handwraps - Kama - Quarterstaff - Shuriken + 1 + FocusGroup + + + CriticalAttackBonus + Enhancement + 1 + FocusGroup + + + DamageBonus + Enhancement + 1 + FocusGroup + + + Seeker + Enhancement + 1 + FocusGroup Kensei Focus: Picks and Hammers You focus your Kensei training in the use of picks and hammers. -You gain +1 to hit with light picks, heavy picks, light hammers, warhammers, mauls, -and throwing hammers. Many Kensei abilities require -that you use one of these weapons. (These are labelled 'Focus' abilities.) +You gain +1 to hit and damage with picks and hammers. KenseiFocusPicksAndHammers - 1 + 2 + + + KenseiCore1 + Kensei Focus: Picks and Hammers + + - AddGroupWeapon + AttackBonus Enhancement - FocusGroup - Light Pick - Heavy Pick - Light Hammer - Warhammer - Maul - Throwing Hammer + 1 + FocusGroup + + + CriticalAttackBonus + Enhancement + 1 + FocusGroup + + + DamageBonus + Enhancement + 1 + FocusGroup + + + Seeker + Enhancement + 1 + FocusGroup - - AttackBonus - Enhancement - 1 - FocusGroup - - - CriticalAttackBonus - Enhancement - 1 - FocusGroup - - - - KenseiCore2 - Kensei: Spiritual Bond - Spiritual Bond: When you have a weapon equipped in your main hand that -is part of your Focus, it gains On Vorpal: If this weapon has fewer stacks of -Battle Meditation than the number of Kensei cores Abilities you possess, it gains -one stack of Battle Meditation: This weapon gains a +1 Insight bonus to Enhancement -bonus for 20 seconds. This stacks up to 10 times. -On timer expiration, 1 stack of Meditative Focus is removed at a time. - SpiritualBond - 1 - 0 - 1 - 1 - 5 - - - Fighter - 3 - - - KenseiCore1 - - - KenseiCore3 - Kensei: Strike With No Thought - Passive: Your weapons gain +1 competence bonus to Critical Damage Multiplier. -When you have a weapon equipped in your main hand that is part of your Focus, -you gain 1% Doublestrike or 1% Doubleshot (depending on whether your Focus is -melee or ranged). Each additional Core Ability you acquire from this tree increases -this bonus by 1%. - -Doublestrike: Your mainhand melee attacks gain a percent chance to strike twice. - -Doubleshot: Your ranged attacks, including thrown attacks, gain a percent chance -to attack with an extra projectile. Repeating Crossbows have a reduced chance -to produce extra shots. - StrikeWithNoThought + KenseiExoticWeaponMastery + Kensei: Exotic Weapon Mastery + Adds exotic weapons to your Kensei Focus. +Axes: Adds dwarven axe if you are not a dwarf. (This has no effect if you are a dwarf.) +Crossbows: Adds great crossbows, heavy repeating crossbows, and light repeating crossbows. +Heavy Blades: Adds bastard swords and khopesh. +Note: This enhancement does not grant exotic proficiency. + KenseiExoticWeaponMastery 2 - 0 - 1 + 1 + 2 1 - 10 + 1 - Fighter - 6 + KenseiWeaponGroupSecializationI - KenseiCore2 + Fighter + 1 + + + KenseiWeaponGroupSecializationI + Kensei Focus: Axes + + + KenseiWeaponGroupSecializationI + Kensei Focus: Crossbows + + + KenseiWeaponGroupSecializationI + Kensei Focus: Heavy Blades + + + + - CriticalMultiplier - Competence - 1 - - FocusGroup - - - Doublestrike - Enhancement - 1 - FocusGroup - - - Doubleshot + AddGroupWeapon Enhancement - 1 - FocusGroup + FocusGroup + Dwarven Axe + Great Crossbow + Repeating Heavy Crossbow + Repeating Light Crossbow + Bastard Sword + Khopesh - KenseiCore4 - Kensei: Power Surge - Action Boost: You gain +8 Psionic bonus to all attributes for 60 seconds. -If you possess the ability to generate Ki, you gain On Hit: +2 Ki. -You may use this 5 times per rest. - KenseiPowerSurge + KenseiActionBoostI + Kensei: Action Boost + Choose an action boost, cooldown 30 seconds. + KenseiActionBoost 3 - 0 + 1 1 - 1 + 3 + 1 - 20 - - Kensei: Power Surge - KenseiPowerSurge - You gain +8 Psionic bonus to all attributes for 60 seconds - Fighter - 12 - - - KenseiCore3 + 1 - - KiHit - Enhancement - 2 - - - Doublestrike - Enhancement - 1 - FocusGroup - - - Doubleshot - Enhancement - 1 - FocusGroup - - - AbilityBonus - Enhancement - All - 8 - Kensei: Power Surge - + + + Attack Boost + Activate to gain +4/+6/+8 Action Boost bonus to hit and damage for 20 seconds. + KenseiAttackBoost + 1 + + + + + Haste Boost + Activate to gain +10%/+20%/+30% Action Boost bonus to attack speed for 20 seconds. + KenseiHasteBoost + 1 + + + - KenseiCore5 - Kensei: One Cut - Activate: Your currently equipped primary weapon gains x1 Critical Damage Multiplier -for 15 secs.(Cooldown: 1 minute) -Passive: +20 Melee Power and Ranged Power. -+1 use of Power Surge per Rest. - KenseiOneCut + KenseiReedInTheWind + Kensei: Reed In The Wind + Focus Melee Attack: Deals +[1/2/3][W] damage. +If you successfully damage your target you gain a +[3/6/9]% Insight bonus to +Dodge for 6 seconds. (Cooldown: 15 seconds.) + KenseiReedInTheWind 4 - 0 + 1 1 - 1 + 3 + 1 - 30 Fighter - 18 + 1 - KenseiCore4 + Dodge - - Doublestrike - Enhancement - 1 - FocusGroup - - - Doubleshot - Enhancement - 1 - FocusGroup - - - MeleePower - Enhancement - 20 - - - RangedPower - Enhancement - 20 - + - KenseiCore6 - Kensei: Alacrity - You gain +2 to all ability scores, 15% doublestrike and doubleshot, -+4 additional action boost uses and +2 to the DCs of all tactical feats. -+2 uses of Power Surge per Rest. - KenseiAlacrity - 5 - 0 - 1 - 1 - 40 + KenseiTactics + Kensei: Tactics + +[1/2/3] to the DC's of your Tactical abilities. + KenseiTactics + 0 + 2 + 2 + 3 + 5 Fighter - 20 - - - KenseiCore5 + 2 - - AbilityBonus - Enhancement - All - 2 - - - Doublestrike - Enhancement - 1 - FocusGroup - - - Doubleshot - Enhancement - 1 - FocusGroup - - - Doublestrike - Enhancement - 15 - - - Doubleshot - Enhancement - 15 - - - ExtraActionBoost - Enhancement - 4 - TacticalDC Enhancement @@ -46743,55 +51581,52 @@ Passive: +20 Melee Power and Ranged Power. Sunder Stun General - 2 - - - - - KenseiExtraActionBoost - Kensei: Extra Action Boost - +[1/2/3] extra action boost - KenseiExtraActionBoost - 0 - 1 - 2 - 3 - 1 - - - Fighter - 1 - - - - ExtraActionBoost - Enhancement 1 2 3 - KenseiWeaponGroupSecializationI - Kensei: Weapon Group Specialization I - Grants bonuses to hit and damage with your selected Weapon group. + KenseiWeaponGroupSecializationII + Kensei: Weapon Group Specialization II + Grants bonuses to hit and damage with your selected Weapon Group. KenseiFocus 1 - 1 + 2 2 1 - 1 - + 5 + + KenseiWeaponGroupSecializationI + Fighter - 1 + 2 + + Weapon Focus Feat for Kensei specialization selection + + Weapon Focus: Bludgeoning Weapons + + + Weapon Focus: Piercing Weapons + + + Weapon Focus: Ranged Weapons + + + Weapon Focus: Slashing Weapons + + + Weapon Focus: Thrown Weapons + + Kensei Focus: Archery You focus your Kensei training in the use of bows. -You gain +1 to hit and damage with bows. +You gain +1 to hit and +2 to damage with bows. KenseiFocusArchery 2 @@ -46799,6 +51634,9 @@ You gain +1 to hit and damage with bows. KenseiCore1 Kensei Focus: Archery + + Weapon Focus: Ranged Weapons + AttackBonus @@ -46815,20 +51653,21 @@ You gain +1 to hit and damage with bows. DamageBonus Enhancement - 1 + 2 FocusGroup Seeker Enhancement - 1 + 2 FocusGroup Kensei Focus: Axes You focus your Kensei training in the use of axes. -You gain +1 to hit and damage with axes. +You gain +1 to hit and +2 to damage with one handed axes, +and +1 to hit and +3 damage with two handed axes. KenseiFocusAxes 2 @@ -46836,6 +51675,14 @@ You gain +1 to hit and damage with axes. KenseiCore1 Kensei Focus: Axes + + + Weapon Focus: Slashing Weapons + + + Weapon Focus: Thrown Weapons + + AttackBonus @@ -46852,21 +51699,40 @@ You gain +1 to hit and damage with axes. DamageBonus Enhancement - 1 - FocusGroup + 2 + Battle Axe + Hand Axe + Throwing Axe + Dwarven Axe Seeker Enhancement - 1 - FocusGroup + 2 + Battle Axe + Hand Axe + Throwing Axe + Dwarven Axe + + + DamageBonus + Enhancement + 3 + Great Axe + + + Seeker + Enhancement + 3 + Great Axe Kensei Focus: Crossbows You focus your Kensei training in the use of crossbows. -You gain +1 to hit and damage with non-repeating crossbows. If you possess Exotic -Weapon Mastery, you gain +1 to hit with repeating crossbows. +You gain +1 to hit and +3 to damage with non-repeating crossbows. +If you possess Exotic Weapon Mastery, you gain +1 to hit and +2 damage +with repeating crossbows. KenseiFocusCrossbows 2 @@ -46874,48 +51740,58 @@ Weapon Mastery, you gain +1 to hit with repeating crossbows. KenseiCore1 Kensei Focus: Crossbows + + Weapon Focus: Ranged Weapons + AttackBonus Enhancement 1 - Heavy Crossbow + FocusGroup + + + CriticalAttackBonus + Enhancement + 1 + FocusGroup + + + DamageBonus + Enhancement + 3 Light Crossbow + Heavy Crossbow Great Crossbow - Repeating Light Crossbow - Repeating Heavy Crossbow - CriticalAttackBonus + Seeker Enhancement - 1 - Heavy Crossbow + 3 Light Crossbow + Heavy Crossbow Great Crossbow - Repeating Light Crossbow - Repeating Heavy Crossbow DamageBonus Enhancement - 1 - Heavy Crossbow - Light Crossbow - Great Crossbow + 2 + Repeating Light Crossbow + Repeating Heavy Crossbow Seeker Enhancement - 1 - Heavy Crossbow - Light Crossbow - Great Crossbow + 2 + Repeating Light Crossbow + Repeating Heavy Crossbow Kensei Focus: Druidic Weapons You focus your Kensei training in the use of druidic weapons. -You gain +1 to hit and damage with druidic weapons. +You gain +1 to hit and +2 to damage with one handed druidic weapons, +and +1 to hit and +3 damage with two handed druidic weapons. KenseiFocusDruidicWeapons 2 @@ -46923,6 +51799,20 @@ You gain +1 to hit and damage with druidic weapons. KenseiCore1 Kensei Focus: Druidic Weapons + + + Weapon Focus: Bludgeoning Weapons + + + Weapon Focus: Piercing Weapons + + + Weapon Focus: Slashing Weapons + + + Weapon Focus: Thrown Weapons + + AttackBonus @@ -46939,20 +51829,43 @@ You gain +1 to hit and damage with druidic weapons. DamageBonus Enhancement - 1 - FocusGroup + 2 + Dagger + Dart + Club + Scimitar + Sickle Seeker Enhancement - 1 - FocusGroup + 2 + Dagger + Dart + Club + Scimitar + Sickle + + + DamageBonus + Enhancement + 3 + Quarterstaff + Unarmed + + + Seeker + Enhancement + 3 + Quarterstaff + Unarmed Kensei Focus: Heavy Blades You focus your Kensei training in the use of heavy blades. -You gain +1 to hit and damage with heavy blades. +You gain +1 to hit and +2 to damage with one handed heavy blades, +and +1 to hit and +3 damage with two handed heavy blades. KenseiFocusHeavyBlades 2 @@ -46960,6 +51873,9 @@ You gain +1 to hit and damage with heavy blades. KenseiCore1 Kensei Focus: Heavy Blades + + Weapon Focus: Slashing Weapons + AttackBonus @@ -46976,20 +51892,40 @@ You gain +1 to hit and damage with heavy blades. DamageBonus Enhancement - 1 - FocusGroup + 2 + Longsword + Scimitar + Bastard Sword + Khopesh Seeker Enhancement - 1 - FocusGroup + 2 + Longsword + Scimitar + Bastard Sword + Khopesh + + + DamageBonus + Enhancement + 3 + Falchion + Great Sword + + + Seeker + Enhancement + 3 + Falchion + Great Sword Kensei Focus: Light Blades You focus your Kensei training in the use of light blades. -You gain +1 to hit and damage with light blades. +You gain +1 to hit and +2 to damage with light blades. KenseiFocusLightBlades 2 @@ -46997,6 +51933,17 @@ You gain +1 to hit and damage with light blades. KenseiCore1 Kensei Focus: Light Blades + + + Weapon Focus: Piercing Weapons + + + Weapon Focus: Slashing Weapons + + + Weapon Focus: Thrown Weapons + + AttackBonus @@ -47013,20 +51960,21 @@ You gain +1 to hit and damage with light blades. DamageBonus Enhancement - 1 + 2 FocusGroup Seeker Enhancement - 1 + 2 FocusGroup Kensei Focus: Maces and Clubs You focus your Kensei training in the use of maces and clubs. -You gain +1 to hit and damage with maces and clubs. +You gain +1 to hit and +2 to damage with one handed maces and clubs, +and +1 to hit and +3 damage with two handed maces and clubs. KenseiFocusMacesAndClubs 2 @@ -47034,6 +51982,9 @@ You gain +1 to hit and damage with maces and clubs. KenseiCore1 Kensei Focus: Maces and Clubs + + Weapon Focus: Bludgeoning Weapons + AttackBonus @@ -47050,20 +52001,39 @@ You gain +1 to hit and damage with maces and clubs. DamageBonus Enhancement - 1 - FocusGroup + 2 + Light Mace + Heavy Mace + Morningstar Seeker Enhancement - 1 - FocusGroup + 2 + Light Mace + Heavy Mace + Morningstar + + + DamageBonus + Enhancement + 3 + Great Club + Quarterstaff + + + Seeker + Enhancement + 3 + Great Club + Quarterstaff Kensei Focus: Martial Arts You focus your Kensei training in the use of monk weapons. -You gain +1 to hit and damage with martial arts weapons. +You gain +1 to hit and +2 to damage with one handed martial arts weapons, +and +1 to hit and +3 damage with two handed martial arts weapons. KenseiFocusMartialArts 2 @@ -47071,6 +52041,17 @@ You gain +1 to hit and damage with martial arts weapons. KenseiCore1 Kensei Focus: Martial Arts + + + Weapon Focus: Bludgeoning Weapons + + + Weapon Focus: Slashing Weapons + + + Weapon Focus: Thrown Weapons + + AttackBonus @@ -47087,20 +52068,37 @@ You gain +1 to hit and damage with martial arts weapons. DamageBonus Enhancement - 1 - FocusGroup + 2 + Shuriken Seeker Enhancement - 1 - FocusGroup + 2 + Shuriken + + + DamageBonus + Enhancement + 3 + Handwraps + Quarterstaff + Unarmed + + + Seeker + Enhancement + 3 + Handwraps + Quarterstaff + Unarmed Kensei Focus: Picks and Hammers You focus your Kensei training in the use of picks and hammers. -You gain +1 to hit and damage with picks and hammers. +You gain +1 to hit and +2 to damage with one handed picks and hammers, +and +1 to hit and +3 damage with two handed picks and hammers. KenseiFocusPicksAndHammers 2 @@ -47108,6 +52106,17 @@ You gain +1 to hit and damage with picks and hammers. KenseiCore1 Kensei Focus: Picks and Hammers + + + Weapon Focus: Bludgeoning Weapons + + + Weapon Focus: Piercing Weapons + + + Weapon Focus: Thrown Weapons + + AttackBonus @@ -47124,189 +52133,244 @@ You gain +1 to hit and damage with picks and hammers. DamageBonus Enhancement - 1 - FocusGroup + 2 + Light Pick + Heavy Pick + Light Hammer + Warhammer + Throwing Hammer Seeker Enhancement - 1 - FocusGroup + 2 + Light Pick + Heavy Pick + Light Hammer + Warhammer + Throwing Hammer + + + DamageBonus + Enhancement + 3 + Maul + + + Seeker + Enhancement + 3 + Maul - KenseiExoticWeaponMastery - Kensei: Exotic Weapon Mastery - Adds exotic weapons to your Kensei Focus. -Axes: Adds dwarven axe if you are not a dwarf. (This has no effect if you are a dwarf.) -Crossbows: Adds great crossbows, heavy repeating crossbows, and light repeating crossbows. -Heavy Blades: Adds bastard swords and khopesh. -Note: This enhancement does not grant exotic proficiency. - KenseiExoticWeaponMastery + KenseiImprovedDodge + Kensei: Improved Dodge + +[1/2/3]% Dodge when wearing light or no armor. +Note: Does not stack with Tempest: Improved Dodge. + KenseiImprovedDodge 2 - 1 - 2 - 1 - 1 + 2 + 1 + 3 + 5 - KenseiWeaponGroupSecializationI + Fighter + 2 - Fighter - 1 + Dodge - - - KenseiWeaponGroupSecializationI - Kensei Focus: Axes - - - KenseiWeaponGroupSecializationI - Kensei Focus: Crossbows - + - KenseiWeaponGroupSecializationI - Kensei Focus: Heavy Blades + TempestImprovedDodge - + - - + - AddGroupWeapon + Kensei: Improved Dodge: Light Armor + DodgeBonus Enhancement - FocusGroup - Dwarven Axe - Great Crossbow - Repeating Heavy Crossbow - Repeating Light Crossbow - Bastard Sword - Khopesh + 1 2 3 + Light Armor + + + Kensei: Improved Dodge: Cloth/No Armor + DodgeBonus + Enhancement + 1 2 3 + Cloth Armor - KenseiActionBoostI - Kensei: Action Boost - Choose an action boost, cooldown 30 seconds. - KenseiActionBoost - 3 - 1 + KenseiAsceticTraining + Kensei: Ascetic Training + Your rigorous training gives you various benefits. + KenseiAsceticTraining + 4 + 2 1 3 - 1 - + 5 Fighter - 1 + 2 - Attack Boost - Activate to gain +4/+6/+8 Action Boost bonus to hit and damage for 20 seconds. - KenseiAttackBoost + Agility + +[1/2/3] Concentration, Reflex Saves, and Dodge cap (in light or no armor). + KenseiAgility + 1 + + + SkillBonus + Enhancement + Concentration + 1 2 3 + + + SaveBonus + Enhancement + Reflex + 1 2 3 + + + Kensei: Ascetic Training: Agility (Light Armor) + DodgeCapBonus + Enhancement + 1 2 3 + Light Armor + + + Kensei: Ascetic Training: Agility (Cloth/No Armor) + DodgeCapBonus + Enhancement + 1 2 3 + Cloth Armor + + + + Conditioning + +[1/2/3] Fortitude Saves, +[5/10/15] HP and +[5/10/15]% Fortification + KenseiConditioning 1 - + + SaveBonus + Enhancement + Fortitude + 1 2 3 + + + Hitpoints + Enhancement + 5 10 15 + + + Fortification + Enhancement + 5 10 15 + - Haste Boost - Activate to gain +10%/+20%/+30% Action Boost bonus to attack speed for 20 seconds. - KenseiHasteBoost + Contemplation + +[1/2/3] Concentration and Will Saves. +Rank 3: Your passive Ki regeneration is increased by 1. + KenseiContemplation 1 - + + + KiPassive + Enhancement + 0 0 1 + + + SkillBonus + Enhancement + Concentration + 1 2 3 + + + SaveBonus + Enhancement + Will + 1 2 3 + + - KenseiReedInTheWind - Kensei: Reed In The Wind - Focus Melee Attack: Deals +[1/2/3][W] damage. -If you successfully damage your target you gain a +[3/6/9]% Insight bonus to -Dodge for 6 seconds. (Cooldown: 15 seconds.) - KenseiReedInTheWind - 4 - 1 - 1 - 3 - 1 - - - - Fighter - 1 - - - Dodge - - - - - - KenseiTactics - Kensei: Tactics - +[1/2/3] to the DC's of your Tactical abilities. - KenseiTactics + KenseiCriticalMastery + Kensei: Critical Mastery + +[1/2/3] to confirm critical hits and critical hit damage (before weapon multipliers) + KenseiCriticalMastery 0 - 2 - 2 + 3 + 1 3 - 5 + 10 Fighter - 2 + 3 - TacticalDC + CriticalAttackBonus Enhancement - Trip - Sunder - Stun - General 1 2 3 + All + + + Seeker + Enhancement + 1 2 3 + All - KenseiWeaponGroupSecializationII - Kensei: Weapon Group Specialization II + KenseiWeaponGroupSecializationIII + Kensei: Weapon Group Specialization III Grants bonuses to hit and damage with your selected Weapon Group. KenseiFocus 1 - 2 + 3 2 1 - 5 + 10 - KenseiWeaponGroupSecializationI + KenseiWeaponGroupSecializationII Fighter - 2 + 3 - Weapon Focus Feat for Kensei specialization selection + Weapon Specialization Feat for Kensei specialization selection - Weapon Focus: Bludgeoning Weapons + Weapon Specialization: Bludgeoning Weapons - Weapon Focus: Piercing Weapons + Weapon Specialization: Piercing Weapons - Weapon Focus: Ranged Weapons + Weapon Specialization: Ranged Weapons - Weapon Focus: Slashing Weapons + Weapon Specialization: Slashing Weapons - Weapon Focus: Thrown Weapons + Weapon Specialization: Thrown Weapons @@ -47314,7 +52378,7 @@ Dodge for 6 seconds. (Cooldown: 15 seconds.) Kensei Focus: Archery You focus your Kensei training in the use of bows. -You gain +1 to hit and +2 to damage with bows. +You gain +1 to hit and +2 damage with bows. KenseiFocusArchery 2 @@ -47323,7 +52387,7 @@ You gain +1 to hit and +2 to damage with bows. Kensei Focus: Archery - Weapon Focus: Ranged Weapons + Weapon Specialization: Ranged Weapons @@ -47354,8 +52418,7 @@ You gain +1 to hit and +2 to damage with bows. Kensei Focus: Axes You focus your Kensei training in the use of axes. -You gain +1 to hit and +2 to damage with one handed axes, -and +1 to hit and +3 damage with two handed axes. +You gain +1 to hit and +2 damage with axes. KenseiFocusAxes 2 @@ -47365,10 +52428,10 @@ and +1 to hit and +3 damage with two handed axes. - Weapon Focus: Slashing Weapons + Weapon Specialization: Slashing Weapons - Weapon Focus: Thrown Weapons + Weapon Specialization: Thrown Weapons @@ -47388,39 +52451,21 @@ and +1 to hit and +3 damage with two handed axes. DamageBonus Enhancement 2 - Battle Axe - Hand Axe - Throwing Axe - Dwarven Axe + FocusGroup Seeker Enhancement 2 - Battle Axe - Hand Axe - Throwing Axe - Dwarven Axe - - - DamageBonus - Enhancement - 3 - Great Axe - - - Seeker - Enhancement - 3 - Great Axe + FocusGroup Kensei Focus: Crossbows You focus your Kensei training in the use of crossbows. -You gain +1 to hit and +3 to damage with non-repeating crossbows. -If you possess Exotic Weapon Mastery, you gain +1 to hit and +2 damage -with repeating crossbows. +You gain +1 to hit and +4 damage with non-repeating crossbows. +If you possess Exotic Weapon Mastery, you gain +1 to hit and +2 damage with +repeating crossbows. KenseiFocusCrossbows 2 @@ -47429,7 +52474,7 @@ with repeating crossbows. Kensei Focus: Crossbows - Weapon Focus: Ranged Weapons + Weapon Specialization: Ranged Weapons @@ -47447,7 +52492,7 @@ with repeating crossbows. DamageBonus Enhancement - 3 + 4 Light Crossbow Heavy Crossbow Great Crossbow @@ -47455,7 +52500,7 @@ with repeating crossbows. Seeker Enhancement - 3 + 4 Light Crossbow Heavy Crossbow Great Crossbow @@ -47478,8 +52523,7 @@ with repeating crossbows. Kensei Focus: Druidic Weapons You focus your Kensei training in the use of druidic weapons. -You gain +1 to hit and +2 to damage with one handed druidic weapons, -and +1 to hit and +3 damage with two handed druidic weapons. +You gain +1 to hit and +2 damage with druidic weapons. KenseiFocusDruidicWeapons 2 @@ -47489,16 +52533,16 @@ and +1 to hit and +3 damage with two handed druidic weapons. - Weapon Focus: Bludgeoning Weapons + Weapon Specialization: Bludgeoning Weapons - Weapon Focus: Piercing Weapons + Weapon Specialization: Piercing Weapons - Weapon Focus: Slashing Weapons + Weapon Specialization: Slashing Weapons - Weapon Focus: Thrown Weapons + Weapon Specialization: Thrown Weapons @@ -47518,42 +52562,19 @@ and +1 to hit and +3 damage with two handed druidic weapons. DamageBonus Enhancement 2 - Dagger - Dart - Club - Scimitar - Sickle + FocusGroup Seeker Enhancement 2 - Dagger - Dart - Club - Scimitar - Sickle - - - DamageBonus - Enhancement - 3 - Quarterstaff - Unarmed - - - Seeker - Enhancement - 3 - Quarterstaff - Unarmed + FocusGroup Kensei Focus: Heavy Blades You focus your Kensei training in the use of heavy blades. -You gain +1 to hit and +2 to damage with one handed heavy blades, -and +1 to hit and +3 damage with two handed heavy blades. +You gain +1 to hit and +2 damage with heavy blades. KenseiFocusHeavyBlades 2 @@ -47562,7 +52583,7 @@ and +1 to hit and +3 damage with two handed heavy blades. Kensei Focus: Heavy Blades - Weapon Focus: Slashing Weapons + Weapon Specialization: Slashing Weapons @@ -47581,39 +52602,19 @@ and +1 to hit and +3 damage with two handed heavy blades. DamageBonus Enhancement 2 - Longsword - Scimitar - Bastard Sword - Khopesh + FocusGroup Seeker Enhancement 2 - Longsword - Scimitar - Bastard Sword - Khopesh - - - DamageBonus - Enhancement - 3 - Falchion - Great Sword - - - Seeker - Enhancement - 3 - Falchion - Great Sword + FocusGroup Kensei Focus: Light Blades You focus your Kensei training in the use of light blades. -You gain +1 to hit and +2 to damage with light blades. +You gain +1 to hit and +2 damage with light blades. KenseiFocusLightBlades 2 @@ -47623,13 +52624,13 @@ You gain +1 to hit and +2 to damage with light blades. - Weapon Focus: Piercing Weapons + Weapon Specialization: Piercing Weapons - Weapon Focus: Slashing Weapons + Weapon Specialization: Slashing Weapons - Weapon Focus: Thrown Weapons + Weapon Specialization: Thrown Weapons @@ -47661,8 +52662,7 @@ You gain +1 to hit and +2 to damage with light blades. Kensei Focus: Maces and Clubs You focus your Kensei training in the use of maces and clubs. -You gain +1 to hit and +2 to damage with one handed maces and clubs, -and +1 to hit and +3 damage with two handed maces and clubs. +You gain +1 to hit and +2 damage with maces and clubs. KenseiFocusMacesAndClubs 2 @@ -47671,7 +52671,7 @@ and +1 to hit and +3 damage with two handed maces and clubs. Kensei Focus: Maces and Clubs - Weapon Focus: Bludgeoning Weapons + Weapon Specialization: Bludgeoning Weapons @@ -47690,38 +52690,19 @@ and +1 to hit and +3 damage with two handed maces and clubs. DamageBonus Enhancement 2 - Light Mace - Heavy Mace - Morningstar + FocusGroup Seeker Enhancement 2 - Light Mace - Heavy Mace - Morningstar - - - DamageBonus - Enhancement - 3 - Great Club - Quarterstaff - - - Seeker - Enhancement - 3 - Great Club - Quarterstaff + FocusGroup Kensei Focus: Martial Arts You focus your Kensei training in the use of monk weapons. -You gain +1 to hit and +2 to damage with one handed martial arts weapons, -and +1 to hit and +3 damage with two handed martial arts weapons. +You gain +1 to hit and +2 damage with martial arts weapons. KenseiFocusMartialArts 2 @@ -47731,13 +52712,13 @@ and +1 to hit and +3 damage with two handed martial arts weapons. - Weapon Focus: Bludgeoning Weapons + Weapon Specialization: Bludgeoning Weapons - Weapon Focus: Slashing Weapons + Weapon Specialization: Slashing Weapons - Weapon Focus: Thrown Weapons + Weapon Specialization: Thrown Weapons @@ -47757,36 +52738,19 @@ and +1 to hit and +3 damage with two handed martial arts weapons. DamageBonus Enhancement 2 - Shuriken + FocusGroup Seeker Enhancement 2 - Shuriken - - - DamageBonus - Enhancement - 3 - Handwraps - Quarterstaff - Unarmed - - - Seeker - Enhancement - 3 - Handwraps - Quarterstaff - Unarmed + FocusGroup Kensei Focus: Picks and Hammers You focus your Kensei training in the use of picks and hammers. -You gain +1 to hit and +2 to damage with one handed picks and hammers, -and +1 to hit and +3 damage with two handed picks and hammers. +You gain +1 to hit and +2 damage with picks and hammers. KenseiFocusPicksAndHammers 2 @@ -47796,13 +52760,13 @@ and +1 to hit and +3 damage with two handed picks and hammers. - Weapon Focus: Bludgeoning Weapons + Weapon Specialization: Bludgeoning Weapons - Weapon Focus: Piercing Weapons + Weapon Specialization: Piercing Weapons - Weapon Focus: Thrown Weapons + Weapon Specialization: Thrown Weapons @@ -47822,243 +52786,210 @@ and +1 to hit and +3 damage with two handed picks and hammers. DamageBonus Enhancement 2 - Light Pick - Heavy Pick - Light Hammer - Warhammer - Throwing Hammer + FocusGroup Seeker Enhancement 2 - Light Pick - Heavy Pick - Light Hammer - Warhammer - Throwing Hammer - - - DamageBonus - Enhancement - 3 - Maul - - - Seeker - Enhancement - 3 - Maul + FocusGroup - KenseiImprovedDodge - Kensei: Improved Dodge - +[1/2/3]% Dodge when wearing light or no armor. -Note: Does not stack with Tempest: Improved Dodge. - KenseiImprovedDodge + KenseiAthleticMastery + Kensei: Athletic Mastery + +[1/2/3] Maximum Dexterity bonus and Dodge cap. -[1/2/3] Armor Check Penalty. + KenseiAthleticMastery 2 - 2 + 3 1 3 - 5 + 10 - Fighter - 2 + Mobility - Dodge + KenseiImprovedDodge + + + Fighter + 3 - - - TempestImprovedDodge - - - - Kensei: Improved Dodge: Light Armor - DodgeBonus + MaxDexBonus Enhancement 1 2 3 - Light Armor - Kensei: Improved Dodge: Cloth/No Armor - DodgeBonus + DodgeCapBonus Enhancement 1 2 3 - Cloth Armor + + + ArmorCheckPenalty + Enhancement + -1 -2 -3 - KenseiAsceticTraining - Kensei: Ascetic Training - Your rigorous training gives you various benefits. - KenseiAsceticTraining - 4 - 2 + KenseiShatteringStrike + Kensei: Shattering Strike + Select a melee or ranged special attack that deals extra damage and reduces an +opponent's fortification. + KenseiShatteringStrike + 3 + 3 1 3 - 5 + 10 + Fighter - 2 + 3 - Agility - +[1/2/3] Concentration, Reflex Saves, and Dodge cap (in light or no armor). - KenseiAgility + Shattering Shot + Focus Ranged Attack: Deals +[1/2/3][W] damage. +On Damage: Target loses 15% fortification for 10 seconds. (no save) + KenseiShatteringShot 1 - - - SkillBonus - Enhancement - Concentration - 1 2 3 - - - SaveBonus - Enhancement - Reflex - 1 2 3 - - - Kensei: Ascetic Training: Agility (Light Armor) - DodgeCapBonus - Enhancement - 1 2 3 - Light Armor - - - Kensei: Ascetic Training: Agility (Cloth/No Armor) - DodgeCapBonus - Enhancement - 1 2 3 - Cloth Armor - + - Conditioning - +[1/2/3] Fortitude Saves, +[5/10/15] HP and +[5/10/15]% Fortification - KenseiConditioning + Shattering Strike + Focus Melee Attack: Deals +[1/2/3][W] damage. +On Damage: Target loses 15% fortification for 10 seconds. (no save) + KenseiShatteringStrike 1 - - - SaveBonus - Enhancement - Fortitude - 1 2 3 - - - Hitpoints - Enhancement - 5 10 15 - - - Fortification - Enhancement - 5 10 15 - + + + + + KenseiAbilityI + Kensei: Ability I + Select +1 to either Strength, Dexterity or Wisdom. + StrDexWis + 4 + 3 + 2 + 1 + 10 + + + + Fighter + 3 + + + - Contemplation - +[1/2/3] Concentration and Will Saves. -Rank 3: Your passive Ki regeneration is increased by 1. - KenseiContemplation - 1 - + +1 Strength + +1 Strength + Strength + 2 - KiPassive + AbilityBonus Enhancement - 0 0 1 + Strength + 1 + + + +1 Dexterity + +1 Dexterity + Dexterity + 2 - SkillBonus + AbilityBonus Enhancement - Concentration - 1 2 3 + Dexterity + 1 + + + +1 Wisdom + +1 Wisdom + Wisdom + 2 - SaveBonus + AbilityBonus Enhancement - Will - 1 2 3 + Wisdom + 1 - + - KenseiCriticalMastery - Kensei: Critical Mastery - +[1/2/3] to confirm critical hits and critical hit damage (before weapon multipliers) - KenseiCriticalMastery + KenseiOpportunityAttack + Kensei: Opportunity Attack + 2 Charges. Melee attack: Deals +3[W] Damage, comsumes 1 charge. +On Damage: You gain 20 Melee Power for 6 Seconds. +There is a 10% chance to regain an expended charge of this enhancement. + KenseiOpportunityAttack 0 - 3 - 1 - 3 - 10 + 4 + 2 + 1 + 20 Fighter - 3 + 4 + - CriticalAttackBonus - Enhancement - 1 2 3 - All - - - Seeker + MeleePower Enhancement - 1 2 3 - All + 20 + On hit with Opportunity Attack - KenseiWeaponGroupSecializationIII - Kensei: Weapon Group Specialization III + KenseiWeaponGroupSecializationIV + Kensei: Weapon Group Specialization IV Grants bonuses to hit and damage with your selected Weapon Group. KenseiFocus 1 - 3 + 4 2 1 - 10 + 20 - KenseiWeaponGroupSecializationII + KenseiWeaponGroupSecializationIII Fighter - 3 + 4 - Weapon Specialization Feat for Kensei specialization selection + Greater Weapon Focus Feat for Kensei specialization selection - Weapon Specialization: Bludgeoning Weapons + Greater Weapon Focus: Bludgeoning Weapons - Weapon Specialization: Piercing Weapons + Greater Weapon Focus: Piercing Weapons - Weapon Specialization: Ranged Weapons + Greater Weapon Focus: Ranged Weapons - Weapon Specialization: Slashing Weapons + Greater Weapon Focus: Slashing Weapons - Weapon Specialization: Thrown Weapons + Greater Weapon Focus: Thrown Weapons @@ -48075,7 +53006,7 @@ You gain +1 to hit and +2 damage with bows. Kensei Focus: Archery - Weapon Specialization: Ranged Weapons + Greater Weapon Focus: Ranged Weapons @@ -48106,7 +53037,8 @@ You gain +1 to hit and +2 damage with bows. Kensei Focus: Axes You focus your Kensei training in the use of axes. -You gain +1 to hit and +2 damage with axes. +You gain +1 to hit and +2 damage with one handed axes, +and +1 to hit and +4 damage with two handed axes. KenseiFocusAxes 2 @@ -48116,10 +53048,10 @@ You gain +1 to hit and +2 damage with axes. - Weapon Specialization: Slashing Weapons + Greater Weapon Focus: Slashing Weapons - Weapon Specialization: Thrown Weapons + Greater Weapon Focus: Thrown Weapons @@ -48139,13 +53071,31 @@ You gain +1 to hit and +2 damage with axes. DamageBonus Enhancement 2 - FocusGroup + Battle Axe + Hand Axe + Throwing Axe + Dwarven Axe Seeker Enhancement 2 - FocusGroup + Battle Axe + Hand Axe + Throwing Axe + Dwarven Axe + + + DamageBonus + Enhancement + 4 + Great Axe + + + Seeker + Enhancement + 4 + Great Axe @@ -48162,7 +53112,7 @@ repeating crossbows. Kensei Focus: Crossbows - Weapon Specialization: Ranged Weapons + Greater Weapon Focus: Ranged Weapons @@ -48211,7 +53161,8 @@ repeating crossbows. Kensei Focus: Druidic Weapons You focus your Kensei training in the use of druidic weapons. -You gain +1 to hit and +2 damage with druidic weapons. +You gain +1 to hit and +2 damage with one handed druidic weapons, +and +1 to hit and +4 damage with two handed druidic weapons. KenseiFocusDruidicWeapons 2 @@ -48221,16 +53172,16 @@ You gain +1 to hit and +2 damage with druidic weapons. - Weapon Specialization: Bludgeoning Weapons + Greater Weapon Focus: Bludgeoning Weapons - Weapon Specialization: Piercing Weapons + Greater Weapon Focus: Piercing Weapons - Weapon Specialization: Slashing Weapons + Greater Weapon Focus: Slashing Weapons - Weapon Specialization: Thrown Weapons + Greater Weapon Focus: Thrown Weapons @@ -48250,19 +53201,42 @@ You gain +1 to hit and +2 damage with druidic weapons. DamageBonus Enhancement 2 - FocusGroup + Dagger + Dart + Club + Scimitar + Sickle Seeker Enhancement 2 - FocusGroup + Dagger + Dart + Club + Scimitar + Sickle + + + DamageBonus + Enhancement + 4 + Quarterstaff + Unarmed + + + Seeker + Enhancement + 4 + Quarterstaff + Unarmed Kensei Focus: Heavy Blades You focus your Kensei training in the use of heavy blades. -You gain +1 to hit and +2 damage with heavy blades. +You gain +1 to hit and +2 damage with one handed heavy baldes, +and +1 to hit and +4 damage with two handed heavy blades. KenseiFocusHeavyBlades 2 @@ -48271,7 +53245,7 @@ You gain +1 to hit and +2 damage with heavy blades. Kensei Focus: Heavy Blades - Weapon Specialization: Slashing Weapons + Greater Weapon Focus: Slashing Weapons @@ -48290,13 +53264,33 @@ You gain +1 to hit and +2 damage with heavy blades. DamageBonus Enhancement 2 - FocusGroup + Longsword + Scimitar + Bastard Sword + Khopesh Seeker Enhancement 2 - FocusGroup + Longsword + Scimitar + Bastard Sword + Khopesh + + + DamageBonus + Enhancement + 4 + Falchion + Great Sword + + + Seeker + Enhancement + 4 + Falchion + Great Sword @@ -48312,13 +53306,13 @@ You gain +1 to hit and +2 damage with light blades. - Weapon Specialization: Piercing Weapons + Greater Weapon Focus: Piercing Weapons - Weapon Specialization: Slashing Weapons + Greater Weapon Focus: Slashing Weapons - Weapon Specialization: Thrown Weapons + Greater Weapon Focus: Thrown Weapons @@ -48350,7 +53344,8 @@ You gain +1 to hit and +2 damage with light blades. Kensei Focus: Maces and Clubs You focus your Kensei training in the use of maces and clubs. -You gain +1 to hit and +2 damage with maces and clubs. +You gain +1 to hit and +2 damage with one handed maces and clubs, +and +1 to hit and +4 damage with two handed maces and clubs. KenseiFocusMacesAndClubs 2 @@ -48359,7 +53354,7 @@ You gain +1 to hit and +2 damage with maces and clubs. Kensei Focus: Maces and Clubs - Weapon Specialization: Bludgeoning Weapons + Greater Weapon Focus: Bludgeoning Weapons @@ -48378,19 +53373,38 @@ You gain +1 to hit and +2 damage with maces and clubs. DamageBonus Enhancement 2 - FocusGroup + Light Mace + Heavy Mace + Morningstar Seeker Enhancement 2 - FocusGroup + Light Mace + Heavy Mace + Morningstar + + + DamageBonus + Enhancement + 4 + Great Club + Quarterstaff + + + Seeker + Enhancement + 4 + Great Club + Quarterstaff Kensei Focus: Martial Arts You focus your Kensei training in the use of monk weapons. -You gain +1 to hit and +2 damage with martial arts weapons. +You gain +1 to hit and +2 damage with one handed martial arts weapons, +and +1 to hit and +4 damage with two handed martial arts weapons. KenseiFocusMartialArts 2 @@ -48400,13 +53414,13 @@ You gain +1 to hit and +2 damage with martial arts weapons. - Weapon Specialization: Bludgeoning Weapons + Greater Weapon Focus: Bludgeoning Weapons - Weapon Specialization: Slashing Weapons + Greater Weapon Focus: Slashing Weapons - Weapon Specialization: Thrown Weapons + Greater Weapon Focus: Thrown Weapons @@ -48426,19 +53440,36 @@ You gain +1 to hit and +2 damage with martial arts weapons. DamageBonus Enhancement 2 - FocusGroup + Shuriken Seeker Enhancement 2 - FocusGroup + Shuriken + + + DamageBonus + Enhancement + 4 + Handwraps + Quarterstaff + Unarmed + + + Seeker + Enhancement + 4 + Handwraps + Quarterstaff + Unarmed Kensei Focus: Picks and Hammers You focus your Kensei training in the use of picks and hammers. -You gain +1 to hit and +2 damage with picks and hammers. +You gain +1 to hit and +2 damage with one handed picks and hammers, +and +1 to hit and +4 damage with two handed picks and hammers. KenseiFocusPicksAndHammers 2 @@ -48448,13 +53479,13 @@ You gain +1 to hit and +2 damage with picks and hammers. - Weapon Specialization: Bludgeoning Weapons + Greater Weapon Focus: Bludgeoning Weapons - Weapon Specialization: Piercing Weapons + Greater Weapon Focus: Piercing Weapons - Weapon Specialization: Thrown Weapons + Greater Weapon Focus: Thrown Weapons @@ -48474,107 +53505,101 @@ You gain +1 to hit and +2 damage with picks and hammers. DamageBonus Enhancement 2 - FocusGroup + Light Pick + Heavy Pick + Light Hammer + Warhammer + Throwing Hammer Seeker Enhancement 2 - FocusGroup + Light Pick + Heavy Pick + Light Hammer + Warhammer + Throwing Hammer + + + DamageBonus + Enhancement + 4 + Maul + + + Seeker + Enhancement + 4 + Maul - KenseiAthleticMastery - Kensei: Athletic Mastery - +[1/2/3] Maximum Dexterity bonus and Dodge cap. -[1/2/3] Armor Check Penalty. - KenseiAthleticMastery + KenseiLiquidCourage + Kensei: Liquid Courage + After drinking, you will receive a +50 Healing and Repair Amplification +for 30 seconds. + KenseiLiquidCourage 2 - 3 + 4 1 - 3 - 10 + 1 + 20 - - Mobility - - - KenseiImprovedDodge - Fighter - 3 + 4 - MaxDexBonus - Enhancement - 1 2 3 - - - DodgeCapBonus + HealingAmplification Enhancement - 1 2 3 + 50 + DrinkPotion - ArmorCheckPenalty + RepairAmplification Enhancement - -1 -2 -3 + 50 + DrinkPotion - KenseiShatteringStrike - Kensei: Shattering Strike - Select a melee or ranged special attack that deals extra damage and reduces an -opponent's fortification. - KenseiShatteringStrike + KenseiStrikeAtTheHeart + Kensei: Strike at the Heart + Your weapon attacks have the Improved Destruction effect. + KenseiStrikeAtTheHeart 3 - 3 - 1 - 3 - 10 - + 4 + 2 + 1 + 20 Fighter - 3 + 4 - - - Shattering Shot - Focus Ranged Attack: Deals +[1/2/3][W] damage. -On Damage: Target loses 15% fortification for 10 seconds. (no save) - KenseiShatteringShot - 1 - - - - Shattering Strike - Focus Melee Attack: Deals +[1/2/3][W] damage. -On Damage: Target loses 15% fortification for 10 seconds. (no save) - KenseiShatteringStrike - 1 - - - - KenseiAbilityI - Kensei: Ability I + KenseiAbilityII + Kensei: Ability II Select +1 to either Strength, Dexterity or Wisdom. StrDexWis 4 - 3 + 4 2 1 - 10 - + 20 + + KenseiAbilityI + Fighter - 3 + 4 @@ -48616,654 +53641,1021 @@ On Damage: Target loses 15% fortification for 10 seconds. (no save) - + + + KenseiAGoodDeath + Kensei: A Good Death + Select a melee or ranged special attack that deals extra damage to targets at low health. + KenseiAGoodDeathMelee + 0 + 5 + 1 + 1 + 30 + + + + + Fighter + 5 + + + 12 + + + + + A Good Death (Melee) + Focus Melee Attack: Perform a melee attack with +1 Critical Damage Multiplier. +On Damage: If the target is below 30% health, deal 500 damage that scales with 400% Melee Power. + KenseiAGoodDeathMelee + 1 + + + + + A Good Death (Ranged) + Focus Ranged Attack: Perform a ranged attack with +1 Critical Damage Multiplier. +On Damage: If the target is below 30% health, deal 500 damage that scales with 400% Ranged Power. + KenseiAGoodDeathRanged + 1 + + + + + + + KenseiWeaponGroupSecializationV + Kensei: Weapon Master + +3 to hit and damage with all weapons + KenseiFocus + 1 + 5 + 1 + 1 + 30 + + + + KenseiWeaponGroupSecializationIV + + + Fighter + 5 + + + 12 + + + + AttackBonus + Enhancement + All + 3 + + + CriticalAttackBonus + Enhancement + All + 3 + + + DamageBonus + Enhancement + All + 3 + + + Seeker + Enhancement + All + 3 + + + + KenseiOneWithTheBlade + Kensei: One With The Blade + Passive: +20 Melee and Ranged Power. +Your melee Focus weapons are considered Centering. While Centered, you may gain +various benefits from levels in Monk or as a Grandmaster of Flowers. + KenseiOneWithTheBlade + 2 + 5 + 1 + 1 + 30 + + + + Fighter + 5 + + + 12 + + + + Kensei: One With the Blade + MeleePower + Enhancement + 20 + + + Kensei: One With the Blade + RangedPower + Enhancement + 20 + + + + + KenseiDeadlyStrike + Kensei: Deadly Strike + Select a melee or ranged special attack that is automatically considered +a critical threat if it hits. + KenseiDeadlyStrike + 3 + 5 + 1 + 1 + 30 + + + + Fighter + 5 + + + 12 + + + + + + Deadly Shot + Focus Ranged Attack: Attack to perform a ranged attack that is automatically +considered a critical threat. +On Vorpal: 500 damage which scales with Ranged Power. + KenseiDeadlyShot + 1 + + + + + Deadly Strike + Focus Melee Attack: Attack to perform a melee attack that is automatically +considered a critical threat. +On Vorpal: 500 damage which scales with Melee Power. + KenseiDeadlyStrike + 1 + + + + + + + KenseiKeenEdge + Kensei: Keen Edge + You gain a +1 Competence bonus to Critical Threat Range with your Focus weapons. + KenseiKeenEdge + 4 + 5 + 1 + 1 + 30 + + + + + Improved Critical: Bludgeoning Weapons + + + Improved Critical: Piercing Weapons + + + Improved Critical: Ranged Weapons + + + Improved Critical: Slashing Weapons + + + Improved Critical: Thrown Weapons + + + + Fighter + 5 + + + 12 + + + + Competence + CriticalRange + 1 + + FocusGroup + + + + + Stalwart Defender + 1 + + + Fighter + + + Fighter + FighterBackground + + Stalwart Defender: Toughness + SDCore1 + You gain +1 Hit Point for each action point you spend in this tree. +Each Stalwart Defender Core Ability you possess grants +3% Fortification. + Toughness + 0 + 0 + 1 + 1 + 0 + + + + Fighter + 1 + + + + Stalwart Defender: Hitpoint per action point + Hitpoints + Enhancement + 1 + Stalwart Defender + + + Fortification + Enhancement + 3 + + + + Stalwart Defender: Stalwart Defense + SDCore2 + Defensive Combat Stance: +10 Physical and Magical Resistance ++150% bonus to threat generation +Cannot be used while Raged +Sacred Defense and Stalwart Defense can't be active at the same time + SDStalwartDefense + 1 + 0 + 1 + 1 + 5 + + + + Stalwart Defense + SDStalwartDefense + Defensive Combat Stance: +10 Physical and Magical Resistance ++150% bonus to threat generation + Rage + Sacred Defense + + + + Fighter + 3 + + + SDCore1 + + + + Fortification + Enhancement + 3 + + + PRR + Enhancement + 10 + Stalwart Defense + + + MRR + Enhancement + 10 + Stalwart Defense + + + ThreatBonusMelee + Enhancement + 150 + Stalwart Defense + + + + Stalwart Defender: Overbalance + SDCore3 + Your shields gain On Vorpal: Knock an opponent to the ground. + SDOverbalance + 2 + 0 + 1 + 1 + 10 + + + + Fighter + 6 + + + SDCore2 + + + + Fortification + Enhancement + 3 + + - KenseiOpportunityAttack - Kensei: Opportunity Attack - 2 Charges. Melee attack: Deals +3[W] Damage, comsumes 1 charge. -On Damage: You gain 20 Melee Power for 6 Seconds. -There is a 10% chance to regain an expended charge of this enhancement. - KenseiOpportunityAttack - 0 - 4 - 2 + Stalwart Defender: Stand Fast + SDCore4 + While in Stalwart Defense, you are immune to Fear and most forms of being Knocked down. + SDStandFast + 3 + 0 + 1 1 20 + Fighter - 4 + 12 + + + SDCore3 - - MeleePower + Fortification Enhancement - 20 - On hit with Opportunity Attack + 3 + + + Immunity + Enhancement + Fear + + + Immunity + Enhancement + Knockdown - KenseiWeaponGroupSecializationIV - Kensei: Weapon Group Specialization IV - Grants bonuses to hit and damage with your selected Weapon Group. - KenseiFocus - 1 - 4 - 2 + Stalwart Defender: Defensive Footwork + SDCore5 + You gain a +15% Exceptional bonus to Armor Class, as well as +20 Physical Resistance Rating and +50% Melee Threat. + SDDefensiveSweep + 4 + 0 + 1 1 - 20 - + 30 + - KenseiWeaponGroupSecializationIII + Fighter + 18 + + + SDCore4 + + + Fortification + Enhancement + 3 + + + ACBonus + Exceptional + 15 + + + + + ThreatBonusMelee + Enhancement + 50 + + + PRR + Enhancement + 20 + + + + Stalwart Defender: Last Stand + SDCore6 + Passive: You gain +2 Strength, +6 Constitution, +10 Physical and Magical +Resist Ratings and +2 to the DCs of all Tactical Feats. +Shield Action Boost: Your gain +100% Maximum hit points, +50 Physical and +Magical Resistance Rating, and On Attacked: You are healed for 1d10 positive +energy healing. This Action Boost does not share a cooldown with other Action +Boost abilities, and can be used while helpless. (Cooldown: 3 minutes.) + SDLastStand + 5 + 0 + 1 + 1 + 40 + + Fighter - 4 + 20 + + + SDCore5 - - Greater Weapon Focus Feat for Kensei specialization selection - - Greater Weapon Focus: Bludgeoning Weapons - - - Greater Weapon Focus: Piercing Weapons - - - Greater Weapon Focus: Ranged Weapons - - - Greater Weapon Focus: Slashing Weapons - - - Greater Weapon Focus: Thrown Weapons - - - - - Kensei Focus: Archery - You focus your Kensei training in the use of bows. -You gain +1 to hit and +2 damage with bows. - KenseiFocusArchery - 2 - - - KenseiCore1 - Kensei Focus: Archery - - - Greater Weapon Focus: Ranged Weapons - - - - AttackBonus - Enhancement - 1 - FocusGroup - - - CriticalAttackBonus - Enhancement - 1 - FocusGroup - - - DamageBonus - Enhancement - 2 - FocusGroup - - - Seeker - Enhancement - 2 - FocusGroup - - - - Kensei Focus: Axes - You focus your Kensei training in the use of axes. -You gain +1 to hit and +2 damage with one handed axes, -and +1 to hit and +4 damage with two handed axes. - KenseiFocusAxes - 2 - - - KenseiCore1 - Kensei Focus: Axes - - - - Greater Weapon Focus: Slashing Weapons - - - Greater Weapon Focus: Thrown Weapons - - - - - AttackBonus - Enhancement - 1 - FocusGroup - - - CriticalAttackBonus - Enhancement - 1 - FocusGroup - - - DamageBonus - Enhancement - 2 - Battle Axe - Hand Axe - Throwing Axe - Dwarven Axe - - - Seeker - Enhancement - 2 - Battle Axe - Hand Axe - Throwing Axe - Dwarven Axe - - - DamageBonus - Enhancement - 4 - Great Axe - - - Seeker - Enhancement - 4 - Great Axe - - - - Kensei Focus: Crossbows - You focus your Kensei training in the use of crossbows. -You gain +1 to hit and +4 damage with non-repeating crossbows. -If you possess Exotic Weapon Mastery, you gain +1 to hit and +2 damage with -repeating crossbows. - KenseiFocusCrossbows - 2 - - - KenseiCore1 - Kensei Focus: Crossbows - - - Greater Weapon Focus: Ranged Weapons - - - - AttackBonus - Enhancement - 1 - FocusGroup - - - CriticalAttackBonus - Enhancement - 1 - FocusGroup - - - DamageBonus - Enhancement - 4 - Light Crossbow - Heavy Crossbow - Great Crossbow - - - Seeker - Enhancement - 4 - Light Crossbow - Heavy Crossbow - Great Crossbow - - - DamageBonus - Enhancement - 2 - Repeating Light Crossbow - Repeating Heavy Crossbow - - - Seeker - Enhancement - 2 - Repeating Light Crossbow - Repeating Heavy Crossbow - - - - Kensei Focus: Druidic Weapons - You focus your Kensei training in the use of druidic weapons. -You gain +1 to hit and +2 damage with one handed druidic weapons, -and +1 to hit and +4 damage with two handed druidic weapons. - KenseiFocusDruidicWeapons - 2 - - - KenseiCore1 - Kensei Focus: Druidic Weapons - - - - Greater Weapon Focus: Bludgeoning Weapons - - - Greater Weapon Focus: Piercing Weapons - - - Greater Weapon Focus: Slashing Weapons - - - Greater Weapon Focus: Thrown Weapons - - - - - AttackBonus - Enhancement - 1 - FocusGroup - - - CriticalAttackBonus - Enhancement - 1 - FocusGroup - - - DamageBonus - Enhancement - 2 - Dagger - Dart - Club - Scimitar - Sickle - - - Seeker - Enhancement - 2 - Dagger - Dart - Club - Scimitar - Sickle - - - DamageBonus - Enhancement - 4 - Quarterstaff - Unarmed - - - Seeker - Enhancement - 4 - Quarterstaff - Unarmed - - - - Kensei Focus: Heavy Blades - You focus your Kensei training in the use of heavy blades. -You gain +1 to hit and +2 damage with one handed heavy baldes, -and +1 to hit and +4 damage with two handed heavy blades. - KenseiFocusHeavyBlades - 2 - - - KenseiCore1 - Kensei Focus: Heavy Blades - - - Greater Weapon Focus: Slashing Weapons - - - - AttackBonus - Enhancement - 1 - FocusGroup - - - CriticalAttackBonus - Enhancement - 1 - FocusGroup - - - DamageBonus - Enhancement - 2 - Longsword - Scimitar - Bastard Sword - Khopesh - - - Seeker - Enhancement - 2 - Longsword - Scimitar - Bastard Sword - Khopesh - - - DamageBonus - Enhancement - 4 - Falchion - Great Sword - - - Seeker - Enhancement - 4 - Falchion - Great Sword - - - - Kensei Focus: Light Blades - You focus your Kensei training in the use of light blades. -You gain +1 to hit and +2 damage with light blades. - KenseiFocusLightBlades - 2 - - - KenseiCore1 - Kensei Focus: Light Blades - - - - Greater Weapon Focus: Piercing Weapons - - - Greater Weapon Focus: Slashing Weapons - - - Greater Weapon Focus: Thrown Weapons - - - - - AttackBonus - Enhancement - 1 - FocusGroup - - - CriticalAttackBonus - Enhancement - 1 - FocusGroup - + + Fortification + Enhancement + 3 + + + AbilityBonus + Enhancement + 2 + Strength + + + AbilityBonus + Enhancement + 6 + Constitution + + + PRR + Enhancement + 10 + + + MRR + Enhancement + 10 + + + TacticalDC + Enhancement + 2 + Trip + Sunder + Stun + General + + + + Stalwart Defender: Item Defense + SDItemDefense + You have a [25/50/75]% chance to negate potential item wear. + SDItemDefense + 0 + 1 + 1 + 3 + 1 + + + Fighter + 1 + + + + + Stalwart Defender: Improved Stalwart Defense I + SDImprovedStalwartDefenseI + Improves your Stalwart Defense stance. + SDImprovedStalwartDefense + 1 + 1 + 1 + 3 + 1 + + + + Fighter + 1 + + + + + Durable Defense + While in Stalwart Defense, you gain a +[5/10/15] Competence bonus +to Physical and Magical Resistance Rating. + SDDurableDefense + 1 - DamageBonus - Enhancement - 2 - FocusGroup + PRR + Competence + 5 10 15 + Stalwart Defense - Seeker - Enhancement - 2 - FocusGroup + MRR + Competence + 5 10 15 + Stalwart Defense - Kensei Focus: Maces and Clubs - You focus your Kensei training in the use of maces and clubs. -You gain +1 to hit and +2 damage with one handed maces and clubs, -and +1 to hit and +4 damage with two handed maces and clubs. - KenseiFocusMacesAndClubs - 2 - - - KenseiCore1 - Kensei Focus: Maces and Clubs - - - Greater Weapon Focus: Bludgeoning Weapons - - - - AttackBonus - Enhancement - 1 - FocusGroup - - - CriticalAttackBonus - Enhancement - 1 - FocusGroup - - - DamageBonus - Enhancement - 2 - Light Mace - Heavy Mace - Morningstar - - - Seeker - Enhancement - 2 - Light Mace - Heavy Mace - Morningstar - + Inciting Defense + While in Stalwart Defense, you gain a [150/300/450]% Competence bonus to melee threat generation. + SDIncitingDefense + 1 - DamageBonus - Enhancement - 4 - Great Club - Quarterstaff + ThreatBonusMelee + Competence + 150 300 450 + Stalwart Defense + + + Resilient Defense + While in Stalwart Defense, you gain a +[1/2/3] Competence bonus to all Saving Throws. + SDResilientDefense + 1 - Seeker - Enhancement - 4 - Great Club - Quarterstaff + SaveBonus + Competence + 1 2 3 + Stalwart Defense + All + + + + Stalwart Defender: Stalwart Defensive Mastery + SDStalwartDefensiveMastery + +[1/2/3] Armor Class and Armor Maximum Dexterity Bonus. + SDStalwartDefensiveMastery + 2 + 1 + 1 + 3 + 1 + + + + Fighter + 1 + + + + ACBonus + Enhancement + 1 2 3 + + + MaxDexBonus + Enhancement + 1 2 3 + + + + Stalwart Defender: Defense Boost + SDDefenseBoost + Activate to gain a +[5/10/15] Action Boost bonus to Armor Class and +Physical Resistance Rating for 20 seconds. (Cooldown: 30 seconds.) + SDDefenseBoost + 3 + 1 + 1 + 3 + 1 + + + + Fighter + 1 + + + + + Stalwart Defender: Threatening Countenance + SDThreateningCountenance + +[1/2/3] Haggle, Intimidate, and +[60/120/180]% melee threat generation. + SDThreateningCountenance + 4 + 1 + 1 + 3 + 1 + + + Fighter + 1 + + + + SkillBonus + Enhancement + 1 2 3 + Haggle + Intimidate + + + ThreatBonusMelee + Enhancement + 60 120 180 + + + + Stalwart Defender: Improved Stalwart Defense II + SDImprovedStalwartDefenseII + Improves your Stalwart Defense stance. +Choose one of the options you did not pick at tier 1. + SDImprovedStalwartDefense + 1 + 2 + 1 + 3 + 5 + + + + Fighter + 2 + + + SDImprovedStalwartDefenseI + + + + SDImprovedStalwartDefenseI - Kensei Focus: Martial Arts - You focus your Kensei training in the use of monk weapons. -You gain +1 to hit and +2 damage with one handed martial arts weapons, -and +1 to hit and +4 damage with two handed martial arts weapons. - KenseiFocusMartialArts - 2 - - - KenseiCore1 - Kensei Focus: Martial Arts - - - - Greater Weapon Focus: Bludgeoning Weapons - - - Greater Weapon Focus: Slashing Weapons - - - Greater Weapon Focus: Thrown Weapons - - - + Durable Defense + While in Stalwart Defense, you gain a +[5/10/15] Competence bonus +to Physical and Magical Resistance Rating. + SDDurableDefense + 1 - AttackBonus - Enhancement - 1 - FocusGroup + PRR + Competence + 5 10 15 + Stalwart Defense - CriticalAttackBonus - Enhancement - 1 - FocusGroup + MRR + Competence + 5 10 15 + Stalwart Defense + + + Inciting Defense + While in Stalwart Defense, you gain a [150/300/450]% Competence bonus to melee threat generation. + SDIncitingDefense + 1 - DamageBonus - Enhancement - 2 - Shuriken + ThreatBonusMelee + Competence + 150 300 450 + Stalwart Defense + + + Resilient Defense + While in Stalwart Defense, you gain a +[1/2/3] Competence bonus +to all Saving Throws. + SDResilientDefense + 1 - Seeker - Enhancement - 2 - Shuriken + SaveBonus + Competence + 1 2 3 + Stalwart Defense + All + + + + + Stalwart Defender: Stalwart Shield Mastery + SDStalwartShieldMastery + +[5/10/15]% Shield Armor Class and +[1/2/3] Tower Shield Maximum Dexterity Bonus. + SDStalwartShieldMastery + 2 + 2 + 1 + 3 + 5 + + + Fighter + 2 + + + SDStalwartDefensiveMastery + + + + ACBonusShield + Enhancement + 5 10 15 + + + MaxDexBonusTowerShield + Enhancement + 1 2 3 + + + + Stalwart Defender: Armor Expertise + SDArmorExpertise + Armor you equip gains +[1/2/3] to its Enhancement Bonus. + SDArmorExpertise + 3 + 2 + 1 + 3 + 5 + + + + Fighter + 2 + + + + EnchantArmor + Enhancement + 1 2 3 + + + + Stalwart Defender: Instinctive Defense + SDInstinctiveDefense + You take [5/10/15]% less extra damage when struck while helpless. +(Additional damage while helpless varies by difficulty setting from 5% to 25%.) + SDInstinctiveDefense + 4 + 2 + 1 + 3 + 5 + + + Fighter + 2 + + + + HelplessDamageReduction + Enhancement + 5 10 15 + + + + Stalwart Defender: Improved Stalwart Defense III + SDImprovedStalwartDefenseIII + Improves your Stalwart Defense stance. +Pick the third option left. + SDImprovedStalwartDefense + 1 + 3 + 1 + 3 + 10 + + + Fighter + 3 + + + SDImprovedStalwartDefenseII + + + + SDImprovedStalwartDefenseI + SDImprovedStalwartDefenseII + + Durable Defense + While in Stalwart Defense, you gain a +[5/10/15] Competence bonus +to Physical and Magical Resistance Rating. + SDDurableDefense + 1 - DamageBonus - Enhancement - 4 - Handwraps - Quarterstaff - Unarmed + PRR + Competence + 5 10 15 + Stalwart Defense - Seeker - Enhancement - 4 - Handwraps - Quarterstaff - Unarmed + MRR + Competence + 5 10 15 + Stalwart Defense - Kensei Focus: Picks and Hammers - You focus your Kensei training in the use of picks and hammers. -You gain +1 to hit and +2 damage with one handed picks and hammers, -and +1 to hit and +4 damage with two handed picks and hammers. - KenseiFocusPicksAndHammers - 2 - - - KenseiCore1 - Kensei Focus: Picks and Hammers - - - - Greater Weapon Focus: Bludgeoning Weapons - - - Greater Weapon Focus: Piercing Weapons - - - Greater Weapon Focus: Thrown Weapons - - - - - AttackBonus - Enhancement - 1 - FocusGroup - + Inciting Defense + While in Stalwart Defense, you gain a [150/300/450]% Competence bonus to melee threat generation. + SDIncitingDefense + 1 - CriticalAttackBonus - Enhancement - 1 - FocusGroup + ThreatBonusMelee + Competence + 150 300 450 + Stalwart Defense + + + Resilient Defense + While in Stalwart Defense, you gain a +[1/2/3] Competence bonus +to all Saving Throws. + SDResilientDefense + 1 - DamageBonus - Enhancement - 2 - Light Pick - Heavy Pick - Light Hammer - Warhammer - Throwing Hammer + SaveBonus + Competence + 1 2 3 + Stalwart Defense + All + + + + + Stalwart Defender: Greater Stalwart Defense I + SDGreaterStalwartDefenseI + Further improves your Stalwart Defense stance. + SDGreaterStalwartDefense + 2 + 3 + 1 + 3 + 10 + + + + Fighter + 3 + + + + + Hardy Defense + While wearing medium armor, heavy armor, or wielding a shield and in +Stalwart Defense, you gain a you gain a +[2/4/6] Competence bonus to Constitution. + SDHardyDefense + 1 - Seeker - Enhancement - 2 - Light Pick - Heavy Pick - Light Hammer - Warhammer - Throwing Hammer + AbilityBonus + Competence + 2 4 6 + Stalwart Defense + Shield + Medium Armor + Heavy Armor + Constitution + + + Strong Defense + While wearing medium armor, heavy armor, or wielding a shield and in +Stalwart Defense, you gain a +[2/4/6] Competence bonus to Strength. + SDStrongDefense + 1 - DamageBonus - Enhancement - 4 - Maul + AbilityBonus + Competence + 2 4 6 + Strength + Stalwart Defense + Shield + Medium Armor + Heavy Armor + + + Tenacious Defense + While wearing medium armor, heavy armor, or wielding a shield and in +Stalwart Defense, you gain a +10%/+15%/+20% Competence bonus to maximum hit points. + SDTenaciousDefense + 1 - Seeker - Enhancement - 4 - Maul + Hitpoints + Competence + 10 15 20 + + + Stalwart Defense + Shield + Medium Armor + Heavy Armor - KenseiLiquidCourage - Kensei: Liquid Courage - After drinking, you will receive a +50 Healing and Repair Amplification -for 30 seconds. - KenseiLiquidCourage - 2 - 4 + Stalwart Defender: Shield Expertise + SDShieldExpertise + Shields and weapons you equip gain +[1/2/3] to their Enhancement bonus. + SDShieldExpertise + 3 + 3 1 - 1 - 20 + 3 + 10 Fighter - 4 + 3 + + + SDArmorExpertise - HealingAmplification + WeaponEnchantment Enhancement - 50 - DrinkPotion + 1 2 3 + All - RepairAmplification + ShieldEnchantment Enhancement - 50 - DrinkPotion + 1 2 3 - KenseiStrikeAtTheHeart - Kensei: Strike at the Heart - Your weapon attacks have the Improved Destruction effect. - KenseiStrikeAtTheHeart - 3 - 4 + Stalwart Defender: Ability I + SDStrCon1 + Choose either Strength or Constitution + StrCon + 4 + 3 2 1 + 10 + + + + Fighter + 3 + + + + + +1 Strength + +1 Strength + Strength + 2 + + AbilityBonus + Enhancement + 1 + Strength + + + + +1 Constitution + +1 Constitution + Constitution + 2 + + AbilityBonus + Enhancement + 1 + Constitution + + + + + + Stalwart Defender: Counter Attack + SDCounterAttack + Action Boost: You gain On Shield Block: Your next attack within 3 seconds +gains +1[W] that stacks 1/2/3 times. (Cooldown: 30 seconds.) + SDCounterAttack + 0 + 4 + 1 + 3 20 + Fighter @@ -49272,112 +54664,204 @@ for 30 seconds. - KenseiAbilityII - Kensei: Ability II - Select +1 to either Strength, Dexterity or Wisdom. - StrDexWis - 4 + Stalwart Defender: Swift Defense + SDSwiftDefense + Stalwart Defense increases your movement speed by 10% + SDSwiftDefense + 1 4 - 2 + 1 1 20 - KenseiAbilityI + Fighter + 4 + + + MovementSpeed + Action Boost + 10 + Stalwart Defense + + + + + Stalwart Defender: Greater Stalwart Defense II + SDGreaterStalwartDefenseII + Further improves your Stalwart Defense stance. +Choose one of the options you did not pick at tier 3. + SDGreaterStalwartDefense + 2 + 4 + 1 + 3 + 20 + + Fighter 4 + + SDGreaterStalwartDefenseI + + SDGreaterStalwartDefenseI - +1 Strength - +1 Strength - Strength - 2 + Hardy Defense + While wearing medium armor, heavy armor, or wielding a shield and in +Stalwart Defense, you gain a you gain a +[2/4/6] Competence bonus to Constitution. + SDHardyDefense + 1 AbilityBonus - Enhancement - Strength - 1 + Competence + 2 4 6 + Stalwart Defense + Shield + Medium Armor + Heavy Armor + Constitution - +1 Dexterity - +1 Dexterity - Dexterity - 2 + Strong Defense + While wearing medium armor, heavy armor, or wielding a shield and in +Stalwart Defense, you gain a +[2/4/6] Competence bonus to Strength. + SDStrongDefense + 1 AbilityBonus + Competence + 2 4 6 + Strength + Stalwart Defense + Shield + Medium Armor + Heavy Armor + + + + Tenacious Defense + While wearing medium armor, heavy armor, or wielding a shield and in +Stalwart Defense, you gain a +10%/+15%/+20% Competence bonus to maximum hit points. + SDTenaciousDefense + 1 + + Hitpoints + Competence + 10 15 20 + + + Stalwart Defense + Shield + Medium Armor + Heavy Armor + + + + + + Stalwart Defender: Reinforced Defense I + SDReinforcedDefenseI + Improves the armor class bonus you receive from shields or armor. + StDReinforcedArmor + 3 + 4 + 1 + 3 + 20 + + + + Fighter + 4 + + + + + Reinforced Armor + The Armor Class bonus you gain from armor or docents is increased by [15/30/50]% + StDReinforcedArmor + 1 + + ArmorACBonus Enhancement - Dexterity - 1 + 15 30 50 + Stalwart Defense - +1 Wisdom - +1 Wisdom - Wisdom - 2 + Reinforced Shield + The Armor Class bonus you gain from using a shield is increased by [15/30/50]%. +Note: This stacks with Reinforced Defense from Sacred Defender. + StDReinforcedShield + 1 - AbilityBonus + ACBonusShield Enhancement - Wisdom - 1 + 15 30 50 + Stalwart Defense - - KenseiAGoodDeath - Kensei: A Good Death - Select a melee or ranged special attack that deals extra damage to targets at low health. - KenseiAGoodDeathMelee - 0 - 5 - 1 + Stalwart Defender: Ability II + SDStrCon2 + Choose either Strength or Constitution + StrCon + 4 + 4 + 2 1 - 30 - - + 20 Fighter - 5 + 4 - 12 + SDStrCon1 - A Good Death (Melee) - Focus Melee Attack: Perform a melee attack with +1 Critical Damage Multiplier. -On Damage: If the target is below 30% health, deal 500 damage that scales with 400% Melee Power. - KenseiAGoodDeathMelee - 1 - - + +1 Strength + +1 Strength + Strength + 2 + + AbilityBonus + Enhancement + 1 + Strength + - A Good Death (Ranged) - Focus Ranged Attack: Perform a ranged attack with +1 Critical Damage Multiplier. -On Damage: If the target is below 30% health, deal 500 damage that scales with 400% Ranged Power. - KenseiAGoodDeathRanged - 1 - - + +1 Constitution + +1 Constitution + Constitution + 2 + + AbilityBonus + Enhancement + 1 + Constitution + - KenseiWeaponGroupSecializationV - Kensei: Weapon Master - +3 to hit and damage with all weapons - KenseiFocus - 1 + Stalwart Defender: The Thick of Battle + SDThickOfBattle + Striking enemies increases you Melee Threat by 10% for 10 seconds, +stacks 10 times. After 10 seconds, all stacks fade. + SDThickOfBattle + 0 5 1 1 @@ -49385,127 +54869,192 @@ On Damage: If the target is below 30% health, deal 500 damage that scales with 4 - KenseiWeaponGroupSecializationIV + 12 Fighter 5 - - 12 - - AttackBonus - Enhancement - All - 3 - - - CriticalAttackBonus - Enhancement - All - 3 - - - DamageBonus + CreateSlider Enhancement - All - 3 + Thick of Battle + 0 10 + 0 - Seeker + ThreatBonusMelee Enhancement - All - 3 + 10 + Thick of Battle - KenseiOneWithTheBlade - Kensei: One With The Blade - Passive: +20 Melee and Ranged Power. -Your melee Focus weapons are considered Centering. While Centered, you may gain -various benefits from levels in Monk or as a Grandmaster of Flowers. - KenseiOneWithTheBlade - 2 + Stalwart Defender: Block and Cut + SDBlockAndCut + Shield Melee Attack: Performs a melee attack with your main hand weapon +that deals +[1/2/3][W]. On Damage: You gain a [10/15/25]% Morale bonus to +melee doublestrike for 10 seconds. (Cooldown: 20 seconds.) + SDBlockAndCut + 1 5 1 - 1 + 3 30 + + + 12 + Fighter 5 + + + + Stalwart Defender: Greater Stalwart Defense III + SDGreaterStalwartDefenseIII + Further improves your Stalwart Defense stance. +Choose the option you didn't chose at Tier 3 or 4. + SDGreaterStalwartDefense + 2 + 5 + 1 + 3 + 30 + + 12 + + Fighter + 5 + + + SDGreaterStalwartDefenseII + - - Kensei: One With the Blade - MeleePower - Enhancement - 20 - - - Kensei: One With the Blade - RangedPower - Enhancement - 20 - - + + SDGreaterStalwartDefenseI + SDGreaterStalwartDefenseII + + Hardy Defense + While wearing medium armor, heavy armor, or wielding a shield and in +Stalwart Defense, you gain a you gain a +[2/4/6] Competence bonus to Constitution. + SDHardyDefense + 1 + + AbilityBonus + Competence + 2 4 6 + Stalwart Defense + Shield + Medium Armor + Heavy Armor + Constitution + + + + Strong Defense + While wearing medium armor, heavy armor, or wielding a shield and in +Stalwart Defense, you gain a +[2/4/6] Competence bonus to Strength. + SDStrongDefense + 1 + + AbilityBonus + Competence + 2 4 6 + Strength + Stalwart Defense + Shield + Medium Armor + Heavy Armor + + + + Tenacious Defense + While wearing medium armor, heavy armor, or wielding a shield and in +Stalwart Defense, you gain a +10%/+15%/+20% Competence bonus to maximum hit points. + SDTenaciousDefense + 1 + + Hitpoints + Competence + 10 15 20 + + + Stalwart Defense + Shield + Medium Armor + Heavy Armor + + + - KenseiDeadlyStrike - Kensei: Deadly Strike - Select a melee or ranged special attack that is automatically considered -a critical threat if it hits. - KenseiDeadlyStrike + Stalwart Defender: Reinforced Defense II + SDReinforcedDefenseII + Improves the armor class bonus you receive from shields or armor. +(Cannot choose same as Reinforced Defense from Tier 4.) + StDReinforcedArmor 3 5 1 - 1 + 3 30 + + 12 + Fighter 5 - 12 + SDReinforcedDefenseI - + SDReinforcedDefenseI - Deadly Shot - Focus Ranged Attack: Attack to perform a ranged attack that is automatically -considered a critical threat. -On Vorpal: 500 damage which scales with Ranged Power. - KenseiDeadlyShot + Reinforced Armor + The Armor Class bonus you gain from armor or docents is increased by [15/30/50]% + StDReinforcedArmor 1 - - + + ArmorACBonus + Enhancement + 15 30 50 + Stalwart Defense + - Deadly Strike - Focus Melee Attack: Attack to perform a melee attack that is automatically -considered a critical threat. -On Vorpal: 500 damage which scales with Melee Power. - KenseiDeadlyStrike + Reinforced Shield + The Armor Class bonus you gain from using a shield is increased by [15/30/50]%. +Note: This stacks with Reinforced Defense from Sacred Defender. + + StDReinforcedShield 1 - - + + ACBonusShield + Enhancement + 15 30 50 + Stalwart Defense + - KenseiKeenEdge - Kensei: Keen Edge - You gain a +1 Competence bonus to Critical Threat Range with your Focus weapons. - KenseiKeenEdge + Stalwart Defender: Against All Odds + SDAgainstAllOdds + +5 Armor Class. When you take damage, you gain +2 Armor Class for +1 minute - stacks 10 times for a total of +20 additional Armor Class. + SDAgainstAllOdds 4 5 1 @@ -49513,56 +55062,55 @@ On Vorpal: 500 damage which scales with Melee Power. 30 - - - Improved Critical: Bludgeoning Weapons - - - Improved Critical: Piercing Weapons - - - Improved Critical: Ranged Weapons - - - Improved Critical: Slashing Weapons - - - Improved Critical: Thrown Weapons - - - Fighter - 5 + 12 - 12 + Fighter + 5 - Competence - CriticalRange - 1 - - FocusGroup + ACBonus + Enhancement + 5 + + + CreateSlider + Enhancement + Against All Odds + 0 10 + 0 + + + ACBonus + Enhancement + 2 + Against All Odds - Stalwart Defender + Vanguard 1 + - - Fighter - + + + Fighter + + + Paladin + + - Fighter FighterBackground + FighterPaladin - Stalwart Defender: Toughness - SDCore1 - You gain +1 Hit Point for each action point you spend in this tree. -Each Stalwart Defender Core Ability you possess grants +3% Fortification. - Toughness + Vanguard: To the Fore! + VanguardCore1 + While you have a shield equipped, you gain +1 to hit and +1 damage with your main hand weapon and with your shield bash attacks. + VanguardToTheFore 0 0 1 @@ -49570,85 +55118,71 @@ Each Stalwart Defender Core Ability you possess grants +3% Fortification.0 - - Fighter - 1 - + + + Fighter + 1 + + + Paladin + 1 + + - Stalwart Defender: Hitpoint per action point - Hitpoints + AttackBonus Enhancement - 1 - Stalwart Defender + 1 + Sword and Board + All - Fortification + DamageBonus Enhancement - 3 + 1 + Sword and Board + All - Stalwart Defender: Stalwart Defense - SDCore2 - Defensive Combat Stance: +10 Physical and Magical Resistance -+150% bonus to threat generation -Cannot be used while Raged -Sacred Defense and Stalwart Defense can't be active at the same time - SDStalwartDefense + Vanguard: Shield Combat I + VanguardCore2 + +10% chance to make a secondary shield bash + VanguardShieldCombatI 1 0 1 1 5 - - - Stalwart Defense - SDStalwartDefense - Defensive Combat Stance: +10 Physical and Magical Resistance -+150% bonus to threat generation - Rage - Sacred Defense - - Fighter - 3 - - - SDCore1 + VanguardCore1 + + + Fighter + 3 + + + Paladin + 3 + + - Fortification - Enhancement - 3 - - - PRR - Enhancement - 10 - Stalwart Defense - - - MRR + SecondaryShieldBash Enhancement 10 - Stalwart Defense - - - ThreatBonusMelee - Enhancement - 150 - Stalwart Defense + Sword and Board - Stalwart Defender: Overbalance - SDCore3 - Your shields gain On Vorpal: Knock an opponent to the ground. - SDOverbalance + Vanguard: Vicious Shield I + VanguardCore3 + +10% chance to make a secondary shield bash. +While you have a shield equipped, +5% Combat Style bonus to melee attack speed. + VanguardViciousShieldI 2 0 1 @@ -49657,24 +55191,41 @@ Sacred Defense and Stalwart Defense can't be active at the same time - Fighter - 6 - - - SDCore2 + VanguardCore2 + + + Fighter + 6 + + + Paladin + 6 + + - Fortification + SecondaryShieldBash Enhancement - 3 + 10 + Sword and Board + + + Alacrity + Combat Style + 5 + Sword and Board + Melee + - Stalwart Defender: Stand Fast - SDCore4 - While in Stalwart Defense, you are immune to Fear and most forms of being Knocked down. - SDStandFast + Vanguard: Shield Combat II + VanguardCore4 + +10% chance to make a secondary shield bash. +While you have a shield equipped, +5% Combat style bonus to Melee Attack Speed. +Your shield gains +1[W]. + VanguardShieldCombatII 3 0 1 @@ -49683,35 +55234,46 @@ Sacred Defense and Stalwart Defense can't be active at the same time - Fighter - 12 - - - SDCore3 + VanguardCore3 + + + Fighter + 12 + + + Paladin + 12 + + - Fortification + SecondaryShieldBash Enhancement - 3 + 10 + Sword and Board - Immunity - Enhancement - Fear + Alacrity + Combat Style + 5 + Sword and Board + Melee + - Immunity + WeaponBaseDamageBonus Enhancement - Knockdown + 1 + Shield - Stalwart Defender: Defensive Footwork - SDCore5 - You gain a +15% Exceptional bonus to Armor Class, as well as -20 Physical Resistance Rating and +50% Melee Threat. - SDDefensiveSweep + Vanguard: Vicious Shield II + VanguardCore5 + Your shield gains +1 critical threat range, +1 critical multiplier, +1[W]. +While you have a shield equipped, +5% Combat Style bonus to Melee Attack Speed. + VanguardViciousShieldII 4 0 1 @@ -49720,590 +55282,631 @@ Sacred Defense and Stalwart Defense can't be active at the same time - Fighter - 18 - - - SDCore4 + VanguardCore4 + + + Fighter + 18 + + + Paladin + 18 + + - Fortification - Enhancement - 3 + CriticalRange + Competence + 1 + + Shield - ACBonus - Exceptional - 15 - + CriticalMultiplier + Competence + 1 + Shield - ThreatBonusMelee + WeaponBaseDamageBonus Enhancement - 50 + 1 + Shield - PRR - Enhancement - 20 + Alacrity + Combat Style + 5 + Sword and Board + All + - Stalwart Defender: Last Stand - SDCore6 - Passive: You gain +2 Strength, +6 Constitution, +10 Physical and Magical -Resist Ratings and +2 to the DCs of all Tactical Feats. -Shield Action Boost: Your gain +100% Maximum hit points, +50 Physical and -Magical Resistance Rating, and On Attacked: You are healed for 1d10 positive -energy healing. This Action Boost does not share a cooldown with other Action -Boost abilities, and can be used while helpless. (Cooldown: 3 minutes.) - SDLastStand + Vanguard: Shield Champion + VanguardCore6 + While you have a shield equipped, you gain +2 attack, +2 damage, and +5% doublestrike, ++5% Combat Style bonus to Melee Attack Speed. +Your shield gains +1[W] +Your shield bashes stuns enemies 10% of the time. +DC(10 + 1/2 Character lvl + strength modifier + stun bonus) + VanguardShieldChampion 5 0 1 1 40 - - Fighter - 20 - - - SDCore5 + VanguardCore5 + + + Fighter + 20 + + + Paladin + 20 + + - Fortification + AttackBonus Enhancement - 3 + 2 + Sword and Board + All - AbilityBonus + DamageBonus Enhancement 2 - Strength + Sword and Board + All - AbilityBonus + Doublestrike Enhancement - 6 - Constitution + 5 + Sword and Board - PRR + WeaponBaseDamageBonus Enhancement - 10 + 1 + Shield - MRR - Enhancement - 10 + Alacrity + Combat Style + 5 + Sword and Board + Melee + - - TacticalDC - Enhancement - 2 - Trip - Sunder + + Vanguard: Shield Champion + Shield bash stuns 10% of the time + VanguardShieldChampion + ? + 10 + All + Strength Stun - General - + - Stalwart Defender: Item Defense - SDItemDefense - You have a [25/50/75]% chance to negate potential item wear. - SDItemDefense + Vanguard: Shield Specialization I + VanguardShieldSpecializationI + While you have a shield equipped, you gain +1 to hit, damage, and armor class. + VanguardShieldSpecializationI 0 1 - 1 - 3 - 1 - - - Fighter - 1 - - - - - Stalwart Defender: Improved Stalwart Defense I - SDImprovedStalwartDefenseI - Improves your Stalwart Defense stance. - SDImprovedStalwartDefense - 1 - 1 - 1 - 3 - 1 - - - - Fighter - 1 - - - - - Durable Defense - While in Stalwart Defense, you gain a +[5/10/15] Competence bonus -to Physical and Magical Resistance Rating. - SDDurableDefense - 1 - - PRR - Competence - 5 10 15 - Stalwart Defense - - - MRR - Competence - 5 10 15 - Stalwart Defense - - - - Inciting Defense - While in Stalwart Defense, you gain a [150/300/450]% Competence bonus to melee threat generation. - SDIncitingDefense - 1 - - ThreatBonusMelee - Competence - 150 300 450 - Stalwart Defense - - - - Resilient Defense - While in Stalwart Defense, you gain a +[1/2/3] Competence bonus to all Saving Throws. - SDResilientDefense - 1 - - SaveBonus - Competence - 1 2 3 - Stalwart Defense - All - - - - - - Stalwart Defender: Stalwart Defensive Mastery - SDStalwartDefensiveMastery - +[1/2/3] Armor Class and Armor Maximum Dexterity Bonus. - SDStalwartDefensiveMastery - 2 - 1 - 1 - 3 + 2 + 1 1 - - Fighter - 1 - + + + Fighter + 1 + + + Paladin + 1 + + + + AttackBonus + Enhancement + 1 + Sword and Board + All + + + DamageBonus + Enhancement + 1 + Sword and Board + All + ACBonus Enhancement - 1 2 3 + 1 + Sword and Board + + + Vanguard: No Weakness + VanguardNoWeakness + +[1/2/3] Fortitude saving throws. + VanguardNoWeakness + 1 + 1 + 1 + 3 + 1 + + + + Fighter + 1 + + + Paladin + 1 + + + - MaxDexBonus + SaveBonus Enhancement + Fortitude 1 2 3 - Stalwart Defender: Defense Boost - SDDefenseBoost - Activate to gain a +[5/10/15] Action Boost bonus to Armor Class and -Physical Resistance Rating for 20 seconds. (Cooldown: 30 seconds.) - SDDefenseBoost - 3 + Vanguard: Shield Smash + VanguardShieldSmash + While you have a shield equipped, +Activate: Melee attack with your shield for +[1/2/3] [W] damage. +On damage, PRR and MRR are increased by [2/4/6] points for 12 seconds. +Cooldown [12/9/6] seconds + VanguardShieldSmash + 2 1 1 3 1 - - Fighter - 1 - + + + Fighter + 1 + + + Paladin + 1 + + - Stalwart Defender: Threatening Countenance - SDThreateningCountenance - +[1/2/3] Haggle, Intimidate, and +[60/120/180]% melee threat generation. - SDThreateningCountenance + Vanguard: Unbalancing Shove + VanguardUnbalancingShove + When you shield bash, damaged enemies get -1 to saving throws for [2/4/6] seconds. + VanguardUnbalancingShove + 3 + 1 + 1 + 3 + 1 + + + + Fighter + 1 + + + Paladin + 1 + + + + + + Vanguard: Armor Training + VanguardArmorTraining + +[1/2/3] to Balance, Intimidate, and Jump. +Reduces total penalty to skills from armor and shield by [1/2/3] + VanguardArmorTraining 4 1 1 3 1 - - Fighter - 1 - + + + Fighter + 1 + + + Paladin + 1 + + SkillBonus Enhancement - 1 2 3 - Haggle + Balance Intimidate + Jump + 1 2 3 - ThreatBonusMelee + ArmorCheckPenalty Enhancement - 60 120 180 + -1 -2 -3 - Stalwart Defender: Improved Stalwart Defense II - SDImprovedStalwartDefenseII - Improves your Stalwart Defense stance. -Choose one of the options you did not pick at tier 1. - SDImprovedStalwartDefense - 1 + Vanguard: Shield Specialization II + VanguardShieldSpecializationII + While you have a shield equipped, +1 to hit, damage, and armor class. + VanguardShieldSpecializationII + 0 2 - 1 - 3 + 2 + 1 5 + + + Fighter + 2 + + + Paladin + 2 + + - Fighter - 2 - - - SDImprovedStalwartDefenseI + VanguardShieldSpecializationI - - SDImprovedStalwartDefenseI - - Durable Defense - While in Stalwart Defense, you gain a +[5/10/15] Competence bonus -to Physical and Magical Resistance Rating. - SDDurableDefense - 1 - - PRR - Competence - 5 10 15 - Stalwart Defense - - - MRR - Competence - 5 10 15 - Stalwart Defense - - - - Inciting Defense - While in Stalwart Defense, you gain a [150/300/450]% Competence bonus to melee threat generation. - SDIncitingDefense - 1 - - ThreatBonusMelee - Competence - 150 300 450 - Stalwart Defense - - - - Resilient Defense - While in Stalwart Defense, you gain a +[1/2/3] Competence bonus -to all Saving Throws. - SDResilientDefense - 1 - - SaveBonus - Competence - 1 2 3 - Stalwart Defense - All - - - + + AttackBonus + Enhancement + 1 + All + Sword and Board + + + DamageBonus + Enhancement + 1 + All + Sword and Board + + + ACBonus + Enhancement + 1 + Sword and Board + - Stalwart Defender: Stalwart Shield Mastery - SDStalwartShieldMastery - +[5/10/15]% Shield Armor Class and +[1/2/3] Tower Shield Maximum Dexterity Bonus. - SDStalwartShieldMastery - 2 + Vanguard: Brutality + VanguardBrutality + +[1/2/3] to the DC of Stunning abilities (such as Stunning Blow and Stunning Shield) + VanguardBrutality + 1 2 1 3 5 - - Fighter - 2 - - - SDStalwartDefensiveMastery - + + + Fighter + 2 + + + Paladin + 2 + + - ACBonusShield + TacticalDC Enhancement - 5 10 15 + Stun + 1 2 3 - MaxDexBonusTowerShield + TacticalDC Enhancement + Stunning Shield 1 2 3 - Stalwart Defender: Armor Expertise - SDArmorExpertise - Armor you equip gains +[1/2/3] to its Enhancement Bonus. - SDArmorExpertise + Vanguard: Stunning Shield + VanguardStunningShield + While you have a shield equipped, Activate: Melee shield bash with shield +for +[1/2/3] [W] attack. This attack stuns enemies unless they make a Fortitude save vs DC +(10 + highest ability modifier + character level + stunning bonuses). +Cooldown: [60/45/30] seconds + VanguardStunningShield + 2 + 2 + 1 + 3 + 5 + + + + + Fighter + 2 + + + Paladin + 2 + + + + + Vanguard: Shield Champion + While shield equipped, Activate: Melee shield bash with shield for [+[1/2/3]] [W] attack. + VanguardStunningShield + Fortitude + 10 + All + Strength + Dexterity + Constitution + Intelligence + Wisdom + Charisma + Stun + + + + Vanguard: Missile Shield + VanguardMissileShield + While you have a shield equipped, you gain the benefits of the Deflect Arrows feat, +knocking aside one incoming projectile that would have struck you every [6/4/2] seconds. +Antirequisite: Deflect Arrows. + VanguardMissileShield 3 2 1 3 5 - - - Fighter - 2 - + + + Fighter + 2 + + + Paladin + 2 + + + + + Deflect Arrows + + - EnchantArmor + GrantFeat Enhancement - 1 2 3 + Deflect Arrows + Sword and Board - Stalwart Defender: Instinctive Defense - SDInstinctiveDefense - You take [5/10/15]% less extra damage when struck while helpless. -(Additional damage while helpless varies by difficulty setting from 5% to 25%.) - SDInstinctiveDefense + Vanguard: Action Boost: Power + VanguardActionBoostMeleePower + +[10/20/30] Action Boost bonus to Melee and Ranged Power for 20 seconds. +Usable 5 times per rest. Cooldown: 30 seconds + VanguardActionBoostMeleePower 4 2 1 3 5 + + + Vanguard: Power + VanguardActionBoostMeleePower + +[10/20/30] Action Boost bonus to Melee and Ranged Power for 20 seconds + + + + + Fighter + 2 + + + Paladin + 2 + + + + + MeleePower + Enhancement + 10 20 30 + Vanguard: Power + + + RangedPower + Enhancement + 10 20 30 + Vanguard: Power + + + + Vanguard: Shield Specialization III + VanguardShieldSpecializationIII + While you have a shield equipped, +1 to hit, damage, and armor class. + VanguardShieldSpecializationIII + 0 + 3 + 2 + 1 + 10 + + + + Fighter + 3 + + + Paladin + 3 + + - Fighter - 2 + VanguardShieldSpecializationII - HelplessDamageReduction + AttackBonus Enhancement - 5 10 15 + 1 + All + Sword and Board + + + DamageBonus + Enhancement + 1 + All + Sword and Board + + + ACBonus + Enhancement + 1 + Sword and Board - Stalwart Defender: Improved Stalwart Defense III - SDImprovedStalwartDefenseIII - Improves your Stalwart Defense stance. -Pick the third option left. - SDImprovedStalwartDefense + Vanguard: Follow Up + VanguardFollowUp + When you hit an enemy with an activated attack with caertain stunning abilities +(such as Stunning Blow or Stunning Shield), your Melee Power is increased by +[3/6/9] points for 12 seconds whether the stun works or not. + VanguardFollowUp 1 3 1 3 10 - - Fighter - 3 - - - SDImprovedStalwartDefenseII - - - - SDImprovedStalwartDefenseI - SDImprovedStalwartDefenseII - - Durable Defense - While in Stalwart Defense, you gain a +[5/10/15] Competence bonus -to Physical and Magical Resistance Rating. - SDDurableDefense - 1 - - PRR - Competence - 5 10 15 - Stalwart Defense - - - MRR - Competence - 5 10 15 - Stalwart Defense - - - - Inciting Defense - While in Stalwart Defense, you gain a [150/300/450]% Competence bonus to melee threat generation. - SDIncitingDefense - 1 - - ThreatBonusMelee - Competence - 150 300 450 - Stalwart Defense - - - - Resilient Defense - While in Stalwart Defense, you gain a +[1/2/3] Competence bonus -to all Saving Throws. - SDResilientDefense - 1 - - SaveBonus - Competence - 1 2 3 - Stalwart Defense - All - - - + + + Fighter + 3 + + + Paladin + 3 + + + - Stalwart Defender: Greater Stalwart Defense I - SDGreaterStalwartDefenseI - Further improves your Stalwart Defense stance. - SDGreaterStalwartDefense + Vanguard: Fatal Bulwark + VanguardFatalBulwark + Your shield gains +1 critical threat range. + VanguardFatalBulwark 2 3 - 1 - 3 + 2 + 1 10 - - - Fighter - 3 - + + + Fighter + 3 + + + Paladin + 3 + + - - - Hardy Defense - While wearing medium armor, heavy armor, or wielding a shield and in -Stalwart Defense, you gain a you gain a +[2/4/6] Competence bonus to Constitution. - SDHardyDefense - 1 - - AbilityBonus - Competence - 2 4 6 - Stalwart Defense - Shield - Medium Armor - Heavy Armor - Constitution - - - - Strong Defense - While wearing medium armor, heavy armor, or wielding a shield and in -Stalwart Defense, you gain a +[2/4/6] Competence bonus to Strength. - SDStrongDefense - 1 - - AbilityBonus - Competence - 2 4 6 - Strength - Stalwart Defense - Shield - Medium Armor - Heavy Armor - - - - Tenacious Defense - While wearing medium armor, heavy armor, or wielding a shield and in -Stalwart Defense, you gain a +10%/+15%/+20% Competence bonus to maximum hit points. - SDTenaciousDefense - 1 - - Hitpoints - Competence - 10 15 20 - - - Stalwart Defense - Shield - Medium Armor - Heavy Armor - - - + + CriticalRange + Competence + 1 + Shield + + - Stalwart Defender: Shield Expertise - SDShieldExpertise - Shields and weapons you equip gain +[1/2/3] to their Enhancement bonus. - SDShieldExpertise + Vanguard: Shield Riposte + VanguardShieldRiposte + When missed in melee while wearing a shield: Deals 1d[4/6/8] +bludgeoning damage to your attacker. Scales with Melee Power. + VanguardShieldRiposte 3 3 1 3 10 - - Fighter - 3 - - - SDArmorExpertise - + + + Fighter + 3 + + + Paladin + 3 + + - - WeaponEnchantment - Enhancement - 1 2 3 - All - - - ShieldEnchantment - Enhancement - 1 2 3 - - Stalwart Defender: Ability I - SDStrCon1 - Choose either Strength or Constitution - StrCon + Vanguard: Ability I + VanguardAbilityScore + Choose one: + StrDex 4 3 2 1 10 - - - Fighter - 3 - + + + Fighter + 3 + + + Paladin + 3 + + @@ -50314,207 +55917,188 @@ Stalwart Defense, you gain a +10%/+15%/+20% Competence bonus to maximum hit poin AbilityBonus Enhancement - 1 Strength + 1 - +1 Constitution - +1 Constitution - Constitution + +1 Dexterity + +1 Dexterity + Dexterity 2 AbilityBonus Enhancement + Dexterity 1 - Constitution - Stalwart Defender: Counter Attack - SDCounterAttack - Action Boost: You gain On Shield Block: Your next attack within 3 seconds -gains +1[W] that stacks 1/2/3 times. (Cooldown: 30 seconds.) - SDCounterAttack + Vanguard: Shield Specialization IV + VanguardShieldSpecializationIV + While you have a shield equipped, +1 to hit, damage, and armor class. + VanguardShieldSpecializationIV 0 4 - 1 - 3 + 2 + 1 20 - + + + + Fighter + 4 + + + Paladin + 4 + + - Fighter - 4 + VanguardShieldSpecializationIII + + AttackBonus + Enhancement + 1 + All + Sword and Board + + + DamageBonus + Enhancement + 1 + All + Sword and Board + + + ACBonus + Enhancement + 1 + Sword and Board + - Stalwart Defender: Swift Defense - SDSwiftDefense - Stalwart Defense increases your movement speed by 10% - SDSwiftDefense + Vanguard: Armor Mastery + VanguardArmorMastery + +[1/2/3] Armor Class and Armor Maximum Dexterity Bonus. +(Maximum dexterity bonus limits your maximum dodge as well). + VanguardArmorMastery 1 4 1 - 1 + 3 20 - - Fighter - 4 - + + + Fighter + 4 + + + Paladin + 4 + + - MovementSpeed - Action Boost - 10 - Stalwart Defense - + ACBonus + Enhancement + 1 2 3 + + + MaxDexBonus + Enhancement + 1 2 3 - Stalwart Defender: Greater Stalwart Defense II - SDGreaterStalwartDefenseII - Further improves your Stalwart Defense stance. -Choose one of the options you did not pick at tier 3. - SDGreaterStalwartDefense + Vanguard: Shield Charge + VanguardShieldCharge + While you have a shield equipped, Activate: Rush forward up to 30 feet to your selected opponent +and deliver +[1/2/3] [W] shield attack that hits enemies around you. +[36/24/12] seconds cooldown. + VanguardShieldCharge 2 4 1 3 20 - + - - Fighter - 4 - - - SDGreaterStalwartDefenseI - + + + Fighter + 4 + + + Paladin + 4 + + - - SDGreaterStalwartDefenseI - - Hardy Defense - While wearing medium armor, heavy armor, or wielding a shield and in -Stalwart Defense, you gain a you gain a +[2/4/6] Competence bonus to Constitution. - SDHardyDefense - 1 - - AbilityBonus - Competence - 2 4 6 - Stalwart Defense - Shield - Medium Armor - Heavy Armor - Constitution - - - - Strong Defense - While wearing medium armor, heavy armor, or wielding a shield and in -Stalwart Defense, you gain a +[2/4/6] Competence bonus to Strength. - SDStrongDefense - 1 - - AbilityBonus - Competence - 2 4 6 - Strength - Stalwart Defense - Shield - Medium Armor - Heavy Armor - - - - Tenacious Defense - While wearing medium armor, heavy armor, or wielding a shield and in -Stalwart Defense, you gain a +10%/+15%/+20% Competence bonus to maximum hit points. - SDTenaciousDefense - 1 - - Hitpoints - Competence - 10 15 20 - - - Stalwart Defense - Shield - Medium Armor - Heavy Armor - - - - Stalwart Defender: Reinforced Defense I - SDReinforcedDefenseI - Improves the armor class bonus you receive from shields or armor. - StDReinforcedArmor + Vanguard: Myrmidon's Edge + VanguardMyrmidonsEdge + +[1/2/3] to attack rolls to confirm critical hits and +[1/2/3] damage on +critical hits (before weapon multipliers). + VanguardMyrmidonsEdge 3 4 1 3 20 - - - Fighter - 4 - + + + Fighter + 4 + + + Paladin + 4 + + - - - Reinforced Armor - The Armor Class bonus you gain from armor or docents is increased by [15/30/50]% - StDReinforcedArmor - 1 - - ArmorACBonus - Enhancement - 15 30 50 - Stalwart Defense - - - - Reinforced Shield - The Armor Class bonus you gain from using a shield is increased by [15/30/50]%. -Note: This stacks with Reinforced Defense from Sacred Defender. - StDReinforcedShield - 1 - - ACBonusShield - Enhancement - 15 30 50 - Stalwart Defense - - - + + CriticalAttackBonus + Enhancement + 1 2 3 + All + + + Seeker + Enhancement + 1 2 3 + All + - Stalwart Defender: Ability II - SDStrCon2 - Choose either Strength or Constitution - StrCon + Vanguard: Ability II + VanguardAbilityScoreII + Choose one: + StrDex 4 4 2 1 20 - - Fighter - 4 - - - SDStrCon1 - + + + Fighter + 4 + + + Paladin + 4 + + @@ -50525,33 +56109,32 @@ Note: This stacks with Reinforced Defense from Sacred Defender. AbilityBonus Enhancement - 1 Strength + 1 - +1 Constitution - +1 Constitution - Constitution + +1 Dexterity + +1 Dexterity + Dexterity 2 AbilityBonus Enhancement + Dexterity 1 - Constitution - Stalwart Defender: The Thick of Battle - SDThickOfBattle - Striking enemies increases you Melee Threat by 10% for 10 seconds, -stacks 10 times. After 10 seconds, all stacks fade. - SDThickOfBattle + Vanguard: Shiel Specialization V + VanguardShieldToTheFace + While you have a shield equipped, you gain +3 to hit, damage and armos class. + VanguardShieldToTheFace 0 5 - 1 + 2 1 30 @@ -50560,55 +56143,50 @@ stacks 10 times. After 10 seconds, all stacks fade. 12 - Fighter - 5 + VanguardShieldSpecializationIV + + + Fighter + 5 + + + Paladin + 5 + + - CreateSlider + AttackBonus Enhancement - Thick of Battle - 0 10 - 0 + 3 + All + Sword and Board - ThreatBonusMelee + DamageBonus Enhancement - 10 - Thick of Battle + 3 + All + Sword and Board + + + ACBonus + Enhancement + 3 + Sword and Board - Stalwart Defender: Block and Cut - SDBlockAndCut - Shield Melee Attack: Performs a melee attack with your main hand weapon -that deals +[1/2/3][W]. On Damage: You gain a [10/15/25]% Morale bonus to -melee doublestrike for 10 seconds. (Cooldown: 20 seconds.) - SDBlockAndCut - 1 - 5 - 1 - 3 - 30 - - - - - 12 - - - Fighter - 5 - - - - - Stalwart Defender: Greater Stalwart Defense III - SDGreaterStalwartDefenseIII - Further improves your Stalwart Defense stance. -Choose the option you didn't chose at Tier 3 or 4. - SDGreaterStalwartDefense - 2 + Vanguard: Disorienting Smash + VanguardDisorientatingSmash + When you shield bash, damaged enemies gain 1d4 stacks of Vulnerability. +This can occur once every [3/2/1] seconds. + +Vulnerability makes enemies take 1% more damage for 3 seconds. This effect stacks up to 20 times, +and loses one stack on expiration. + VanguardDisorientatingSmash + 1 5 1 3 @@ -50618,134 +56196,58 @@ Choose the option you didn't chose at Tier 3 or 4. 12 - - Fighter - 5 - - - SDGreaterStalwartDefenseII - + + + Fighter + 5 + + + Paladin + 5 + + - - SDGreaterStalwartDefenseI - SDGreaterStalwartDefenseII - - Hardy Defense - While wearing medium armor, heavy armor, or wielding a shield and in -Stalwart Defense, you gain a you gain a +[2/4/6] Competence bonus to Constitution. - SDHardyDefense - 1 - - AbilityBonus - Competence - 2 4 6 - Stalwart Defense - Shield - Medium Armor - Heavy Armor - Constitution - - - - Strong Defense - While wearing medium armor, heavy armor, or wielding a shield and in -Stalwart Defense, you gain a +[2/4/6] Competence bonus to Strength. - SDStrongDefense - 1 - - AbilityBonus - Competence - 2 4 6 - Strength - Stalwart Defense - Shield - Medium Armor - Heavy Armor - - - - Tenacious Defense - While wearing medium armor, heavy armor, or wielding a shield and in -Stalwart Defense, you gain a +10%/+15%/+20% Competence bonus to maximum hit points. - SDTenaciousDefense - 1 - - Hitpoints - Competence - 10 15 20 - - - Stalwart Defense - Shield - Medium Armor - Heavy Armor - - - - Stalwart Defender: Reinforced Defense II - SDReinforcedDefenseII - Improves the armor class bonus you receive from shields or armor. -(Cannot choose same as Reinforced Defense from Tier 4.) - StDReinforcedArmor - 3 + Vanguard: Shield Rush + VanguardShieldRush + While you have shield equipped, Activate: Move forward in a line, delivering a shield +bash attack to every creature hit. Each opponent is knocked down and takes a shield bash +attack for +[2/4/6] [W] damage. The knockdown is negated on Fortitude saving throw vs DC +(20 + highest ability modifier + class level + bonus to trip attacks). +[60/45/25] seconds cooldown. + VanguardShieldRush + 2 5 1 3 30 + 12 - - Fighter - 5 - - - SDReinforcedDefenseI - + + + Fighter + 5 + + + Paladin + 5 + + - - SDReinforcedDefenseI - - Reinforced Armor - The Armor Class bonus you gain from armor or docents is increased by [15/30/50]% - StDReinforcedArmor - 1 - - ArmorACBonus - Enhancement - 15 30 50 - Stalwart Defense - - - - Reinforced Shield - The Armor Class bonus you gain from using a shield is increased by [15/30/50]%. -Note: This stacks with Reinforced Defense from Sacred Defender. - - StDReinforcedShield - 1 - - ACBonusShield - Enhancement - 15 30 50 - Stalwart Defense - - - - Stalwart Defender: Against All Odds - SDAgainstAllOdds - +5 Armor Class. When you take damage, you gain +2 Armor Class for -1 minute - stacks 10 times for a total of +20 additional Armor Class. - SDAgainstAllOdds - 4 + Vanguard: Armored Strength + VanguardArmoredStrength + +10 to Melee Power, +10% chance to make a Secondary Shield Bash. + VanguardArmoredStrength + 3 5 - 1 + 2 1 30 @@ -50753,52 +56255,83 @@ Note: This stacks with Reinforced Defense from Sacred Defender. 12 - - Fighter - 5 - + + + Fighter + 5 + + + Paladin + 5 + + - ACBonus + MeleePower Enhancement - 5 + 10 - CreateSlider + SecondaryShieldBash Enhancement - Against All Odds - 0 10 - 0 + 10 + + + Vanguard: Brutal Impact + VanguardBrutalImpact + +1 Critical Damage Multiplier on a roll of a 19-20 + VanguardBrutalImpact + 4 + 5 + 2 + 1 + 30 + + + + 12 + + + + Fighter + 5 + + + Paladin + 5 + + + - ACBonus + CriticalMultiplier19To20 Enhancement - 2 - Against All Odds + 1 + All + - Vanguard + Henshin Mystic 1 - - - - Fighter - - - Paladin - - + + Monk + - FighterBackground - FighterPaladin + Monk + MonkBackground - Vanguard: To the Fore! - VanguardCore1 - While you have a shield equipped, you gain +1 to hit and +1 damage with your main hand weapon and with your shield bash attacks. - VanguardToTheFore + Henshin Mystic: Riddle of Fire + HMCore1 + Each Core Enhancement in the Henshin Mystic tree, including this one, +grants you the following passive abilities: ++3 Melee Power ++2 Fire Resistance ++3 PRR +Enemies have -2 Fire Resistance against your spells. + HMRiddleOfFire 0 0 1 @@ -50806,71 +56339,82 @@ Note: This stacks with Reinforced Defense from Sacred Defender. 0 - - - Fighter - 1 - - - Paladin - 1 - - + + Monk + 1 + - AttackBonus + MeleePower Enhancement - 1 - Sword and Board - All + 3 - DamageBonus + EnergyResistance Enhancement - 1 - Sword and Board - All + Fire + 2 + + + PRR + Enhancement + 3 - Vanguard: Shield Combat I - VanguardCore2 - +10% chance to make a secondary shield bash - VanguardShieldCombatI + Henshin Mystic: Ki Bolt + HMCore2 + Ki Spell-Like Ability: Ki Bolt +Passive: +3 Melee Power ++2 Fire Resistance ++3 PRR +Enemies have -2 Fire Resistance against your spells. + HMKiBolt 1 0 1 1 5 + - VanguardCore1 + HMCore1 + + + Monk + 3 - - - Fighter - 3 - - - Paladin - 3 - - - SecondaryShieldBash + MeleePower Enhancement - 10 - Sword and Board + 3 + + + EnergyResistance + Enhancement + Fire + 2 + + + PRR + Enhancement + 3 - Vanguard: Vicious Shield I - VanguardCore3 - +10% chance to make a secondary shield bash. -While you have a shield equipped, +5% Combat Style bonus to melee attack speed. - VanguardViciousShieldI + Henshin Mystic: Sounding Staff + HMCore3 + You gain the Quick Draw feat, which reduces the time between using Spell-Like Abilities +and attacking. In addition, while you are centered and wielding a quarterstaff, +you gain +2 Ki each time you hit a creature. +This stacks with all other sources of Ki generation. +Passive: +3 Melee Power ++2 Fire Resistance ++3 PRR +Enemies have -2 Fire Resistance against your spells. + HMSoundingStaff 2 0 1 @@ -50879,148 +56423,164 @@ While you have a shield equipped, +5% Combat Style bonus to melee attack speed.< - VanguardCore2 + HMCore2 + + + Monk + 6 - - - Fighter - 6 - - - Paladin - 6 - - - SecondaryShieldBash + KiHit Enhancement - 10 - Sword and Board + 2 - Alacrity - Combat Style - 5 - Sword and Board - Melee - + MeleePower + Enhancement + 3 + + + EnergyResistance + Enhancement + Fire + 2 + + + PRR + Enhancement + 3 + + + GrantFeat + Enhancement + Quick Draw - Vanguard: Shield Combat II - VanguardCore4 - +10% chance to make a secondary shield bash. -While you have a shield equipped, +5% Combat style bonus to Melee Attack Speed. -Your shield gains +1[W]. - VanguardShieldCombatII + Henshin Mystic: Incinerating Wave + HMCore4 + Fire Ki Spell-Like Ability: Incinerating Wave +Passive: +3 Melee Power ++2 Fire Resistance ++3 PRR +Enemies have -2 Fire Resistance against your spells. + HMIncineratingWave 3 0 1 1 20 + - VanguardCore3 + HMCore3 + + + Monk + 12 - - - Fighter - 12 - - - Paladin - 12 - - - SecondaryShieldBash + MeleePower Enhancement - 10 - Sword and Board + 3 - Alacrity - Combat Style - 5 - Sword and Board - Melee - + EnergyResistance + Enhancement + Fire + 2 - WeaponBaseDamageBonus + PRR Enhancement - 1 - Shield + 3 - Vanguard: Vicious Shield II - VanguardCore5 - Your shield gains +1 critical threat range, +1 critical multiplier, +1[W]. -While you have a shield equipped, +5% Combat Style bonus to Melee Attack Speed. - VanguardViciousShieldII + Henshin Mystic: Cauldron Of Flame + HMCore5 + Fire Ki Spell-Like Ability: Cauldron of Flame +Passive: +3 Melee Power ++2 Fire Resistance ++3 PRR +Enemies have -2 Fire Resistance against your spells. + HMCauldronOfFlame 4 0 1 1 30 + - VanguardCore4 + HMCore4 + + + Monk + 18 - - - Fighter - 18 - - - Paladin - 18 - - - CriticalRange - Competence - 1 - - Shield + MeleePower + Enhancement + 3 - CriticalMultiplier - Competence - 1 - - Shield + EnergyResistance + Enhancement + Fire + 2 - WeaponBaseDamageBonus + PRR Enhancement - 1 - Shield + 3 + + Cauldron Of Flame + HMCauldronOfFlame + You are fighting within your Cauldron of Flame + - Alacrity - Combat Style - 5 - Sword and Board - All - + PRR + Enchantment + 20 + Quarterstaff + Cauldron Of Flame + + + MRR + Enchantment + 10 + Quarterstaff + Cauldron Of Flame + + + DodgeBonus + Enchantment + 15 + Quarterstaff + Cauldron Of Flame - Vanguard: Shield Champion - VanguardCore6 - While you have a shield equipped, you gain +2 attack, +2 damage, and +5% doublestrike, -+5% Combat Style bonus to Melee Attack Speed. -Your shield gains +1[W] -Your shield bashes stuns enemies 10% of the time. -DC(10 + 1/2 Character lvl + strength modifier + stun bonus) - VanguardShieldChampion + Henshin Mystic: Serenity + HMCore6 + Your understanding of things has evolved to a level that defies description. +Passive: +4 Wisdom ++10 Concentration ++1 Passive Ki Generation ++15 Melee Power ++2 Fire Resistance +Enemies have an additional -2 Fire Resistance against your spells. +While wielding a quarterstaff inside your Cauldron of Flame, you gain +5 to +hit and damage, and a +1 Critical Multiplier. ++15% attack speed with quarterstaves. + HMSerenity 5 0 1 @@ -51028,314 +56588,470 @@ DC(10 + 1/2 Character lvl + strength modifier + stun bonus) 40 - VanguardCore5 + HMCore5 + + + Monk + 20 - - - Fighter - 20 - - - Paladin - 20 - - - AttackBonus + AbilityBonus Enhancement - 2 - Sword and Board - All + Wisdom + 4 - DamageBonus + MeleePower Enhancement + 15 + + + EnergyResistance + Enhancement + Fire 2 - Sword and Board - All - Doublestrike + KiPassive + Enhancement + 1 + + + AttackBonus Enhancement 5 - Sword and Board + Cauldron Of Flame + Quarterstaff - WeaponBaseDamageBonus + DamageBonus + Enhancement + 5 + Cauldron Of Flame + Quarterstaff + + + CriticalMultiplier Enhancement 1 - Shield + Cauldron Of Flame + Quarterstaff Alacrity - Combat Style - 5 - Sword and Board - Melee + Enhancement + 15 + Cauldron Of Flame + Quarterstaff - - Vanguard: Shield Champion - Shield bash stuns 10% of the time - VanguardShieldChampion - ? - 10 - All - Strength - Stun - - Vanguard: Shield Specialization I - VanguardShieldSpecializationI - While you have a shield equipped, you gain +1 to hit, damage, and armor class. - VanguardShieldSpecializationI + Henshin Mystic: Elemental Words I + HMElementalWordsI + Select one of four attacks that increase elemental damage taken by your opponent: +(Activation Cost: 10 Ki. Cooldown: 15 seconds) + HMElementalWords 0 1 + 1 + 1 + 1 + + + + + Monk + 1 + + + + + All-Consuming Flame + Fire Ki Melee Attack: You strike your opponent and speak the secret words that cause +them to light up like tinder. On Hit: Target takes +1[W] damage, 10% more +fire damage for 30 seconds, and gains 2 stacks of Vulnerable. +(Activation Cost: 10 Ki. Cooldown: 15 seconds) + HMAllConsumingFlame + 1 + + + + Porous Soul + Earth Ki Melee Attack: You strike your opponent and speak the secret words that cause +them to draw acid in like a sponge. On Hit: Target takes +1[W] damage, 10% +more acid damage for 30 seconds, and gains 2 stacks of Vulnerable. +(Activation Cost: 10 Ki. Cooldown: 15 seconds) + HMPorousSoul + 1 + + + + Static Charge + Air Ki Melee Attack: You strike your opponent and speak the secret words that cause +them to feel the fury of the sky. On Hit: Target takes +1[W] damage, 10% more +electrical and sonic damage for 30 seconds, and gains 2 stacks of Vulnerable. +(Activation Cost: 10 Ki. Cooldown: 15 seconds) + HMStaticCharge + 1 + + + + Winter's Touch + Water Ki Melee Attack: You strike your opponent and speak the secret words that +cause them to feel the chill of death. On Hit: Target takes +1[W] damage, +10% more cold damage for 30 seconds, and gains 2 stacks of Vulnerable. +(Activation Cost: 10 Ki. Cooldown: 15 seconds) + HMWintersTouch + 1 + + + + + + Henshin Mystic: Henshin Staff Training I + HMHenshinStaffTrainingI + +1 to hit and damage with quarterstaves. + HMHenshinStaffTraining + 1 + 1 2 1 1 - - - Fighter - 1 - - - Paladin - 1 - - + + Monk + 1 + AttackBonus Enhancement + Quarterstaff 1 - Sword and Board - All DamageBonus Enhancement + Quarterstaff 1 - Sword and Board - All - - - ACBonus - Enhancement - 1 - Sword and Board - Vanguard: No Weakness - VanguardNoWeakness - +[1/2/3] Fortitude saving throws. - VanguardNoWeakness - 1 + Henshin Mystic: Mystic Training + HMMysticTraining + +[1/2/3] to the DC's of your monk finishing moves + HMMysticTraining + 2 1 1 3 1 - - - Fighter - 1 - - - Paladin - 1 - - + + Monk + 1 + - SaveBonus + TacticalDC Enhancement - Fortitude 1 2 3 + Trip + Sunder + Stun + General - Vanguard: Shield Smash - VanguardShieldSmash - While you have a shield equipped, -Activate: Melee attack with your shield for +[1/2/3] [W] damage. -On damage, PRR and MRR are increased by [2/4/6] points for 12 seconds. -Cooldown [12/9/6] seconds - VanguardShieldSmash - 2 + Henshin Mystic: Negotiator + HMNegotiator + +[1/2/3] Bluff, Diplomacy, and Haggle. +Rank 3: The cooldown for your Bluff, Diplomacy, and Intimidate are reduced by 10%. + HMNegotiator + 3 1 1 3 1 - - - - Fighter - 1 - - - Paladin - 1 - - + + Monk + 1 + + + SkillBonus + Enhancement + Bluff + Diplomacy + Haggle + 1 2 3 + - Vanguard: Unbalancing Shove - VanguardUnbalancingShove - When you shield bash, damaged enemies get -1 to saving throws for [2/4/6] seconds. - VanguardUnbalancingShove - 3 + Henshin Mystic: Animal Forms + HMAnimalForms + You emulate a creature of nature in your training. + HMAnimalForms + 4 1 - 1 - 3 + 2 + 1 1 - - - Fighter - 1 - - - Paladin - 1 - - + + Monk + 1 + + + + Way of the Clever Monkey + Like a monkey, no trap in the world can catch you. +You gain +1 to your haggle skill and all saves against traps, as well as energy +resistance 2. At monk levels 3, 9, and 15, the skill and save bonuses increase +by 1 and energy resistance increases by 2. + HMWayOfTheCleverMonkey + 2 + + SkillBonus + Enhancement + Haggle + 1 1 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 + Monk + + + SaveBonus + Enhancement + Traps + 1 1 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 + Monk + + + EnergyResistance + Enhancement + Acid + Cold + Electric + Fire + Sonic + 2 2 4 4 4 4 4 4 6 6 6 6 6 6 8 8 8 8 8 8 + Monk + + + + Way of the Elegant Crane + Like a crane, you strike with precision and elegance. +You gain +1 to your Diplomacy skill, and generate 1 additional Ki on critical hits. +Your training has left you more fragile than normal, however, and have a -1 +penalty to Fortitude saves. At monk levels 3, 9, and 15, these bonuses and penalties +increase by 1. + HMWayOfTheElegantCrane + 2 + + KiCritical + Enhancement + 1 + + + SkillBonus + Enhancement + Diplomacy + 1 1 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 + Monk + + + SaveBonus + Enhancement + Fortitude + -1 -1 -2 -2 -2 -2 -2 -2 -3 -3 -3 -3 -3 -3 -4 -4 -4 -4 -4 -4 + Monk + + + + Way of the Faithful Hound + Like a hound, you are ever vigilant and at home amidst the pack. +You gain +1 to your Listen skill and a +2 bonus to hit flanked opponents. +At monk levels 3, 9, and 15, the bonuses increase by 1. + HMWayOfTheFaithfulHound + 2 + + SkillBonus + Enhancement + Listen + 1 1 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 + Monk + + + + Way of the Patient Tortoise + Like a tortoise, you are calm at heart and worries wash over you. +You gain +1 to your Concentration skill and 5 additional hit points. +At monk levels 3, 9, and 15, the skill bonus increases by 1 and hit point bonus increases by 5. + HMWayOfThePatientTortoise + 2 + + SkillBonus + Enhancement + Concentration + 1 1 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 + Monk + + + Hitpoints + Enhancement + 5 5 10 10 10 10 10 10 15 15 15 15 15 15 20 20 20 20 20 20 + Monk + + + + Way of the Tenacious Badger + Like a badger, you are most dangerous when grievously injured. +You gain +1 to your Intimidate skill, and whenever you are below 50% health, +your passive Ki regeneration is increased by 1 and you deal +0.25[W] additional damage. +Your patience has suffered, however, and you generate Ki slower when meditating. +At monk levels 3, 9, and 15, the skill bonus increases by 1 and the damage bonus +increases by +0.25[W]. + HMWayOfTheTenaciousBadger + 2 + + CreateSlider + Enhancement + Hitpoints + 0 100 + 100 + + + KiPassive + Enhancement + 1 + + + SkillBonus + Enhancement + Intimidate + 5 5 10 10 10 10 10 10 15 15 15 15 15 15 20 20 20 20 20 20 + Monk + + + WeaponBaseDamageBonus + Enhancement + 0.25 0.25 0.5 0.5 0.5 0.5 0.5 0.5 0.75 0.75 0.75 0.75 0.75 0.75 1.0 1.0 1.0 1.0 1.0 1.0 + Monk + -50% Hitpoints + All + + + - Vanguard: Armor Training - VanguardArmorTraining - +[1/2/3] to Balance, Intimidate, and Jump. -Reduces total penalty to skills from armor and shield by [1/2/3] - VanguardArmorTraining - 4 - 1 + Henshin Mystic: Elemental Words II + HMElementalWordsII + Select one of four attacks (not previously selected) that increase elemental damage taken by your opponent: + HMElementalWords + 0 + 2 1 - 3 - 1 + 1 + 5 + + - - - Fighter - 1 - - - Paladin - 1 - - + + Monk + 2 + + + HMElementalWordsI + - - SkillBonus - Enhancement - Balance - Intimidate - Jump - 1 2 3 - - - ArmorCheckPenalty - Enhancement - -1 -2 -3 - + + HMElementalWordsI + + All-Consuming Flame + Fire Ki Melee Attack: You strike your opponent and speak the secret words that cause +them to light up like tinder. On Hit: Target takes +1[W] damage, 10% more +fire damage for 30 seconds, and gains 2 stacks of Vulnerable. +(Activation Cost: 10 Ki. Cooldown: 15 seconds) + HMAllConsumingFlame + 1 + + + + Porous Soul + Earth Ki Melee Attack: You strike your opponent and speak the secret words that cause +them to draw acid in like a sponge. On Hit: Target takes +1[W] damage, 10% +more acid damage for 30 seconds, and gains 2 stacks of Vulnerable. +(Activation Cost: 10 Ki. Cooldown: 15 seconds) + HMPorousSoul + 1 + + + + Static Charge + Air Ki Melee Attack: You strike your opponent and speak the secret words that cause +them to feel the fury of the sky. On Hit: Target takes +1[W] damage, 10% more +electrical and sonic damage for 30 seconds, and gains 2 stacks of Vulnerable. +(Activation Cost: 10 Ki. Cooldown: 15 seconds) + HMStaticCharge + 1 + + + + Winter's Touch + Water Ki Melee Attack: You strike your opponent and speak the secret words that +cause them to feel the chill of death. On Hit: Target takes +1[W] damage, +10% more cold damage for 30 seconds, and gains 2 stacks of Vulnerable. +(Activation Cost: 10 Ki. Cooldown: 15 seconds) + HMWintersTouch + 1 + + + - Vanguard: Shield Specialization II - VanguardShieldSpecializationII - While you have a shield equipped, +1 to hit, damage, and armor class. - VanguardShieldSpecializationII - 0 + Henshin Mystic: Henshin Staff Training II + HMHenshinStaffTrainingII + +1 to hit and +2 to damage with quarterstaves. + HMHenshinStaffTraining + 1 2 2 1 5 - - - Fighter - 2 - - - Paladin - 2 - - - VanguardShieldSpecializationI + Monk + 2 + + + HMHenshinStaffTrainingI AttackBonus Enhancement + Quarterstaff 1 - All - Sword and Board DamageBonus Enhancement - 1 - All - Sword and Board - - - ACBonus - Enhancement - 1 - Sword and Board - - - - Vanguard: Brutality - VanguardBrutality - +[1/2/3] to the DC of Stunning abilities (such as Stunning Blow and Stunning Shield) - VanguardBrutality - 1 - 2 - 1 - 3 - 5 - - - - Fighter - 2 - - - Paladin - 2 - - - - - TacticalDC - Enhancement - Stun - 1 2 3 - - - TacticalDC - Enhancement - Stunning Shield - 1 2 3 + Quarterstaff + 2 - Vanguard: Stunning Shield - VanguardStunningShield - While you have a shield equipped, Activate: Melee shield bash with shield -for +[1/2/3] [W] attack. This attack stuns enemies unless they make a Fortitude save vs DC -(10 + highest ability modifier + character level + stunning bonuses). -Cooldown: [60/45/30] seconds - VanguardStunningShield + Henshin Mystic: Quick Strike + HMQuickStrike + Melee Quarterstaff Attack: Deals +[1/2/3][W] damage. +You gain a [5/15/25]% Morale bonus to melee doublestrike for 10 seconds. +(Cooldown: 18/15/12 seconds) + HMQuickStrike 2 2 1 @@ -51343,258 +57059,334 @@ Cooldown: [60/45/30] seconds 5 - - - Fighter - 2 - - - Paladin - 2 - - + + Monk + 2 + - - Vanguard: Shield Champion - While shield equipped, Activate: Melee shield bash with shield for [+[1/2/3]] [W] attack. - VanguardStunningShield - Fortitude - 10 - All - Strength - Dexterity - Constitution - Intelligence - Wisdom - Charisma - Stun - - Vanguard: Missile Shield - VanguardMissileShield - While you have a shield equipped, you gain the benefits of the Deflect Arrows feat, -knocking aside one incoming projectile that would have struck you every [6/4/2] seconds. -Antirequisite: Deflect Arrows. - VanguardMissileShield + Henshin Mystic: Elemental Ki Strikes + HMElementalKiStrikes + Select one of four attacks that have secondary after effects: +(Activation Cost: 5 Ki. Cooldown: 3 seconds) + HMElementalKiStrikes 3 2 - 1 - 3 + 2 + 1 5 + - - - Fighter - 2 - - - Paladin - 2 - - - - - Deflect Arrows - - + + Monk + 2 + - - GrantFeat - Enhancement - Deflect Arrows - Sword and Board - + + + Eagle Claw Attack + Fire Ki Melee Attack: Your attacks can shatter objects. +You strike at weak points in your opponents armor or hide, dealing +2[W] +damage and apply four stacks of Armor Destruction. +(Each stack reduces Armor Class by 1 and Fortification by 1% for 20 seconds. +This effect can stack up to 15 times.) + HMEagleClawAttack + 2 + + + + Fists of Iron + Earth Ki Melee Attack: You have imbued your attacks with extra force. +Performs a melee attack with +3[W] damage, +1 critical threat range, and ++1 Critical Damage Multiplier. + HMFIstsOfIron + 2 + + + + Knock on the Sky + Air Ki Melee Attack: You strike your opponent, deflecting their momentum. +Performs a melee attack with +1[W] damage, and your enemy deals 4% less +physical damage for 30 seconds. This effect can stack up to 5 times. + HMKnockOnTheSky + 2 + + + + Unbalancing Strike + Water Ki Melee Attack: You have learned several joint strikes. +You can attack these weak points of your opponent, dealing +3[W] and +throwing them off balance for a short period of time. This reduces their +armor class by 2, applies a -10 penalty to their Balance skill, and +renders them vulnerable to sneak attacks. A successful Reflex save negates +this effect (DC 10 + Half Monk Level + Wisdom modifier + Trip modifiers). +The target receives periodic saves to attempt to break free of this effect. + HMUnbalancingStrike + 2 + + + Henshin Mystic: Unbalancing Strike + Water Ki Melee Attack: You have learned several joint strikes. +You can attack these weak points of your opponent, dealing +3[w] and throwing +them off balance for a short period of time. This reduces their armor class by 2, +applies a -10 penalty to their Balance skill, and renders them vulnerable to sneak attacks. + HMUnbalancingStrike + Reflex + 10 + Monk + Wisdom + Trip + + + - Vanguard: Action Boost: Power - VanguardActionBoostMeleePower - +[10/20/30] Action Boost bonus to Melee and Ranged Power for 20 seconds. -Usable 5 times per rest. Cooldown: 30 seconds - VanguardActionBoostMeleePower + Henshin Mystic: Contemplation + HMContemplation + +[1/2/3] Concentration and Will Saves. +Rank 3: Your passive Ki regeneration is increased by 1. + HMContemplation 4 2 1 3 5 - - - Vanguard: Power - VanguardActionBoostMeleePower - +[10/20/30] Action Boost bonus to Melee and Ranged Power for 20 seconds - - - - Fighter - 2 - - - Paladin - 2 - - + + Monk + 2 + - MeleePower + KiPassive Enhancement - 10 20 30 - Vanguard: Power + 1 - RangedPower + SkillBonus Enhancement - 10 20 30 - Vanguard: Power + Concentration + 1 2 3 + + + SaveBonus + Enhancement + Will + 1 2 3 - Vanguard: Shield Specialization III - VanguardShieldSpecializationIII - While you have a shield equipped, +1 to hit, damage, and armor class. - VanguardShieldSpecializationIII + Henshin Mystic: Elemental Words III + HMElementalWordsIII + Select one of four attacks (not previously selected) that increase elemental damage taken by your opponent: + HMElementalWords 0 3 + 1 + 1 + 10 + + + + + Monk + 3 + + + HMElementalWordsII + + + + HMElementalWordsI + HMElementalWordsII + + All-Consuming Flame + Fire Ki Melee Attack: You strike your opponent and speak the secret words that cause +them to light up like tinder. On Hit: Target takes +1[W] damage, 10% more +fire damage for 30 seconds, and gains 2 stacks of Vulnerable. +(Activation Cost: 10 Ki. Cooldown: 15 seconds) + HMAllConsumingFlame + 1 + + + + Porous Soul + Earth Ki Melee Attack: You strike your opponent and speak the secret words that cause +them to draw acid in like a sponge. On Hit: Target takes +1[W] damage, 10% +more acid damage for 30 seconds, and gains 2 stacks of Vulnerable. +(Activation Cost: 10 Ki. Cooldown: 15 seconds) + HMPorousSoul + 1 + + + + Static Charge + Air Ki Melee Attack: You strike your opponent and speak the secret words that cause +them to feel the fury of the sky. On Hit: Target takes +1[W] damage, 10% more +electrical and sonic damage for 30 seconds, and gains 2 stacks of Vulnerable. +(Activation Cost: 10 Ki. Cooldown: 15 seconds) + HMStaticCharge + 1 + + + + Winter's Touch + Water Ki Melee Attack: You strike your opponent and speak the secret words that +cause them to feel the chill of death. On Hit: Target takes +1[W] damage, +10% more cold damage for 30 seconds, and gains 2 stacks of Vulnerable. +(Activation Cost: 10 Ki. Cooldown: 15 seconds) + HMWintersTouch + 1 + + + + + + Henshin Mystic: Henshin Staff Training III + HMHenshinStaffTrainingIII + +1 to hit and damage with quarterstaves. + HMHenshinStaffTraining + 1 + 3 2 1 10 - - - Fighter - 3 - - - Paladin - 3 - - - VanguardShieldSpecializationII + Monk + 3 + + + HMHenshinStaffTrainingII AttackBonus Enhancement + Quarterstaff 1 - All - Sword and Board DamageBonus Enhancement + Quarterstaff 1 - All - Sword and Board - - - ACBonus - Enhancement - 1 - Sword and Board - Vanguard: Follow Up - VanguardFollowUp - When you hit an enemy with an activated attack with caertain stunning abilities -(such as Stunning Blow or Stunning Shield), your Melee Power is increased by -[3/6/9] points for 12 seconds whether the stun works or not. - VanguardFollowUp - 1 + Henshin Mystic: Lighting the Candle + HMLightingTheCandle + Weapon Stance: While you are centered, you enhance your attacks with Ki flame. +Two handed weapons gain: + On Hit: 2d[4/6/8] Fire damage + On Critical: [2/4/6]d10 Force damage. +One handed weapons and handwraps gain: + On Hit: 2d[2/3/4] Fire damage + On Critical: [2/4/6]d6 Force damage. +This damage scales with Melee Power. Your Ki generation on hit is reduced by 1. + HMLightingTheCandle + 2 3 1 3 10 + - - - Fighter - 3 - - - Paladin - 3 - - - - - - Vanguard: Fatal Bulwark - VanguardFatalBulwark - Your shield gains +1 critical threat range. - VanguardFatalBulwark - 2 - 3 - 2 - 1 - 10 - - - - Fighter - 3 - - - Paladin - 3 - - + + Monk + 3 + - CriticalRange - Competence - 1 - Shield - + KiCritical + Enhancement + -1 + + + WeaponOtherDamageBonus + Enhancement + + 2 2 2 + 4 6 8 + Fire + + TwoHanded + + + WeaponOtherDamageBonus + Enhancement + + 2 2 2 + 2 3 4 + Fire + + OneHanded + + + WeaponOtherCriticalDamageBonus + Enhancement + + 2 4 6 + 10 10 10 + Force + + TwoHanded + + + WeaponOtherCriticalDamageBonus + Enhancement + + 2 4 6 + 6 6 6 + Force + + OneHanded - Vanguard: Shield Riposte - VanguardShieldRiposte - When missed in melee while wearing a shield: Deals 1d[4/6/8] -bludgeoning damage to your attacker. Scales with Melee Power. - VanguardShieldRiposte + Henshin Mystic: Embrace the Void + HMEmbraceTheVoid + Gain [1/2/3] Meditation use per rest, +[1/2/3] to Dodge Cap, and regenerate Ki +faster while meditating. While you are meditating, you generate a +protective shield which can absorb up to [25/50/100] damage, and is refreshed +every 3 seconds. + HMEmbraceTheVoid 3 3 1 3 10 + - - - Fighter - 3 - - - Paladin - 3 - - + + Monk + 3 + + + DodgeCapBonus + Enhancement + 1 2 3 + - Vanguard: Ability I - VanguardAbilityScore - Choose one: - StrDex + Menshin Mystic: Ability I + HMAbilityScoreI + +1 to an Ability of your choice: + HMAbilityScore 4 3 2 1 10 + - - - Fighter - 3 - - - Paladin - 3 - - + + Monk + 3 + @@ -51605,8 +57397,8 @@ bludgeoning damage to your attacker. Scales with Melee Power. AbilityBonus Enhancement - Strength 1 + Strength @@ -51617,176 +57409,215 @@ bludgeoning damage to your attacker. Scales with Melee Power. AbilityBonus Enhancement + 1 Dexterity + + + + +1 Constitution + +1 Constitution + Constitution + 2 + + AbilityBonus + Enhancement + 1 + Constitution + + + + +1 Intelligence + +1 Intelligence + Intelligence + 2 + + AbilityBonus + Enhancement + 1 + Intelligence + + + + +1 Wisdom + +1 Wisdom + Wisdom + 2 + + AbilityBonus + Enhancement + 1 + Wisdom + + + + +1 Charisma + +1 Charisma + Charisma + 2 + + AbilityBonus + Enhancement 1 + Charisma - Vanguard: Shield Specialization IV - VanguardShieldSpecializationIV - While you have a shield equipped, +1 to hit, damage, and armor class. - VanguardShieldSpecializationIV + Henshin Mystic: Elemental Words IV + HMElementalWordsIV + Select one of four attacks (not previously selected) that increase elemental damage taken by your opponent: + HMElementalWords 0 4 2 1 20 + - - - Fighter - 4 - - - Paladin - 4 - - - VanguardShieldSpecializationIII + Monk + 4 + + + HMElementalWordsIII - - AttackBonus - Enhancement - 1 - All - Sword and Board - - - DamageBonus - Enhancement - 1 - All - Sword and Board - - - ACBonus - Enhancement - 1 - Sword and Board - + + HMElementalWordsI + HMElementalWordsII + HMElementalWordsIII + + All-Consuming Flame + Fire Ki Melee Attack: You strike your opponent and speak the secret words that cause +them to light up like tinder. On Hit: Target takes +1[W] damage, 10% more +fire damage for 30 seconds, and gains 2 stacks of Vulnerable. +(Activation Cost: 10 Ki. Cooldown: 15 seconds) + HMAllConsumingFlame + 1 + + + + Porous Soul + Earth Ki Melee Attack: You strike your opponent and speak the secret words that cause +them to draw acid in like a sponge. On Hit: Target takes +1[W] damage, 10% +more acid damage for 30 seconds, and gains 2 stacks of Vulnerable. +(Activation Cost: 10 Ki. Cooldown: 15 seconds) + HMPorousSoul + 1 + + + + Static Charge + Air Ki Melee Attack: You strike your opponent and speak the secret words that cause +them to feel the fury of the sky. On Hit: Target takes +1[W] damage, 10% more +electrical and sonic damage for 30 seconds, and gains 2 stacks of Vulnerable. +(Activation Cost: 10 Ki. Cooldown: 15 seconds) + HMStaticCharge + 1 + + + + Winter's Touch + Water Ki Melee Attack: You strike your opponent and speak the secret words that +cause them to feel the chill of death. On Hit: Target takes +1[W] damage, +10% more cold damage for 30 seconds, and gains 2 stacks of Vulnerable. +(Activation Cost: 10 Ki. Cooldown: 15 seconds) + HMWintersTouch + 1 + + + - Vanguard: Armor Mastery - VanguardArmorMastery - +[1/2/3] Armor Class and Armor Maximum Dexterity Bonus. -(Maximum dexterity bonus limits your maximum dodge as well). - VanguardArmorMastery + Henshin Mystic: Henshin Staff Training IV + HMHenshinStaffTrainingIV + +1 to hit and +2 to damage with quarterstaves. + HMHenshinStaffTraining 1 4 - 1 - 3 + 2 + 1 20 + - - - Fighter - 4 - - - Paladin - 4 - - + + Monk + 4 + + + HMHenshinStaffTrainingIII + - ACBonus + AttackBonus Enhancement - 1 2 3 + Quarterstaff + 1 - MaxDexBonus + DamageBonus Enhancement - 1 2 3 + Quarterstaff + 2 - Vanguard: Shield Charge - VanguardShieldCharge - While you have a shield equipped, Activate: Rush forward up to 30 feet to your selected opponent -and deliver +[1/2/3] [W] shield attack that hits enemies around you. -[36/24/12] seconds cooldown. - VanguardShieldCharge - 2 - 4 - 1 - 3 - 20 - - - - - Fighter - 4 - - - Paladin - 4 - - - - - - Vanguard: Myrmidon's Edge - VanguardMyrmidonsEdge - +[1/2/3] to attack rolls to confirm critical hits and +[1/2/3] damage on -critical hits (before weapon multipliers). - VanguardMyrmidonsEdge + Henshin Mystic: Focus + HMFocus + Grants a passive bonus to the Monk and nearby allies that grants +10 Exceptional +bonus to Spellpower and +5 Exceptional Bonuses to both Melee and Ranged Power. + HMFocus 3 4 - 1 - 3 + 2 + 1 20 - - - Fighter - 4 - - - Paladin - 4 - - + + Monk + 4 + + + HMEmbraceTheVoid + - CriticalAttackBonus - Enhancement - 1 2 3 - All + SpellPower + Exceptional + All + 10 - Seeker - Enhancement - 1 2 3 - All + MeleePower + Exceptional + 5 + + + RangedPower + Exceptional + 5 - Vanguard: Ability II - VanguardAbilityScoreII - Choose one: - StrDex + Henshin Mystic: Ability II + HMAbilityScoreII + +1 to an Ability of your choice: + HMAbilityScore 4 4 2 1 20 - - - Fighter - 4 - - - Paladin - 4 - - + + Monk + 4 + + + HMAbilityScoreI + @@ -51797,8 +57628,8 @@ critical hits (before weapon multipliers). AbilityBonus Enhancement - Strength 1 + Strength @@ -51809,217 +57640,235 @@ critical hits (before weapon multipliers). AbilityBonus Enhancement + 1 Dexterity + + + + +1 Constitution + +1 Constitution + Constitution + 2 + + AbilityBonus + Enhancement + 1 + Constitution + + + + +1 Intelligence + +1 Intelligence + Intelligence + 2 + + AbilityBonus + Enhancement + 1 + Intelligence + + + + +1 Wisdom + +1 Wisdom + Wisdom + 2 + + AbilityBonus + Enhancement + 1 + Wisdom + + + + +1 Charisma + +1 Charisma + Charisma + 2 + + AbilityBonus + Enhancement 1 + Charisma - Vanguard: Shiel Specialization V - VanguardShieldToTheFace - While you have a shield equipped, you gain +3 to hit, damage and armos class. - VanguardShieldToTheFace + Henshin Mystic: Void Strike + HMVoidStrike + Void Ki Melee Attack: You have learned to make attacks backed by pure Ki energy. +On Hit: +3[W], +1 to Critical Threat Range and Multiplier, and 10d6 Force +damage that scales with Melee Power. On Vorpal: Your enemy is erased from +existence. (Activation Cost: 15 Ki. Cooldown: 3 seconds) + HMVoidStrike 0 5 2 1 30 + - 12 + Monk + 5 - VanguardShieldSpecializationIV + HMElementalWordsIV - - - Fighter - 5 - - - Paladin - 5 - - - - - AttackBonus - Enhancement - 3 - All - Sword and Board - - - DamageBonus - Enhancement - 3 - All - Sword and Board - - - ACBonus - Enhancement - 3 - Sword and Board - - - - Vanguard: Disorienting Smash - VanguardDisorientatingSmash - When you shield bash, damaged enemies gain 1d4 stacks of Vulnerability. -This can occur once every [3/2/1] seconds. - -Vulnerability makes enemies take 1% more damage for 3 seconds. This effect stacks up to 20 times, -and loses one stack on expiration. - VanguardDisorientatingSmash - 1 - 5 - 1 - 3 - 30 - - 12 - - - Fighter - 5 - - - Paladin - 5 - - - Vanguard: Shield Rush - VanguardShieldRush - While you have shield equipped, Activate: Move forward in a line, delivering a shield -bash attack to every creature hit. Each opponent is knocked down and takes a shield bash -attack for +[2/4/6] [W] damage. The knockdown is negated on Fortitude saving throw vs DC -(20 + highest ability modifier + class level + bonus to trip attacks). -[60/45/25] seconds cooldown. - VanguardShieldRush - 2 + Henshin Mystic: Henshin Staff Training V + HMHenshinStaffTrainingV + +3 to hit and damage with quarterstaves. + HMHenshinStaffTraining + 1 5 - 1 - 3 + 2 + 1 30 - 12 - - - Fighter - 5 - - - Paladin - 5 - - + + Monk + 5 + + + HMHenshinStaffTrainingIV + + + AttackBonus + Enhancement + Quarterstaff + 3 + + + DamageBonus + Enhancement + Quarterstaff + 3 + - Vanguard: Armored Strength - VanguardArmoredStrength - +10 to Melee Power, +10% chance to make a Secondary Shield Bash. - VanguardArmoredStrength - 3 + Henshin Mystic: Staff Specialization + HMStaffSpecialization + You gain a +1 Competence bonus to Critical Damage Multiplier and Threat Range +with quarterstaves. + HMStaffSpecialization + 2 5 2 1 30 + + Monk + 5 + 12 - - - Fighter - 5 - - - Paladin - 5 - - - MeleePower - Enhancement - 10 + CriticalRange + Competence + + Quarterstaff + 1 - - SecondaryShieldBash - Enhancement - 10 + + CriticalMultiplier + Competence + + Quarterstaff + 1 - Vanguard: Brutal Impact - VanguardBrutalImpact - +1 Critical Damage Multiplier on a roll of a 19-20 - VanguardBrutalImpact + Henshin Mystic: Balance in Dawn + HMBalanceInDawn + Select a melee attack that opposes your philosophy: + HMBalanceInDawn 4 5 2 1 30 + + + Monk + 5 + 12 - - - Fighter - 5 - - - Paladin - 5 - - - - CriticalMultiplier19To20 - Enhancement - 1 - All - + + + Henshin Mystic: Every Light Casts a Shadow + Dark Ki Melee Attack: Perform an attack with +2[W] damage. +On Damage: Target suffers 1d4 Negative Levels. +All nearby enemies suffer 1d2 Negative Levels. +(Cost: 15 Ki. Cooldown: 12 seconds) + HMEveryLightCastsAShadow + 2 + + + + Path of Harmonious Balance: Fists of Light + + + + + Henshin Mystic: Shadows Cannot Exist Without Light + Light Ki Melee Attack: Perform an attack with +2[W] damage. +On Damage: Target suffers 1d6 Light damage every 2 seconds for 10 seconds. +This can stack up to 10 times. All allies around you receive 100 Positive +Energy healing. (This healing effect is unaffected by Spell Power.) +(Cost: 15 Ki. Cooldown: 6 seconds) + HMShadowsCannotExistWithoutLight + 2 + + + + Path of Inevitable Dominion: Fists of Darkness + + + + - - Henshin Mystic - 1 + Ninja Spy + 2 Monk - Monk MonkBackground + Monk - Henshin Mystic: Riddle of Fire - HMCore1 - Each Core Enhancement in the Henshin Mystic tree, including this one, -grants you the following passive abilities: -+3 Melee Power -+2 Fire Resistance -+3 PRR -Enemies have -2 Fire Resistance against your spells. - HMRiddleOfFire + Ninja Spy: Basic Ninja Training + NSCore1 + While you are centered, you can use your Dexterity modifier to hit. +You are proficient with short swords and treat them as Ki weapons. +If another ability allows you to remain centered while wielding other +types of melee weapon, then those weapons will also get the benefit +of Ninja Training. + NSBasicNinjaTraining 0 0 1 @@ -52033,41 +57882,41 @@ Enemies have -2 Fire Resistance against your spells. - MeleePower + WeaponProficiency Enhancement - 3 + Shortsword - EnergyResistance + CenteredWeapon Enhancement - Fire - 2 + Shortsword - PRR + WeaponAttackAbility Enhancement - 3 + Dexterity + All + Centered - Henshin Mystic: Ki Bolt - HMCore2 - Ki Spell-Like Ability: Ki Bolt -Passive: +3 Melee Power -+2 Fire Resistance -+3 PRR -Enemies have -2 Fire Resistance against your spells. - HMKiBolt + Ninja Spy: Advanced Ninja Training + NSCore2 + While you are centered, you can use your Dexterity modifier for damage. +You also gain a chance based on your Dexterity score to throw an extra +shuriken per attack. If another ability allows you to remain centered while +wielding other types of melee weapon (including unarmed/handwraps), then +those weapons will also get the benefit of Advanced Ninja Training. + NSAdvancedNinjaTraining 1 0 1 1 5 - - HMCore1 + NSCore1 Monk @@ -52075,43 +57924,33 @@ Enemies have -2 Fire Resistance against your spells. - MeleePower - Enhancement - 3 - - - EnergyResistance - Enhancement - Fire - 2 - - - PRR + WeaponDamageAbility Enhancement - 3 + Dexterity + All + Centered - Henshin Mystic: Sounding Staff - HMCore3 - You gain the Quick Draw feat, which reduces the time between using Spell-Like Abilities -and attacking. In addition, while you are centered and wielding a quarterstaff, -you gain +2 Ki each time you hit a creature. -This stacks with all other sources of Ki generation. -Passive: +3 Melee Power -+2 Fire Resistance -+3 PRR -Enemies have -2 Fire Resistance against your spells. - HMSoundingStaff + Ninja Spy: Shadow Veil + NSCore3 + Ki Activate: You focus your Ki and draw shadows around you. +You become invisible and 25% incorporeal for one minute. +Actions that break invisibility do not remove the incorporeality portion +of this effect. (Activation Cost: 15 Ki. Cooldown: 6 seconds). +Note: Becoming uncentered for any reason immediately removes both components +of the buff. + NSShadowVeil 2 0 1 1 10 + - HMCore2 + NSCore2 Monk @@ -52119,41 +57958,25 @@ Enemies have -2 Fire Resistance against your spells. - KiHit - Enhancement - 2 - - - MeleePower - Enhancement - 3 - - - EnergyResistance - Enhancement - Fire - 2 - - - PRR - Enhancement - 3 - - - GrantFeat + Incorporeality Enhancement - Quick Draw + 25 + + Shadow Veil - Henshin Mystic: Incinerating Wave - HMCore4 - Fire Ki Spell-Like Ability: Incinerating Wave -Passive: +3 Melee Power -+2 Fire Resistance -+3 PRR -Enemies have -2 Fire Resistance against your spells. - HMIncineratingWave + Ninja Spy: Poisoned Darts + NSCore4 + Ki Activate: You spit poisoned darts in a cone before you. +Nearby enemies are affected by between 1 and 8 stacks of Ninja Poison. +Magical Poison: Target takes 1d4 points of Poison damage, which scales +with melee power; every 3 seconds for 15 seconds. +The Target's vulnerability to poison is increased by 5%. +This ability can stack up to 20 times. +On timer expiration, 5 stacks of Ninja Poison are removed at a time. +Activation Cost: 15 Ki. Cooldown: 15 seconds + NSPoisonedDarts 3 0 1 @@ -52163,39 +57986,22 @@ Enemies have -2 Fire Resistance against your spells. - HMCore3 + NSCore3 Monk 12 - - MeleePower - Enhancement - 3 - - - EnergyResistance - Enhancement - Fire - 2 - - - PRR - Enhancement - 3 - - Henshin Mystic: Cauldron Of Flame - HMCore5 - Fire Ki Spell-Like Ability: Cauldron of Flame -Passive: +3 Melee Power -+2 Fire Resistance -+3 PRR -Enemies have -2 Fire Resistance against your spells. - HMCauldronOfFlame + Ninja Spy: Diversion + NSCore5 + Ki Activate: You turn yourself invisible and create a dummy that attracts +the attention of nearby enemies. +For the next 20 seconds, gain +5 Sneak Attack Dice. +Activation Cost: 50 Ki. Cooldown: 3 minutes + NSDiversion 4 0 1 @@ -52205,70 +58011,23 @@ Enemies have -2 Fire Resistance against your spells. - HMCore4 + NSCore4 Monk 18 - - MeleePower - Enhancement - 3 - - - EnergyResistance - Enhancement - Fire - 2 - - - PRR - Enhancement - 3 - - - Cauldron Of Flame - HMCauldronOfFlame - You are fighting within your Cauldron of Flame - - - PRR - Enchantment - 20 - Quarterstaff - Cauldron Of Flame - - - MRR - Enchantment - 10 - Quarterstaff - Cauldron Of Flame - - - DodgeBonus - Enchantment - 15 - Quarterstaff - Cauldron Of Flame - - Henshin Mystic: Serenity - HMCore6 - Your understanding of things has evolved to a level that defies description. -Passive: +4 Wisdom -+10 Concentration -+1 Passive Ki Generation -+15 Melee Power -+2 Fire Resistance -Enemies have an additional -2 Fire Resistance against your spells. -While wielding a quarterstaff inside your Cauldron of Flame, you gain +5 to -hit and damage, and a +1 Critical Multiplier. -+15% attack speed with quarterstaves. - HMSerenity + Ninja Spy: Ninja Master + NSCore6 + You gain +2 Dexterity and +2 Wisdom, +5 Sneak Attack Dice. +While you are centered, you gain a +1 Competence bonus to you Critical Multiplier. +Any weapon you wield while centered gains the Vorpal ability. +If another ability allows you to remain centered while wielding other types +of melee weapon, then those weapons will also gain these effects. + NSNinjaMaster 5 0 1 @@ -52276,7 +58035,7 @@ hit and damage, and a +1 Critical Multiplier. 40 - HMCore5 + NSCore5 Monk @@ -52286,123 +58045,229 @@ hit and damage, and a +1 Critical Multiplier. AbilityBonus Enhancement - Wisdom - 4 + 2 + Dexterity - MeleePower + AbilityBonus Enhancement - 15 + 2 + Wisdom - EnergyResistance + SneakAttackDice Enhancement - Fire - 2 + 5 - KiPassive - Enhancement + CriticalMultiplier + Competence 1 + + All + Centered + + + Ninja Spy: Ninjutsu I + NSNinjutsuI + Select one of four toggles that modify your Touch of Despair finisher: +(Cooldown: 3 seconds) + NSNinjutsu + 0 + 1 + 1 + 1 + 1 + + + + + Monk + 1 + + + Path of Inevitable Dominion: Fists of Darkness + + + + + Ninja Spy: Impending Doom + If the enemy affected by your Touch of Despair dies within the next 30 seconds, +you gain 25 Ki and 25 temporary hit points. Enemies immune to your Touch of +Despair cannot be Doomed. +Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. + NSImpendingDoom + 1 + + + + Poison Exploit + On a failed saving throw, your Touch of Despair finisher purges an enemy of +Ninja Poison, dealing 1d20 poison damage per stack of Ninja Poison removed. +Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. + NSPoisonExploit + 1 + + + + Poisoned Soul + On a failed saving throw, your Touch of Despair finisher also causes your +opponent to gain a stack of Ninja Poison every 6 seconds for 30 seconds. +Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. + NSPoisonedSoul + 1 + + + + Wave of Despair + Your Touch of Despair finisher also causes all nearby enemies to suffer +one negative level. +Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. + NSWaveOfDespair + 1 + + + AttackBonus Enhancement - 5 - Cauldron Of Flame - Quarterstaff + 1 + Bastard Sword + Battle Axe + Club + Dagger + Dart + Dwarven Axe + Falchion + Great Crossbow + Great Axe + Great Club + Great Sword + Hand Axe + Heavy Crossbow + Heavy Mace + Heavy Pick + Khopesh + Kukri + Light Crossbow + Light Hammer + Light Mace + Light Pick + Longbow + Longsword + Maul + Morningstar + Rapier + Repeating Heavy Crossbow + Repeating Light Crossbow + Scimitar + Shortbow + Shortsword + Sickle + Throwing Axe + Throwing Dagger + Throwing Hammer + Unarmed + Warhammer + Buckler + Small Shield + Large Shield + Tower Shield + Orb + RuneArm + Centered DamageBonus Enhancement - 5 - Cauldron Of Flame - Quarterstaff - - - CriticalMultiplier - Enhancement 1 - Cauldron Of Flame - Quarterstaff - - - Alacrity - Enhancement - 15 - Cauldron Of Flame - Quarterstaff - + Bastard Sword + Battle Axe + Club + Dagger + Dart + Dwarven Axe + Falchion + Great Crossbow + Great Axe + Great Club + Great Sword + Hand Axe + Heavy Crossbow + Heavy Mace + Heavy Pick + Khopesh + Kukri + Light Crossbow + Light Hammer + Light Mace + Light Pick + Longbow + Longsword + Maul + Morningstar + Rapier + Repeating Heavy Crossbow + Repeating Light Crossbow + Scimitar + Shortbow + Shortsword + Sickle + Throwing Axe + Throwing Dagger + Throwing Hammer + Unarmed + Warhammer + Buckler + Small Shield + Large Shield + Tower Shield + Orb + RuneArm + Centered + Centered - Henshin Mystic: Elemental Words I - HMElementalWordsI - Select one of four attacks that increase elemental damage taken by your opponent: -(Activation Cost: 10 Ki. Cooldown: 15 seconds) - HMElementalWords - 0 + Ninja Spy: Stealthy + NSStealthy + +[1/2/3] Hide and Move Silently. ++20%/+35%/+50% movement speed while sneaking. +Rank 3: While centered and Sneaking, your passive Ki regeneration is increased by 1. + NSStealthy + 1 1 1 - 1 + 3 1 - - Monk 1 - - - All-Consuming Flame - Fire Ki Melee Attack: You strike your opponent and speak the secret words that cause -them to light up like tinder. On Hit: Target takes +1[W] damage, 10% more -fire damage for 30 seconds, and gains 2 stacks of Vulnerable. -(Activation Cost: 10 Ki. Cooldown: 15 seconds) - HMAllConsumingFlame - 1 - - - - Porous Soul - Earth Ki Melee Attack: You strike your opponent and speak the secret words that cause -them to draw acid in like a sponge. On Hit: Target takes +1[W] damage, 10% -more acid damage for 30 seconds, and gains 2 stacks of Vulnerable. -(Activation Cost: 10 Ki. Cooldown: 15 seconds) - HMPorousSoul - 1 - - - - Static Charge - Air Ki Melee Attack: You strike your opponent and speak the secret words that cause -them to feel the fury of the sky. On Hit: Target takes +1[W] damage, 10% more -electrical and sonic damage for 30 seconds, and gains 2 stacks of Vulnerable. -(Activation Cost: 10 Ki. Cooldown: 15 seconds) - HMStaticCharge - 1 - - - - Winter's Touch - Water Ki Melee Attack: You strike your opponent and speak the secret words that -cause them to feel the chill of death. On Hit: Target takes +1[W] damage, -10% more cold damage for 30 seconds, and gains 2 stacks of Vulnerable. -(Activation Cost: 10 Ki. Cooldown: 15 seconds) - HMWintersTouch - 1 - - - + + KiPassive + Enhancement + 1 + Centered + Sneaking + + + SkillBonus + Enhancement + 1 2 3 + Hide + Move Silently + - Henshin Mystic: Henshin Staff Training I - HMHenshinStaffTrainingI - +1 to hit and damage with quarterstaves. - HMHenshinStaffTraining - 1 + Ninja Spy: Sneak Attack Training I + NSSneakAttackTrainingI + Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks. + NSSneakAttackTraining + 2 1 2 1 @@ -52415,24 +58280,22 @@ cause them to feel the chill of death. On Hit: Target takes +1[W] damage, - AttackBonus + SneakAttackAttack Enhancement - Quarterstaff 1 - DamageBonus + SneakAttackDice Enhancement - Quarterstaff 1 - Henshin Mystic: Mystic Training - HMMysticTraining - +[1/2/3] to the DC's of your monk finishing moves - HMMysticTraining - 2 + Ninja Spy: Subtlety + NSFasterSneakingI + -[20/30/40]% threat generation with melee attacks. + NSSubtlety + 3 1 1 3 @@ -52444,202 +58307,41 @@ cause them to feel the chill of death. On Hit: Target takes +1[W] damage, - TacticalDC + ThreatBonusMelee Enhancement - 1 2 3 - Trip - Sunder - Stun - General + -20 -30 -40 - Henshin Mystic: Negotiator - HMNegotiator - +[1/2/3] Bluff, Diplomacy, and Haggle. -Rank 3: The cooldown for your Bluff, Diplomacy, and Intimidate are reduced by 10%. - HMNegotiator - 3 + Ninja Spy: Acrobatic + NSAcrobatic + +[1/2/3] Balance, Jump, and Tumble. +[1/2/3]% Dodge. + NSAcrobatic + 4 1 1 3 1 - - - Monk - 1 - - + SkillBonus Enhancement - Bluff - Diplomacy - Haggle + 1 2 3 + Balance + Jump + Tumble + + + DodgeBonus + Enhancement 1 2 3 - Henshin Mystic: Animal Forms - HMAnimalForms - You emulate a creature of nature in your training. - HMAnimalForms - 4 - 1 - 2 - 1 - 1 - - - Monk - 1 - - - - - Way of the Clever Monkey - Like a monkey, no trap in the world can catch you. -You gain +1 to your haggle skill and all saves against traps, as well as energy -resistance 2. At monk levels 3, 9, and 15, the skill and save bonuses increase -by 1 and energy resistance increases by 2. - HMWayOfTheCleverMonkey - 2 - - SkillBonus - Enhancement - Haggle - 1 1 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 - Monk - - - SaveBonus - Enhancement - Traps - 1 1 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 - Monk - - - EnergyResistance - Enhancement - Acid - Cold - Electric - Fire - Sonic - 2 2 4 4 4 4 4 4 6 6 6 6 6 6 8 8 8 8 8 8 - Monk - - - - Way of the Elegant Crane - Like a crane, you strike with precision and elegance. -You gain +1 to your Diplomacy skill, and generate 1 additional Ki on critical hits. -Your training has left you more fragile than normal, however, and have a -1 -penalty to Fortitude saves. At monk levels 3, 9, and 15, these bonuses and penalties -increase by 1. - HMWayOfTheElegantCrane - 2 - - KiCritical - Enhancement - 1 - - - SkillBonus - Enhancement - Diplomacy - 1 1 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 - Monk - - - SaveBonus - Enhancement - Fortitude - -1 -1 -2 -2 -2 -2 -2 -2 -3 -3 -3 -3 -3 -3 -4 -4 -4 -4 -4 -4 - Monk - - - - Way of the Faithful Hound - Like a hound, you are ever vigilant and at home amidst the pack. -You gain +1 to your Listen skill and a +2 bonus to hit flanked opponents. -At monk levels 3, 9, and 15, the bonuses increase by 1. - HMWayOfTheFaithfulHound - 2 - - SkillBonus - Enhancement - Listen - 1 1 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 - Monk - - - - Way of the Patient Tortoise - Like a tortoise, you are calm at heart and worries wash over you. -You gain +1 to your Concentration skill and 5 additional hit points. -At monk levels 3, 9, and 15, the skill bonus increases by 1 and hit point bonus increases by 5. - HMWayOfThePatientTortoise - 2 - - SkillBonus - Enhancement - Concentration - 1 1 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 - Monk - - - Hitpoints - Enhancement - 5 5 10 10 10 10 10 10 15 15 15 15 15 15 20 20 20 20 20 20 - Monk - - - - Way of the Tenacious Badger - Like a badger, you are most dangerous when grievously injured. -You gain +1 to your Intimidate skill, and whenever you are below 50% health, -your passive Ki regeneration is increased by 1 and you deal +0.25[W] additional damage. -Your patience has suffered, however, and you generate Ki slower when meditating. -At monk levels 3, 9, and 15, the skill bonus increases by 1 and the damage bonus -increases by +0.25[W]. - HMWayOfTheTenaciousBadger - 2 - - CreateSlider - Enhancement - Hitpoints - 0 100 - 100 - - - KiPassive - Enhancement - 1 - - - SkillBonus - Enhancement - Intimidate - 5 5 10 10 10 10 10 10 15 15 15 15 15 15 20 20 20 20 20 20 - Monk - - - WeaponBaseDamageBonus - Enhancement - 0.25 0.25 0.5 0.5 0.5 0.5 0.5 0.5 0.75 0.75 0.75 0.75 0.75 0.75 1.0 1.0 1.0 1.0 1.0 1.0 - Monk - -50% Hitpoints - All - - - - - - Henshin Mystic: Elemental Words II - HMElementalWordsII - Select one of four attacks (not previously selected) that increase elemental damage taken by your opponent: - HMElementalWords + Ninja Spy: Ninjutsu II + NSNinjutsuII + Select one of four toggles (not previously selected) that modify your Touch of Despair finisher. + NSNinjutsu 0 2 1 @@ -52653,109 +58355,247 @@ increases by +0.25[W]. 2 - HMElementalWordsI + NSNinjutsuI - HMElementalWordsI - All-Consuming Flame - Fire Ki Melee Attack: You strike your opponent and speak the secret words that cause -them to light up like tinder. On Hit: Target takes +1[W] damage, 10% more -fire damage for 30 seconds, and gains 2 stacks of Vulnerable. -(Activation Cost: 10 Ki. Cooldown: 15 seconds) - HMAllConsumingFlame + Impending Doom + If the enemy affected by your Touch of Despair dies within the next 30 seconds, +you gain 25 Ki and 25 temporary hit points. Enemies immune to your Touch of +Despair cannot be Doomed. +Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. + NSImpendingDoom 1 + + + + NSNinjutsuI + Impending Doom + + + - Porous Soul - Earth Ki Melee Attack: You strike your opponent and speak the secret words that cause -them to draw acid in like a sponge. On Hit: Target takes +1[W] damage, 10% -more acid damage for 30 seconds, and gains 2 stacks of Vulnerable. -(Activation Cost: 10 Ki. Cooldown: 15 seconds) - HMPorousSoul + Poison Exploit + On a failed saving throw, your Touch of Despair finisher purges an enemy of +Ninja Poison, dealing 1d20 poison damage per stack of Ninja Poison removed. +Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. + NSPoisonExploit 1 + + + + NSNinjutsuI + Poison Exploit + + + - Static Charge - Air Ki Melee Attack: You strike your opponent and speak the secret words that cause -them to feel the fury of the sky. On Hit: Target takes +1[W] damage, 10% more -electrical and sonic damage for 30 seconds, and gains 2 stacks of Vulnerable. -(Activation Cost: 10 Ki. Cooldown: 15 seconds) - HMStaticCharge + Poisoned Soul + On a failed saving throw, your Touch of Despair finisher also causes your +opponent to gain a stack of Ninja Poison every 6 seconds for 30 seconds. +Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. + NSPoisonedSoul 1 + + + + NSNinjutsuI + Poisoned Soul + + + - Winter's Touch - Water Ki Melee Attack: You strike your opponent and speak the secret words that -cause them to feel the chill of death. On Hit: Target takes +1[W] damage, -10% more cold damage for 30 seconds, and gains 2 stacks of Vulnerable. -(Activation Cost: 10 Ki. Cooldown: 15 seconds) - HMWintersTouch + Wave of Despair + Your Touch of Despair finisher also causes all nearby enemies to suffer +one negative level. +Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. + NSWaveOfDespair 1 + + + + NSNinjutsuI + Wave of Despair + + + + + AttackBonus + Enhancement + 1 + Bastard Sword + Battle Axe + Club + Dagger + Dart + Dwarven Axe + Falchion + Great Crossbow + Great Axe + Great Club + Great Sword + Hand Axe + Heavy Crossbow + Heavy Mace + Heavy Pick + Khopesh + Kukri + Light Crossbow + Light Hammer + Light Mace + Light Pick + Longbow + Longsword + Maul + Morningstar + Rapier + Repeating Heavy Crossbow + Repeating Light Crossbow + Scimitar + Shortbow + Shortsword + Sickle + Throwing Axe + Throwing Dagger + Throwing Hammer + Unarmed + Warhammer + Buckler + Small Shield + Large Shield + Tower Shield + Orb + RuneArm + Centered + + + DamageBonus + Enhancement + 1 + Bastard Sword + Battle Axe + Club + Dagger + Dart + Dwarven Axe + Falchion + Great Crossbow + Great Axe + Great Club + Great Sword + Hand Axe + Heavy Crossbow + Heavy Mace + Heavy Pick + Khopesh + Kukri + Light Crossbow + Light Hammer + Light Mace + Light Pick + Longbow + Longsword + Maul + Morningstar + Rapier + Repeating Heavy Crossbow + Repeating Light Crossbow + Scimitar + Shortbow + Shortsword + Sickle + Throwing Axe + Throwing Dagger + Throwing Hammer + Unarmed + Warhammer + Buckler + Small Shield + Large Shield + Tower Shield + Orb + RuneArm + Centered + - Henshin Mystic: Henshin Staff Training II - HMHenshinStaffTrainingII - +1 to hit and +2 to damage with quarterstaves. - HMHenshinStaffTraining + Ninja Spy: Agility + NSAgility + +[1/2/3] Concentration, Reflex Saves, and Maximum Dodge bonus. + NSAgility 1 2 - 2 - 1 + 1 + 3 5 - Monk 2 - - HMHenshinStaffTrainingI - - AttackBonus + SkillBonus Enhancement - Quarterstaff - 1 + 1 2 3 + Concentration - DamageBonus + SaveBonus Enhancement - Quarterstaff - 2 + 1 2 3 + Reflex + + + DodgeCapBonus + Enhancement + 1 2 3 - Henshin Mystic: Quick Strike - HMQuickStrike - Melee Quarterstaff Attack: Deals +[1/2/3][W] damage. -You gain a [5/15/25]% Morale bonus to melee doublestrike for 10 seconds. -(Cooldown: 18/15/12 seconds) - HMQuickStrike + Ninja Spy: Sneak Attack Training II + NSSneakAttackTrainingII + Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks. + NSSneakAttackTraining 2 2 - 1 - 3 + 2 + 1 5 - + Monk 2 + + NSSneakAttackTrainingI + + + SneakAttackAttack + Enhancement + 1 + + + SneakAttackDice + Enhancement + 1 + - Henshin Mystic: Elemental Ki Strikes - HMElementalKiStrikes + Ninja Spy: Elemental Ki Strikes + NSElementalKiStrikes Select one of four attacks that have secondary after effects: (Activation Cost: 5 Ki. Cooldown: 3 seconds) HMElementalKiStrikes @@ -52775,10 +58615,9 @@ You gain a [5/15/25]% Morale bonus to melee doublestrike for 10 seconds. Eagle Claw Attack Fire Ki Melee Attack: Your attacks can shatter objects. -You strike at weak points in your opponents armor or hide, dealing +2[W] -damage and apply four stacks of Armor Destruction. -(Each stack reduces Armor Class by 1 and Fortification by 1% for 20 seconds. -This effect can stack up to 15 times.) +You strike at weak points in your opponents armor or hide, dealing +2[W] damage +and apply four stacks of Armor Destruction. (Each stack reduces Armor Class by 1 +and Fortification by 1% for 20 seconds. This effect can stack up to 15 times.) HMEagleClawAttack 2 @@ -52786,9 +58625,8 @@ This effect can stack up to 15 times.) Fists of Iron Earth Ki Melee Attack: You have imbued your attacks with extra force. -Performs a melee attack with +3[W] damage, +1 critical threat range, and -+1 Critical Damage Multiplier. - HMFIstsOfIron +Performs a melee attack with +3[W] damage, +1 critical threat range, and +1 Critical Damage Multiplier. + ShintaoFistsOfIron 2 @@ -52804,17 +58642,17 @@ physical damage for 30 seconds. This effect can stack up to 5 times. Unbalancing Strike Water Ki Melee Attack: You have learned several joint strikes. -You can attack these weak points of your opponent, dealing +3[W] and -throwing them off balance for a short period of time. This reduces their -armor class by 2, applies a -10 penalty to their Balance skill, and -renders them vulnerable to sneak attacks. A successful Reflex save negates -this effect (DC 10 + Half Monk Level + Wisdom modifier + Trip modifiers). +You can attack these weak points of your opponent, dealing +3[w] and throwing +them off balance for a short period of time. This reduces their armor class by 2, +applies a -10 penalty to their Balance skill, and renders them vulnerable to sneak attacks. +A successful Reflex save negates this effect +(DC 10 + Half Monk Level + Wisdom modifier + Trip modifiers). The target receives periodic saves to attempt to break free of this effect. HMUnbalancingStrike 2 - Henshin Mystic: Unbalancing Strike + Ninja Spy: Unbalancing Strike Water Ki Melee Attack: You have learned several joint strikes. You can attack these weak points of your opponent, dealing +3[w] and throwing them off balance for a short period of time. This reduces their armor class by 2, @@ -52830,45 +58668,29 @@ applies a -10 penalty to their Balance skill, and renders them vulnerable to sne - Henshin Mystic: Contemplation - HMContemplation - +[1/2/3] Concentration and Will Saves. -Rank 3: Your passive Ki regeneration is increased by 1. - HMContemplation + Ninja Spy: Action Boost: Melee/Ranged Power + NSActionBoost + +[10/20/30] Action Boost bonus to Melee/Ranged Power for 20 seconds. +Usable 5 times per rest. Cooldown: 30 seconds. + NSActionBoost 4 2 1 3 5 + Monk 2 - - KiPassive - Enhancement - 1 - - - SkillBonus - Enhancement - Concentration - 1 2 3 - - - SaveBonus - Enhancement - Will - 1 2 3 - - Henshin Mystic: Elemental Words III - HMElementalWordsIII - Select one of four attacks (not previously selected) that increase elemental damage taken by your opponent: - HMElementalWords + Ninja Spy: Ninjutsu III + NSNinjutsuIII + Select one of four toggles (not previously selected) that modify your Touch of Despair finisher: + NSNinjutsu 0 3 1 @@ -52882,100 +58704,205 @@ Rank 3: Your passive Ki regeneration is increased by 1. 3 - HMElementalWordsII + NSNinjutsuII - HMElementalWordsI - HMElementalWordsII - All-Consuming Flame - Fire Ki Melee Attack: You strike your opponent and speak the secret words that cause -them to light up like tinder. On Hit: Target takes +1[W] damage, 10% more -fire damage for 30 seconds, and gains 2 stacks of Vulnerable. -(Activation Cost: 10 Ki. Cooldown: 15 seconds) - HMAllConsumingFlame + Impending Doom + If the enemy affected by your Touch of Despair dies within the next 30 seconds, +you gain 25 Ki and 25 temporary hit points. Enemies immune to your Touch of +Despair cannot be Doomed. +Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. + NSImpendingDoom 1 + + + + NSNinjutsuI + Impending Doom + + + NSNinjutsuII + Impending Doom + + + - Porous Soul - Earth Ki Melee Attack: You strike your opponent and speak the secret words that cause -them to draw acid in like a sponge. On Hit: Target takes +1[W] damage, 10% -more acid damage for 30 seconds, and gains 2 stacks of Vulnerable. -(Activation Cost: 10 Ki. Cooldown: 15 seconds) - HMPorousSoul + Poison Exploit + On a failed saving throw, your Touch of Despair finisher purges an enemy +of Ninja Poison, dealing 1d20 poison damage per stack of Ninja Poison removed. +Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. + NSPoisonExploit 1 + + + + NSNinjutsuI + Poison Exploit + + + NSNinjutsuII + Poison Exploit + + + - Static Charge - Air Ki Melee Attack: You strike your opponent and speak the secret words that cause -them to feel the fury of the sky. On Hit: Target takes +1[W] damage, 10% more -electrical and sonic damage for 30 seconds, and gains 2 stacks of Vulnerable. -(Activation Cost: 10 Ki. Cooldown: 15 seconds) - HMStaticCharge + Poisoned Soul + On a failed saving throw, your Touch of Despair finisher also causes your +opponent to gain a stack of Ninja Poison every 6 seconds for 30 seconds. +Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. + NSPoisonedSoul 1 + + + + NSNinjutsuI + Poisoned Soul + + + NSNinjutsuII + Poisoned Soul + + + - Winter's Touch - Water Ki Melee Attack: You strike your opponent and speak the secret words that -cause them to feel the chill of death. On Hit: Target takes +1[W] damage, -10% more cold damage for 30 seconds, and gains 2 stacks of Vulnerable. -(Activation Cost: 10 Ki. Cooldown: 15 seconds) - HMWintersTouch + Wave of Despair + Your Touch of Despair finisher also causes all nearby enemies to suffer +one negative level. +Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. + NSWaveOfDespair 1 + + + + NSNinjutsuI + Wave of Despair + + + NSNinjutsuII + Wave of Despair + + + - - - Henshin Mystic: Henshin Staff Training III - HMHenshinStaffTrainingIII - +1 to hit and damage with quarterstaves. - HMHenshinStaffTraining - 1 - 3 - 2 - 1 - 10 - - - - Monk - 3 - - - HMHenshinStaffTrainingII - - AttackBonus Enhancement - Quarterstaff 1 + Bastard Sword + Battle Axe + Club + Dagger + Dart + Dwarven Axe + Falchion + Great Crossbow + Great Axe + Great Club + Great Sword + Hand Axe + Heavy Crossbow + Heavy Mace + Heavy Pick + Khopesh + Kukri + Light Crossbow + Light Hammer + Light Mace + Light Pick + Longbow + Longsword + Maul + Morningstar + Rapier + Repeating Heavy Crossbow + Repeating Light Crossbow + Scimitar + Shortbow + Shortsword + Sickle + Throwing Axe + Throwing Dagger + Throwing Hammer + Unarmed + Warhammer + Buckler + Small Shield + Large Shield + Tower Shield + Orb + RuneArm + Centered DamageBonus Enhancement - Quarterstaff 1 + Bastard Sword + Battle Axe + Club + Dagger + Dart + Dwarven Axe + Falchion + Great Crossbow + Great Axe + Great Club + Great Sword + Hand Axe + Heavy Crossbow + Heavy Mace + Heavy Pick + Khopesh + Kukri + Light Crossbow + Light Hammer + Light Mace + Light Pick + Longbow + Longsword + Maul + Morningstar + Rapier + Repeating Heavy Crossbow + Repeating Light Crossbow + Scimitar + Shortbow + Shortsword + Sickle + Throwing Axe + Throwing Dagger + Throwing Hammer + Unarmed + Warhammer + Buckler + Small Shield + Large Shield + Tower Shield + Orb + RuneArm + Centered - Henshin Mystic: Lighting the Candle - HMLightingTheCandle - Weapon Stance: While you are centered, you enhance your attacks with Ki flame. -Two handed weapons gain: - On Hit: 2d[4/6/8] Fire damage - On Critical: [2/4/6]d10 Force damage. -One handed weapons and handwraps gain: - On Hit: 2d[2/3/4] Fire damage - On Critical: [2/4/6]d6 Force damage. -This damage scales with Melee Power. Your Ki generation on hit is reduced by 1. - HMLightingTheCandle - 2 + Ninja Spy: Flash Bang + NSFlashBang + Ki Bomb Spell-Like Ability: Throws a fragile eggshell imbued with ninja magic +that explodes into light, blinding opponents for 6 seconds on a failed reflex +save and momentarily dazing opponents on a failed fortitude save. Both saving +throws have DC equal to (10/14/18 + Monk Level + Wisdom Modifier). +(Activation Cost: 20 Ki. Cooldown: 30 seconds) + NSFlashBang + 1 3 1 3 @@ -52988,82 +58915,97 @@ This damage scales with Melee Power. Your Ki generation on hit is reduced by 1.< - KiCritical - Enhancement - -1 - - - WeaponOtherDamageBonus - Enhancement - - 2 2 2 - 4 6 8 - Fire - - TwoHanded - - - WeaponOtherDamageBonus + SpellLikeAbility Enhancement - - 2 2 2 - 2 3 4 - Fire - - OneHanded + Flash Bang + + Ninja Spy: Flash Bang (Blind) + Ki Bomb Spell-Like Ability: Throws a fragile eggshell imbued with ninja magic +that explodes into light, blinding opponents for 6 seconds on a failed reflex +save and momentarily dazing opponents on a failed fortitude save. + HMUnbalancingStrike + Reflex + 10 14 18 + Monk + Wisdom + + + Ninja Spy: Flash Bang (Daze) + Ki Bomb Spell-Like Ability: Throws a fragile eggshell imbued with ninja magic +that explodes into light, blinding opponents for 6 seconds on a failed reflex +save and momentarily dazing opponents on a failed fortitude save. + HMUnbalancingStrike + Fortitude + 10 14 18 + Monk + Wisdom + + + + Ninja Spy: Sneak Attack Training III + NSSneakAttackTrainingIII + Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks. + NSSneakAttackTraining + 2 + 3 + 2 + 1 + 10 + + + + Monk + 3 + + + NSSneakAttackTrainingII + + - WeaponOtherCriticalDamageBonus + SneakAttackAttack Enhancement - - 2 4 6 - 10 10 10 - Force - - TwoHanded + 1 - WeaponOtherCriticalDamageBonus + SneakAttackDice Enhancement - - 2 4 6 - 6 6 6 - Force - - OneHanded + 1 - Henshin Mystic: Embrace the Void - HMEmbraceTheVoid - Gain [1/2/3] Meditation use per rest, +[1/2/3] to Dodge Cap, and regenerate Ki -faster while meditating. While you are meditating, you generate a -protective shield which can absorb up to [25/50/100] damage, and is refreshed -every 3 seconds. - HMEmbraceTheVoid + Ninja Spy: Sting of the Ninja + NSStingOfTheNinja + Weapon Stance: You poison your weapon with a secret mixture. +While you are centered, any shortsword, kama, or shuriken you wield will inflict +your foe with a stack of Ninja Poison on critical hits. +(Magical Poison: Target takes 1d4 points of Poison damage every 3 seconds for 15 +seconds. The target's vulnerability to poison is increaseed by 5%. This ability +can stack up to 20 times. On timer expiration, 5 stacks of Ninja Poison are +removed at a time.) + +If another ability allows you to emain centered while wielding other types of +melee weapon, then those weapons will also get the benfit of Sting of the Ninja +if they are normally Piercing or Slashing weapons. Cooldown: 3 seconds. + NSStingOfTheNinja 3 3 - 1 - 3 + 2 + 1 10 - + Monk 3 - - DodgeCapBonus - Enhancement - 1 2 3 - - Menshin Mystic: Ability I - HMAbilityScoreI - +1 to an Ability of your choice: - HMAbilityScore + Ninja Spy: Ability I + NSAbilityScoreI + Choose either Dexterity or Wisdom + DexWis 4 3 2 @@ -53077,18 +59019,6 @@ every 3 seconds. - - +1 Strength - +1 Strength - Strength - 2 - - AbilityBonus - Enhancement - 1 - Strength - - +1 Dexterity +1 Dexterity @@ -53097,32 +59027,8 @@ every 3 seconds. AbilityBonus Enhancement - 1 Dexterity - - - - +1 Constitution - +1 Constitution - Constitution - 2 - - AbilityBonus - Enhancement - 1 - Constitution - - - - +1 Intelligence - +1 Intelligence - Intelligence - 2 - - AbilityBonus - Enhancement 1 - Intelligence @@ -53133,32 +59039,20 @@ every 3 seconds. AbilityBonus Enhancement - 1 Wisdom - - - - +1 Charisma - +1 Charisma - Charisma - 2 - - AbilityBonus - Enhancement 1 - Charisma - Henshin Mystic: Elemental Words IV - HMElementalWordsIV - Select one of four attacks (not previously selected) that increase elemental damage taken by your opponent: - HMElementalWords + Ninja Spy: Ninjutsu IV + NSNinjutsuIV + Select one of four toggles (not previously selected) that modify your Touch of Despair finisher: + NSNinjutsu 0 4 - 2 + 1 1 20 @@ -53169,63 +59063,237 @@ every 3 seconds. 4 - HMElementalWordsIII - - - - HMElementalWordsI - HMElementalWordsII - HMElementalWordsIII - - All-Consuming Flame - Fire Ki Melee Attack: You strike your opponent and speak the secret words that cause -them to light up like tinder. On Hit: Target takes +1[W] damage, 10% more -fire damage for 30 seconds, and gains 2 stacks of Vulnerable. -(Activation Cost: 10 Ki. Cooldown: 15 seconds) - HMAllConsumingFlame + NSNinjutsuIII + + + + + Impending Doom + If the enemy affected by your Touch of Despair dies within the next 30 seconds, +you gain 25 Ki and 25 temporary hit points. Enemies immune to your Touch of +Despair cannot be Doomed. +Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. + NSImpendingDoom 1 + + + + NSNinjutsuI + Impending Doom + + + NSNinjutsuII + Impending Doom + + + NSNinjutsuIII + Impending Doom + + + - Porous Soul - Earth Ki Melee Attack: You strike your opponent and speak the secret words that cause -them to draw acid in like a sponge. On Hit: Target takes +1[W] damage, 10% -more acid damage for 30 seconds, and gains 2 stacks of Vulnerable. -(Activation Cost: 10 Ki. Cooldown: 15 seconds) - HMPorousSoul + Poison Exploit + On a failed saving throw, your Touch of Despair finisher purges an enemy of +Ninja Poison, dealing 1d20 poison damage per stack of Ninja Poison removed. +Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. + NSPoisonExploit 1 + + + + NSNinjutsuI + Poison Exploit + + + NSNinjutsuII + Poison Exploit + + + NSNinjutsuIII + Poison Exploit + + + - Static Charge - Air Ki Melee Attack: You strike your opponent and speak the secret words that cause -them to feel the fury of the sky. On Hit: Target takes +1[W] damage, 10% more -electrical and sonic damage for 30 seconds, and gains 2 stacks of Vulnerable. -(Activation Cost: 10 Ki. Cooldown: 15 seconds) - HMStaticCharge + Poisoned Soul + On a failed saving throw, your Touch of Despair finisher also causes your +opponent to gain a stack of Ninja Poison every 6 seconds for 30 seconds. +Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. + NSPoisonedSoul 1 + + + + NSNinjutsuI + Poisoned Soul + + + NSNinjutsuII + Poisoned Soul + + + NSNinjutsuIII + Poisoned Soul + + + - Winter's Touch - Water Ki Melee Attack: You strike your opponent and speak the secret words that -cause them to feel the chill of death. On Hit: Target takes +1[W] damage, -10% more cold damage for 30 seconds, and gains 2 stacks of Vulnerable. -(Activation Cost: 10 Ki. Cooldown: 15 seconds) - HMWintersTouch + Wave of Despair + Your Touch of Despair finisher also causes all nearby enemies to suffer +one negative level. +Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. + NSWaveOfDespair 1 + + + + NSNinjutsuI + Wave of Despair + + + NSNinjutsuII + Wave of Despair + + + NSNinjutsuIII + Wave of Despair + + + + + AttackBonus + Enhancement + 1 + Bastard Sword + Battle Axe + Club + Dagger + Dart + Dwarven Axe + Falchion + Great Crossbow + Great Axe + Great Club + Great Sword + Hand Axe + Heavy Crossbow + Heavy Mace + Heavy Pick + Khopesh + Kukri + Light Crossbow + Light Hammer + Light Mace + Light Pick + Longbow + Longsword + Maul + Morningstar + Rapier + Repeating Heavy Crossbow + Repeating Light Crossbow + Scimitar + Shortbow + Shortsword + Sickle + Throwing Axe + Throwing Dagger + Throwing Hammer + Unarmed + Warhammer + Buckler + Small Shield + Large Shield + Tower Shield + Orb + RuneArm + Centered + + + DamageBonus + Enhancement + 1 + Bastard Sword + Battle Axe + Club + Dagger + Dart + Dwarven Axe + Falchion + Great Crossbow + Great Axe + Great Club + Great Sword + Hand Axe + Heavy Crossbow + Heavy Mace + Heavy Pick + Khopesh + Kukri + Light Crossbow + Light Hammer + Light Mace + Light Pick + Longbow + Longsword + Maul + Morningstar + Rapier + Repeating Heavy Crossbow + Repeating Light Crossbow + Scimitar + Shortbow + Shortsword + Sickle + Throwing Axe + Throwing Dagger + Throwing Hammer + Unarmed + Warhammer + Buckler + Small Shield + Large Shield + Tower Shield + Orb + RuneArm + Centered + - Henshin Mystic: Henshin Staff Training IV - HMHenshinStaffTrainingIV - +1 to hit and +2 to damage with quarterstaves. - HMHenshinStaffTraining + Ninja Spy: Deadly Exploits + NSDeadlyExploits + Your Poison Exploit now deals 1d[30/40/50] poison damage per stack of +Ninja Poison removed. + NSDeadlyExploits 1 4 2 + 3 + 20 + + + Monk + 4 + + + + + Ninja Spy: Sneak Attack Training IV + NSSneakAttackTrainingIV + Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks. + NSSneakAttackTraining + 2 + 4 + 2 1 20 @@ -53235,64 +59303,47 @@ cause them to feel the chill of death. On Hit: Target takes +1[W] damage, 4 - HMHenshinStaffTrainingIII + NSSneakAttackTrainingIII - AttackBonus + SneakAttackAttack Enhancement - Quarterstaff 1 - DamageBonus + SneakAttackDice Enhancement - Quarterstaff - 2 + 1 - Henshin Mystic: Focus - HMFocus - Grants a passive bonus to the Monk and nearby allies that grants +10 Exceptional -bonus to Spellpower and +5 Exceptional Bonuses to both Melee and Ranged Power. - HMFocus + Ninja Spy: No Mercy + NSNoMercy + You deal [10/20/30]% additional damage to helpless opponents. + NSNoMercy 3 4 2 - 1 + 3 20 Monk 4 - - HMEmbraceTheVoid - - SpellPower - Exceptional - All - 10 - - - MeleePower - Exceptional - 5 - - - RangedPower - Exceptional - 5 + HelplessDamage + Enhancement + 10 20 30 - Henshin Mystic: Ability II - HMAbilityScoreII - +1 to an Ability of your choice: - HMAbilityScore + Ninja Spy: Ability II + NSAbilityScoreII + Choose either Dexterity or Wisdom + DexWis 4 4 2 @@ -53304,22 +59355,10 @@ bonus to Spellpower and +5 Exceptional Bonuses to both Melee and Ranged Power.4 - HMAbilityScoreI + NSAbilityScoreI - - +1 Strength - +1 Strength - Strength - 2 - - AbilityBonus - Enhancement - 1 - Strength - - +1 Dexterity +1 Dexterity @@ -53328,32 +59367,8 @@ bonus to Spellpower and +5 Exceptional Bonuses to both Melee and Ranged Power. AbilityBonus Enhancement - 1 Dexterity - - - - +1 Constitution - +1 Constitution - Constitution - 2 - - AbilityBonus - Enhancement - 1 - Constitution - - - - +1 Intelligence - +1 Intelligence - Intelligence - 2 - - AbilityBonus - Enhancement 1 - Intelligence @@ -53364,100 +59379,68 @@ bonus to Spellpower and +5 Exceptional Bonuses to both Melee and Ranged Power. AbilityBonus Enhancement - 1 Wisdom - - - - +1 Charisma - +1 Charisma - Charisma - 2 - - AbilityBonus - Enhancement 1 - Charisma - Henshin Mystic: Void Strike - HMVoidStrike - Void Ki Melee Attack: You have learned to make attacks backed by pure Ki energy. -On Hit: +3[W], +1 to Critical Threat Range and Multiplier, and 10d6 Force -damage that scales with Melee Power. On Vorpal: Your enemy is erased from -existence. (Activation Cost: 15 Ki. Cooldown: 3 seconds) - HMVoidStrike + Ninja Spy: Touch of Death + NSTouchOfDeath + Dark Ki Melee Attack: You strike a living opponent down with twisted Ki, dealing +500 additional negative energy damage. Your opponent takes half damage on a +successful Fortitude save (DC = 10 + Wisdom modifier + your monk level). +(Activation Cost: 50 Ki. Cooldown: 15 seconds) + NSTouchOfDeath 0 5 2 1 30 - + Monk 5 - HMElementalWordsIV - - - 12 + NSNinjutsuIV - - - - Henshin Mystic: Henshin Staff Training V - HMHenshinStaffTrainingV - +3 to hit and damage with quarterstaves. - HMHenshinStaffTraining - 1 - 5 - 2 - 1 - 30 - - 12 - Monk - 5 - - - HMHenshinStaffTrainingIV + Path of Inevitable Dominion: Fists of Darkness - - AttackBonus - Enhancement - Quarterstaff - 3 - - - DamageBonus - Enhancement - Quarterstaff - 3 - + + Ninja Spy: Touch of Death + Dark Ki Melee Attack: You strike a living opponent down with twisted Ki, dealing +500 additional negative energy damage. Your opponent takes half damage on a +successful Fortitude save. + NSTouchOfDeath + Fortitude + 10 + Monk + Wisdom + - Henshin Mystic: Staff Specialization - HMStaffSpecialization - You gain a +1 Competence bonus to Critical Damage Multiplier and Threat Range -with quarterstaves. - HMStaffSpecialization - 2 + Ninja Spy: Deadly Striker + NSDeadlyStriker + While you are centered with any weapon (other than Handwraps or a Quarterstaff), +you gain a +1 Competence bonus to Critical Threat Range. +Kamas and Shuriken gain double this bonus. + NSDeadlyStriker + 1 5 2 1 30 + Monk @@ -53470,93 +59453,135 @@ with quarterstaves. CriticalRange Competence - - Quarterstaff 1 + + Centered + Bastard Sword + Battle Axe + Club + Dagger + Dart + Dwarven Axe + Falchion + Great Crossbow + Great Axe + Great Club + Great Sword + Hand Axe + Heavy Crossbow + Heavy Mace + Heavy Pick + Khopesh + Kukri + Light Crossbow + Light Hammer + Light Mace + Light Pick + Longbow + Longsword + Maul + Morningstar + Rapier + Repeating Heavy Crossbow + Repeating Light Crossbow + Scimitar + Shortbow + Shortsword + Sickle + Throwing Axe + Throwing Dagger + Throwing Hammer + Unarmed + Warhammer + Buckler + Small Shield + Large Shield + Tower Shield + Orb + RuneArm - CriticalMultiplier + CriticalRange Competence + 2 - Quarterstaff - 1 + Centered + Kama + Shuriken - Henshin Mystic: Balance in Dawn - HMBalanceInDawn - Select a melee attack that opposes your philosophy: - HMBalanceInDawn - 4 + Ninja Spy: Crippling Strike + NSCripplingStrike + You gain the Rogue ability, Crippling Strike. +(On Sneak Attack: 2 Strength damage.) + NSCripplingStrike + 2 5 2 1 30 - Monk 5 + + NSSneakAttackTrainingIV + 12 - - - - Henshin Mystic: Every Light Casts a Shadow - Dark Ki Melee Attack: Perform an attack with +2[W] damage. -On Damage: Target suffers 1d4 Negative Levels. -All nearby enemies suffer 1d2 Negative Levels. -(Cost: 15 Ki. Cooldown: 12 seconds) - HMEveryLightCastsAShadow - 2 - - - - Path of Harmonious Balance: Fists of Light - - - - - Henshin Mystic: Shadows Cannot Exist Without Light - Light Ki Melee Attack: Perform an attack with +2[W] damage. -On Damage: Target suffers 1d6 Light damage every 2 seconds for 10 seconds. -This can stack up to 10 times. All allies around you receive 100 Positive -Energy healing. (This healing effect is unaffected by Spell Power.) -(Cost: 15 Ki. Cooldown: 6 seconds) - HMShadowsCannotExistWithoutLight - 2 - - - - Path of Inevitable Dominion: Fists of Darkness - - - - + + + GrantFeat + Enhancement + Crippling Strike + + + + Ninja Spy: Shadow Double + NSShadowDouble + Ki Melee Attack: You perform a melee attack with +2[W] and gain 100% melee +doublestrike for 6 seconds. (Activation Cost: 30 Ki. Cooldown: 30 seconds) + NSShadowDouble + 4 + 5 + 2 + 1 + 30 + + + + + Monk + 5 + + + 12 + + - Ninja Spy - 2 + Shintao + 1 Monk - MonkBackground Monk + MonkBackground - Ninja Spy: Basic Ninja Training - NSCore1 - While you are centered, you can use your Dexterity modifier to hit. -You are proficient with short swords and treat them as Ki weapons. -If another ability allows you to remain centered while wielding other -types of melee weapon, then those weapons will also get the benefit -of Ninja Training. - NSBasicNinjaTraining + Shintao: Bastion of Purity + ShintaoCore1 + For each Core Ability you claim in this tree, you gain 10 Positive Energy Spell Power, +which affects your monk finishing moves and spell-like abilities. +Your Positive Healing Amplification is also increased by 10% for each +Shintao Monk Core Ability you possess. + ShintaoBastionOfPurity 0 0 1 @@ -53570,32 +59595,25 @@ of Ninja Training. - WeaponProficiency - Enhancement - Shortsword - - - CenteredWeapon + SpellPower Enhancement - Shortsword + Positive + 10 - WeaponAttackAbility + HealingAmplification Enhancement - Dexterity - All - Centered + 10 - Ninja Spy: Advanced Ninja Training - NSCore2 - While you are centered, you can use your Dexterity modifier for damage. -You also gain a chance based on your Dexterity score to throw an extra -shuriken per attack. If another ability allows you to remain centered while -wielding other types of melee weapon (including unarmed/handwraps), then -those weapons will also get the benefit of Advanced Ninja Training. - NSAdvancedNinjaTraining + Shintao: Protection from Tainted Creatures + ShintaoCore2 + You gain a +1 bonus to Armor Class and a +1 bonus to saving throws against attacks +from tainted creatures (aberrations, extraplanar creatures that are not Lawful +Outsiders, and undead). These bonuses stack with all other bonuses to armor +class and saving throws. Your unarmed attacks now bypass Byeshk damage reduction. + ShintaoProtectionFromTaintedCreatures 1 0 1 @@ -53604,7 +59622,7 @@ those weapons will also get the benefit of Advanced Ninja Training. - NSCore1 + ShintaoCore1 Monk @@ -53612,33 +59630,38 @@ those weapons will also get the benefit of Advanced Ninja Training. - WeaponDamageAbility + DRBypass Enhancement - Dexterity + Handwraps + Byeshk All - Centered + + + SpellPower + Enhancement + Positive + 10 + + + HealingAmplification + Enhancement + 10 - Ninja Spy: Shadow Veil - NSCore3 - Ki Activate: You focus your Ki and draw shadows around you. -You become invisible and 25% incorporeal for one minute. -Actions that break invisibility do not remove the incorporeality portion -of this effect. (Activation Cost: 15 Ki. Cooldown: 6 seconds). -Note: Becoming uncentered for any reason immediately removes both components -of the buff. - NSShadowVeil + Shintao: Iron Hand + ShintaoCore3 + Your unarmed attacks now bypass Cold Iron damage reduction. + ShintaoIronHand 2 0 1 1 10 - - NSCore2 + ShintaoCore2 Monk @@ -53646,50 +59669,81 @@ of the buff. - Incorporeality + DRBypass Enhancement - 25 - - Shadow Veil + Handwraps + Cold Iron + + + SpellPower + Enhancement + Positive + 10 + + + HealingAmplification + Enhancement + 10 - Ninja Spy: Poisoned Darts - NSCore4 - Ki Activate: You spit poisoned darts in a cone before you. -Nearby enemies are affected by between 1 and 8 stacks of Ninja Poison. -Magical Poison: Target takes 1d4 points of Poison damage, which scales -with melee power; every 3 seconds for 15 seconds. -The Target's vulnerability to poison is increased by 5%. -This ability can stack up to 20 times. -On timer expiration, 5 stacks of Ninja Poison are removed at a time. -Activation Cost: 15 Ki. Cooldown: 15 seconds - NSPoisonedDarts + Shintao: Argent Fist + ShintaoCore4 + You gain an additional +1 bonus to Armor Class and a +1 bonus to saving +throws. Your unarmed attacks and attacks with Handwraps now bypass Silver +damage reduction. + ShintaoArgentFist 3 0 1 1 20 - - NSCore3 + ShintaoCore3 Monk 12 + + ACBonus + Enhancement + 1 + + + SaveBonus + Enhancement + All + 1 + + + DRBypass + Enhancement + Handwraps + Silver + + + SpellPower + Enhancement + Positive + 10 + + + HealingAmplification + Enhancement + 10 + - Ninja Spy: Diversion - NSCore5 - Ki Activate: You turn yourself invisible and create a dummy that attracts -the attention of nearby enemies. -For the next 20 seconds, gain +5 Sneak Attack Dice. -Activation Cost: 50 Ki. Cooldown: 3 minutes - NSDiversion + Shintao: Touch the Void Dragon + ShintaoCore5 + Ki Activate: Spend 30 Ki to gain a 1d4+1 bonus to all ability scores +for one minute (Cooldown: 3 minute). +Passive: +5 Melee Power, +1[W] with handwraps or while unarmed + ShintaoTouchOfTheVoidDragon 4 0 1 @@ -53699,23 +59753,44 @@ Activation Cost: 50 Ki. Cooldown: 3 minutes - NSCore4 + ShintaoCore4 Monk 18 + + SpellPower + Enhancement + Positive + 10 + + + HealingAmplification + Enhancement + 10 + + + MeleePower + Enhancement + 5 + + + WeaponBaseDamageBonus + Enhancement + Handwraps + 1 + - Ninja Spy: Ninja Master - NSCore6 - You gain +2 Dexterity and +2 Wisdom, +5 Sneak Attack Dice. -While you are centered, you gain a +1 Competence bonus to you Critical Multiplier. -Any weapon you wield while centered gains the Vorpal ability. -If another ability allows you to remain centered while wielding other types -of melee weapon, then those weapons will also gain these effects. - NSNinjaMaster + Shintao: To Seek Perfection + ShintaoCore6 + You continually seek physical and spiritual betterment, reaping many +benefits. You gain +4 Wisdom. +15 Melee Power, +2[W] with handwraps or +while unarmed. You gain an additional +1 bonus to Armor Class and a +1 bonus +to saving throws. You no longer suffer penalties from Meditation of War. + ShintaoToSeekPerfection 5 0 1 @@ -53723,7 +59798,7 @@ of melee weapon, then those weapons will also gain these effects. 40 - NSCore5 + ShintaoCore5 Monk @@ -53733,35 +59808,72 @@ of melee weapon, then those weapons will also gain these effects. AbilityBonus Enhancement - 2 - Dexterity + Wisdom + 4 - AbilityBonus + MeleePower + Enhancement + 15 + + + SpellPower + Enhancement + Positive + 10 + + + HealingAmplification + Enhancement + 10 + + + WeaponBaseDamageBonus Enhancement + Handwraps 2 - Wisdom - SneakAttackDice + ACBonus Enhancement - 5 + 1 - CriticalMultiplier - Competence + SaveBonus + Enhancement + All 1 - + + + + Meditation of War: Sun Stance + ACBonus + Enhancement + 0 -5 0 + Sun Stance + + + Meditation of War: Earth Stance + DodgeCapBonus + Enhancement + 0 -5 0 + Mountain Stance + + + Meditation of War: Ocean Stance + DamageBonus + Enhancement + 0 -10 0 + All - Centered + Ocean Stance - Ninja Spy: Ninjutsu I - NSNinjutsuI - Select one of four toggles that modify your Touch of Despair finisher: -(Cooldown: 3 seconds) - NSNinjutsu + Shintao: Elemental Curatives I + ShintaoElementalCurativesI + Select one of four toggles that modify your Healing Ki finisher: + ShintaoElementalCuratives 0 1 1 @@ -53774,45 +59886,37 @@ of melee weapon, then those weapons will also gain these effects. Monk 1 - - Path of Inevitable Dominion: Fists of Darkness - - Ninja Spy: Impending Doom - If the enemy affected by your Touch of Despair dies within the next 30 seconds, -you gain 25 Ki and 25 temporary hit points. Enemies immune to your Touch of -Despair cannot be Doomed. -Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. - NSImpendingDoom + Difficulty at the Beginning + Your Healing Ki finishing move also applies a Lesser Restoration effect. +Passive: +1 to hit and damage with handwraps while centered. + ShintaoDifficultyAtTheBeginning 1 - Poison Exploit - On a failed saving throw, your Touch of Despair finisher purges an enemy of -Ninja Poison, dealing 1d20 poison damage per stack of Ninja Poison removed. -Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. - NSPoisonExploit + Lifting the Veil + Your Healing Ki finishing move also removes blindness. +Passive: +1 to hit and damage with handwraps while centered. + ShintaoLiftingTheVeil 1 - Poisoned Soul - On a failed saving throw, your Touch of Despair finisher also causes your -opponent to gain a stack of Ninja Poison every 6 seconds for 30 seconds. -Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. - NSPoisonedSoul + Restoring the Balance + Your Healing Ki finishing move also removes curses. +Passive: +1 to hit and damage with handwraps while centered. + ShintaoRestoringTheBalance 1 - Wave of Despair - Your Touch of Despair finisher also causes all nearby enemies to suffer -one negative level. -Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. - NSWaveOfDespair + The Receptive Earth + Your Healing Ki finishing move also removes disease. +Passive: +1 to hit and damage with handwraps while centered. + ShintaoTheReceptiveEarth 1 @@ -53820,147 +59924,52 @@ Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Qua AttackBonus Enhancement + Handwraps 1 - Bastard Sword - Battle Axe - Club - Dagger - Dart - Dwarven Axe - Falchion - Great Crossbow - Great Axe - Great Club - Great Sword - Hand Axe - Heavy Crossbow - Heavy Mace - Heavy Pick - Khopesh - Kukri - Light Crossbow - Light Hammer - Light Mace - Light Pick - Longbow - Longsword - Maul - Morningstar - Rapier - Repeating Heavy Crossbow - Repeating Light Crossbow - Scimitar - Shortbow - Shortsword - Sickle - Throwing Axe - Throwing Dagger - Throwing Hammer - Unarmed - Warhammer - Buckler - Small Shield - Large Shield - Tower Shield - Orb - RuneArm Centered DamageBonus Enhancement + Handwraps 1 - Bastard Sword - Battle Axe - Club - Dagger - Dart - Dwarven Axe - Falchion - Great Crossbow - Great Axe - Great Club - Great Sword - Hand Axe - Heavy Crossbow - Heavy Mace - Heavy Pick - Khopesh - Kukri - Light Crossbow - Light Hammer - Light Mace - Light Pick - Longbow - Longsword - Maul - Morningstar - Rapier - Repeating Heavy Crossbow - Repeating Light Crossbow - Scimitar - Shortbow - Shortsword - Sickle - Throwing Axe - Throwing Dagger - Throwing Hammer - Unarmed - Warhammer - Buckler - Small Shield - Large Shield - Tower Shield - Orb - RuneArm - Centered Centered - Ninja Spy: Stealthy - NSStealthy - +[1/2/3] Hide and Move Silently. -+20%/+35%/+50% movement speed while sneaking. -Rank 3: While centered and Sneaking, your passive Ki regeneration is increased by 1. - NSStealthy + Shintao: Reed in the Wind + ShintaoReedInTheWind + Ki Melee Attack: Deals +[1/2/3][W] damage. +If you successfully damage your target you gain a +[3/6/9]% Insight bonus +to Dodge for 6 seconds. (Cooldown: 15 seconds) + ShintaoReedInTheWind 1 1 1 3 1 + Monk 1 + + Dodge + - - KiPassive - Enhancement - 1 - Centered - Sneaking - - - SkillBonus - Enhancement - 1 2 3 - Hide - Move Silently - - Ninja Spy: Sneak Attack Training I - NSSneakAttackTrainingI - Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks. - NSSneakAttackTraining + Shintao: Deft Strikes + ShintaoDeftStrikes + You gain +[3/6/10]% chance to make offhand attacks while centered +and wielding two weapons or fighting unarmed. + ShintaoDeftStrikes 2 1 - 2 - 1 + 1 + 3 1 - Monk @@ -53968,68 +59977,67 @@ Rank 3: While centered and Sneaking, your passive Ki regeneration is increased b - SneakAttackAttack - Enhancement - 1 - - - SneakAttackDice + OffHandAttackBonus Enhancement - 1 + 3 6 10 + Centered - Ninja Spy: Subtlety - NSFasterSneakingI - -[20/30/40]% threat generation with melee attacks. - NSSubtlety + Shintao: Ki Shout + ShintaoKiShout + Ki Activate: Intimidates nearby enemies, encouraging them to attack you. +This ability uses your Concentration skill, and shares a cooldown with the +Intimidate skill. (Activation Cost: 15 Ki. Cooldown: 15 seconds) + ShintaoKiShout 3 1 - 1 - 3 + 2 + 1 1 + Monk 1 - - ThreatBonusMelee - Enhancement - -20 -30 -40 - - Ninja Spy: Acrobatic - NSAcrobatic - +[1/2/3] Balance, Jump, and Tumble. +[1/2/3]% Dodge. - NSAcrobatic + Shintao: Exemplar + ShintaoExemplar + +[1/2/3] Heal and Intimidate. +Rank 3: You also gain +10% threat generation. + ShintaoExemplar 4 1 1 3 1 - + + + Monk + 1 + + SkillBonus Enhancement + Heal + Intimidate 1 2 3 - Balance - Jump - Tumble - DodgeBonus + ThreatBonusMelee Enhancement - 1 2 3 + 0 0 10 - Ninja Spy: Ninjutsu II - NSNinjutsuII - Select one of four toggles (not previously selected) that modify your Touch of Despair finisher. - NSNinjutsu + Shintao: Elemental Curatives II + ShintaoElementalCurativesII + Select one of four toggles (not previously selected) that modify your Healing Ki finisher. + ShintaoElementalCuratives 0 2 1 @@ -54043,247 +60051,126 @@ Rank 3: While centered and Sneaking, your passive Ki regeneration is increased b 2 - NSNinjutsuI + ShintaoElementalCurativesI + ShintaoElementalCurativesI - Impending Doom - If the enemy affected by your Touch of Despair dies within the next 30 seconds, -you gain 25 Ki and 25 temporary hit points. Enemies immune to your Touch of -Despair cannot be Doomed. -Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. - NSImpendingDoom + Difficulty at the Beginning + Your Healing Ki finishing move also applies a Lesser Restoration effect. +Passive: +1 to hit and damage with handwraps while centered. + ShintaoDifficultyAtTheBeginning 1 - - - - NSNinjutsuI - Impending Doom - - - - Poison Exploit - On a failed saving throw, your Touch of Despair finisher purges an enemy of -Ninja Poison, dealing 1d20 poison damage per stack of Ninja Poison removed. -Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. - NSPoisonExploit + Lifting the Veil + Your Healing Ki finishing move also removes blindness. +Passive: +1 to hit and damage with handwraps while centered. + ShintaoLiftingTheVeil 1 - - - - NSNinjutsuI - Poison Exploit - - - - Poisoned Soul - On a failed saving throw, your Touch of Despair finisher also causes your -opponent to gain a stack of Ninja Poison every 6 seconds for 30 seconds. -Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. - NSPoisonedSoul + Restoring the Balance + Your Healing Ki finishing move also removes curses. +Passive: +1 to hit and damage with handwraps while centered. + ShintaoRestoringTheBalance 1 - - - - NSNinjutsuI - Poisoned Soul - - - - Wave of Despair - Your Touch of Despair finisher also causes all nearby enemies to suffer -one negative level. -Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. - NSWaveOfDespair + The Receptive Earth + Your Healing Ki finishing move also removes disease. +Passive: +1 to hit and damage with handwraps while centered. + ShintaoTheReceptiveEarth 1 - - - - NSNinjutsuI - Wave of Despair - - - AttackBonus Enhancement + Handwraps 1 - Bastard Sword - Battle Axe - Club - Dagger - Dart - Dwarven Axe - Falchion - Great Crossbow - Great Axe - Great Club - Great Sword - Hand Axe - Heavy Crossbow - Heavy Mace - Heavy Pick - Khopesh - Kukri - Light Crossbow - Light Hammer - Light Mace - Light Pick - Longbow - Longsword - Maul - Morningstar - Rapier - Repeating Heavy Crossbow - Repeating Light Crossbow - Scimitar - Shortbow - Shortsword - Sickle - Throwing Axe - Throwing Dagger - Throwing Hammer - Unarmed - Warhammer - Buckler - Small Shield - Large Shield - Tower Shield - Orb - RuneArm Centered DamageBonus Enhancement + Handwraps 1 - Bastard Sword - Battle Axe - Club - Dagger - Dart - Dwarven Axe - Falchion - Great Crossbow - Great Axe - Great Club - Great Sword - Hand Axe - Heavy Crossbow - Heavy Mace - Heavy Pick - Khopesh - Kukri - Light Crossbow - Light Hammer - Light Mace - Light Pick - Longbow - Longsword - Maul - Morningstar - Rapier - Repeating Heavy Crossbow - Repeating Light Crossbow - Scimitar - Shortbow - Shortsword - Sickle - Throwing Axe - Throwing Dagger - Throwing Hammer - Unarmed - Warhammer - Buckler - Small Shield - Large Shield - Tower Shield - Orb - RuneArm Centered - Ninja Spy: Agility - NSAgility - +[1/2/3] Concentration, Reflex Saves, and Maximum Dodge bonus. - NSAgility + Shintao: Smite Tainted Creature + ShintaoSmiteTaintedCreature + Ki Melee Attack: You have the ability to expend Ki to deal devastating blows in +melee against tainted creatures. You gain twice your Wisdom modifier to your +attack roll and a damage bonus based on your monk level. A tainted target will +be locked in a tomb of jade on vorpal attacks (attack roll of 20 followed by +critical confirmation) on a failed Will save +DC = 10 + Wisdom modifier + your monk level + stun bonuses. +Extraplanar Aberrations or Undead must succeed at two consecutive Will saves to +avoid their fate. (Activation Cost: 15 Ki. Cooldown: 15 seconds) + ShintaoSmiteTaintedCreature 1 2 - 1 - 3 + 2 + 1 5 + + Monk 2 - - SkillBonus - Enhancement - 1 2 3 - Concentration - - - SaveBonus - Enhancement - 1 2 3 - Reflex - - - DodgeCapBonus - Enhancement - 1 2 3 - + + Shintao: Smite Tainted Creature + Ki Melee Attack: You have the ability to expend Ki to deal devastating blows in +melee against tainted creatures. A tainted target will be locked in a tomb of jade +on vorpal attacks on a failed Will save. +Extraplanar Aberrations or Undead must succeed at two consecutive Will saves to +avoid their fate. + ShintaoSmiteTaintedCreature + Will + 10 + Monk + Wisdom + Stun + - Ninja Spy: Sneak Attack Training II - NSSneakAttackTrainingII - Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks. - NSSneakAttackTraining + Shintao: Iron Skin + ShintaoIronSkin + While centered, you gain an additional [5/10/20] PRR. + ShintaoIronSkin 2 2 - 2 - 1 + 1 + 3 5 - + Monk 2 - - NSSneakAttackTrainingI - - SneakAttackAttack - Enhancement - 1 - - - SneakAttackDice + PRR Enhancement - 1 + Centered + 5 10 20 - Ninja Spy: Elemental Ki Strikes - NSElementalKiStrikes + Shintao: Elemental Ki Strikes + ShintaoElementalKiStrikes Select one of four attacks that have secondary after effects: (Activation Cost: 5 Ki. Cooldown: 3 seconds) HMElementalKiStrikes @@ -54304,8 +60191,8 @@ Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Qua Eagle Claw Attack Fire Ki Melee Attack: Your attacks can shatter objects. You strike at weak points in your opponents armor or hide, dealing +2[W] damage -and apply four stacks of Armor Destruction. (Each stack reduces Armor Class by 1 -and Fortification by 1% for 20 seconds. This effect can stack up to 15 times.) +and apply two stacks of the Armor Destruction effect. (Each stack reduces Armor +Class by 1 and Fortification by 1% for 20 seconds. This effect can stack up to 15 times.) HMEagleClawAttack 2 @@ -54313,7 +60200,7 @@ and Fortification by 1% for 20 seconds. This effect can stack up to 15 times.) Fists of Iron Earth Ki Melee Attack: You have imbued your attacks with extra force. -Performs a melee attack with +3[W] damage, +1 critical threat range, and +1 Critical Damage Multiplier. +Performs a melee attack with +3[W] damage, +1 critical threat range, and +1 Critical Damage Multiplier. ShintaoFistsOfIron 2 @@ -54340,306 +60227,66 @@ The target receives periodic saves to attempt to break free of this effect.2 - Ninja Spy: Unbalancing Strike + Shintao: Unbalancing Strike Water Ki Melee Attack: You have learned several joint strikes. You can attack these weak points of your opponent, dealing +3[w] and throwing them off balance for a short period of time. This reduces their armor class by 2, applies a -10 penalty to their Balance skill, and renders them vulnerable to sneak attacks. HMUnbalancingStrike - Reflex - 10 - Monk - Wisdom - Trip - - - - - - Ninja Spy: Action Boost: Melee/Ranged Power - NSActionBoost - +[10/20/30] Action Boost bonus to Melee/Ranged Power for 20 seconds. -Usable 5 times per rest. Cooldown: 30 seconds. - NSActionBoost - 4 - 2 - 1 - 3 - 5 - - - - Monk - 2 - - - - - Ninja Spy: Ninjutsu III - NSNinjutsuIII - Select one of four toggles (not previously selected) that modify your Touch of Despair finisher: - NSNinjutsu - 0 - 3 - 1 - 1 - 10 - - - - - Monk - 3 - - - NSNinjutsuII - - - - - Impending Doom - If the enemy affected by your Touch of Despair dies within the next 30 seconds, -you gain 25 Ki and 25 temporary hit points. Enemies immune to your Touch of -Despair cannot be Doomed. -Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. - NSImpendingDoom - 1 - - - - - NSNinjutsuI - Impending Doom - - - NSNinjutsuII - Impending Doom - - - - - - Poison Exploit - On a failed saving throw, your Touch of Despair finisher purges an enemy -of Ninja Poison, dealing 1d20 poison damage per stack of Ninja Poison removed. -Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. - NSPoisonExploit - 1 - - - - - NSNinjutsuI - Poison Exploit - - - NSNinjutsuII - Poison Exploit - - - - - - Poisoned Soul - On a failed saving throw, your Touch of Despair finisher also causes your -opponent to gain a stack of Ninja Poison every 6 seconds for 30 seconds. -Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. - NSPoisonedSoul - 1 - - - - - NSNinjutsuI - Poisoned Soul - - - NSNinjutsuII - Poisoned Soul - - - - - - Wave of Despair - Your Touch of Despair finisher also causes all nearby enemies to suffer -one negative level. -Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. - NSWaveOfDespair - 1 - - - - - NSNinjutsuI - Wave of Despair - - - NSNinjutsuII - Wave of Despair - - - - - - - AttackBonus - Enhancement - 1 - Bastard Sword - Battle Axe - Club - Dagger - Dart - Dwarven Axe - Falchion - Great Crossbow - Great Axe - Great Club - Great Sword - Hand Axe - Heavy Crossbow - Heavy Mace - Heavy Pick - Khopesh - Kukri - Light Crossbow - Light Hammer - Light Mace - Light Pick - Longbow - Longsword - Maul - Morningstar - Rapier - Repeating Heavy Crossbow - Repeating Light Crossbow - Scimitar - Shortbow - Shortsword - Sickle - Throwing Axe - Throwing Dagger - Throwing Hammer - Unarmed - Warhammer - Buckler - Small Shield - Large Shield - Tower Shield - Orb - RuneArm - Centered - - - DamageBonus - Enhancement - 1 - Bastard Sword - Battle Axe - Club - Dagger - Dart - Dwarven Axe - Falchion - Great Crossbow - Great Axe - Great Club - Great Sword - Hand Axe - Heavy Crossbow - Heavy Mace - Heavy Pick - Khopesh - Kukri - Light Crossbow - Light Hammer - Light Mace - Light Pick - Longbow - Longsword - Maul - Morningstar - Rapier - Repeating Heavy Crossbow - Repeating Light Crossbow - Scimitar - Shortbow - Shortsword - Sickle - Throwing Axe - Throwing Dagger - Throwing Hammer - Unarmed - Warhammer - Buckler - Small Shield - Large Shield - Tower Shield - Orb - RuneArm - Centered - + Reflex + 10 + Monk + Wisdom + Trip + + + - Ninja Spy: Flash Bang - NSFlashBang - Ki Bomb Spell-Like Ability: Throws a fragile eggshell imbued with ninja magic -that explodes into light, blinding opponents for 6 seconds on a failed reflex -save and momentarily dazing opponents on a failed fortitude save. Both saving -throws have DC equal to (10/14/18 + Monk Level + Wisdom Modifier). -(Activation Cost: 20 Ki. Cooldown: 30 seconds) - NSFlashBang - 1 - 3 + Shintao: Conditioning + ShintaoConditioning + +[1/2/3] Concentration and Fortitude Saves, +[5/10/15] HP. + ShintaoConditioning + 4 + 2 1 3 - 10 - + 5 Monk - 3 + 2 - SpellLikeAbility + SkillBonus Enhancement - Flash Bang + Concentration + 1 2 3 + + + SaveBonus + Enhancement + Fortitude + 1 2 3 + + + Hitpoints + Enhancement + 5 10 15 - - Ninja Spy: Flash Bang (Blind) - Ki Bomb Spell-Like Ability: Throws a fragile eggshell imbued with ninja magic -that explodes into light, blinding opponents for 6 seconds on a failed reflex -save and momentarily dazing opponents on a failed fortitude save. - HMUnbalancingStrike - Reflex - 10 14 18 - Monk - Wisdom - - - Ninja Spy: Flash Bang (Daze) - Ki Bomb Spell-Like Ability: Throws a fragile eggshell imbued with ninja magic -that explodes into light, blinding opponents for 6 seconds on a failed reflex -save and momentarily dazing opponents on a failed fortitude save. - HMUnbalancingStrike - Fortitude - 10 14 18 - Monk - Wisdom - - Ninja Spy: Sneak Attack Training III - NSSneakAttackTrainingIII - Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks. - NSSneakAttackTraining - 2 + Shintao: Elemental Curatives III + ShintaoElementalCurativesIII + Select one of four toggles (not previously selected) that modify your Healing Ki finisher: + ShintaoElementalCuratives + 0 3 - 2 + 1 1 10 + @@ -54647,35 +60294,112 @@ save and momentarily dazing opponents on a failed fortitude save. 3 - NSSneakAttackTrainingII + ShintaoElementalCurativesII + + ShintaoElementalCurativesI + ShintaoElementalCurativesII + + Difficulty at the Beginning + Your Healing Ki finishing move also applies a Lesser Restoration effect. +Passive: +1 to hit and damage with handwraps while centered. + ShintaoDifficultyAtTheBeginning + 1 + + + + Lifting the Veil + Your Healing Ki finishing move also removes blindness. +Passive: +1 to hit and damage with handwraps while centered. + ShintaoLiftingTheVeil + 1 + + + + Restoring the Balance + Your Healing Ki finishing move also removes curses. +Passive: +1 to hit and damage with handwraps while centered. + ShintaoRestoringTheBalance + 1 + + + + The Receptive Earth + Your Healing Ki finishing move also removes disease. +Passive: +1 to hit and damage with handwraps while centered. + ShintaoTheReceptiveEarth + 1 + + + - SneakAttackAttack + AttackBonus Enhancement + Handwraps 1 + Centered - SneakAttackDice + DamageBonus Enhancement + Handwraps 1 + Centered - Ninja Spy: Sting of the Ninja - NSStingOfTheNinja - Weapon Stance: You poison your weapon with a secret mixture. -While you are centered, any shortsword, kama, or shuriken you wield will inflict -your foe with a stack of Ninja Poison on critical hits. -(Magical Poison: Target takes 1d4 points of Poison damage every 3 seconds for 15 -seconds. The target's vulnerability to poison is increaseed by 5%. This ability -can stack up to 20 times. On timer expiration, 5 stacks of Ninja Poison are -removed at a time.) - -If another ability allows you to emain centered while wielding other types of -melee weapon, then those weapons will also get the benfit of Sting of the Ninja -if they are normally Piercing or Slashing weapons. Cooldown: 3 seconds. - NSStingOfTheNinja + Shintao: Jade Strike + ShintaoJadeStrike + Ki Melee Attack: You perform a melee attack that is anathema to tainted creatures, +that increases their physical damage vulnerability by 10% and reduces their +fortification by 25%. A successful Will save negates this effect +(DC = 10 + Wisdom modifier + your monk level). +This ability only functions on aberrations, extraplanar creatures that are not +classified as 'Lawful Outsiders', and undead. Creatures that are both extraplanar +and either aberrations or undead receive double this effect. On critical hits, +a tainted target will be locked in a tomb of jade on a failed Will save +(DC = 10 + Wisdom modifier + monk level + stun bonuses). Extraplanar Aberrations or +Undead must succeed at two consecutive Will saves to avoid their fate. +(Activation Cost: 10 Ki. Cooldown: 15 seconds) + ShintaoJadeStrike + 1 + 3 + 2 + 1 + 10 + + + + + Monk + 3 + + + ShintaoSmiteTaintedCreature + + + + Shintao: Jade Strike + Ki Melee Attack: You perform a melee attack that is anathema to tainted creatures, +that increases their physical damage vulnerability by 10% and reduces their +fortification by 25%. A successful Will save negates this effect. + ShintaoJadeStrike + Will + 10 + Monk + Wisdom + Stun + + + + Shintao: Dismissing Strike + ShintaoDismissingStrike + Ki Melee Attack: You perform a melee attack that attempts to force an extraplanar +enemy back to its proper plane. A successful Will save negates this effect +(DC = 10 + Wisdom modifier + your monk level + stun). +(Activation Cost: 25 Ki. Cooldown: 15 seconds) + ShintaoDismissingStrike 3 3 2 @@ -54688,12 +60412,23 @@ if they are normally Piercing or Slashing weapons. Cooldown: 3 seconds.3 + + Shintao: Dismissing Strike + Ki Melee Attack: You perform a melee attack that attempts to force an extraplanar +enemy back to its proper plane. A successful Will save negates this effect. + ShintaoDismissingStrike + Will + 10 + Monk + Wisdom + Stun + - Ninja Spy: Ability I - NSAbilityScoreI - Choose either Dexterity or Wisdom - DexWis + Shintao: Ability I + ShintaoAbilityScoreI + Choose either Constitution or Wisdom + ConWis 4 3 2 @@ -54708,15 +60443,15 @@ if they are normally Piercing or Slashing weapons. Cooldown: 3 seconds. - +1 Dexterity - +1 Dexterity - Dexterity + +1 Constitution + +1 Constitution + Constitution 2 AbilityBonus Enhancement - Dexterity 1 + Constitution @@ -54727,263 +60462,98 @@ if they are normally Piercing or Slashing weapons. Cooldown: 3 seconds. AbilityBonus Enhancement - Wisdom 1 + Wisdom - Ninja Spy: Ninjutsu IV - NSNinjutsuIV - Select one of four toggles (not previously selected) that modify your Touch of Despair finisher: - NSNinjutsu + Shintao: Elemental Curatives IV + ShintaoElementalCurativesIV + Select one of four toggles (not previously selected) that modify your Healing Ki finisher: + ShintaoElementalCuratives 0 4 1 1 20 - Monk 4 - NSNinjutsuIII + ShintaoElementalCurativesIII + ShintaoElementalCurativesI + ShintaoElementalCurativesII + ShintaoElementalCurativesIII - Impending Doom - If the enemy affected by your Touch of Despair dies within the next 30 seconds, -you gain 25 Ki and 25 temporary hit points. Enemies immune to your Touch of -Despair cannot be Doomed. -Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. - NSImpendingDoom + Difficulty at the Beginning + Your Healing Ki finishing move also applies a Lesser Restoration effect. +Passive: +1 to hit and damage with handwraps while centered. + ShintaoDifficultyAtTheBeginning 1 - - - - NSNinjutsuI - Impending Doom - - - NSNinjutsuII - Impending Doom - - - NSNinjutsuIII - Impending Doom - - - - Poison Exploit - On a failed saving throw, your Touch of Despair finisher purges an enemy of -Ninja Poison, dealing 1d20 poison damage per stack of Ninja Poison removed. -Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. - NSPoisonExploit + Lifting the Veil + Your Healing Ki finishing move also removes blindness. +Passive: +1 to hit and damage with handwraps while centered. + ShintaoLiftingTheVeil 1 - - - - NSNinjutsuI - Poison Exploit - - - NSNinjutsuII - Poison Exploit - - - NSNinjutsuIII - Poison Exploit - - - - Poisoned Soul - On a failed saving throw, your Touch of Despair finisher also causes your -opponent to gain a stack of Ninja Poison every 6 seconds for 30 seconds. -Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. - NSPoisonedSoul + Restoring the Balance + Your Healing Ki finishing move also removes curses. +Passive: +1 to hit and damage with handwraps while centered. + ShintaoRestoringTheBalance 1 - - - - NSNinjutsuI - Poisoned Soul - - - NSNinjutsuII - Poisoned Soul - - - NSNinjutsuIII - Poisoned Soul - - - - Wave of Despair - Your Touch of Despair finisher also causes all nearby enemies to suffer -one negative level. -Passive: +1 to Hit and Damage while Centered, does not apply to Handwraps or Quarterstaves. - NSWaveOfDespair + The Receptive Earth + Your Healing Ki finishing move also removes disease. +Passive: +1 to hit and damage with handwraps while centered. + ShintaoTheReceptiveEarth 1 - - - - NSNinjutsuI - Wave of Despair - - - NSNinjutsuII - Wave of Despair - - - NSNinjutsuIII - Wave of Despair - - - AttackBonus Enhancement + Handwraps 1 - Bastard Sword - Battle Axe - Club - Dagger - Dart - Dwarven Axe - Falchion - Great Crossbow - Great Axe - Great Club - Great Sword - Hand Axe - Heavy Crossbow - Heavy Mace - Heavy Pick - Khopesh - Kukri - Light Crossbow - Light Hammer - Light Mace - Light Pick - Longbow - Longsword - Maul - Morningstar - Rapier - Repeating Heavy Crossbow - Repeating Light Crossbow - Scimitar - Shortbow - Shortsword - Sickle - Throwing Axe - Throwing Dagger - Throwing Hammer - Unarmed - Warhammer - Buckler - Small Shield - Large Shield - Tower Shield - Orb - RuneArm Centered DamageBonus Enhancement + Handwraps 1 - Bastard Sword - Battle Axe - Club - Dagger - Dart - Dwarven Axe - Falchion - Great Crossbow - Great Axe - Great Club - Great Sword - Hand Axe - Heavy Crossbow - Heavy Mace - Heavy Pick - Khopesh - Kukri - Light Crossbow - Light Hammer - Light Mace - Light Pick - Longbow - Longsword - Maul - Morningstar - Rapier - Repeating Heavy Crossbow - Repeating Light Crossbow - Scimitar - Shortbow - Shortsword - Sickle - Throwing Axe - Throwing Dagger - Throwing Hammer - Unarmed - Warhammer - Buckler - Small Shield - Large Shield - Tower Shield - Orb - RuneArm Centered - Ninja Spy: Deadly Exploits - NSDeadlyExploits - Your Poison Exploit now deals 1d[30/40/50] poison damage per stack of -Ninja Poison removed. - NSDeadlyExploits + Shintao: Tomb of Jade + ShintaoTombOfJade + Ki Melee Attack: You perform an attack that encases a tainted target in a tomb +of jade on a failed Will save (DC = 10 + Wisdom modifier + monk level + stun bonuses). +Extraplanar Aberrations or Undead must succeed at two consecutive Will saves to +avoid this fate. (Activation Cost: 25 Ki. Cooldown: 1 minute) + ShintaoTombOfJade 1 4 2 - 3 - 20 - - - Monk - 4 - - - - - Ninja Spy: Sneak Attack Training IV - NSSneakAttackTrainingIV - Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks. - NSSneakAttackTraining - 2 - 4 - 2 1 20 + @@ -54991,47 +60561,55 @@ Ninja Poison removed. 4 - NSSneakAttackTrainingIII + ShintaoJadeStrike - - SneakAttackAttack - Enhancement - 1 - - - SneakAttackDice - Enhancement - 1 - + + Shintao: Tomb of Jade + Ki Melee Attack: You perform an attack that encases a tainted target in a tomb +of jade on a failed Will save. +Extraplanar Aberrations or Undead must succeed at two consecutive Will saves to +avoid this fate. + ShintaoTombOfJade + Will + 10 + Monk + Wisdom + Stun + - Ninja Spy: No Mercy - NSNoMercy - You deal [10/20/30]% additional damage to helpless opponents. - NSNoMercy - 3 + Shintao: Instinctive Defense + ShintaoInstinctiveDefense + You take 5%/10%/15% less extra damage when struck while helpless. +(Additional damage while helpless varies by difficulty setting from 5% to 25%.) + ShintaoInstinctiveDefense + 2 4 - 2 + 1 3 20 + Monk 4 + + ShintaoIronSkin + - HelplessDamage + HelplessDamageReduction Enhancement - 10 20 30 + 5 10 15 - Ninja Spy: Ability II - NSAbilityScoreII - Choose either Dexterity or Wisdom - DexWis + Shintao: Ability II + ShintaoAbilityScoreII + Choose either Constitution or Wisdom + ConWis 4 4 2 @@ -55043,20 +60621,20 @@ Ninja Poison removed. 4 - NSAbilityScoreI + ShintaoAbilityScoreI - +1 Dexterity - +1 Dexterity - Dexterity + +1 Constitution + +1 Constitution + Constitution 2 AbilityBonus Enhancement - Dexterity 1 + Constitution @@ -55067,180 +60645,284 @@ Ninja Poison removed. AbilityBonus Enhancement - Wisdom 1 + Wisdom - Ninja Spy: Touch of Death - NSTouchOfDeath - Dark Ki Melee Attack: You strike a living opponent down with twisted Ki, dealing -500 additional negative energy damage. Your opponent takes half damage on a -successful Fortitude save (DC = 10 + Wisdom modifier + your monk level). -(Activation Cost: 50 Ki. Cooldown: 15 seconds) - NSTouchOfDeath + Shintao: Empty Hand Mastery + ShintaoEmptyHandMastery + While you are centered and wielding Handwraps, you gain a +1 Competence +bonus to Critical Threat Range and Multiplier. + ShintaoEmptyHandMastery 0 5 2 1 30 - Monk 5 - NSNinjutsuIV + 12 + + + + CriticalRange + Competence + + Handwraps + 1 + Centered + + + CriticalMultiplier + Competence + Handwraps + + 1 + Centered + + + + Shintao: Kukan-Do + ShintaoKukanDo + Ki Activate: You lock gazes with an enemy, stunning them for a short period +of time on a failed Will save (DC 10 + Wisdom modifier + Monk level). +Any effects that modify your Stunning Blow or Stunning Fist DC's also affect this +ability. Sightless creatures are unaffected by this ability. +(Activation Cost: 25 Ki. Cooldown: 15 seconds) + ShintaoKukanDo + 1 + 5 + 2 + 1 + 30 + + + + + Monk + 5 - 12 + ShintaoTombOfJade - Path of Inevitable Dominion: Fists of Darkness + 12 - Ninja Spy: Touch of Death - Dark Ki Melee Attack: You strike a living opponent down with twisted Ki, dealing -500 additional negative energy damage. Your opponent takes half damage on a -successful Fortitude save. - NSTouchOfDeath - Fortitude + Shintao: Kukan-Do + Ki Activate: You lock gazes with an enemy, stunning them for a short period +of time on a failed Will save. Any effects that modify your Stunning Blow or +Stunning Fist DC's also affect this ability. Sightless creatures are unaffected +by this ability. + ShintaoKukanDo + Will 10 Monk Wisdom + Stun - Ninja Spy: Deadly Striker - NSDeadlyStriker - While you are centered with any weapon (other than Handwraps or a Quarterstaff), -you gain a +1 Competence bonus to Critical Threat Range. -Kamas and Shuriken gain double this bonus. - NSDeadlyStriker - 1 + Shintao: Violence Begets Violence + ShintaoViolenceBegetsViolence + While Centered, when an opponent misses you in melee, you gain +1 +critical threat range for 6 seconds. This stacks up to 5 times and is reset if +you critically hit. + ShintaoViolenceBegetsViolence + 2 5 2 1 30 - Monk 5 + + ShintaoInstinctiveDefense + 12 - - CriticalRange - Competence - 1 - - Centered - Bastard Sword - Battle Axe - Club - Dagger - Dart - Dwarven Axe - Falchion - Great Crossbow - Great Axe - Great Club - Great Sword - Hand Axe - Heavy Crossbow - Heavy Mace - Heavy Pick - Khopesh - Kukri - Light Crossbow - Light Hammer - Light Mace - Light Pick - Longbow - Longsword - Maul - Morningstar - Rapier - Repeating Heavy Crossbow - Repeating Light Crossbow - Scimitar - Shortbow - Shortsword - Sickle - Throwing Axe - Throwing Dagger - Throwing Hammer - Unarmed - Warhammer - Buckler - Small Shield - Large Shield - Tower Shield - Orb - RuneArm - - - CriticalRange - Competence - 2 - - Centered - Kama - Shuriken - - Ninja Spy: Crippling Strike - NSCripplingStrike - You gain the Rogue ability, Crippling Strike. -(On Sneak Attack: 2 Strength damage.) - NSCripplingStrike - 2 + Shintao: Meditation of War + ShintaoMeditationOFWar + Air Stance: + +2 to hit + +10% bonus to off-hand attack chance + You take 10% more physical and elemental damage. +Fire Stance: + +2 bonus to damage and to the DC's of your Stun, Sunder, and Trip abilities + -5 Armor Class +Earth Stance: + +10 to Physical Resistance + +10% Quality bonus to Maximum Hit Points + -5% Dodge Cap. +Water Stance: + +5 Maximum Dodge Bonus + You deal 10% less damage with attacks. +Note: Mutually exclusive with Stalwart stance and Sacred stance. + ShintaoMeditationOFWar + 3 5 2 1 30 + + + Meditation of War + ShintaoMeditationOFWar + Air Stance: + +2 to hit + +10% bonus to off-hand attack chance + You take 10% more physical and elemental damage. +Fire Stance: + +2 bonus to damage and to the DC's of your Stun, Sunder, and Trip abilities + -5 Armor Class +Earth Stance: + +10 to Physical Resistance + +10% Quality bonus to Maximum Hit Points + -5% Dodge Cap. +Water Stance: + +5 Maximum Dodge Bonus + You deal 10% less damage with attacks. + Monk 5 - - NSSneakAttackTrainingIV - 12 - GrantFeat + AttackBonus Enhancement - Crippling Strike + All + 2 + Wind Stance + Meditation of War + + + OffHandAttackBonus + Enhancement + 10 + Wind Stance + + + TacticalDC + Enhancement + Trip + Sunder + Stun + General + 2 + Sun Stance + + + DamageBonus + Enhancement + 2 + All + Sun Stance + + + Meditation of War: Sun Stance + ACBonus + Enhancement + 0 -5 0 + Sun Stance + + + Meditation of War: Sun Stance + ACBonus + Enhancement + 0 -5 0 + Sun Stance + + + PRR + Enhancement + 10 + Mountain Stance + + + Hitpoints + Quality + + 10 + Mountain Stance + + + + Meditation of War: Earth Stance + DodgeCapBonus + Enhancement + 0 -5 0 + Mountain Stance + + + Meditation of War: Earth Stance + DodgeCapBonus + Enhancement + 0 -5 0 + Mountain Stance + + + Meditation of War: Ocean Stance + DodgeCapBonus + Enhancement + 5 + Ocean Stance + + + Meditation of War: Ocean Stance + DamageBonus + Enhancement + 0 -10 0 + + All + Ocean Stance + + + Meditation of War: Ocean Stance + DamageBonus + Enhancement + 0 -10 0 + + All + Ocean Stance - Ninja Spy: Shadow Double - NSShadowDouble - Ki Melee Attack: You perform a melee attack with +2[W] and gain 100% melee -doublestrike for 6 seconds. (Activation Cost: 30 Ki. Cooldown: 30 seconds) - NSShadowDouble + Shintao: Rise of the Phoenix + ShintaoRiseOfThePhoenix + Activate While Dead: The spirit of a phoenix burns within you. +You may bring yourself back from death's door, as if affected by the Resurrection spell. +This ability may only be used once per rest. (Cooldown: 15 minutes) + ShintaoRiseOfThePhoenix 4 5 2 1 30 - + Monk @@ -55252,233 +60934,217 @@ doublestrike for 6 seconds. (Activation Cost: 30 Ki. Cooldown: 30 seconds) + - Shintao + Shadowguard (Theorycrafted) 1 - Monk + Paladin - Monk - MonkBackground + Paladin + PaladinBackground - Shintao: Bastion of Purity - ShintaoCore1 - For each Core Ability you claim in this tree, you gain 10 Positive Energy Spell Power, -which affects your monk finishing moves and spell-like abilities. -Your Positive Healing Amplification is also increased by 10% for each -Shintao Monk Core Ability you possess. - ShintaoBastionOfPurity + Shadowguard: Slayer of Good I + PalShadCore1 + Slayer of Good I: Your alignment is considered True Neutral. +You gain +1 to attack Good creatures, and +2 to saves vs Good creatures. +You deal 1d4 Evil damage on hit, and heal 1d2 Positive energy +(or Negative energy if you are an Undead or have Night?s Embrace) on each hit. + +Mutually exclusive with Knight of the Chalice +THIS IS NOT A REAL TREE IN GAME + AMPrimarySpellFocusNecromancy 0 0 1 1 0 - - Monk + Paladin 1 + + + KotCCore1 + + - SpellPower + AttackBonus Enhancement - Positive - 10 + 1 + All + Good Creatures - HealingAmplification + CriticalAttackBonus Enhancement - 10 + 1 + All + Good Creatures + + + SaveBonus + Enhancement + 2 + Good Creatures + All - Shintao: Protection from Tainted Creatures - ShintaoCore2 - You gain a +1 bonus to Armor Class and a +1 bonus to saving throws against attacks -from tainted creatures (aberrations, extraplanar creatures that are not Lawful -Outsiders, and undead). These bonuses stack with all other bonuses to armor -class and saving throws. Your unarmed attacks now bypass Byeshk damage reduction. - ShintaoProtectionFromTaintedCreatures + Shadowguard: Malevolence of Mabar + PalShadCore2 + Your Aura of Courage is replaced with an Aura of Malice. +Your Aura of Malice applies a negative version of any buffs it would apply to +all nearby enemies. (For example, if it would boost Armor Class for your +friends, it now penalizes the AC of your enemies). + +Your Aura of Malice now adds a +2 penalty to saves vs Enchantments and Fear. +Your bonus to hit Good creatures is increased to +3, and your bonus to saves +versus Good creatures is improved to +3. +Your bonus Evil damage and healing are improved to 1d8 and 1d4. + AMPrimarySpellFocusEvocation 1 0 - 1 + 2 1 5 - - ShintaoCore1 + Paladin + 3 - Monk - 3 + PalShadCore1 - DRBypass + AttackBonus Enhancement - Handwraps - Byeshk + 2 All + Good Creatures - SpellPower + CriticalAttackBonus Enhancement - Positive - 10 + 2 + All + Good Creatures - HealingAmplification + SaveBonus Enhancement - 10 + 1 + Good Creatures + All - Shintao: Iron Hand - ShintaoCore3 - Your unarmed attacks now bypass Cold Iron damage reduction. - ShintaoIronHand + Shadowguard: Slayer of Good II + PalShadCore3 + Grants +3 Remove Disease Charges. You may expend a Remove Disease charge to cast Bane at will. +(this is a SLA also assume Bane gets revamped to work like Bless and also no save) + +All your attacks are considered to be Ghost Touch. +Your bonus Evil damage and healing are improved to 2d6 and 1d6. + AMPrimarySpellFocusNecromancy 2 0 1 1 10 - - ShintaoCore2 + Paladin + 6 - Monk - 6 + PalShadCore2 - - DRBypass - Enhancement - Handwraps - Cold Iron - - - SpellPower - Enhancement - Positive - 10 - - - HealingAmplification - Enhancement - 10 - - Shintao: Argent Fist - ShintaoCore4 - You gain an additional +1 bonus to Armor Class and a +1 bonus to saving -throws. Your unarmed attacks and attacks with Handwraps now bypass Silver -damage reduction. - ShintaoArgentFist + Shadowguard: Improved Malevolence of Mabar + PalShadCore4 + Your alignment is considered Evil. +Your Aura of Malice now adds a +4 penalty to saves vs Enchantments and Fear +Your bonus to hit Good creatures is increased to +4, and your bonus to saves +versus Good creatures is improved to +4. +Your bonus Evil damage and healing are improved to 3d6 and 2d4. + AMPrimarySpellFocusTransmutation 3 0 - 1 + 2 1 20 - - ShintaoCore3 + Paladin + 12 - Monk - 12 + PalShadCore3 - ACBonus + AttackBonus Enhancement 1 + All + Good Creatures - SaveBonus + CriticalAttackBonus Enhancement - All 1 + All + Good Creatures - DRBypass - Enhancement - Handwraps - Silver - - - SpellPower - Enhancement - Positive - 10 - - - HealingAmplification + SaveBonus Enhancement - 10 + 1 + Good Creatures + All - Shintao: Touch the Void Dragon - ShintaoCore5 - Ki Activate: Spend 30 Ki to gain a 1d4+1 bonus to all ability scores -for one minute (Cooldown: 3 minute). -Passive: +5 Melee Power, +1[W] with handwraps or while unarmed - ShintaoTouchOfTheVoidDragon + Shadowguard: Slayer of Good III + PalShadCore5 + Your Vorpal hits versus Living targets apply 1 negative level. +Your Aura of Malice now adds a Crushing Despair effect to all enemies. +Your bonus Evil damage and healing are improved to 5d6 and 2d6. + AMPrimarySpellFocusNecromancy 4 0 1 1 30 - - - ShintaoCore4 + Paladin + 18 - Monk - 18 + PalShadCore4 - - SpellPower - Enhancement - Positive - 10 - - - HealingAmplification - Enhancement - 10 - - - MeleePower - Enhancement - 5 - - - WeaponBaseDamageBonus - Enhancement - Handwraps - 1 - - Shintao: To Seek Perfection - ShintaoCore6 - You continually seek physical and spiritual betterment, reaping many -benefits. You gain +4 Wisdom. +15 Melee Power, +2[W] with handwraps or -while unarmed. You gain an additional +1 bonus to Armor Class and a +1 bonus -to saving throws. You no longer suffer penalties from Meditation of War. - ShintaoToSeekPerfection + Shadowguard: Pure Darkness + PalShadCore6 + +4 Cha, +10 Melee and Ranged Power +You cannot be blinded and your vision cannot be obscured. +Mabar?s Manifest zone remains on you for up to 30 seconds after it dissipates. + +Your bonus to hit Good creatures is increased to +6, and your bonus to saves +versus Good creatures is improved to +6. +Your bonus Evil damage and healing are improved to 7d6 and 3d6. + SpellCriticalNegative 5 0 1 @@ -55486,217 +61152,166 @@ to saving throws. You no longer suffer penalties from Meditation of War.40 - ShintaoCore5 + Paladin + 20 - Monk - 20 + PalShadCore5 AbilityBonus Enhancement - Wisdom 4 + Charisma MeleePower Enhancement - 15 - - - SpellPower - Enhancement - Positive 10 - HealingAmplification + RangedPower Enhancement 10 - WeaponBaseDamageBonus + AttackBonus Enhancement - Handwraps 2 + All + Good Creatures - ACBonus + CriticalAttackBonus Enhancement - 1 + 2 + All + Good Creatures SaveBonus Enhancement + 2 + Good Creatures All - 1 - - - - Meditation of War: Sun Stance - ACBonus - Enhancement - 0 -5 0 - Sun Stance - - - Meditation of War: Earth Stance - DodgeCapBonus - Enhancement - 0 -5 0 - Mountain Stance - - - Meditation of War: Ocean Stance - DamageBonus - Enhancement - 0 -10 0 - - All - Ocean Stance - Shintao: Elemental Curatives I - ShintaoElementalCurativesI - Select one of four toggles that modify your Healing Ki finisher: - ShintaoElementalCuratives + Shadowguard: Shade Combatant + PalShadShadeCombatant + +1 to hit and damage with favoured weapons. + PMSpellCriticalNegativeEnergy 0 1 1 1 1 - - Monk + Paladin 1 - - - Difficulty at the Beginning - Your Healing Ki finishing move also applies a Lesser Restoration effect. -Passive: +1 to hit and damage with handwraps while centered. - ShintaoDifficultyAtTheBeginning - 1 - - - - Lifting the Veil - Your Healing Ki finishing move also removes blindness. -Passive: +1 to hit and damage with handwraps while centered. - ShintaoLiftingTheVeil - 1 - - - - Restoring the Balance - Your Healing Ki finishing move also removes curses. -Passive: +1 to hit and damage with handwraps while centered. - ShintaoRestoringTheBalance - 1 - - - - The Receptive Earth - Your Healing Ki finishing move also removes disease. -Passive: +1 to hit and damage with handwraps while centered. - ShintaoTheReceptiveEarth - 1 - - - AttackBonus Enhancement - Handwraps 1 - Centered + All + Favored Weapon + + + CriticalAttackBonus + Enhancement + 1 + All + Favored Weapon DamageBonus Enhancement - Handwraps 1 - Centered + All + Favored Weapon + + + Seeker + Enhancement + 1 + All + Favored Weapon - Shintao: Reed in the Wind - ShintaoReedInTheWind - Ki Melee Attack: Deals +[1/2/3][W] damage. -If you successfully damage your target you gain a +[3/6/9]% Insight bonus -to Dodge for 6 seconds. (Cooldown: 15 seconds) - ShintaoReedInTheWind + Shadowguard: Extra Smites + PalShadExtraSmites + +[2/4/6] Extra Smite Evils + KoTCExtraSmite 1 1 1 3 1 - - Monk + Paladin 1 - - Dodge - - Shintao: Deft Strikes - ShintaoDeftStrikes - You gain +[3/6/10]% chance to make offhand attacks while centered -and wielding two weapons or fighting unarmed. - ShintaoDeftStrikes + Shadowguard: Siege Breaker + PalShadSiegeBreaker + +[1/2/3] Sunder DCs + HalfOrcMightySundering 2 1 1 3 1 + - Monk + Paladin 1 - OffHandAttackBonus + TacticalDC Enhancement - 3 6 10 - Centered + 1 2 3 + Sunder - Shintao: Ki Shout - ShintaoKiShout - Ki Activate: Intimidates nearby enemies, encouraging them to attack you. -This ability uses your Concentration skill, and shares a cooldown with the -Intimidate skill. (Activation Cost: 15 Ki. Cooldown: 15 seconds) - ShintaoKiShout + Shadowguard: Dark Armor + PalShadDarkArmor + +[5/10/15] Hitpoints + EKArmoredArcana 3 1 - 2 - 1 + 1 + 3 1 - - Monk + Paladin 1 + + Hitpoints + Enhancement + 5 10 15 + - Shintao: Exemplar - ShintaoExemplar - +[1/2/3] Heal and Intimidate. -Rank 3: You also gain +10% threat generation. - ShintaoExemplar + Shadowguard: Shadowguard?s Reputation + PalShadShadowguardsReputation + +[1/2/3] Intimidate, Heal, Balance +Rank 3: +1 Fortitude Saves + ShadarKaiGloomStalker 4 1 1 @@ -55704,600 +61319,652 @@ Rank 3: You also gain +10% threat generation. 1 - Monk + Paladin 1 SkillBonus Enhancement - Heal - Intimidate 1 2 3 + Intimidate + Heal + Balance - ThreatBonusMelee + SaveBonus Enhancement - 0 0 10 + 0 0 1 + Fortitude - Shintao: Elemental Curatives II - ShintaoElementalCurativesII - Select one of four toggles (not previously selected) that modify your Healing Ki finisher. - ShintaoElementalCuratives + Shadowguard: Umbral Combatant + PalShadUmbralCombatant + +1 to hit and damage with all weapons. +Sickle, scimitar, khopesh, and dagger are now considered as Favored Weapons +regardless of your religion. + PMSpellCriticalNegativeEnergyII 0 2 1 1 5 - - Monk + Paladin 2 - ShintaoElementalCurativesI + PalShadShadeCombatant - - ShintaoElementalCurativesI - - Difficulty at the Beginning - Your Healing Ki finishing move also applies a Lesser Restoration effect. -Passive: +1 to hit and damage with handwraps while centered. - ShintaoDifficultyAtTheBeginning - 1 - - - - Lifting the Veil - Your Healing Ki finishing move also removes blindness. -Passive: +1 to hit and damage with handwraps while centered. - ShintaoLiftingTheVeil - 1 - - - - Restoring the Balance - Your Healing Ki finishing move also removes curses. -Passive: +1 to hit and damage with handwraps while centered. - ShintaoRestoringTheBalance - 1 - - - - The Receptive Earth - Your Healing Ki finishing move also removes disease. -Passive: +1 to hit and damage with handwraps while centered. - ShintaoTheReceptiveEarth - 1 - - - AttackBonus Enhancement - Handwraps 1 - Centered + All + + + CriticalAttackBonus + Enhancement + 1 + All DamageBonus Enhancement - Handwraps 1 - Centered + All + + + Seeker + Enhancement + 1 + All + + + AddGroupWeapon + Enhancement + Favored Weapon + Sickle + Scimitar + Khopesh + Dagger - Shintao: Smite Tainted Creature - ShintaoSmiteTaintedCreature - Ki Melee Attack: You have the ability to expend Ki to deal devastating blows in -melee against tainted creatures. You gain twice your Wisdom modifier to your -attack roll and a damage bonus based on your monk level. A tainted target will -be locked in a tomb of jade on vorpal attacks (attack roll of 20 followed by -critical confirmation) on a failed Will save -DC = 10 + Wisdom modifier + your monk level + stun bonuses. -Extraplanar Aberrations or Undead must succeed at two consecutive Will saves to -avoid their fate. (Activation Cost: 15 Ki. Cooldown: 15 seconds) - ShintaoSmiteTaintedCreature + Shadowguard: Profane Might + PalShadProfaneMight + Trance: You gain a profane bonus to Attack, Damage and the DC of the tactical +feats equal to 1/2 of your Charisma modifier for [30/60/120] seconds. + BouldersMight 1 2 - 2 - 1 - 5 - - - - - Monk - 2 - - - - Shintao: Smite Tainted Creature - Ki Melee Attack: You have the ability to expend Ki to deal devastating blows in -melee against tainted creatures. A tainted target will be locked in a tomb of jade -on vorpal attacks on a failed Will save. -Extraplanar Aberrations or Undead must succeed at two consecutive Will saves to -avoid their fate. - ShintaoSmiteTaintedCreature - Will - 10 - Monk - Wisdom - Stun - - - - Shintao: Iron Skin - ShintaoIronSkin - While centered, you gain an additional [5/10/20] PRR. - ShintaoIronSkin - 2 - 2 1 3 5 - + - Monk + Paladin 2 + + Profane Might + BouldersMight + Trance: You gain a profane bonus to Attack, Damage and the DC of the tactical +feats equal to 1/2 of your Charisma modifier for [30/60/120] seconds. + - PRR - Enhancement - Centered - 5 10 20 + TacticalDC + Insightful + Charisma + 2 + + Trip + Sunder + Stun + General + Assassinate + Profane Might + + + AttackBonus + Insightful + Charisma + 2 + + Trip + Sunder + Stun + General + Assassinate + Profane Might + All + + + DamageBonus + Insightful + Charisma + 2 + + Trip + Sunder + Stun + General + Assassinate + Profane Might + All + + + CriticalAttackBonus + Insightful + Charisma + 2 + + Trip + Sunder + Stun + General + Assassinate + Profane Might + All + + + Seeker + Insightful + Charisma + 2 + + Trip + Sunder + Stun + General + Assassinate + Profane Might + All - Shintao: Elemental Ki Strikes - ShintaoElementalKiStrikes - Select one of four attacks that have secondary after effects: -(Activation Cost: 5 Ki. Cooldown: 3 seconds) - HMElementalKiStrikes - 3 - 2 - 2 - 1 - 5 - - - - Monk - 2 - - - - - Eagle Claw Attack - Fire Ki Melee Attack: Your attacks can shatter objects. -You strike at weak points in your opponents armor or hide, dealing +2[W] damage -and apply two stacks of the Armor Destruction effect. (Each stack reduces Armor -Class by 1 and Fortification by 1% for 20 seconds. This effect can stack up to 15 times.) - HMEagleClawAttack - 2 - - - - Fists of Iron - Earth Ki Melee Attack: You have imbued your attacks with extra force. -Performs a melee attack with +3[W] damage, +1 critical threat range, and +1 Critical Damage Multiplier. - ShintaoFistsOfIron - 2 - - - - Knock on the Sky - Air Ki Melee Attack: You strike your opponent, deflecting their momentum. -Performs a melee attack with +1[W] damage, and your enemy deals 4% less -physical damage for 30 seconds. This effect can stack up to 5 times. - HMKnockOnTheSky - 2 - - - - Unbalancing Strike - Water Ki Melee Attack: You have learned several joint strikes. -You can attack these weak points of your opponent, dealing +3[w] and throwing -them off balance for a short period of time. This reduces their armor class by 2, -applies a -10 penalty to their Balance skill, and renders them vulnerable to sneak attacks. -A successful Reflex save negates this effect -(DC 10 + Half Monk Level + Wisdom modifier + Trip modifiers). -The target receives periodic saves to attempt to break free of this effect. - HMUnbalancingStrike - 2 - - - Shintao: Unbalancing Strike - Water Ki Melee Attack: You have learned several joint strikes. -You can attack these weak points of your opponent, dealing +3[w] and throwing -them off balance for a short period of time. This reduces their armor class by 2, -applies a -10 penalty to their Balance skill, and renders them vulnerable to sneak attacks. - HMUnbalancingStrike - Reflex - 10 - Monk - Wisdom - Trip - - - - - - Shintao: Conditioning - ShintaoConditioning - +[1/2/3] Concentration and Fortitude Saves, +[5/10/15] HP. - ShintaoConditioning - 4 + Shadowguard: Offhand Strikes + PalShadOffhandStrikes + +[3/6/10]% Offhand Strike Chance + WPHolyStriker + 2 2 1 3 5 + - Monk + Paladin 2 + + PalShadSiegeBreaker + - SkillBonus - Enhancement - Concentration - 1 2 3 - - - SaveBonus - Enhancement - Fortitude - 1 2 3 - - - Hitpoints + OffHandAttackBonus Enhancement - 5 10 15 + 3 6 10 - Shintao: Elemental Curatives III - ShintaoElementalCurativesIII - Select one of four toggles (not previously selected) that modify your Healing Ki finisher: - ShintaoElementalCuratives + Shadowguard: Wave of Shadow + PalShadWWaveOfShadow + Make a sweeping attack against all nearby enemies for +2[W] damage. +Enemies hit by this attack must make a DC 10 + Paladin Level + Charisma + Sunder +DCs or become blinded. +Shares a cooldown with the Cleave feat. Cooldown: 5 seconds + CloakOfShadows + 3 + 2 + 1 + 1 + 5 + + + + Paladin + 2 + + + + + Shadowguard: Action Boost: Shadow Cloud + PalShadActionBoostShadowCloud + You dissolve into a cloud of Shadow that emanates outwards from you, +obscuring all nearby allies in a cloud of Obscuring Mist. You and all nearby +allies within the cloud gain 25% Concealment, and you personally are considered +Incorporeal with a 50% miss chance due to your form. This cloud follows you as +you move, but allies that leave the radius will lose its concealment. + AAActionBoost + 4 + 2 + 1 + 1 + 5 + + + + Paladin + 2 + + + + + Shadowguard: Gloomy Combatant + PalShadGloomyCombatant + +2 to hit and damage with Favored Weapons. +Falchion are considered as favored Weapons regardless of your religion. + PMSpellCriticalNegativeEnergyIII 0 3 1 1 10 - - Monk + Paladin 3 - ShintaoElementalCurativesII + PalShadUmbralCombatant - - ShintaoElementalCurativesI - ShintaoElementalCurativesII - - Difficulty at the Beginning - Your Healing Ki finishing move also applies a Lesser Restoration effect. -Passive: +1 to hit and damage with handwraps while centered. - ShintaoDifficultyAtTheBeginning - 1 - - - - Lifting the Veil - Your Healing Ki finishing move also removes blindness. -Passive: +1 to hit and damage with handwraps while centered. - ShintaoLiftingTheVeil - 1 - - - - Restoring the Balance - Your Healing Ki finishing move also removes curses. -Passive: +1 to hit and damage with handwraps while centered. - ShintaoRestoringTheBalance - 1 - - - - The Receptive Earth - Your Healing Ki finishing move also removes disease. -Passive: +1 to hit and damage with handwraps while centered. - ShintaoTheReceptiveEarth - 1 - - - AttackBonus Enhancement - Handwraps - 1 - Centered + 2 + All + Favored Weapon + + + CriticalAttackBonus + Enhancement + 2 + All + Favored Weapon DamageBonus Enhancement - Handwraps - 1 - Centered + 2 + All + Favored Weapon + + + Seeker + Enhancement + 2 + All + Favored Weapon + + + AddGroupWeapon + Enhancement + Favored Weapon + Falchion - Shintao: Jade Strike - ShintaoJadeStrike - Ki Melee Attack: You perform a melee attack that is anathema to tainted creatures, -that increases their physical damage vulnerability by 10% and reduces their -fortification by 25%. A successful Will save negates this effect -(DC = 10 + Wisdom modifier + your monk level). -This ability only functions on aberrations, extraplanar creatures that are not -classified as 'Lawful Outsiders', and undead. Creatures that are both extraplanar -and either aberrations or undead receive double this effect. On critical hits, -a tainted target will be locked in a tomb of jade on a failed Will save -(DC = 10 + Wisdom modifier + monk level + stun bonuses). Extraplanar Aberrations or -Undead must succeed at two consecutive Will saves to avoid their fate. -(Activation Cost: 10 Ki. Cooldown: 15 seconds) - ShintaoJadeStrike + Shadowguard: Shadow Smite + PalShadShadowSmite + Multiselector (Melee or Ranged): An improved smite that adds ++[1/1/2] to your weapon's critical damage multiplier and ++[0/1/2] to your weapon's critical threat range. + +Smite evil: Using this attack, you call on the paladin's ability to strike down +evil creatures, gaining twice your Charisma bonus to your attack roll, and a +damage bonus based on your paladin level. Smites return at a rate of one every +90 seconds. In addition, your Smite evil and Exalted Smite abilities increase +melee and ranged power by 5 for 10 seconds. + ShadowManipulation 1 3 - 2 - 1 + 1 + 3 10 - - Monk + Paladin + 3 + + + + + Shadowguard: Critical Mastery + PalShadCriticalMastery + +[1/2/3] Critical Confirmation and Critical Damage + KotCCriticalMastery + 2 + 3 + 1 + 3 + 10 + + + Paladin 3 - ShintaoSmiteTaintedCreature + PalShadOffhandStrikes - - Shintao: Jade Strike - Ki Melee Attack: You perform a melee attack that is anathema to tainted creatures, -that increases their physical damage vulnerability by 10% and reduces their -fortification by 25%. A successful Will save negates this effect. - ShintaoJadeStrike - Will - 10 - Monk - Wisdom - Stun - + + CriticalAttackBonus + Enhancement + 1 2 3 + All + + + Seeker + Enhancement + 1 2 3 + All + - Shintao: Dismissing Strike - ShintaoDismissingStrike - Ki Melee Attack: You perform a melee attack that attempts to force an extraplanar -enemy back to its proper plane. A successful Will save negates this effect -(DC = 10 + Wisdom modifier + your monk level + stun). -(Activation Cost: 25 Ki. Cooldown: 15 seconds) - ShintaoDismissingStrike + Shadowguard: Mabar's Tenacity + PalShadMabarsTenacity + The Inflict Wounds spells are added to your Spellbook at the following levels. + +Level 1: Inflict Light +Level 2: Inflict Moderate, Inflict Light (Mass) +Level 3: Inflict Serious, Inflict Moderate (Mass) +Level 4: Inflict Critical, Inflict Serious (Mass) + ShadarKaiGhostlyEssence 3 3 - 2 + 1 1 10 - - Monk + Paladin 3 - - Shintao: Dismissing Strike - Ki Melee Attack: You perform a melee attack that attempts to force an extraplanar -enemy back to its proper plane. A successful Will save negates this effect. - ShintaoDismissingStrike - Will - 10 - Monk - Wisdom - Stun - + + SpellListAddition + Enhancement + Inflict Light Wounds + 1 + Paladin + + + SpellListAddition + Enhancement + Inflict Moderate Wounds + 2 + Paladin + + + SpellListAddition + Enhancement + Inflict Light Wounds, Mass + 2 + Paladin + + + SpellListAddition + Enhancement + Inflict Serious Wounds + 3 + Paladin + + + SpellListAddition + Enhancement + Inflict Moderate Wounds, Mass + 3 + Paladin + + + SpellListAddition + Enhancement + Inflict Critical Wounds + 4 + Paladin + + + SpellListAddition + Enhancement + Inflict Serious Wounds, Mass + 4 + Paladin + - Shintao: Ability I - ShintaoAbilityScoreI - Choose either Constitution or Wisdom - ConWis + Shadowguard: Ability I + PalShadAbilityI + Choose between Strength or Charisma + StrCha 4 3 2 1 10 - - Monk + Paladin 3 - +1 Constitution - +1 Constitution - Constitution + Shadowguard: +1 Strength + +1 Strength + Strength 2 AbilityBonus Enhancement 1 - Constitution + Strength - +1 Wisdom - +1 Wisdom - Wisdom + Shadowguard: +1 Charisma + +1 Charisma + Charisma 2 AbilityBonus Enhancement 1 - Wisdom + Charisma - Shintao: Elemental Curatives IV - ShintaoElementalCurativesIV - Select one of four toggles (not previously selected) that modify your Healing Ki finisher: - ShintaoElementalCuratives + Shadowguard: Penumbral Combatant + PalShadPenumbralCombatant + +1 to hit and damage with all weapons and an additional +1 to hit and damage with Favored Weapons. +Taking this enhancement grants the Swords to Plowshares and Shot on the Run feats. + PMSpellCriticalNegativeEnergyIV 0 4 1 1 20 - + - Monk + Paladin 4 - ShintaoElementalCurativesIII + PalShadGloomyCombatant - - ShintaoElementalCurativesI - ShintaoElementalCurativesII - ShintaoElementalCurativesIII - - Difficulty at the Beginning - Your Healing Ki finishing move also applies a Lesser Restoration effect. -Passive: +1 to hit and damage with handwraps while centered. - ShintaoDifficultyAtTheBeginning - 1 - - - - Lifting the Veil - Your Healing Ki finishing move also removes blindness. -Passive: +1 to hit and damage with handwraps while centered. - ShintaoLiftingTheVeil - 1 - - - - Restoring the Balance - Your Healing Ki finishing move also removes curses. -Passive: +1 to hit and damage with handwraps while centered. - ShintaoRestoringTheBalance - 1 - - - - The Receptive Earth - Your Healing Ki finishing move also removes disease. -Passive: +1 to hit and damage with handwraps while centered. - ShintaoTheReceptiveEarth - 1 - - - AttackBonus Enhancement - Handwraps 1 - Centered + All + + + CriticalAttackBonus + Enhancement + 1 + All DamageBonus Enhancement - Handwraps 1 - Centered + All + + + Seeker + Enhancement + 1 + All + + + Penumbral Combatant: Favored Weapon + AttackBonus + Enhancement + 1 + All + Favored Weapon + + + Penumbral Combatant: Favored Weapon + CriticalAttackBonus + Enhancement + 1 + All + Favored Weapon + + + Penumbral Combatant: Favored Weapon + DamageBonus + Enhancement + 1 + All + Favored Weapon + + + Penumbral Combatant: Favored Weapon + Seeker + Enhancement + 1 + All + Favored Weapon + + + GrantFeat + Enhancement + Knight's Training + + + GrantFeat + Enhancement + Shot on the Run - Shintao: Tomb of Jade - ShintaoTombOfJade - Ki Melee Attack: You perform an attack that encases a tainted target in a tomb -of jade on a failed Will save (DC = 10 + Wisdom modifier + monk level + stun bonuses). -Extraplanar Aberrations or Undead must succeed at two consecutive Will saves to -avoid this fate. (Activation Cost: 25 Ki. Cooldown: 1 minute) - ShintaoTombOfJade + Shadowguard: Night's Embrace I + PalShadNightsEmbraceI + You now heal 50% from negative energy and 75% from positive energy. ++20 Negative Amplification + BEInfusedArmor 1 4 - 2 - 1 + 1 + 1 + 20 + + + + Paladin + 4 + + + + HealingAmplification + Enhancement + -25 + + + NegativeHealingAmplification + Enhancement + 50 + + + + Shadowguard: Command Undead + PalShadCommandUndead + You count as [1/2/3] levels higher for the purpose of turning undead, +add +[2/4/6] to the hit dice turned, and gain +[1/2/3] use per rest. + +Your Turn Undead ability now dominates 50% of the Undead that it would turn, +enthralling them to you for a short time. +After 30 seconds, the Undead crumbles to dust. +Other Turned enemies are feared and begin cowering as normal. + +Shadows are automatically dominated instead of being turned. + UndeadHunter + 2 + 4 + 1 + 3 20 - - - Monk + Paladin 4 - - ShintaoJadeStrike - - - Shintao: Tomb of Jade - Ki Melee Attack: You perform an attack that encases a tainted target in a tomb -of jade on a failed Will save. -Extraplanar Aberrations or Undead must succeed at two consecutive Will saves to -avoid this fate. - ShintaoTombOfJade - Will - 10 - Monk - Wisdom - Stun - + + ExtraTurns + Enhancement + 1 2 3 + + + TurnLevelBonus + Enhancement + 1 2 3 + + + TurnBonus + Enhancement + 2 4 6 + - Shintao: Instinctive Defense - ShintaoInstinctiveDefense - You take 5%/10%/15% less extra damage when struck while helpless. -(Additional damage while helpless varies by difficulty setting from 5% to 25%.) - ShintaoInstinctiveDefense - 2 + Shadowguard: Dark Feeding + PalShadDarkFeeding + You gain On Kill: You gain Temp HP equal to the CR of the monster slain. + ATArcaneSkills + 3 4 1 - 3 + 1 20 - Monk + Paladin 4 - - ShintaoIronSkin - - - HelplessDamageReduction - Enhancement - 5 10 15 - - Shintao: Ability II - ShintaoAbilityScoreII - Choose either Constitution or Wisdom - ConWis + Shadowguard: Ability II + PalShadAbilityII + Choose between Strength or Charisma + StrCha 4 4 2 @@ -56305,327 +61972,274 @@ avoid this fate. 20 - Monk + Paladin 4 - - ShintaoAbilityScoreI - - +1 Constitution - +1 Constitution - Constitution + Shadowguard: +1 Strength + +1 Strength + Strength 2 AbilityBonus Enhancement 1 - Constitution + Strength - +1 Wisdom - +1 Wisdom - Wisdom + Shadowguard: +1 Charisma + +1 Charisma + Charisma 2 AbilityBonus Enhancement 1 - Wisdom + Charisma - Shintao: Empty Hand Mastery - ShintaoEmptyHandMastery - While you are centered and wielding Handwraps, you gain a +1 Competence -bonus to Critical Threat Range and Multiplier. - ShintaoEmptyHandMastery + Shadowguard: Enemy of All + PalShadEnemyOfAll + +2 to hit and damage with all weapons. +An additional +2 to hit and damage with Favored Weapons. +You gain 15% Fortification Bypass. + +Your Core abilities that add Attack and Saves versus Good creatures now apply +to all creatures. + AssLightArmorMastery 0 5 - 2 + 1 1 30 - Monk + 12 + + + Paladin 5 - 12 + PalShadPenumbralCombatant - CriticalRange - Competence - - Handwraps - 1 - Centered + AttackBonus + Enhancement + 2 + All - CriticalMultiplier - Competence - Handwraps - - 1 - Centered + CriticalAttackBonus + Enhancement + 2 + All + + + DamageBonus + Enhancement + 2 + All + + + Seeker + Enhancement + 2 + All + + + Enemy of All: Favored Weapon + AttackBonus + Enhancement + 2 + All + Favored Weapon + + + Enemy of All: Favored Weapon + CriticalAttackBonus + Enhancement + 2 + All + Favored Weapon + + + Enemy of All: Favored Weapon + DamageBonus + Enhancement + 2 + All + Favored Weapon + + + Enemy of All: Favored Weapon + Seeker + Enhancement + 2 + All + Favored Weapon - Shintao: Kukan-Do - ShintaoKukanDo - Ki Activate: You lock gazes with an enemy, stunning them for a short period -of time on a failed Will save (DC 10 + Wisdom modifier + Monk level). -Any effects that modify your Stunning Blow or Stunning Fist DC's also affect this -ability. Sightless creatures are unaffected by this ability. -(Activation Cost: 25 Ki. Cooldown: 15 seconds) - ShintaoKukanDo + Shadowguard: Night's Embrace II + PalShadNightsEmbraceII + You now heal 100% from Negative Energy and 50% from Positive Energy. ++20 Negative Amplification + BEInfusedArmorII 1 5 - 2 + 1 1 30 - - Monk - 5 + 12 - ShintaoTombOfJade + Paladin + 5 - 12 + PalShadNightsEmbraceI - - Shintao: Kukan-Do - Ki Activate: You lock gazes with an enemy, stunning them for a short period -of time on a failed Will save. Any effects that modify your Stunning Blow or -Stunning Fist DC's also affect this ability. Sightless creatures are unaffected -by this ability. - ShintaoKukanDo - Will - 10 - Monk - Wisdom - Stun - + + HealingAmplification + Enhancement + -25 + + + NegativeHealingAmplification + Enhancement + 50 + - Shintao: Violence Begets Violence - ShintaoViolenceBegetsViolence - While Centered, when an opponent misses you in melee, you gain +1 -critical threat range for 6 seconds. This stacks up to 5 times and is reset if -you critically hit. - ShintaoViolenceBegetsViolence + Shadowguard: Planeshift Mabar + PalShadPlaneshiftMabar + Bring a section of the Endless Night into the Material Plane, subjecting all +enemies in the area to Mabar?s environmental effects. Enemies are slowed +and take 15% more Negative and Evil damage, while you are empowered by the +plane, instead gaining 30% Action Boost bonus to Movement speed, and allowing +you to move freely within monsters as if you were intangible. +You also gain +3 Profane bonus to Melee power for every 2 seconds you remain +within the manifest zone. + +Shadows are also empowered by this effect. + ATStaticShock 2 5 - 2 + 1 1 30 + - Monk - 5 + 12 - ShintaoInstinctiveDefense + Paladin + 5 - 12 + PalShadBehead + + CreateSlider + Enhancement + Mabar Manifest + 0 25 + 0 + + + MeleePower + Profane + 3 + Melee + Mabar Manifest + + - Shintao: Meditation of War - ShintaoMeditationOFWar - Air Stance: - +2 to hit - +10% bonus to off-hand attack chance - You take 10% more physical and elemental damage. -Fire Stance: - +2 bonus to damage and to the DC's of your Stun, Sunder, and Trip abilities - -5 Armor Class -Earth Stance: - +10 to Physical Resistance - +10% Quality bonus to Maximum Hit Points - -5% Dodge Cap. -Water Stance: - +5 Maximum Dodge Bonus - You deal 10% less damage with attacks. -Note: Mutually exclusive with Stalwart stance and Sacred stance. - ShintaoMeditationOFWar + Shadowguard: Behead + PalShadBehead + You gain: On Vorpal: Slay target living opponent with a head. ++10 Melee/Ranged Power + FBExtraRage 3 5 - 2 + 1 1 30 - + - - Meditation of War - ShintaoMeditationOFWar - Air Stance: - +2 to hit - +10% bonus to off-hand attack chance - You take 10% more physical and elemental damage. -Fire Stance: - +2 bonus to damage and to the DC's of your Stun, Sunder, and Trip abilities - -5 Armor Class -Earth Stance: - +10 to Physical Resistance - +10% Quality bonus to Maximum Hit Points - -5% Dodge Cap. -Water Stance: - +5 Maximum Dodge Bonus - You deal 10% less damage with attacks. - - Monk + 12 + + + Paladin 5 - 12 + PalShadDarkFeeding - AttackBonus - Enhancement - All - 2 - Wind Stance - Meditation of War - - - OffHandAttackBonus + MeleePower Enhancement 10 - Wind Stance - - - TacticalDC - Enhancement - Trip - Sunder - Stun - General - 2 - Sun Stance - - - DamageBonus - Enhancement - 2 - All - Sun Stance - - - Meditation of War: Sun Stance - ACBonus - Enhancement - 0 -5 0 - Sun Stance - Meditation of War: Sun Stance - ACBonus - Enhancement - 0 -5 0 - Sun Stance - - - PRR + RangedPower Enhancement 10 - Mountain Stance - - - Hitpoints - Quality - - 10 - Mountain Stance - - - - Meditation of War: Earth Stance - DodgeCapBonus - Enhancement - 0 -5 0 - Mountain Stance - - - Meditation of War: Earth Stance - DodgeCapBonus - Enhancement - 0 -5 0 - Mountain Stance - - - Meditation of War: Ocean Stance - DodgeCapBonus - Enhancement - 5 - Ocean Stance - - - Meditation of War: Ocean Stance - DamageBonus - Enhancement - 0 -10 0 - - All - Ocean Stance - - - Meditation of War: Ocean Stance - DamageBonus - Enhancement - 0 -10 0 - - All - Ocean Stance - Shintao: Rise of the Phoenix - ShintaoRiseOfThePhoenix - Activate While Dead: The spirit of a phoenix burns within you. -You may bring yourself back from death's door, as if affected by the Resurrection spell. -This ability may only be used once per rest. (Cooldown: 15 minutes) - ShintaoRiseOfThePhoenix + Shadowguard: Abyssal Retribution + PalShadAbyssalRetribution + Melee Channel Divinity: Executes a powerful holy cleave against nearby targets that deals ++5[W] damage, 100 extra Evil damage that scales with 200% Melee or Ranged Power, +-6 to all ability scores for 10 seconds, and recharges one Smite Evil charge to you. +On Damage: Living creatures may be forced to make a Will save +(DC 10 + Paladin Level + Charisma Mod + Sunder Bonuses) or be swallowed by their +own shadow, killing them instantly. + +Also has a Ranged version. + AssSoulshatterPoison 4 5 - 2 + 1 1 30 - Monk - 5 + 12 - 12 + Paladin + 5 - - Shadowguard (Theorycrafted) - 1 + Knight of the Chalice + 2 Paladin @@ -56633,22 +62247,23 @@ This ability may only be used once per rest. (Cooldown: 15 minutes) Paladin PaladinBackground + - Shadowguard: Slayer of Good I - PalShadCore1 - Slayer of Good I: Your alignment is considered True Neutral. -You gain +1 to attack Good creatures, and +2 to saves vs Good creatures. -You deal 1d4 Evil damage on hit, and heal 1d2 Positive energy -(or Negative energy if you are an Undead or have Night?s Embrace) on each hit. + Knight of the Chalice: Slayer of Evil I + KotCCore1 + You gain +1 to attack evil creatures and deal 1d4 additional light damage +that scales with 200% Melee oe Ranged Power (whichever is higher). You resist +evil influences particularly well, gaining a +2 bonus to saves against spells +and effects produced by evil creatures. -Mutually exclusive with Knight of the Chalice -THIS IS NOT A REAL TREE IN GAME - AMPrimarySpellFocusNecromancy +Mutually exclusive with Shadowguard + KotCSlayerOfEvil 0 0 1 1 0 + Paladin @@ -56656,183 +62271,255 @@ THIS IS NOT A REAL TREE IN GAME - KotCCore1 + PalShadCore1 - AttackBonus - Enhancement - 1 - All - Good Creatures - - - CriticalAttackBonus + WeaponOtherDamageBonus Enhancement - 1 + + 1 + 4 + Light + + All - Good Creatures SaveBonus Enhancement 2 - Good Creatures - All + Spell + Evil Creatures - Shadowguard: Malevolence of Mabar - PalShadCore2 - Your Aura of Courage is replaced with an Aura of Malice. -Your Aura of Malice applies a negative version of any buffs it would apply to -all nearby enemies. (For example, if it would boost Armor Class for your -friends, it now penalizes the AC of your enemies). - -Your Aura of Malice now adds a +2 penalty to saves vs Enchantments and Fear. -Your bonus to hit Good creatures is increased to +3, and your bonus to saves -versus Good creatures is improved to +3. -Your bonus Evil damage and healing are improved to 1d8 and 1d4. - AMPrimarySpellFocusEvocation + Knight of the Chalice: Courage of Heaven + KotCCore2 + 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 Enchantment. You gain +1 +to hit for all attacks. Your Slayer of Evil now now deals 1d8 Light damage +that scales with 200% Melee or Ranged Power (whichever is higher). + KotCCourageOfHeaven 1 0 - 2 + 1 1 5 + + + KotCCore1 + Paladin 3 - - PalShadCore1 - - AttackBonus + SaveBonus Enhancement 2 - All - Good Creatures + Aura of Courage + Fear - CriticalAttackBonus + SaveBonus Enhancement 2 + Aura of Courage + Enchantment + + + AttackBonus + Enhancement + 1 All - Good Creatures - SaveBonus + CriticalAttackBonus Enhancement 1 - Good Creatures - All + All + + + WeaponOtherDamageBonus + Enhancement + + 1 + 8 + Light + + All - Shadowguard: Slayer of Good II - PalShadCore3 - Grants +3 Remove Disease Charges. You may expend a Remove Disease charge to cast Bane at will. -(this is a SLA also assume Bane gets revamped to work like Bless and also no save) + Knight of the Chalice: Slayer of Evil II + KotCCore3 + Your Slayer of Evil now grants +2 to attack evil creatures and deals +2d6 Light Damage that scales with 200% Melee or ranged Power (whichever is higher). +You now resist evil influences particularly well, gaining a +2 bonus to saves +against spells and effects produced by evil creatures. +Your weapons gain the Ghost Touch effect. -All your attacks are considered to be Ghost Touch. -Your bonus Evil damage and healing are improved to 2d6 and 1d6. - AMPrimarySpellFocusNecromancy +In addition, you gain +4 Remove Disease charges and your Remove Disease also +applies a Greater Restoration effect on your target. + KotCSlayerOfEvil 2 0 1 1 10 + Paladin 6 - PalShadCore2 + KotCCore2 + + WeaponOtherDamageBonus + Enhancement + + 2 + 6 + Light + + All + + + SaveBonus + Enhancement + 2 + Spell + Evil Creatures + + + GhostTouch + Enhancement + 1 + All + - Shadowguard: Improved Malevolence of Mabar - PalShadCore4 - Your alignment is considered Evil. -Your Aura of Malice now adds a +4 penalty to saves vs Enchantments and Fear -Your bonus to hit Good creatures is increased to +4, and your bonus to saves -versus Good creatures is improved to +4. -Your bonus Evil damage and healing are improved to 3d6 and 2d4. - AMPrimarySpellFocusTransmutation + Knight of the Chalice: Improved Courage of Heaven + KotCCore4 + 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 Enchantment. You now +gain +2 to hit for all attacks. Your Slayer of Evil now deals 3d6 Light damage +that scales with 200% Melee or Ranged Power (whichever is higher). + +You are now immune to Energy Drain. + KotCImprovedCourageOfHeaven 3 0 - 2 + 1 1 20 + - Paladin - 12 + KotCCore3 - PalShadCore3 + Paladin + 12 + + SaveBonus + Enhancement + 2 + Aura of Courage + Fear + + + SaveBonus + Enhancement + 2 + Aura of Courage + Enchantment + AttackBonus Enhancement - 1 + 2 All - Good Creatures CriticalAttackBonus Enhancement - 1 + 2 All - Good Creatures - SaveBonus + WeaponOtherDamageBonus Enhancement - 1 - Good Creatures - All + + 3 + 6 + Light + + All + + + Immunity + Enhancement + Energy Drain - Shadowguard: Slayer of Good III - PalShadCore5 - Your Vorpal hits versus Living targets apply 1 negative level. -Your Aura of Malice now adds a Crushing Despair effect to all enemies. -Your bonus Evil damage and healing are improved to 5d6 and 2d6. - AMPrimarySpellFocusNecromancy + Knight of the Chalice: Slayer of Evil III + KotCCore5 + Your Slayer of Evil now grants +4 to attack evil creatures and deals 5d6 +Light damage that scales with 200% Melee or Ranged Power (whichever is higher). +You now resist evil influences particulary well, gaining a +4 bonus to saves +against spells and effects produced by evil creatures. Your Vorpal hits against +undead do an additional 500 damage. + KotCSlayerOfEvil 4 0 1 1 30 + - Paladin - 18 + KotCCore4 - PalShadCore4 + Paladin + 18 + + WeaponOtherDamageBonus + Enhancement + + 5 + 6 + Light + + All + - Shadowguard: Pure Darkness - PalShadCore6 - +4 Cha, +10 Melee and Ranged Power -You cannot be blinded and your vision cannot be obscured. -Mabar?s Manifest zone remains on you for up to 30 seconds after it dissipates. + Knight of the Chalice: Champion of Good + KotCCore6 + You gain +4 Charisma and 10 Melee and Ranged Power. +The save bonuses vs. Fear and Enchantment 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. Your Slayer of Evil now deals 7d6 +Light damage that scales with 200% Melee or Ranged Power (whichever is higher). -Your bonus to hit Good creatures is increased to +6, and your bonus to saves -versus Good creatures is improved to +6. -Your bonus Evil damage and healing are improved to 7d6 and 3d6. - SpellCriticalNegative +In addition, your Aura of Courage now grants allies a +3% Sacred bonus to Melee +and Ranged damage, and if you have Ascendancy your Blessed Purpose now stacks +up to 25 times. + KotCChampionOfGood 5 0 1 @@ -56840,11 +62527,11 @@ Your bonus Evil damage and healing are improved to 7d6 and 3d6. 40 - Paladin - 20 + KotCCore5 - PalShadCore5 + Paladin + 20 @@ -56864,38 +62551,47 @@ Your bonus Evil damage and healing are improved to 7d6 and 3d6. 10 - AttackBonus + SaveBonus Enhancement 2 - All - Good Creatures + Aura of Courage + Fear - CriticalAttackBonus + SaveBonus Enhancement 2 + Aura of Courage + Enchantment + + + WeaponOtherDamageBonus + Enhancement + + 7 + 6 + Light + All - Good Creatures - SaveBonus + DRBypass Enhancement - 2 - Good Creatures - All + Good + All + - Shadowguard: Shade Combatant - PalShadShadeCombatant - +1 to hit and damage with favoured weapons. - PMSpellCriticalNegativeEnergy + Knight of the Chalice: Holy Combatant I + KotCHolyCombatantI + +1 to Attack and Damage with Favored Weapons. + KotCHolyCombatantI 0 1 - 1 + 2 1 1 - Paladin @@ -56932,10 +62628,10 @@ Your bonus Evil damage and healing are improved to 7d6 and 3d6. - Shadowguard: Extra Smites - PalShadExtraSmites - +[2/4/6] Extra Smite Evils - KoTCExtraSmite + Knight of the Chalice: Extra Smite + KotCExtraSmite + You gain +[2/4/6] additional uses of Smite Evil per rest. + KotCExtraSmite 1 1 1 @@ -56947,18 +62643,22 @@ Your bonus Evil damage and healing are improved to 7d6 and 3d6. 1 + + ExtraSmite + Enhancement + 2 4 6 + - Shadowguard: Siege Breaker - PalShadSiegeBreaker - +[1/2/3] Sunder DCs - HalfOrcMightySundering + Knight of the Chalice: Improved Second Strikes + KotCImprovedSecondStrikes + +[5/10/20]% Strikethrough + KotCImprovedSecondStrikes 2 1 1 3 1 - Paladin @@ -56966,17 +62666,16 @@ Your bonus Evil damage and healing are improved to 7d6 and 3d6. - TacticalDC + Strikethrough Enhancement - 1 2 3 - Sunder + 5 10 20 - Shadowguard: Dark Armor - PalShadDarkArmor - +[5/10/15] Hitpoints - EKArmoredArcana + Knight of the Chalice: Shieldbeaker + KotCShieldbeaker + +[1/2/3] to Sunder DCs. + KotCShieldbeaker 3 1 1 @@ -56989,17 +62688,18 @@ Your bonus Evil damage and healing are improved to 7d6 and 3d6. - Hitpoints + TacticalDC Enhancement - 5 10 15 + 1 2 3 + Sunder - Shadowguard: Shadowguard?s Reputation - PalShadShadowguardsReputation - +[1/2/3] Intimidate, Heal, Balance -Rank 3: +1 Fortitude Saves - ShadarKaiGloomStalker + Knight of the Chalice: Knight's Authority + KotCKnightsAuthority + +[1/2/3] to Intimidate, Diplomacy and Concentration. +Rankk 3: +1 Fortitude Save. + KotCKnightsAuthority 4 1 1 @@ -57016,8 +62716,8 @@ Rank 3: +1 Fortitude Saves Enhancement 1 2 3 Intimidate - Heal - Balance + Diplomacy + Concentration SaveBonus @@ -57026,87 +62726,105 @@ Rank 3: +1 Fortitude Saves Fortitude + - Shadowguard: Umbral Combatant - PalShadUmbralCombatant - +1 to hit and damage with all weapons. -Sickle, scimitar, khopesh, and dagger are now considered as Favored Weapons -regardless of your religion. - PMSpellCriticalNegativeEnergyII + Knight of the Chalice: Adept Combatant + KotCAdeptCombatant + +1 to Attack and Damage with all weapons. You gain Long Sword, Battle Axe, +Heavy Mace, Morningstar and War Hammer as Favored Weapons. + KotCAdeptCombatant 0 2 - 1 + 2 1 5 - Paladin 2 - - PalShadShadeCombatant - AttackBonus Enhancement 1 All + Favored Weapon CriticalAttackBonus Enhancement 1 All + Favored Weapon DamageBonus Enhancement 1 All + Favored Weapon Seeker Enhancement 1 All + Favored Weapon AddGroupWeapon Enhancement Favored Weapon - Sickle - Scimitar - Khopesh - Dagger + Longsword + Battle Axe + Heavy Mace + Morningstar + Warhammer - Shadowguard: Profane Might - PalShadProfaneMight - Trance: You gain a profane bonus to Attack, Damage and the DC of the tactical -feats equal to 1/2 of your Charisma modifier for [30/60/120] seconds. - BouldersMight + Knight of the Chalice: Divine Might + KotCDivineMight + Battle Trance: You gain an Insight bonus to Attack, Damage, and the DC +of tactical feats equal to 1/2 of your Charisma modifier for [30/60/120] seconds. +Antirequisite: This ability can not be trained if you have any other Battle Trance +abilities. +Spell Point Cost: 21/18/15 +Cooldown: 20 seconds + KotCDivineMight 1 2 1 3 5 + + Divine Might + WPDivineMight + You gain an Insight bonus to Attack, Damage, and the DC of tactical feats equal to +1/2 of your Charisma modifier for [30/60/120] seconds. + Paladin 2 + + + HarperKnowTheAngles + + + WSDivineMight + Divine Might + + + WPDivineMight + + - - Profane Might - BouldersMight - Trance: You gain a profane bonus to Attack, Damage and the DC of the tactical -feats equal to 1/2 of your Charisma modifier for [30/60/120] seconds. - + Knight of the Chalice: Divine Might (Cha Mod / 2) TacticalDC Insightful Charisma @@ -57117,9 +62835,10 @@ feats equal to 1/2 of your Charisma modifier for [30/60/120] seconds.Stun General Assassinate - Profane Might + Divine Might + Knight of the Chalice: Divine Might (Cha Mod / 2) AttackBonus Insightful Charisma @@ -57130,10 +62849,11 @@ feats equal to 1/2 of your Charisma modifier for [30/60/120] seconds.Stun General Assassinate - Profane Might + Divine Might All + Knight of the Chalice: Divine Might (Cha Mod / 2) DamageBonus Insightful Charisma @@ -57144,10 +62864,11 @@ feats equal to 1/2 of your Charisma modifier for [30/60/120] seconds.Stun General Assassinate - Profane Might + Divine Might All + Knight of the Chalice: Divine Might (Cha Mod / 2) CriticalAttackBonus Insightful Charisma @@ -57158,10 +62879,11 @@ feats equal to 1/2 of your Charisma modifier for [30/60/120] seconds.Stun General Assassinate - Profane Might + Divine Might All + Knight of the Chalice: Divine Might (Cha Mod / 2) Seeker Insightful Charisma @@ -57172,47 +62894,47 @@ feats equal to 1/2 of your Charisma modifier for [30/60/120] seconds.Stun General Assassinate - Profane Might + Divine Might All - Shadowguard: Offhand Strikes - PalShadOffhandStrikes - +[3/6/10]% Offhand Strike Chance - WPHolyStriker + Knight of the Chalice: Critical Mastery + KotCCriticalMastery + +[1/2/3] to confirm critical hits and critical hit damage (before weapon multipliers). + KotCCriticalMastery 2 2 1 3 5 - Paladin 2 - - PalShadSiegeBreaker - - OffHandAttackBonus + CriticalAttackBonus Enhancement - 3 6 10 + 1 2 3 + All + + + Seeker + Enhancement + 1 2 3 + All - Shadowguard: Wave of Shadow - PalShadWWaveOfShadow - Make a sweeping attack against all nearby enemies for +2[W] damage. -Enemies hit by this attack must make a DC 10 + Paladin Level + Charisma + Sunder -DCs or become blinded. -Shares a cooldown with the Cleave feat. Cooldown: 5 seconds - CloakOfShadows + Knight of the Chalice: Exalted Attack + KotCExaltedCleave + Choose a Melee Cleave or Ranged Attack. + KotCExaltedCleave 3 2 - 1 + 2 1 5 @@ -57222,20 +62944,34 @@ Shares a cooldown with the Cleave feat. Cooldown: 5 seconds 2 + + + Avenging Shot + Take a powerful shot for +3[W] damage. +Shares a cooldown with the Cleave feat. Cooldown: 5 seconds + KotCAvengingShot + 2 + + + + Exalted Cleave + Make a sweeping attack against all nearby enemies for +3[W] damage. +Shares a cooldown with the Cleave feat. Cooldown: 5 seconds + KotCExaltedCleave + 2 + + + - Shadowguard: Action Boost: Shadow Cloud - PalShadActionBoostShadowCloud - You dissolve into a cloud of Shadow that emanates outwards from you, -obscuring all nearby allies in a cloud of Obscuring Mist. You and all nearby -allies within the cloud gain 25% Concealment, and you personally are considered -Incorporeal with a 50% miss chance due to your form. This cloud follows you as -you move, but allies that leave the radius will lose its concealment. - AAActionBoost + Knight of the Chalice: Action Boost + KotCMeleeRangedPowerBoost + Choose between Action Boost: Attack and Damage + KotCMeleeRangedPowerBoost 4 2 1 - 1 + 3 5 @@ -57244,27 +62980,58 @@ you move, but allies that leave the radius will lose its concealment.2 + + + Melee/Ranged Power + Activate to gain a +[10/20/30] Action Boost bonus to +Melee and Ranged Power for 20 Seconds + KotCMeleeRangedPowerBoost + 1 + + + Melee/Ranged Power + KotCMeleeRangedPowerBoost + Activate to gain a +[10/20/30] Action Boost bonus to +Melee and Ranged Power for 20 Seconds + + + MeleePower + Enhancement + 10 20 30 + Power Boost + + + RangedPower + Enhancement + 10 20 30 + Power Boost + + + + Attack Boost + Activate to gain a +4/6/8 Action Boost bonus to hit for 20 seconds + KotCAttackBoost + 1 + + + + - Shadowguard: Gloomy Combatant - PalShadGloomyCombatant - +2 to hit and damage with Favored Weapons. -Falchion are considered as favored Weapons regardless of your religion. - PMSpellCriticalNegativeEnergyIII + Knight of the Chalice: Holy Combatant II + KotCHolyCombatantII + +2 to Attack and Damage with Favored Weapons. You gain Greatsword as a Favored Weapon. + KotCHolyCombatantII 0 3 - 1 + 2 1 10 - Paladin 3 - - PalShadUmbralCombatant - AttackBonus @@ -57296,24 +63063,16 @@ Falchion are considered as favored Weapons regardless of your religion. AddGroupWeapon - Enhancement - Favored Weapon - Falchion - - - - Shadowguard: Shadow Smite - PalShadShadowSmite - Multiselector (Melee or Ranged): An improved smite that adds -+[1/1/2] to your weapon's critical damage multiplier and -+[0/1/2] to your weapon's critical threat range. - -Smite evil: Using this attack, you call on the paladin's ability to strike down -evil creatures, gaining twice your Charisma bonus to your attack roll, and a -damage bonus based on your paladin level. Smites return at a rate of one every -90 seconds. In addition, your Smite evil and Exalted Smite abilities increase -melee and ranged power by 5 for 10 seconds. - ShadowManipulation + Enhancement + Favored Weapon + Great Sword + + + + Knight of the Chalice: Divine Sacrifice + KotCDivineSacrifice + Select a Melee or Ranged Attack. + KotCDivineSacrifice 1 3 1 @@ -57326,120 +63085,102 @@ melee and ranged power by 5 for 10 seconds. 3 + + + Divine Sacrifice + Giving up some of your life force to win the battle, you empwer your next blow +against your foe. This attack increases the critical multiplier of your weapon +by 1 and deals an additional 5d6 Light damage, but costs you 5 HP and 1 SP, +whether or not the attack is successful. + KotCDivineSacrifice + 1 + + + + Divine Sacrifice (Ranged) + Giving up some of your life force to win the battle, you empwer your next blow +against your foe. This attack increases the critical multiplier of your weapon +by 1 and deals an additional 5d6 Light damage, but costs you 5 HP and 1 SP, +whether or not the attack is successful. + KotCDivineSacrificeRanged + 1 + + + - Shadowguard: Critical Mastery - PalShadCriticalMastery - +[1/2/3] Critical Confirmation and Critical Damage - KotCCriticalMastery + Knight of the Chalice: Lead the Charge + KotCLeadTheCharge + Melee Rush Attack: Rush forward up to 30 feet to your selected opponent +and deliver a +[2/3/5][W] strike. 12 second cooldown. Shares a cooldown with +Shield Charge, + KotCLeadTheCharge 2 3 1 3 10 + Paladin 3 - - PalShadOffhandStrikes - - - CriticalAttackBonus - Enhancement - 1 2 3 - All - - - Seeker - Enhancement - 1 2 3 - All - - Shadowguard: Mabar's Tenacity - PalShadMabarsTenacity - The Inflict Wounds spells are added to your Spellbook at the following levels. - -Level 1: Inflict Light -Level 2: Inflict Moderate, Inflict Light (Mass) -Level 3: Inflict Serious, Inflict Moderate (Mass) -Level 4: Inflict Critical, Inflict Serious (Mass) - ShadarKaiGhostlyEssence + Knight of the Chalice: Exalted Smite + KotCExaltedSmite + Slect a Melee or Ranged Smite. + KotCExaltedSmite 3 3 - 1 - 1 + 2 + 3 10 + Paladin 3 - - SpellListAddition - Enhancement - Inflict Light Wounds - 1 - Paladin - - - SpellListAddition - Enhancement - Inflict Moderate Wounds - 2 - Paladin - - - SpellListAddition - Enhancement - Inflict Light Wounds, Mass - 2 - Paladin - - - SpellListAddition - Enhancement - Inflict Serious Wounds - 3 - Paladin - - - SpellListAddition - Enhancement - Inflict Moderate Wounds, Mass - 3 - Paladin - - - SpellListAddition - Enhancement - Inflict Critical Wounds - 4 - Paladin - - - SpellListAddition - Enhancement - Inflict Serious Wounds, Mass - 4 - Paladin - + + + Exalted Smite + Active: An improved smite that adds +1/+1/+2 to your weapon's critical +damage multiplier. Smite Evil: Using this attack, you call on the paladin's ability +to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, +and a damage bonus based on your paladin level. Smites return at a rate of one every +90 seconds. + KotCExaltedSmite + 2 + + + + Exalted Smite (Ranged) + Active: An improved smite that adds +1/+1/+2 to your weapon's critical +damage multiplier. Smite Evil: Using this attack, you call on the paladin's ability +to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, +and a damage bonus based on your paladin level. Smites return at a rate of one every +90 seconds. + KotCExaltedSmiteRanged + 2 + + + - Shadowguard: Ability I - PalShadAbilityI - Choose between Strength or Charisma - StrCha + Knight of the Chalice: Ability I + KotCAbilityScoreI + Choose either Charisma or Strength + ChaStr 4 3 2 1 10 + Paladin @@ -57448,40 +63189,47 @@ Level 4: Inflict Critical, Inflict Serious (Mass) - Shadowguard: +1 Strength - +1 Strength - Strength + +1 Charisma + +1 Charisma + Charisma 2 AbilityBonus Enhancement 1 - Strength + Charisma - Shadowguard: +1 Charisma - +1 Charisma - Charisma + +1 Strength + +1 Strength + Strength 2 AbilityBonus Enhancement 1 - Charisma + Strength + - Shadowguard: Penumbral Combatant - PalShadPenumbralCombatant - +1 to hit and damage with all weapons and an additional +1 to hit and damage with Favored Weapons. -Taking this enhancement grants the Swords to Plowshares and Shot on the Run feats. - PMSpellCriticalNegativeEnergyIV + Knight of the Chalice: Knight's Training + KotCKnightsTraining + +1 to Attack and Damage with all weapons and +1 to Attack and Damage with +Favored Weapons. You also gain the Knight's Training feat and the Shot on the Run feat: +When wielding one of the following weapons, you are granted the following: +Longswords you wield have a +1 Morale bonus to Critical Multiplier +Battle Axes you wield have a +1 Morale bonus to Critical Threat Range, increasing +to +2 Morale bonus if you have Improved Critical: Slashing +Heavy Maces, Warhammers, and Morningstars you wield have a +1 Morale bonus to +Critical Threat Range. + KotCKnightsTraining 0 4 - 1 + 2 1 20 @@ -57490,9 +63238,6 @@ Taking this enhancement grants the Swords to Plowshares and Shot on the Run feat Paladin 4 - - PalShadGloomyCombatant - AttackBonus @@ -57519,7 +63264,7 @@ Taking this enhancement grants the Swords to Plowshares and Shot on the Run feat All - Penumbral Combatant: Favored Weapon + Knight of the Chalice: Knight's Training : Favored Weapon AttackBonus Enhancement 1 @@ -57527,7 +63272,7 @@ Taking this enhancement grants the Swords to Plowshares and Shot on the Run feat Favored Weapon - Penumbral Combatant: Favored Weapon + Knight of the Chalice: Knight's Training : Favored Weapon CriticalAttackBonus Enhancement 1 @@ -57535,7 +63280,7 @@ Taking this enhancement grants the Swords to Plowshares and Shot on the Run feat Favored Weapon - Penumbral Combatant: Favored Weapon + Knight of the Chalice: Knight's Training : Favored Weapon DamageBonus Enhancement 1 @@ -57543,7 +63288,7 @@ Taking this enhancement grants the Swords to Plowshares and Shot on the Run feat Favored Weapon - Penumbral Combatant: Favored Weapon + Knight of the Chalice: Knight's Training : Favored Weapon Seeker Enhancement 1 @@ -57562,11 +63307,10 @@ Taking this enhancement grants the Swords to Plowshares and Shot on the Run feat - Shadowguard: Night's Embrace I - PalShadNightsEmbraceI - You now heal 50% from negative energy and 75% from positive energy. -+20 Negative Amplification - BEInfusedArmor + Knight of the Chalice: Censure Demons + KotCCensureDemons + You gain On Vorpal: Stun Chaotic Evil outsiders for 3 seconds. + KotCCensureDemons 1 4 1 @@ -57579,31 +63323,45 @@ Taking this enhancement grants the Swords to Plowshares and Shot on the Run feat 4 + + + Knight of the Chalice: Vigor of Life I + KotCVigorOfLifeI + +30 Positive Healing Amplification +-30 Negative Healing Amplification + KotCVigorOfLife + 2 + 4 + 2 + 1 + 20 + + + + Paladin + 4 + + HealingAmplification Enhancement - -25 + 30 NegativeHealingAmplification Enhancement - 50 + -30 - Shadowguard: Command Undead - PalShadCommandUndead - You count as [1/2/3] levels higher for the purpose of turning undead, -add +[2/4/6] to the hit dice turned, and gain +[1/2/3] use per rest. - -Your Turn Undead ability now dominates 50% of the Undead that it would turn, -enthralling them to you for a short time. -After 30 seconds, the Undead crumbles to dust. -Other Turned enemies are feared and begin cowering as normal. - -Shadows are automatically dominated instead of being turned. - UndeadHunter - 2 + Knight of the Chalice: Improved Turning + KotCImprovedTurning + You count as [1/2/3] level higher when turning undead and add [2/4/6] to the +number of hit dice turned and gain +[1/2/3] uses of Turn Undead per rest.Your Turn +Undead ability now also deals [6/12/18]d6 light damage to nearby undead which scales +with 200% of the higher of melee or ranged power. + KotCImprovedTurning + 3 4 1 3 @@ -57614,11 +63372,6 @@ Shadows are automatically dominated instead of being turned. 4 - - ExtraTurns - Enhancement - 1 2 3 - TurnLevelBonus Enhancement @@ -57629,30 +63382,17 @@ Shadows are automatically dominated instead of being turned. Enhancement 2 4 6 + + ExtraTurns + Enhancement + 1 2 3 + - Shadowguard: Dark Feeding - PalShadDarkFeeding - You gain On Kill: You gain Temp HP equal to the CR of the monster slain. - ATArcaneSkills - 3 - 4 - 1 - 1 - 20 - - - - Paladin - 4 - - - - - Shadowguard: Ability II - PalShadAbilityII - Choose between Strength or Charisma - StrCha + Knight of the Chalice: Ability II + KotCAbilityScoreII + Choose either Charisma or Strength + ChaStr 4 4 2 @@ -57663,62 +63403,91 @@ Shadows are automatically dominated instead of being turned. Paladin 4 + + KotCAbilityScoreI + - Shadowguard: +1 Strength - +1 Strength - Strength + +1 Charisma + +1 Charisma + Charisma 2 AbilityBonus Enhancement 1 - Strength + Charisma - Shadowguard: +1 Charisma - +1 Charisma - Charisma + +1 Strength + +1 Strength + Strength 2 AbilityBonus Enhancement 1 - Charisma + Strength + - Shadowguard: Enemy of All - PalShadEnemyOfAll - +2 to hit and damage with all weapons. -An additional +2 to hit and damage with Favored Weapons. -You gain 15% Fortification Bypass. + Knight of the Chalice: Ascendancy + KotCAscendancy + +2 to Attack and Damage with all weapons. An additional +2 to Attack and +Damage with Favored Weapons. You gain 15% Fotification Bypass. -Your Core abilities that add Attack and Saves versus Good creatures now apply -to all creatures. - AssLightArmorMastery +Whenever you attack an Undead or Evil Outsider with a Favored Weapon, you gain a +stack of Blessed Purpose: +3 Sacred Bonus to Melee and Ranged Power that lasts +for 6 seconds. You can acquire up to 15 stacks of this by continuing to attack +Undead or Evil Outsiders. Switching to a non-Favored Weapon will reset your +stacks of Blessed Purpose. + KotCAscendancy 0 5 - 1 + 2 1 30 - - 12 - Paladin 5 - PalShadPenumbralCombatant + 12 + + + KotCKnightsTraining + + CreateSlider + Enhancement + Ascendancy + 0 25 + 0 + + + MeleePower + Enhancement + 3 + All + Favored Weapon + Ascendancy + + + RangedPower + Enhancement + 3 + All + Favored Weapon + Ascendancy + AttackBonus Enhancement @@ -57744,7 +63513,7 @@ to all creatures. All - Enemy of All: Favored Weapon + Knight of the Chalice: Ascendancy : Favored Weapon AttackBonus Enhancement 2 @@ -57752,7 +63521,7 @@ to all creatures. Favored Weapon - Enemy of All: Favored Weapon + Knight of the Chalice: Ascendancy : Favored Weapon CriticalAttackBonus Enhancement 2 @@ -57760,7 +63529,7 @@ to all creatures. Favored Weapon - Enemy of All: Favored Weapon + Knight of the Chalice: Ascendancy : Favored Weapon DamageBonus Enhancement 2 @@ -57768,20 +63537,25 @@ to all creatures. Favored Weapon - Enemy of All: Favored Weapon + Knight of the Chalice: Ascendancy : Favored Weapon Seeker Enhancement 2 All Favored Weapon + + FortificationBypass + Enhancement + 15 + - Shadowguard: Night's Embrace II - PalShadNightsEmbraceII - You now heal 100% from Negative Energy and 50% from Positive Energy. -+20 Negative Amplification - BEInfusedArmorII + Knight of the Chalice: Censure Outsiders + KotCCensureOutsiders + Your Censure Demons ability now applies to all Chaotic or Evil outsiders. +You also gain 10 Melee and Ranged Power. + KotCCensureOutsiders 1 5 1 @@ -57789,124 +63563,114 @@ to all creatures. 30 - - 12 - Paladin 5 - PalShadNightsEmbraceI + KotCCensureDemons + + + 12 - HealingAmplification + MeleePower Enhancement - -25 + 10 - NegativeHealingAmplification + RangedPower Enhancement - 50 + 10 - Shadowguard: Planeshift Mabar - PalShadPlaneshiftMabar - Bring a section of the Endless Night into the Material Plane, subjecting all -enemies in the area to Mabar?s environmental effects. Enemies are slowed -and take 15% more Negative and Evil damage, while you are empowered by the -plane, instead gaining 30% Action Boost bonus to Movement speed, and allowing -you to move freely within monsters as if you were intangible. -You also gain +3 Profane bonus to Melee power for every 2 seconds you remain -within the manifest zone. - -Shadows are also empowered by this effect. - ATStaticShock + Knight of the Chalice: Vigor of Life II + KotCVigorOfLifeII + +30 Positive Healing Amplification +-30 Negative Healing Amplification + KotCVigorOfLife 2 5 - 1 + 2 1 30 - - - 12 - Paladin 5 - PalShadBehead + KotCVigorOfLifeI + + + 12 - CreateSlider + HealingAmplification Enhancement - Mabar Manifest - 0 25 - 0 + 30 - MeleePower - Profane - 3 - Melee - Mabar Manifest - + NegativeHealingAmplification + Enhancement + -30 - Shadowguard: Behead - PalShadBehead - You gain: On Vorpal: Slay target living opponent with a head. -+10 Melee/Ranged Power - FBExtraRage + Knight of the Chalice: Avenging Attack + KotCAvengingCleave + Choose a Melee Cleave or Ranged Attack + KotCAvengingCleave 3 5 - 1 + 2 1 30 - + - - 12 - Paladin 5 - PalShadDarkFeeding + 12 - - MeleePower - Enhancement - 10 - - - RangedPower - Enhancement - 10 - + + + Avenging Cleave + Make a sweeping weapon attack against all nearby enemies for +5[W] damage. +Damaged enemies gains one stack of Vulnerability. +Shares its cooldown with the Great Cleave feat. +Vulnerability: You take 1% more damage for 3 seconds. This effect stacks up to +20 times, and loses one stack on expiration. + KotCAvengingCleave + 2 + + + + Avenging Shot + Take a sweeping weapon attack against all nearby enemies for +5[W] damage. +Damaged enemies gains one stack of Vulnerability. +Shares its cooldown with the Great Cleave feat. +Vulnerability: You take 1% more damage for 3 seconds. This effect stacks up to +20 times, and loses one stack on expiration. + KotCAvengingCleaveRanged + 2 + + + - Shadowguard: Abyssal Retribution - PalShadAbyssalRetribution - Melee Channel Divinity: Executes a powerful holy cleave against nearby targets that deals -+5[W] damage, 100 extra Evil damage that scales with 200% Melee or Ranged Power, --6 to all ability scores for 10 seconds, and recharges one Smite Evil charge to you. -On Damage: Living creatures may be forced to make a Will save -(DC 10 + Paladin Level + Charisma Mod + Sunder Bonuses) or be swallowed by their -own shadow, killing them instantly. - -Also has a Ranged version. - AssSoulshatterPoison + Knight of the Chalice: Holy Retribution + KotCHolyRetribution + Choose a Melee or Ranged Attack + KotCHolyRetribution 4 5 1 @@ -57915,37 +63679,73 @@ Also has a Ranged version. - - 12 - Paladin 5 + + 12 + + + + Holy Retribution + Melee Channel Divinity: Executes a powerful holy cleave against nearby targets +that deals +5[W] damage, 100 extra holy damage that scales with 200% Melee or +Ranged Power, -6 to all ability scores for 10 seconds, and recharges one Smite +Evil charge to you. On Damage: Evil creatures may be forced to make a Will save +(DC 10 + Paladin Level + Charisma Mod + Sunder Bonuses) or be destroyed. + +Evil creatures with under 1000 HP must always make this save or die. +Evil creatures with between 5000 and 1000 HP have a 50% chance to be forced to +make this save or die. +Evil creatures with more than 5000 have a 33% chance to be forced to make this +save or die. + KotCHolyRetribution + 1 + + + + Holy Retribution Shot + Ranged Channel Divinity: Executes a powerful holy cleave against nearby targets +that deals +5[W] damage, 100 extra holy damage that scales with 200% Melee or +Ranged Power, -6 to all ability scores for 10 seconds, and recharges one Smite +Evil charge to you. On Damage: Evil creatures may be forced to make a Will save +(DC 10 + Paladin Level + Charisma Mod + Sunder Bonuses) or be destroyed. + +Evil creatures with under 1000 HP must always make this save or die. +Evil creatures with between 5000 and 1000 HP have a 50% chance to be forced to +make this save or die. +Evil creatures with more than 5000 have a 33% chance to be forced to make this +save or die. + KotCHolyRetributionShot + 1 + + + - Knight of the Chalice + Sacred Defender 2 - - Paladin - + + + Paladin + + + Sacred Fist + + - Paladin PaladinBackground - + Paladin - Knight of the Chalice: Slayer of Evil I - KotCCore1 - You gain +1 to attack evil creatures and deal 1d4 additional light damage -that scales with 200% Melee oe Ranged Power (whichever is higher). You resist -evil influences particularly well, gaining a +2 bonus to saves against spells -and effects produced by evil creatures. - -Mutually exclusive with Shadowguard - KotCSlayerOfEvil + Sacred Defender: Holy Bastion + SacredCore1 + You gain +1 Hit Point and 1 Positive Energy Spell Spell Power for each action point you spend in this tree. +Each Sacred Defender Core Ability you possess grants +2% Fortification. + SDHolyBastion 0 0 1 @@ -57953,156 +63753,142 @@ Mutually exclusive with Shadowguard 0 - - Paladin - 1 - - - - PalShadCore1 - - + + + Paladin + 1 + + + Sacred Fist + 1 + + - WeaponOtherDamageBonus + Sacred Defender: Hitpoint per action point Enhancement - - 1 - 4 - Light - - - All + Hitpoints + Sacred Defender + 1.0 - SaveBonus + Sacred Defender: Positive spell power per action point + Enhancement + SpellPower + Positive + Sacred Defender + 1.0 + + + Fortification Enhancement 2 - Spell - Evil Creatures - Knight of the Chalice: Courage of Heaven - KotCCore2 - 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 Enchantment. You gain +1 -to hit for all attacks. Your Slayer of Evil now now deals 1d8 Light damage -that scales with 200% Melee or Ranged Power (whichever is higher). - KotCCourageOfHeaven + Sacred Defender: Sacred Defence + SacredCore2 + Defensive Combat Stance: +10 Physical and Magical Resistance Rating ++150% bonus to threat generation +Cannot become Raged while Sacred Defence is active. + SDSacredDefense 1 0 1 1 5 + - KotCCore1 - - - Paladin - 3 + SacredCore1 + + + Paladin + 3 + + + Sacred Fist + 3 + + + + Sacred Defense + SDSacredDefense + Defensive Combat Stance: +10 Physical and Magical Resistance ++150% bonus to threat generation + Rage + Stalwart Defender + - SaveBonus - Enhancement - 2 - Aura of Courage - Fear - - - SaveBonus + Fortification Enhancement 2 - Aura of Courage - Enchantment - AttackBonus + PRR Enhancement - 1 - All + 10 + Sacred Defense - CriticalAttackBonus + MRR Enhancement - 1 - All + 10 + Sacred Defense - WeaponOtherDamageBonus + ThreatBonusMelee Enhancement - - 1 - 8 - Light - - All + 150 + Sacred Defense - Knight of the Chalice: Slayer of Evil II - KotCCore3 - Your Slayer of Evil now grants +2 to attack evil creatures and deals -2d6 Light Damage that scales with 200% Melee or ranged Power (whichever is higher). -You now resist evil influences particularly well, gaining a +2 bonus to saves -against spells and effects produced by evil creatures. -Your weapons gain the Ghost Touch effect. - -In addition, you gain +4 Remove Disease charges and your Remove Disease also -applies a Greater Restoration effect on your target. - KotCSlayerOfEvil + Sacred Defender: Divine Righteousness + SacredCore3 + Channel Divinity: You gain temporary hit points equal to your Charisma score +and a 200% Sacred bonus to threat generation for 60 seconds. + SDDivineRighteousness 2 0 1 1 10 + - Paladin - 6 - - - KotCCore2 + SacredCore2 + + + Paladin + 6 + + + Sacred Fist + 6 + + - WeaponOtherDamageBonus - Enhancement - - 2 - 6 - Light - - All - - - SaveBonus + Fortification Enhancement 2 - Spell - Evil Creatures - - - GhostTouch - Enhancement - 1 - All - Knight of the Chalice: Improved Courage of Heaven - KotCCore4 - 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 Enchantment. You now -gain +2 to hit for all attacks. Your Slayer of Evil now deals 3d6 Light damage -that scales with 200% Melee or Ranged Power (whichever is higher). - -You are now immune to Energy Drain. - KotCImprovedCourageOfHeaven + Sacred Defender: Redemption + SacredCore4 + The following spells are added to the Paladin spell list: +Level 2: Raise Dead +Level 3: Resurrection +Level 4: True Resurrection +Passive: You gain +5 to Physical and Magical Resistance Rating. + SDRedemption 3 0 1 @@ -58111,551 +63897,569 @@ You are now immune to Energy Drain. - KotCCore3 - - - Paladin - 12 + SacredCore3 + + + Paladin + 12 + + + Sacred Fist + 12 + + + + SpellListAddition + Enhancement + Raise Dead + 2 + Paladin + + + SpellListAddition + Enhancement + Resurrection + 3 + Paladin + + + SpellListAddition + Enhancement + True Resurrection + 4 + Paladin + - SaveBonus - Enhancement - 2 - Aura of Courage - Fear - - - SaveBonus - Enhancement - 2 - Aura of Courage - Enchantment - - - AttackBonus - Enhancement - 2 - All - - - CriticalAttackBonus + Fortification Enhancement 2 - All - WeaponOtherDamageBonus + PRR Enhancement - - 3 - 6 - Light - - All + 5 - Immunity + MRR Enhancement - Energy Drain + 5 - Knight of the Chalice: Slayer of Evil III - KotCCore5 - Your Slayer of Evil now grants +4 to attack evil creatures and deals 5d6 -Light damage that scales with 200% Melee or Ranged Power (whichever is higher). -You now resist evil influences particulary well, gaining a +4 bonus to saves -against spells and effects produced by evil creatures. Your Vorpal hits against -undead do an additional 500 damage. - KotCSlayerOfEvil + Sacred Defender: Glorious Stand + SacredCore5 + +25 Positive Healing Amplification ++3 Lay on Hands charges ++10% Sacred Bonus to Maximum Hit Points ++5 to Physical and Magical Resistance rating + SDGloriousStand 4 0 1 1 30 - - KotCCore4 - - - Paladin - 18 + SacredCore4 + + + Paladin + 18 + + + Sacred Fist + 18 + + - WeaponOtherDamageBonus + Fortification Enhancement - - 5 - 6 - Light - - All + 2 + + + HealingAmplification + Enhancement + 25 + + + Hitpoints + Sacred + 10 + + + + + PRR + Enhancement + 5 + + + MRR + Enhancement + 5 - Knight of the Chalice: Champion of Good - KotCCore6 - You gain +4 Charisma and 10 Melee and Ranged Power. -The save bonuses vs. Fear and Enchantment 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. Your Slayer of Evil now deals 7d6 -Light damage that scales with 200% Melee or Ranged Power (whichever is higher). - -In addition, your Aura of Courage now grants allies a +3% Sacred bonus to Melee -and Ranged damage, and if you have Ascendancy your Blessed Purpose now stacks -up to 25 times. - KotCChampionOfGood + Sacred Defender: Eternal Defender + SacredCore6 + Passive: You gain +2 Charisma, +2 Constitution, + 10 to Physical and Magical +Resistance Rating , +100% Melee Threat, and your range of unconsciousness extends +by 250 hitpoints. Toggle: While Eternal Defender is active, if you drop below 0 hit +points but are not killed, two uses of Turn Undead are immediately expended and you +receive a reactive heal for 250 points of Positive Energy healing. + SDEternalDefender 5 0 1 1 40 + - KotCCore5 - - - Paladin - 20 + SacredCore5 + + + Paladin + 20 + + + Sacred Fist + 20 + + - AbilityBonus + PRR Enhancement - 4 - Charisma + 10 - MeleePower + MRR Enhancement 10 - RangedPower + UnconsciousRange Enhancement - 10 + -250 - SaveBonus + ThreatBonusMelee Enhancement - 2 - Aura of Courage - Fear + 100 - SaveBonus + ThreatBonusRanged + Enhancement + 100 + + + AbilityBonus Enhancement + Charisma 2 - Aura of Courage - Enchantment - WeaponOtherDamageBonus + AbilityBonus Enhancement - - 7 - 6 - Light - - All + Constitution + 2 - DRBypass + Fortification Enhancement - Good - All + 2 - - Knight of the Chalice: Holy Combatant I - KotCHolyCombatantI - +1 to Attack and Damage with Favored Weapons. - KotCHolyCombatantI + Sacred Defender: Item Defense + SacredItemDefense + You have a [25/50/75]% chance to negate potential item wear. + SDItemDefense 0 1 - 2 - 1 + 1 + 3 1 - - Paladin - 1 - + + + Paladin + 1 + + + Sacred Fist + 1 + + - - AttackBonus - Enhancement - 1 - All - Favored Weapon - - - CriticalAttackBonus - Enhancement - 1 - All - Favored Weapon - - - DamageBonus - Enhancement - 1 - All - Favored Weapon - - - Seeker - Enhancement - 1 - All - Favored Weapon - - Knight of the Chalice: Extra Smite - KotCExtraSmite - You gain +[2/4/6] additional uses of Smite Evil per rest. - KotCExtraSmite + Sacred Defender: Extra Lay on Hands + SacredExtraLayOnHands + +[1/2/3] Lay on Hands use per rest. + SDExtraLayOnHands 1 1 1 3 1 - - Paladin - 1 - + + + Paladin + 1 + + + Sacred Fist + 1 + + - ExtraSmite + ExtraLayOnHands Enhancement - 2 4 6 + 1 2 3 - Knight of the Chalice: Improved Second Strikes - KotCImprovedSecondStrikes - +[5/10/20]% Strikethrough - KotCImprovedSecondStrikes + Sacred Defender: Improved Sacred Defense I + SacredImprovedSacredDefenseI + Improves your Sacred Defense Stance. Choose one: + SDImprovedSacredDefense 2 1 1 3 1 + - - Paladin - 1 - + + + Paladin + 1 + + + Sacred Fist + 1 + + - - Strikethrough - Enhancement - 5 10 20 - + + + Durable Defense + When in Sacred Defense, you gain +[5/10/15] Sacred bonus to Physical and Magical Resistance Rating. + SDDurableDefense + 1 + + PRR + Sacred + 5 10 15 + Sacred Defense + + + MRR + Sacred + 5 10 15 + Sacred Defense + + + + Inciting Defense + When in Sacred Defense, you gain [150/300/450]% Sacred bonus to melee threat generation. + SDIncitingDefense + 1 + + ThreatBonusMelee + Enhancement + 150 300 450 + Sacred Defense + + + + Resilient Defense + When in Sacred Defense, you gain a +[1/2/3] Sacred bonus to all Saving Throws. + SDResilientDefense + 1 + + SaveBonus + Enhancement + All + 1 2 3 + Sacred Defense + + + - Knight of the Chalice: Shieldbeaker - KotCShieldbeaker - +[1/2/3] to Sunder DCs. - KotCShieldbeaker + Sacred Defender: Sacred Armor Mastery + SacredSacredArmorMastery + +[1/2/3] Armor Class and Armor Maximum Dexterity Bonus. + SDSacredArmorMastery 3 1 1 3 1 + - - Paladin - 1 - + + + Paladin + 1 + + + Sacred Fist + 1 + + - TacticalDC + ACBonus + Enhancement + 1 2 3 + + + MaxDexBonus Enhancement 1 2 3 - Sunder - Knight of the Chalice: Knight's Authority - KotCKnightsAuthority - +[1/2/3] to Intimidate, Diplomacy and Concentration. -Rankk 3: +1 Fortitude Save. - KotCKnightsAuthority + Sacred Defender: Commanding Presence + SDCommandingPresence + +[2/4/6] PRR and +[50/100/150]% Melee Threat. + SDCommandingPresence 4 1 1 3 1 - - Paladin - 1 - + + + Paladin + 1 + + + Sacred Fist + 1 + + - SkillBonus + PRR Enhancement - 1 2 3 - Intimidate - Diplomacy - Concentration + 2 4 6 - SaveBonus + ThreatBonusMelee Enhancement - 0 0 1 - Fortitude + 50 100 150 - - Knight of the Chalice: Adept Combatant - KotCAdeptCombatant - +1 to Attack and Damage with all weapons. You gain Long Sword, Battle Axe, -Heavy Mace, Morningstar and War Hammer as Favored Weapons. - KotCAdeptCombatant + Sacred Defender: Instinctive Defense + SacredInstinctiveDefense + You take [5/10/15]% less damage when struck while helpless. + SDInstinctiveDefense 0 2 - 2 - 1 + 1 + 3 5 - - Paladin - 2 - + + + Paladin + 2 + + + Sacred Fist + 2 + + - AttackBonus - Enhancement - 1 - All - Favored Weapon - - - CriticalAttackBonus - Enhancement - 1 - All - Favored Weapon - - - DamageBonus - Enhancement - 1 - All - Favored Weapon - - - Seeker - Enhancement - 1 - All - Favored Weapon - - - AddGroupWeapon + HelplessDamageReduction Enhancement - Favored Weapon - Longsword - Battle Axe - Heavy Mace - Morningstar - Warhammer + 5 10 15 - Knight of the Chalice: Divine Might - KotCDivineMight - Battle Trance: You gain an Insight bonus to Attack, Damage, and the DC -of tactical feats equal to 1/2 of your Charisma modifier for [30/60/120] seconds. -Antirequisite: This ability can not be trained if you have any other Battle Trance -abilities. -Spell Point Cost: 21/18/15 -Cooldown: 20 seconds - KotCDivineMight + Sacred Defender: Bulwark Aura + SacredBulwarkAura + Your Aura now grants an additonal +[1/3/5] Armor Class. + SDBulwarkAura 1 2 1 3 5 - - - Divine Might - WPDivineMight - You gain an Insight bonus to Attack, Damage, and the DC of tactical feats equal to -1/2 of your Charisma modifier for [30/60/120] seconds. - + - - Paladin - 2 - - - - HarperKnowTheAngles - - - WSDivineMight - Divine Might - - - WPDivineMight - - + + + Paladin + 2 + + + Sacred Fist + 2 + + - Knight of the Chalice: Divine Might (Cha Mod / 2) - TacticalDC - Insightful - Charisma - 2 - - Trip - Sunder - Stun - General - Assassinate - Divine Might - - - Knight of the Chalice: Divine Might (Cha Mod / 2) - AttackBonus - Insightful - Charisma - 2 - - Trip - Sunder - Stun - General - Assassinate - Divine Might - All - - - Knight of the Chalice: Divine Might (Cha Mod / 2) - DamageBonus - Insightful - Charisma - 2 - - Trip - Sunder - Stun - General - Assassinate - Divine Might - All - - - Knight of the Chalice: Divine Might (Cha Mod / 2) - CriticalAttackBonus - Insightful - Charisma - 2 - - Trip - Sunder - Stun - General - Assassinate - Divine Might - All - - - Knight of the Chalice: Divine Might (Cha Mod / 2) - Seeker - Insightful - Charisma - 2 - - Trip - Sunder - Stun - General - Assassinate - Divine Might - All + ACBonus + Enhancement + 1 3 5 + Aura of Courage - Knight of the Chalice: Critical Mastery - KotCCriticalMastery - +[1/2/3] to confirm critical hits and critical hit damage (before weapon multipliers). - KotCCriticalMastery + Sacred Defender: Improved Sacred Defense II + SacredImprovedSacredDefenseII + Improves your Sacred Defense stance. Choose one of the options you did not pick at tier 1. + SDImprovedSacredDefense 2 2 1 3 5 + + + + Paladin + 2 + + + Sacred Fist + 2 + + - Paladin - 2 + SacredImprovedSacredDefenseI - - CriticalAttackBonus - Enhancement - 1 2 3 - All - - - Seeker - Enhancement - 1 2 3 - All - + + + Durable Defense + When in Sacred Defense, you gain +[5/10/15] Sacred bonus to Physical +and Magical Resistance Rating. + SDDurableDefense + 1 + + + + SacredImprovedSacredDefenseI + Durable Defense + + + + + PRR + Sacred + 5 10 15 + Sacred Defense + + + MRR + Sacred + 5 10 15 + Sacred Defense + + + + Inciting Defense + When in Sacred Defense, you gain [150/300/450]% Sacred bonus to melee threat generation. + SDIncitingDefense + 1 + + + + SacredImprovedSacredDefenseI + Inciting Defense + + + + + ThreatBonusMelee + Sacred + 150 300 450 + Sacred Defense + + + + Resilient Defense + When in Sacred Defense, you gain a +[1/2/3] Sacred bonus to all Saving Throws. + SDResilientDefense + 1 + + + + SacredImprovedSacredDefenseI + Resilient Defense + + + + + SaveBonus + Sacred + All + 1 2 3 + Sacred Defense + + + - Knight of the Chalice: Exalted Attack - KotCExaltedCleave - Choose a Melee Cleave or Ranged Attack. - KotCExaltedCleave + Sacred Defender: Sacred Shield Mastery + SacredSacredShieldMastery + +[5/10/15]% Shield Armor Class and +[1/2/3] Tower Shield Maximum Dexterity Bonus. + SDSacredShieldMastery 3 2 - 2 - 1 + 1 + 3 5 - + + + Paladin + 2 + + + Sacred Fist + 2 + + - Paladin - 2 + SacredSacredArmorMastery - - - Avenging Shot - Take a powerful shot for +3[W] damage. -Shares a cooldown with the Cleave feat. Cooldown: 5 seconds - KotCAvengingShot - 2 - - - - Exalted Cleave - Make a sweeping attack against all nearby enemies for +3[W] damage. -Shares a cooldown with the Cleave feat. Cooldown: 5 seconds - KotCExaltedCleave - 2 - - - + + MaxDexBonusTowerShield + Enhancement + 1 2 3 + + + ACBonusShield + Enhancement + 5 10 15 + - Knight of the Chalice: Action Boost - KotCMeleeRangedPowerBoost - Choose between Action Boost: Attack and Damage - KotCMeleeRangedPowerBoost + Sacred Defender: Defense Boost + SacredDefenseBoost + Activate to gain a +[5/10/15] Action Boost bonus to Armor Class, Physical Resistance +Rating and Magical Resistance Rating for 20 seconds. + SDDefenseBoost 4 2 1 @@ -58663,206 +64467,245 @@ Shares a cooldown with the Cleave feat. Cooldown: 5 seconds 5 - - Paladin - 2 - + + + Paladin + 2 + + + Sacred Fist + 2 + + - - - Melee/Ranged Power - Activate to gain a +[10/20/30] Action Boost bonus to -Melee and Ranged Power for 20 Seconds - KotCMeleeRangedPowerBoost - 1 - - - Melee/Ranged Power - KotCMeleeRangedPowerBoost - Activate to gain a +[10/20/30] Action Boost bonus to -Melee and Ranged Power for 20 Seconds - - - MeleePower - Enhancement - 10 20 30 - Power Boost - - - RangedPower - Enhancement - 10 20 30 - Power Boost - - - - Attack Boost - Activate to gain a +4/6/8 Action Boost bonus to hit for 20 seconds - KotCAttackBoost - 1 - - - - - Knight of the Chalice: Holy Combatant II - KotCHolyCombatantII - +2 to Attack and Damage with Favored Weapons. You gain Greatsword as a Favored Weapon. - KotCHolyCombatantII - 0 + Sacred Defender: Resistance Aura + SacredResistanceAura + Your Aura now grants an additional +[1/2/3] to Saving Throws. + SDResistanceAura + 1 3 - 2 - 1 + 1 + 3 10 + + + + Paladin + 3 + + + Sacred Fist + 3 + + - Paladin - 3 + SacredBulwarkAura - AttackBonus - Enhancement - 2 - All - Favored Weapon - - - CriticalAttackBonus - Enhancement - 2 - All - Favored Weapon - - - DamageBonus - Enhancement - 2 - All - Favored Weapon - - - Seeker - Enhancement - 2 - All - Favored Weapon - - - AddGroupWeapon + SaveBonus Enhancement - Favored Weapon - Great Sword + 1 2 3 + All + Aura of Courage - Knight of the Chalice: Divine Sacrifice - KotCDivineSacrifice - Select a Melee or Ranged Attack. - KotCDivineSacrifice - 1 + Sacred Defender: Improved Sacred Defense III + SacredImprovedSacredDefenseIII + Improves your Sacred Defense stance. +Pick the third option left. + SDImprovedSacredDefense + 2 3 1 3 10 - + + + Paladin + 3 + + + Sacred Fist + 3 + + - Paladin - 3 + SacredImprovedSacredDefenseII - Divine Sacrifice - Giving up some of your life force to win the battle, you empwer your next blow -against your foe. This attack increases the critical multiplier of your weapon -by 1 and deals an additional 5d6 Light damage, but costs you 5 HP and 1 SP, -whether or not the attack is successful. - KotCDivineSacrifice + Durable Defense + When in Sacred Defense, you gain +[5/10/15] Sacred bonus to Physical and +Magical Resistance Rating. + SDDurableDefense + 1 + + + + SacredImprovedSacredDefenseI + Durable Defense + + + SacredImprovedSacredDefenseII + Durable Defense + + + + + PRR + Sacred + 5 10 15 + Sacred Defense + + + MRR + Sacred + 5 10 15 + Sacred Defense + + + + Inciting Defense + When in Sacred Defense, you gain [150/300/450]% Sacred bonus to melee +threat generation. + SDIncitingDefense 1 - + + + + SacredImprovedSacredDefenseI + Inciting Defense + + + SacredImprovedSacredDefenseII + Inciting Defense + + + + + ThreatBonusMelee + Sacred + 150 300 450 + Sacred Defense + - Divine Sacrifice (Ranged) - Giving up some of your life force to win the battle, you empwer your next blow -against your foe. This attack increases the critical multiplier of your weapon -by 1 and deals an additional 5d6 Light damage, but costs you 5 HP and 1 SP, -whether or not the attack is successful. - KotCDivineSacrificeRanged + Resilient Defense + When in Sacred Defense, you gain a +[1/2/3] Sacred bonus to all Saving Throws. + SDResilientDefense 1 - + + + + SacredImprovedSacredDefenseI + Resilient Defense + + + SacredImprovedSacredDefenseII + Resilient Defense + + + + + SaveBonus + Sacred + All + 1 2 3 + Sacred Defense + - Knight of the Chalice: Lead the Charge - KotCLeadTheCharge - Melee Rush Attack: Rush forward up to 30 feet to your selected opponent -and deliver a +[2/3/5][W] strike. 12 second cooldown. Shares a cooldown with -Shield Charge, - KotCLeadTheCharge - 2 - 3 - 1 - 3 - 10 - - - - Paladin - 3 - - - - - Knight of the Chalice: Exalted Smite - KotCExaltedSmite - Slect a Melee or Ranged Smite. - KotCExaltedSmite + Sacred Defender: Greater Sacred Defense I + SacredGreaterSacredDefenseI + Further improves your Sacred Defense stance. Choose one: + SDGreaterSacredDefense 3 3 - 2 + 1 3 10 - + - - Paladin - 3 - + + + Paladin + 3 + + + Sacred Fist + 3 + + - Exalted Smite - Active: An improved smite that adds +1/+1/+2 to your weapon's critical -damage multiplier. Smite Evil: Using this attack, you call on the paladin's ability -to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, -and a damage bonus based on your paladin level. Smites return at a rate of one every -90 seconds. - KotCExaltedSmite - 2 - + Hardy Defense + Sacred Defense: While wearing medium or heavy armor or wielding a shield +you gain a +[2/4/6] Sacred bonus to Constitution. + SDHardyDefense + 1 + + AbilityBonus + Enhancement + Constitution + 2 4 6 + Sacred Defense + Shield + Medium Armor + Heavy Armor + - Exalted Smite (Ranged) - Active: An improved smite that adds +1/+1/+2 to your weapon's critical -damage multiplier. Smite Evil: Using this attack, you call on the paladin's ability -to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, -and a damage bonus based on your paladin level. Smites return at a rate of one every -90 seconds. - KotCExaltedSmiteRanged - 2 - + Strong Defense + Sacred Defense: While wearing medium or heavy armor or wielding a shield +you gain a +[2/4/6] Sacred bonus to Strength. + SDStrongDefense + 1 + + AbilityBonus + Enhancement + Strength + 2 4 6 + Sacred Defense + Shield + Medium Armor + Heavy Armor + + + + Tenacious Defense + Sacred Defense: While wearing medium or heavy armor or wielding a shield +you gain a +[10/15%/20]% Competence bonus to maximum hit points. + SDTenaciousDefense + 1 + + Hitpoints + Competence + 10 15 20 + + + Sacred Defense + Shield + Medium Armor + Heavy Armor + - Knight of the Chalice: Ability I - KotCAbilityScoreI - Choose either Charisma or Strength - ChaStr + Sacred Defender: Ability I + SacredAbilityScoreI + Choose either Charisma or Constitution + ChaCon 4 3 2 @@ -58870,10 +64713,16 @@ and a damage bonus based on your paladin level. Smites return at a rate of one e 10 - - Paladin - 3 - + + + Paladin + 3 + + + Sacred Fist + 3 + + @@ -58884,215 +64733,242 @@ and a damage bonus based on your paladin level. Smites return at a rate of one e AbilityBonus Enhancement - 1 Charisma + 1 - +1 Strength - +1 Strength - Strength + +1 Constitution + +1 Constitution + Constitution 2 AbilityBonus Enhancement + Constitution 1 - Strength - - Knight of the Chalice: Knight's Training - KotCKnightsTraining - +1 to Attack and Damage with all weapons and +1 to Attack and Damage with -Favored Weapons. You also gain the Knight's Training feat and the Shot on the Run feat: -When wielding one of the following weapons, you are granted the following: -Longswords you wield have a +1 Morale bonus to Critical Multiplier -Battle Axes you wield have a +1 Morale bonus to Critical Threat Range, increasing -to +2 Morale bonus if you have Improved Critical: Slashing -Heavy Maces, Warhammers, and Morningstars you wield have a +1 Morale bonus to -Critical Threat Range. - KotCKnightsTraining + Sacred Defender: Reinforced Defense I + SacredReinforcedDefenseI + Improves the Armor Class bonuses you receive from shields or armor. + SDReinforcedDefense 0 4 - 2 - 1 + 1 + 3 20 - - Paladin - 4 - + + + Paladin + 4 + + + Sacred Fist + 4 + + - - AttackBonus - Enhancement - 1 - All - - - CriticalAttackBonus - Enhancement - 1 - All - - - DamageBonus - Enhancement - 1 - All - - - Seeker - Enhancement - 1 - All - - - Knight of the Chalice: Knight's Training : Favored Weapon - AttackBonus - Enhancement - 1 - All - Favored Weapon - - - Knight of the Chalice: Knight's Training : Favored Weapon - CriticalAttackBonus - Enhancement - 1 - All - Favored Weapon - - - Knight of the Chalice: Knight's Training : Favored Weapon - DamageBonus - Enhancement - 1 - All - Favored Weapon - - - Knight of the Chalice: Knight's Training : Favored Weapon - Seeker - Enhancement - 1 - All - Favored Weapon - - - GrantFeat - Enhancement - Knight's Training - - - GrantFeat - Enhancement - Shot on the Run - + + + Reinforced Armor + The Armor Class bonus you gain from armor or docents is increased by [15/30/50]%. + SDReinforcedArmor + 1 + + ArmorACBonus + Enhancement + 15 30 50 + + + + Reinforced Shield + The Armor Class bonus you gain from using a shield is increased by [15/30/50]%. +Note: The Shield bonus does not stack with the bonus from the Unyielding Sentinel Epic Destiny. +Note: This stacks with Reinforced Defense from Stalwart Defender. + SDReinforcedShield + 1 + + ACBonusShield + Enhancement + 15 30 50 + + + - Knight of the Chalice: Censure Demons - KotCCensureDemons - You gain On Vorpal: Stun Chaotic Evil outsiders for 3 seconds. - KotCCensureDemons + Sacred Defender: Spellshield Aura + SacredSpellshieldAura + Your Aura now also grants a +[2/4/6] Sacred bonus to Spell Resistance. + SDSpellshieldAura 1 4 1 - 1 + 3 20 - + + + Paladin + 4 + + + Sacred Fist + 4 + + - Paladin - 4 + SacredResistanceAura + + SpellResistance + Sacred + 2 4 6 + Aura of Courage + - Knight of the Chalice: Vigor of Life I - KotCVigorOfLifeI - +30 Positive Healing Amplification --30 Negative Healing Amplification - KotCVigorOfLife + Sacred Defender: Swift Defense + SacredSwiftDefense + Sacred Defense grants a 10% Action Boost bonus to Movement Speed. + SDSwiftDefense 2 4 - 2 + 1 1 20 - - - Paladin - 4 - + + + Paladin + 4 + + + Sacred Fist + 4 + + - HealingAmplification - Enhancement - 30 - - - NegativeHealingAmplification - Enhancement - -30 + MovementSpeed + Action Boost + 10 + Sacred Defense + - Knight of the Chalice: Improved Turning - KotCImprovedTurning - You count as [1/2/3] level higher when turning undead and add [2/4/6] to the -number of hit dice turned and gain +[1/2/3] uses of Turn Undead per rest.Your Turn -Undead ability now also deals [6/12/18]d6 light damage to nearby undead which scales -with 200% of the higher of melee or ranged power. - KotCImprovedTurning + Sacred Defender: Greater Sacred Defense II + SacredGreaterSacredDefenseII + Further improves your Sacred Defense stance. +Choose one of the options you did not pick at tier 3. + SDGreaterSacredDefense 3 4 1 3 20 + + + + Paladin + 4 + + + Sacred Fist + 4 + + - Paladin - 4 + SacredGreaterSacredDefenseI - - TurnLevelBonus - Enhancement - 1 2 3 - - - TurnBonus - Enhancement - 2 4 6 - - - ExtraTurns - Enhancement - 1 2 3 - + + SacredGreaterSacredDefenseI + + Hardy Defense + Sacred Defense: While wearing medium or heavy armor or wielding a shield +you gain a +[2/4/6] Sacred bonus to Constitution. + SDHardyDefense + 1 + + AbilityBonus + Enhancement + Constitution + 2 4 6 + Sacred Defense + Shield + Medium Armor + Heavy Armor + + + + Strong Defense + Sacred Defense: While wearing medium or heavy armor or wielding a shield +you gain a +[2/4/6] Sacred bonus to Strength. + SDStrongDefense + 1 + + AbilityBonus + Enhancement + Strength + 2 4 6 + Sacred Defense + Shield + Medium Armor + Heavy Armor + + + + Tenacious Defense + Sacred Defense: While wearing medium or heavy armor or wielding a shield +you gain a +[10/15%/20]% Competence bonus to maximum hit points. + SDTenaciousDefense + 1 + + Hitpoints + Competence + 10 15 20 + + + Sacred Defense + Shield + Medium Armor + Heavy Armor + + + - Knight of the Chalice: Ability II - KotCAbilityScoreII - Choose either Charisma or Strength - ChaStr + Sacred Defender: Ability II + SacredAbilityScoreII + Choose either Charisma or Constitution + ChaCon 4 4 2 1 20 + + + Paladin + 4 + + + Sacred Fist + 4 + + - Paladin - 4 - - - KotCAbilityScoreI + SacredAbilityScoreI @@ -59104,647 +64980,1126 @@ with 200% of the higher of melee or ranged power. AbilityBonus Enhancement - 1 Charisma + 1 - +1 Strength - +1 Strength - Strength + +1 Constitution + +1 Constitution + Constitution 2 - AbilityBonus + AbilityBonus + Enhancement + Constitution + 1 + + + + + + Sacred Defender: Reinforced Defense II + SacredReinforcedDefenseII + Improves the Armor Class bonuses you receive from shields or armor. +Choose the option you didn't chose at Tier 4. + SDReinforcedDefense + 0 + 5 + 1 + 3 + 30 + + + + + Paladin + 5 + + + Sacred Fist + 5 + + + + SacredReinforcedDefenseI + + + 12 + + + + + Reinforced Armor + The Armor Class bonus you gain from armor or docents is increased by [15/30/50]%. + SDReinforcedArmor + 1 + + + + SacredReinforcedDefenseI + Reinforced Armor + + + + + ArmorACBonus + Enhancement + 15 30 50 + + + + Reinforced Shield + The Armor Class bonus you gain from using a shield is increased by [15/30/50]%. +Note: The Shield bonus does not stack with the bonus from the Unyielding Sentinel Epic Destiny. +Note: This stacks with Reinforced Defense from Stalwart Defender. + SDReinforcedShield + 1 + + + + SacredReinforcedDefenseI + Reinforced Shield + + + + + ACBonusShield Enhancement - 1 - Strength + 15 30 50 - - Knight of the Chalice: Ascendancy - KotCAscendancy - +2 to Attack and Damage with all weapons. An additional +2 to Attack and -Damage with Favored Weapons. You gain 15% Fotification Bypass. - -Whenever you attack an Undead or Evil Outsider with a Favored Weapon, you gain a -stack of Blessed Purpose: +3 Sacred Bonus to Melee and Ranged Power that lasts -for 6 seconds. You can acquire up to 15 stacks of this by continuing to attack -Undead or Evil Outsiders. Switching to a non-Favored Weapon will reset your -stacks of Blessed Purpose. - KotCAscendancy - 0 + Sacred Defender: Harbored by Light + SacredHarboredByLight + You gain +[10/15/25] Physical and Magical Resistance Rating. +You gain [1/2/3] additional uses of Lay on Hands. +In addition, while you are actively blocking with a shield, enemies that attack you +will take [3/4/5]d4 Light Damage. + SDHarboredByLight + 1 5 - 2 - 1 + 1 + 3 30 - - Paladin - 5 - + + + Paladin + 5 + + + Sacred Fist + 5 + + 12 - - KotCKnightsTraining - - CreateSlider - Enhancement - Ascendancy - 0 25 - 0 - - - MeleePower - Enhancement - 3 - All - Favored Weapon - Ascendancy - - - RangedPower - Enhancement - 3 - All - Favored Weapon - Ascendancy - - - AttackBonus - Enhancement - 2 - All - - - CriticalAttackBonus - Enhancement - 2 - All - - - DamageBonus - Enhancement - 2 - All - - - Seeker - Enhancement - 2 - All - - - Knight of the Chalice: Ascendancy : Favored Weapon - AttackBonus - Enhancement - 2 - All - Favored Weapon - - - Knight of the Chalice: Ascendancy : Favored Weapon - CriticalAttackBonus - Enhancement - 2 - All - Favored Weapon - - - Knight of the Chalice: Ascendancy : Favored Weapon - DamageBonus + PRR Enhancement - 2 - All - Favored Weapon + 10 15 25 - Knight of the Chalice: Ascendancy : Favored Weapon - Seeker + MRR Enhancement - 2 - All - Favored Weapon + 10 15 25 - FortificationBypass + ExtraLayOnHands Enhancement - 15 + 1 2 3 - Knight of the Chalice: Censure Outsiders - KotCCensureOutsiders - Your Censure Demons ability now applies to all Chaotic or Evil outsiders. -You also gain 10 Melee and Ranged Power. - KotCCensureOutsiders - 1 + Sacred Defender: Divine Revelation + SSDDivineRevelation + Improves your Aura of Courage. Your Aura of Courage now grants +[1/2/3] additional +Armor Class, +[1/2/3] additional Saving Throws, and +[1/2/3] additional Spell Resistance. +In addition, you personally also gain 100 HP. + SSDDivineRevelation + 2 5 1 - 1 + 3 30 - - Paladin - 5 - - - KotCCensureDemons - + + + Paladin + 5 + + + Sacred Fist + 5 + + 12 - MeleePower + ACBonus Enhancement - 10 + 1 2 3 + Aura of Courage - RangedPower + SaveBonus Enhancement - 10 + 1 2 3 + All + Aura of Courage - - - Knight of the Chalice: Vigor of Life II - KotCVigorOfLifeII - +30 Positive Healing Amplification --30 Negative Healing Amplification - KotCVigorOfLife - 2 - 5 - 2 - 1 - 30 - - - - Paladin - 5 - - - KotCVigorOfLifeI - - - 12 - - - HealingAmplification + SpellResistance Enhancement - 30 + 1 2 3 + Aura of Courage - NegativeHealingAmplification + Hitpoints Enhancement - -30 + 100 100 100 - Knight of the Chalice: Avenging Attack - KotCAvengingCleave - Choose a Melee Cleave or Ranged Attack - KotCAvengingCleave + Sacred Defender: Greater Sacred Defense III + SacredGreaterSacredDefenseIII + Further improves your Sacred Defense stance. +Pick the third option left. + SDGreaterSacredDefense 3 5 - 2 - 1 + 1 + 3 30 - + + + Paladin + 5 + + + Sacred Fist + 5 + + - Paladin - 5 + SacredGreaterSacredDefenseII 12 + SacredGreaterSacredDefenseI + SacredGreaterSacredDefenseII - Avenging Cleave - Make a sweeping weapon attack against all nearby enemies for +5[W] damage. -Damaged enemies gains one stack of Vulnerability. -Shares its cooldown with the Great Cleave feat. -Vulnerability: You take 1% more damage for 3 seconds. This effect stacks up to -20 times, and loses one stack on expiration. - KotCAvengingCleave - 2 - + Hardy Defense + Sacred Defense: While wearing medium or heavy armor or wielding a shield +you gain a +[2/4/6] Sacred bonus to Constitution. + SDHardyDefense + 1 + + AbilityBonus + Enhancement + Constitution + 2 4 6 + Sacred Defense + Shield + Medium Armor + Heavy Armor + - Avenging Shot - Take a sweeping weapon attack against all nearby enemies for +5[W] damage. -Damaged enemies gains one stack of Vulnerability. -Shares its cooldown with the Great Cleave feat. -Vulnerability: You take 1% more damage for 3 seconds. This effect stacks up to -20 times, and loses one stack on expiration. - KotCAvengingCleaveRanged - 2 - + Strong Defense + Sacred Defense: While wearing medium or heavy armor or wielding a shield +you gain a +[2/4/6] Sacred bonus to Strength. + SDStrongDefense + 1 + + AbilityBonus + Enhancement + Strength + 2 4 6 + Sacred Defense + Shield + Medium Armor + Heavy Armor + + + + Tenacious Defense + Sacred Defense: While wearing medium or heavy armor or wielding a shield +you gain a +[10/15%/20]% Competence bonus to maximum hit points. + SDTenaciousDefense + 1 + + Hitpoints + Competence + 10 15 20 + + + Sacred Defense + Shield + Medium Armor + Heavy Armor + - Knight of the Chalice: Holy Retribution - KotCHolyRetribution - Choose a Melee or Ranged Attack - KotCHolyRetribution + Sacred Defender: Sacred Shield + SDSacredShield + You have a +10% Exceptional bonus to Armor Class, as well as +12 Spell +Resistance and are protected from Magic Missiles. + SDSacredShield 4 5 - 1 + 2 1 30 - - - Paladin - 5 - + + + Paladin + 5 + + + Sacred Fist + 5 + + 12 - - - Holy Retribution - Melee Channel Divinity: Executes a powerful holy cleave against nearby targets -that deals +5[W] damage, 100 extra holy damage that scales with 200% Melee or -Ranged Power, -6 to all ability scores for 10 seconds, and recharges one Smite -Evil charge to you. On Damage: Evil creatures may be forced to make a Will save -(DC 10 + Paladin Level + Charisma Mod + Sunder Bonuses) or be destroyed. + + ACBonus + Exceptional + 10 + + + + + Immunity + Enhancement + Magic Missiles + + + SpellResistance + Enhancement + 12 + + + + + Sacred Fist + 1 + + + Sacred Fist + + + Paladin + PaladinBackground + + + Sacred Fist: Sacred Flame + SFCore1 + Toggle: Your melee attacks while centered deal an extra 1d6 Fire damage, scaling +with Melee Power. Each core ability in this tree grants you +5 Healing +Amplification and +5 Positive Spellpower. + SFSacredFlame + 0 + 0 + 1 + 1 + 0 + + + + Sacred Fist + 1 + + + + + Sacred Fist: Strike Evil + SFCore2 + +1 Saves and AC. +1 Sacred Flame dice. Your weapons while using Sacred Flame +now bypass Lawful and Good DR. + SFStrikeEvil + 1 + 0 + 1 + 1 + 5 + + + Sacred Fist + 3 + + + SFCore1 + + + + + Sacred Fist: Soothe the Suffering + SFCore3 + +1 Saves and AC. +1 Sacred Flame dice. +Gain +3 Remove Disease Charges and your Remove Disease now applies Greater +Restoration to your target. + SFSootheTheSuffering + 2 + 0 + 1 + 1 + 10 + + + Sacred Fist + 6 + + + SFCore2 + + + + + Sacred Fist: Defend Against Darkness + SFCore4 + +1 Saves and AC. +1 Sacred Flame dice. You gain Immunity to Energy Drain. + SFDefendAgainstDarkness + 3 + 0 + 1 + 1 + 20 + + + Sacred Fist + 12 + + + SFCore3 + + + + + Sacred Fist: Rising Hope + SFCore5 + +1 Saves and AC. +1 Sacred Flame dice. When you use Turn Undead, you +and nearby allies gain +1 Ki on hit and +3 on crit for 20 seconds. + SFRisingHope + 4 + 0 + 1 + 1 + 30 + + + Sacred Fist + 18 + + + SFCore4 + + + + + Sacred Fist: Ultimate Flame + SFCore6 + +4 Charisma, +3 Saves, +1 Sacred Flame dice. ++10 Melee Power. +1[W] with Weapons. You absorb 25% of all Fire damage. + SFUltimateFlame + 5 + 0 + 1 + 1 + 40 + + + Sacred Fist + 20 + + + SFCore5 + + + + + + Sacred Fist: Sacred Strike I + SFSacredStrikeI + +1 to Attack and Damage with Favored Weapons. + SFSacredStrikeI + 0 + 1 + 2 + 1 + 1 + + + + Sacred Fist + 1 + + + + + Sacred Fist: Extra Smite + SFExtraSmite + You gain +[2/4/6] additional uses of Smite Evil per rest. + SFExtraSmite + 1 + 1 + 1 + 3 + 1 + + + Sacred Fist + 1 + + + + + Sacred Fist: Disciple of the Fist + SFDiscipleOfTheFist + +[1/2/3] to Heal, Concentration, and Intimidate. +Rank 3: +1 Reflex saving throws. + SFDiscipleOfTheFist + 2 + 1 + 1 + 3 + 1 + + + Sacred Fist + 1 + + + + + Sacred Fist: Deft Strikes + SFDeftStrikes + While centered, you gain +[3/6/10]% Offhand Strike Chance. + SFDeftStrikes + 3 + 1 + 1 + 3 + 1 + + + Sacred Fist + 1 + + + + + Sacred Fist: Ki Shout + SFKiStrike + Ki Activate: intimidates nearby enemies, encouraging them to attack you. +This ability uses your Concentration skill, and shares a cooldown with the +Intimidate skill. + SFKiShout + 4 + 1 + 2 + 1 + 1 + + + + Sacred Fist + 1 + + + + + + Sacred Fist: Sacred Strike II + SFSacredStrikeII + +2 to Attack and +1 to Damage with Favored Weapons. + SFSacredStrikeI + 0 + 2 + 2 + 1 + 5 + + + + Sacred Fist + 2 + + + SFSacredStrikeI + + + + + Sacred Fist: Exalted Whirlwind + SFExaltedWhirlwind + Make a sweeping martial arts attack against all nearby enemies for +3[W] damage. +Shares its cooldown with the Cleave feat. + SFExaltedWhirlwind + 1 + 2 + 2 + 1 + 5 + + + + Sacred Fist + 2 + + + + + Sacred Fist: Critical Mastery + SFCriticalMastery + +[1/2/3] to confirm critical hits and critical hit damage (before weapon multipliers) + SFCriticalMastery + 2 + 2 + 1 + 3 + 5 + + + Sacred Fist + 2 + + + + + Sacred Fist: Fast Movement + SFFastMovement + You run 1% faster for each of your Paladin levels. + SFFastMovement + 3 + 2 + 1 + 3 + 5 + + + Sacred Fist + 2 + + + + + Sacred Fist: Action Boost: Doublestrike + SFActionBoostDoublestrike + You gain a +[10/20/30]% Action Boost bonus to Doublestrike for 20 seconds. +Usable 5 times per rest. + SFActionBoostDoublestrike + 4 + 2 + 1 + 3 + 5 + + + + Sacred Fist + 2 + + + + + + Sacred Fist: Sacred Strike III + SFSacredStrikeIII + +1 to Attack and Damage with Favored Weapons. + SFSacredStrikeI + 0 + 3 + 1 + 3 + 10 + + + + Sacred Fist + 3 + + + SFSacredStrikeII + + + + + Sacred Fist: Exalted Smite + SFExaltedSmite + Active: An improved Smite Evil that adds ++[0/1/2] to your weapon's critical threat range ++[1/1/2] to your weapon's critical damage multiplier +Cooldown: [5/4/3] seconds -Evil creatures with under 1000 HP must always make this save or die. -Evil creatures with between 5000 and 1000 HP have a 50% chance to be forced to -make this save or die. -Evil creatures with more than 5000 have a 33% chance to be forced to make this -save or die. - KotCHolyRetribution - 1 - - - - Holy Retribution Shot - Ranged Channel Divinity: Executes a powerful holy cleave against nearby targets -that deals +5[W] damage, 100 extra holy damage that scales with 200% Melee or -Ranged Power, -6 to all ability scores for 10 seconds, and recharges one Smite -Evil charge to you. On Damage: Evil creatures may be forced to make a Will save -(DC 10 + Paladin Level + Charisma Mod + Sunder Bonuses) or be destroyed. +Smite Evil: Using this attack, you call on the Paladin's ability to strike down +evil creatures, gaining twice your Charisma bonus to your attack roll, and a +damage bonus based on your Paladin level. Smites return at a rate of one every +90 seconds. In addition, your Smite Evil and Exalted Smite abilities increase +Melee and Ranged Power by 5 for 10 seconds. + SFExaltedSmite + 1 + 3 + 2 + 3 + 10 + + + + Sacred Fist + 3 + + + + + Sacred Fist: Light of Hope + SFLightOfHope + +1 Sacred Flame dice. Your Sacred Flame toggle now allows you to strike +Incorporeal enemies as if you had Ghost Touch. + SFLightOfHope + 2 + 3 + 2 + 1 + 10 + + + + Sacred Fist + 3 + + + + + Sacred Fist: Instinctive Defense + SFInstinctiveDefense + You take [5/10/15]% less damage while Helpless. + SFInstinctiveDefense + 3 + 3 + 1 + 3 + 10 + + + Sacred Fist + 3 + + + + + Sacred Fist: Ability I + SFAbilityI + Strength or Charisma + StrCha + 4 + 3 + 2 + 1 + 10 + + + + Sacred Fist + 3 + + + + + + Sacred Fist: Sacred Strike IV + SFSacredStrikeIV + +2 to Attack and +1 to Damage with Favored Weapons. + SFSacredStrikeI + 0 + 4 + 2 + 1 + 20 + + + + Sacred Fist + 4 + + + SFSacredStrikeIII + + + + + Sacred Fist: Deflect Arrows + SFDeflect Arrows + While centered you gain the benefits of the Deflect Arrows feat, knocking aside +one incoming projectile that would have struck you every 6 seconds. + SFDeflectArrows + 1 + 4 + 2 + 1 + 20 + + + Sacred Fist + 4 + + + + GrantFeat + Enhancement + Deflect Arrows + + + + Sacred Fist: Light of Glory + SFLightOfGlory + +1 Sacred Flame dice. Your Sacred Flame damage is now Light instead of Fire. + SFLightOfGlory + 2 + 4 + 2 + 1 + 20 + + + Sacred Fist + 4 + + + SFLightOfHope + + + + + Sacred Fist: Iron Skin + SFIronSkin + While centered, you gain +[5/10/15] Physical Resistance Rating. + SFIronSkin + 3 + 4 + 1 + 3 + 20 + + + Sacred Fist + 4 + + + + + Sacred Fist: Ability II + SFAbilityII + Strength or Charisma + StrCha + 4 + 4 + 2 + 1 + 20 + + + Sacred Fist + 4 + + + SFAbilityI + + + + + + Sacred Fist: Sacred Strike V + SFSacredStrikeV + +3 to Attack and Damage with Favored Weapons, +10 Melee Power. + SFSacredStrikeI + 0 + 5 + 2 + 1 + 30 + + + + 12 + + + Sacred Fist + 5 + + + SFSacredStrikeIV + + + + + Sacred Fist: Evasive Dance + SFEvasiveDance + Improves your Evasion ability so on a failed Reflex saving throw against +an attack that normally deals half damage on a successful save, you only take +[85/70/50]% damage. + SFEvasiveDance + 1 + 5 + 1 + 3 + 30 + + + + 12 + + + Sacred Fist + 5 + + + + + Sacred Fist: Avenging Whirlwind + SFAvengingWhirlwind + Make a sweeping martial arts attack against all nearby enemies for +5[W] +damage. Damaged enemies gain one stack of Vulnerability. -Evil creatures with under 1000 HP must always make this save or die. -Evil creatures with between 5000 and 1000 HP have a 50% chance to be forced to -make this save or die. -Evil creatures with more than 5000 have a 33% chance to be forced to make this -save or die. - KotCHolyRetributionShot - 1 - - - - - +Shares a cooldown with the Great Cleave feat. + +Vulnerability: You take 1% more damage for 3 seconds. This effect stacks up to +20 times, and loses one stack on expiration. + SFAvengingWhirlwind + 3 + 5 + 2 + 1 + 30 + + + + + 12 + + + Sacred Fist + 5 + + + + + Sacred Fist: Violence Begets Violence + SFViolenceBegetsViolence + While Centered, when an opponent misses you in melee, you gain +1 critical +threat range for 6 seconds. This stacks up to 5 times and is reset if you ciritcally hit. + SFViolenceBegetsViolence + 4 + 5 + 2 + 1 + 30 + + + + 12 + + + Sacred Fist + 5 + + + + - Sacred Defender - 2 + Radiant Servant (Pal) + 1 - - Paladin - + + Sacred Fist + PaladinBackground Paladin + - Sacred Defender: Holy Bastion - SacredCore1 - You gain +1 Hit Point and 1 Positive Energy Spell Spell Power for each action point you spend in this tree. -Each Sacred Defender Core Ability you possess grants +2% Fortification. - SDHolyBastion + SFRSCore1 + Radiant Servant: Paladin of Healing + For each actio point spent in this tree, you gain 0.5 Universal Spell Power +and 1 Positive Energy Spell Power. + +(These stack, effectively giving 1.5% bonus to healing of Positive Energy Spells.) + PRSPaladinOfHealing 0 0 1 1 0 - - Paladin + Sacred Fist 1 - - Sacred Defender: Hitpoint per action point - Enhancement - Hitpoints - Sacred Defender - 1.0 - - - Sacred Defender: Positive spell power per action point - Enhancement - SpellPower - Positive - Sacred Defender - 1.0 - - - Fortification - Enhancement - 2 - - Sacred Defender: Sacred Defence - SacredCore2 - Defensive Combat Stance: +10 Physical and Magical Resistance Rating -+150% bonus to threat generation -Cannot become Raged while Sacred Defence is active. - SDSacredDefense + SFRSCore2 + Radiant Servant: Cure Moderate Wounds + Positive energy is channeled to heal moderate wounds of you target or damage +undead for 6 to 16 hit points plus an additional 1 for every caster level up to +caster level 10. Undead who make a successful Will save reduce the damage by half. + +D&D Dice: Heals 2d6+4 hp plus +1 per caster level (max 10). + PRSCMW 1 0 1 1 5 - - SacredCore1 + Sacred Fist + 3 - Paladin - 3 + SFRSCore1 - - Sacred Defense - SDSacredDefense - Defensive Combat Stance: +10 Physical and Magical Resistance -+150% bonus to threat generation - Rage - Stalwart Defender - - - Fortification - Enhancement - 2 - - - PRR - Enhancement - 10 - Sacred Defense - - - MRR - Enhancement - 10 - Sacred Defense - - - ThreatBonusMelee - Enhancement - 150 - Sacred Defense - - Sacred Defender: Divine Righteousness - SacredCore3 - Channel Divinity: You gain temporary hit points equal to your Charisma score -and a 200% Sacred bonus to threat generation for 60 seconds. - SDDivineRighteousness + SFRSCore3 + Radiant Servant: Positive Energy Burst + You gain +1% Positive Energt Spell Critical Chance. +Channel Divinity: A wave of positive energy that expands from the caster, healing +1d8+1 per Paladin level to all nearby allies, as well as removing 1d4 negative +levels and 1d6 points of ability damage. +Undead are instead damaged by the energy, taking 1d8 points of damage per Paladin +level - a successful Will save reduces the damage by half. + PRSPositiveRadiantBurst 2 0 1 1 10 - - SacredCore2 + Sacred Fist + 6 - Paladin - 6 + SFRSCore2 - - Fortification - Enhancement - 2 - - Sacred Defender: Redemption - SacredCore4 - The following spells are added to the Paladin spell list: -Level 2: Raise Dead -Level 3: Resurrection -Level 4: True Resurrection -Passive: You gain +5 to Physical and Magical Resistance Rating. - SDRedemption + SFRSCore4 + Radiant Servant: Improved Empower Healing + You gain +1% Positive Energy Spell Critical Chance. +The Empower Healing Spell metamagic now grants +100 Positive Energy Spell Power +instead of +75. + PRSImprovedEmpowerHealing 3 0 1 1 20 - - SacredCore3 + Sacred Fist + 12 - Paladin - 12 + SFRSCore3 - - SpellListAddition - Enhancement - Raise Dead - 2 - Paladin - - - SpellListAddition - Enhancement - Resurrection - 3 - Paladin - - - SpellListAddition - Enhancement - True Resurrection - 4 - Paladin - - - Fortification - Enhancement - 2 - - - PRR - Enhancement - 5 - - - MRR - Enhancement - 5 - - Sacred Defender: Glorious Stand - SacredCore5 - +25 Positive Healing Amplification -+3 Lay on Hands charges -+10% Sacred Bonus to Maximum Hit Points -+5 to Physical and Magical Resistance rating - SDGloriousStand + SFRSCore5 + Radiant Servant: Positive Energy Shield + You gain +1% Positive Energy Spell Critical Chance. +Channel Divinity: Your living ally receives temporary hit points equal to your +Heal skill. While these hit points remain, your target receives a +20 Sacred +bonus to Healing Amplification. + PRSPositiveEnergyShield 4 0 1 1 30 + - SacredCore4 + Sacred Fist + 18 - Paladin - 18 + SFRSCore4 - - Fortification - Enhancement - 2 - - - HealingAmplification - Enhancement - 25 - - - Hitpoints - Sacred - 10 - - - - - PRR - Enhancement - 5 - - - MRR - Enhancement - 5 - - Sacred Defender: Eternal Defender - SacredCore6 - Passive: You gain +2 Charisma, +2 Constitution, + 10 to Physical and Magical -Resistance Rating , +100% Melee Threat, and your range of unconsciousness extends -by 250 hitpoints. Toggle: While Eternal Defender is active, if you drop below 0 hit -points but are not killed, two uses of Turn Undead are immediately expended and you -receive a reactive heal for 250 points of Positive Energy healing. - SDEternalDefender + SFRSCore6 + Radiant Servant: Radiant Servant + You gain +4 Wisdom. Every fifth positive energy spell you cast deals +maximum healing and has +50% chance to critical. + PRSRadiantServant 5 0 1 1 40 - - SacredCore5 - - - Paladin + Sacred Fist 20 - - - PRR - Enhancement - 10 - - - MRR - Enhancement - 10 - - - UnconsciousRange - Enhancement - -250 - - - ThreatBonusMelee - Enhancement - 100 - - - ThreatBonusRanged - Enhancement - 100 - - - AbilityBonus - Enhancement - Charisma - 2 - - - AbilityBonus - Enhancement - Constitution - 2 - - - Fortification - Enhancement - 2 - + + SFRSCore5 + + + - Sacred Defender: Item Defense - SacredItemDefense - You have a [25/50/75]% chance to negate potential item wear. - SDItemDefense + PRSDivineAid + Radiant Servant: Divine Aid + +3% Positive Spell Crit Damage. + PRSDivineAid 0 1 1 - 3 + 1 1 - Paladin + Sacred Fist 1 - Sacred Defender: Extra Lay on Hands - SacredExtraLayOnHands - +[1/2/3] Lay on Hands use per rest. - SDExtraLayOnHands + PRSWandAndScrollMaster + Radiant Servant: Wand and Scroll Mastery + +[25/50/75]% damage and healing from your wands, scrolls, and other items +that cast spells, and +[1/3/6] to the save DCs of your offensive wands. + BomWandAndScrollMastery 1 1 1 @@ -59752,112 +66107,97 @@ receive a reactive heal for 250 points of Positive Energy healing. 1 - Paladin + Sacred Fist 1 + + Any other Wand and Scroll Mastery enhancement + + AMWandAndScrollMastery + + + DeepGnomeWandAndScrollMastery + + + GnomeWandAndScrollMastery + + + ATWandAndScrollMastery + + + SSWandAndScrollMastery + + + SHWandAndScrollMastery + + + AoVWandAndScrollMastery + + + MechWandAndScrollMastery + + + EKWandAndScrollMastery + + + TSWandAndScrollMastery + + + TieflingWandAndScrollMastery + + + InquisitiveWandAndScrollMastery + + - - ExtraLayOnHands - Enhancement - 1 2 3 - - Sacred Defender: Improved Sacred Defense I - SacredImprovedSacredDefenseI - Improves your Sacred Defense Stance. Choose one: - SDImprovedSacredDefense + PRSDivineCleansing + Radiant Servant: Divine Cleansing + Channel Divinity: Removes harmful effects from your target. Leaves a +lingering immunity to natural and magical diseases and poisons for 12 seconds +per Paladin level. (Cooldown: 2 seconds) +Rank 1: Removes all Disease and Poison effects. +Rank 2: Removes all Blindness, Curse, Disease and Poison effects. +Rank 3: Removes all Blindness, Curse, Disease, Paralysis, Petrification and Poison effects. + PRSDivineCleansing 2 1 1 3 1 - + - Paladin + Sacred Fist 1 - - - Durable Defense - When in Sacred Defense, you gain +[5/10/15] Sacred bonus to Physical and Magical Resistance Rating. - SDDurableDefense - 1 - - PRR - Sacred - 5 10 15 - Sacred Defense - - - MRR - Sacred - 5 10 15 - Sacred Defense - - - - Inciting Defense - When in Sacred Defense, you gain [150/300/450]% Sacred bonus to melee threat generation. - SDIncitingDefense - 1 - - ThreatBonusMelee - Enhancement - 150 300 450 - Sacred Defense - - - - Resilient Defense - When in Sacred Defense, you gain a +[1/2/3] Sacred bonus to all Saving Throws. - SDResilientDefense - 1 - - SaveBonus - Enhancement - All - 1 2 3 - Sacred Defense - - - - Sacred Defender: Sacred Armor Mastery - SacredSacredArmorMastery - +[1/2/3] Armor Class and Armor Maximum Dexterity Bonus. - SDSacredArmorMastery + PRSBliss + Radiant Servant: Bliss + When you use a Turn Attempt for any reason, you gain [3/4/5] Temporary Hit +Points for each Healing Core Ability you possess. + PRSBliss 3 1 1 3 1 - - Paladin + Sacred Fist 1 - - ACBonus - Enhancement - 1 2 3 - - - MaxDexBonus - Enhancement - 1 2 3 - - Sacred Defender: Commanding Presence - SDCommandingPresence - +[2/4/6] PRR and +[50/100/150]% Melee Threat. - SDCommandingPresence + PRSAltruism + Radiant Servant: Altruism + +[1/2/3] Concentration, Diplomacy and Heal. +Rank 3: You also gain +10 Positive Energy Spell Power. + PRSAltruism 4 1 1 @@ -59865,26 +66205,32 @@ receive a reactive heal for 250 points of Positive Energy healing. 1 - Paladin + Sacred Fist 1 - PRR + SkillBonus Enhancement - 2 4 6 + Concentration + Diplomacy + Heal + 1 2 3 - ThreatBonusMelee + SpellPower Enhancement - 50 100 150 + Positive + 0 0 10 + - Sacred Defender: Instinctive Defense - SacredInstinctiveDefense - You take [5/10/15]% less damage when struck while helpless. - SDInstinctiveDefense + Radiant Servant: Efficient Empower Healing + PRSLEfficientEmpowerHealing + Healing spells cast while the Empower Healing Spell feat is activated +cost [1/2/4] fewer spell points. + EfficientEmpowerHealing 0 2 1 @@ -59892,318 +66238,146 @@ receive a reactive heal for 250 points of Positive Energy healing. 5 - Paladin + Sacred Fist 2 + + Empower Healing Spell + - HelplessDamageReduction + AdditionalSpellPointCost Enhancement - 5 10 15 + -1 -2 -4 + Empower Healing - Sacred Defender: Bulwark Aura - SacredBulwarkAura - Your Aura now grants an additonal +[1/3/5] Armor Class. - SDBulwarkAura + Radiant Servant: Purge Dark Magics + PRSLPurgeDarkMagics + Channel Divinity: Dispels [1/2/3] hostile magical effects from your target. +(Cooldown: 6 seconds) + RSPurgeDarkMagics 1 2 1 3 5 - + - Paladin + Sacred Fist 2 - - ACBonus - Enhancement - 1 3 5 - Aura of Courage - - Sacred Defender: Improved Sacred Defense II - SacredImprovedSacredDefenseII - Improves your Sacred Defense stance. Choose one of the options you did not pick at tier 1. - SDImprovedSacredDefense + Radiant Servant: Divine Healing + PRSLDivineHealing + Channel Divinity: Your target heals [1/2/4]d4 hp every 2 seconds for 2 +seconds per point of Heal skill you possess. (Cooldown: 2 seconds) + RSDivineHealing 2 2 1 3 5 - + - Paladin + Sacred Fist 2 - - SacredImprovedSacredDefenseI - - - - Durable Defense - When in Sacred Defense, you gain +[5/10/15] Sacred bonus to Physical -and Magical Resistance Rating. - SDDurableDefense - 1 - - - - SacredImprovedSacredDefenseI - Durable Defense - - - - - PRR - Sacred - 5 10 15 - Sacred Defense - - - MRR - Sacred - 5 10 15 - Sacred Defense - - - - Inciting Defense - When in Sacred Defense, you gain [150/300/450]% Sacred bonus to melee threat generation. - SDIncitingDefense - 1 - - - - SacredImprovedSacredDefenseI - Inciting Defense - - - - - ThreatBonusMelee - Sacred - 150 300 450 - Sacred Defense - - - - Resilient Defense - When in Sacred Defense, you gain a +[1/2/3] Sacred bonus to all Saving Throws. - SDResilientDefense - 1 - - - - SacredImprovedSacredDefenseI - Resilient Defense - - - - - SaveBonus - Sacred - All - 1 2 3 - Sacred Defense - - - - Sacred Defender: Sacred Shield Mastery - SacredSacredShieldMastery - +[5/10/15]% Shield Armor Class and +[1/2/3] Tower Shield Maximum Dexterity Bonus. - SDSacredShieldMastery + Radiant Servant: Improved Turning + PRSLExtraTurning + +[1/2/3] Turn Undead per rest. +You count as [1/2/3] levels higher when turning undead. +This increases the maximum level of creature you can turn and also increases the +total number of hit dice you can turn. +In addition, you add an additional [2/4/6] to the number of hit dice you can turn. + RSExtraTurning 3 2 1 3 5 + - Paladin + Sacred Fist 2 - - SacredSacredArmorMastery - - MaxDexBonusTowerShield + ExtraTurns Enhancement 1 2 3 - ACBonusShield + TurnLevelBonus Enhancement - 5 10 15 + 1 2 3 + + + TurnBonus + Enhancement + 2 4 6 - Sacred Defender: Defense Boost - SacredDefenseBoost - Activate to gain a +[5/10/15] Action Boost bonus to Armor Class, Physical Resistance -Rating and Magical Resistance Rating for 20 seconds. - SDDefenseBoost + Radiant Servant: Mighty Turning + PRSLMightyTurning + Undead that you successfully turn are instead destroyed. +If they are immune to instant death, they will be affected as a normal Turn attempt + RSMightyTurning 4 2 1 - 3 + 1 5 - - Paladin + PRSLExtraTurning + + + Sacred Fist 2 + - Sacred Defender: Resistance Aura - SacredResistanceAura - Your Aura now grants an additional +[1/2/3] to Saving Throws. - SDResistanceAura - 1 + Radiant Servant: Divine Aid II + PRSLDivineAidII + +3% Positive Spell Critical Damage. + RSDivineAidII + 0 3 1 3 10 - - Paladin + Sacred Fist 3 - - SacredBulwarkAura - - SaveBonus + SpellCriticalDamage Enhancement - 1 2 3 - All - Aura of Courage + 3 + Positive - Sacred Defender: Improved Sacred Defense III - SacredImprovedSacredDefenseIII - Improves your Sacred Defense stance. -Pick the third option left. - SDImprovedSacredDefense - 2 - 3 - 1 - 3 - 10 - - - Paladin - 3 - - - SacredImprovedSacredDefenseII - - - - - Durable Defense - When in Sacred Defense, you gain +[5/10/15] Sacred bonus to Physical and -Magical Resistance Rating. - SDDurableDefense - 1 - - - - SacredImprovedSacredDefenseI - Durable Defense - - - SacredImprovedSacredDefenseII - Durable Defense - - - - - PRR - Sacred - 5 10 15 - Sacred Defense - - - MRR - Sacred - 5 10 15 - Sacred Defense - - - - Inciting Defense - When in Sacred Defense, you gain [150/300/450]% Sacred bonus to melee -threat generation. - SDIncitingDefense - 1 - - - - SacredImprovedSacredDefenseI - Inciting Defense - - - SacredImprovedSacredDefenseII - Inciting Defense - - - - - ThreatBonusMelee - Sacred - 150 300 450 - Sacred Defense - - - - Resilient Defense - When in Sacred Defense, you gain a +[1/2/3] Sacred bonus to all Saving Throws. - SDResilientDefense - 1 - - - - SacredImprovedSacredDefenseI - Resilient Defense - - - SacredImprovedSacredDefenseII - Resilient Defense - - - - - SaveBonus - Sacred - All - 1 2 3 - Sacred Defense - - - - - - Sacred Defender: Greater Sacred Defense I - SacredGreaterSacredDefenseI - Further improves your Sacred Defense stance. Choose one: - SDGreaterSacredDefense - 3 + Radiant Servant: Intense Healing + PRSLIntenseHealing + Your Positive Energy Spells are cast at +[1/2/3] caster level. + RSIntenseHealing + 1 3 1 3 @@ -60211,70 +66385,71 @@ threat generation. - Paladin + Sacred Fist 3 - - - Hardy Defense - Sacred Defense: While wearing medium or heavy armor or wielding a shield -you gain a +[2/4/6] Sacred bonus to Constitution. - SDHardyDefense - 1 - - AbilityBonus - Enhancement - Constitution - 2 4 6 - Sacred Defense - Shield - Medium Armor - Heavy Armor - - - - Strong Defense - Sacred Defense: While wearing medium or heavy armor or wielding a shield -you gain a +[2/4/6] Sacred bonus to Strength. - SDStrongDefense - 1 - - AbilityBonus - Enhancement - Strength - 2 4 6 - Sacred Defense - Shield - Medium Armor - Heavy Armor - - - - Tenacious Defense - Sacred Defense: While wearing medium or heavy armor or wielding a shield -you gain a +[10/15%/20]% Competence bonus to maximum hit points. - SDTenaciousDefense - 1 - - Hitpoints - Competence - 10 15 20 - - - Sacred Defense - Shield - Medium Armor - Heavy Armor - - - + + CasterLevel + Enhancement + 1 2 3 + Positive + - Sacred Defender: Ability I - SacredAbilityScoreI - Choose either Charisma or Constitution - ChaCon + Radiant Servant: Unyielding Sovereignty + PRSLUnyieldingSovereignty + Activate: Fully heals all hit point damage done to a targeted ally, +and removes ability damage, death penalty effects, negative levels, and the +conditions blinded, dazed, deafened, diseased, exhausted, fatigued, feebleminded, +insanity, nauseated, poisoned, and stunned. (Cooldown: 5 minutes) + PRSUnyieldingSovereignty + 2 + 3 + 1 + 3 + 10 + + + + Sacred Fist + 3 + + + + SpellLikeAbility + Enhancement + Unyielding Sovereignty + + + + Radiant Servant: Martyrdom + PRSLMartyrdom + Toggle: When you are killed, four turn attempts are expended. +All nearby living allies and enemy undead receive 1000 positive energy healing +and are affected by your Divine Cleansing ability if you possess it. +This healing effect is unaffected by Spell Power. +(This ability has no effect if you have insufficient turn attempts when you die.) +This ability toggles off on death. + RSMartyrdom + 3 + 3 + 1 + 1 + 10 + + + + Sacred Fist + 3 + + + + + Radiant Servant: Ability I + PRSLAbilityScoreI + Choose either Charisma or Wisdom + ChaWis 4 3 2 @@ -60283,7 +66458,7 @@ you gain a +[10/15%/20]% Competence bonus to maximum hit points. - Paladin + Sacred Fist 3 @@ -60297,199 +66472,129 @@ you gain a +[10/15%/20]% Competence bonus to maximum hit points. AbilityBonus Enhancement Charisma - 1 + 1 - +1 Constitution - +1 Constitution - Constitution + +1 Wisdom + +1 Wisdom + Wisdom 2 AbilityBonus Enhancement - Constitution - 1 + Wisdom + 1 + - Sacred Defender: Reinforced Defense I - SacredReinforcedDefenseI - Improves the Armor Class bonuses you receive from shields or armor. - SDReinforcedDefense + Radiant Servant: Divine Aid III + PRSLDivineAidIII + +3% Positive Spell Critical Damage. + RSDivineAidIII 0 4 1 - 3 + 1 20 - - Paladin + Sacred Fist 4 - - - Reinforced Armor - The Armor Class bonus you gain from armor or docents is increased by [15/30/50]%. - SDReinforcedArmor - 1 - - ArmorACBonus - Enhancement - 15 30 50 - - - - Reinforced Shield - The Armor Class bonus you gain from using a shield is increased by [15/30/50]%. -Note: The Shield bonus does not stack with the bonus from the Unyielding Sentinel Epic Destiny. -Note: This stacks with Reinforced Defense from Stalwart Defender. - SDReinforcedShield - 1 - - ACBonusShield - Enhancement - 15 30 50 - - - + + SpellCriticalDamage + Enhancement + 3 + Positive + - Sacred Defender: Spellshield Aura - SacredSpellshieldAura - Your Aura now also grants a +[2/4/6] Sacred bonus to Spell Resistance. - SDSpellshieldAura + Radiant Servant: Incredible Healing + PRSLIncredibleHealing + The maximum caster level of your Positive Energy Spells are increased by [1/2/3]. + RSIncredibleHealing 1 4 1 3 20 + - Paladin + Sacred Fist 4 - SacredResistanceAura + PRSLIntenseHealing - SpellResistance - Sacred - 2 4 6 - Aura of Courage + MaxCasterLevel + Enhancement + 1 2 3 + Positive - Sacred Defender: Swift Defense - SacredSwiftDefense - Sacred Defense grants a 10% Action Boost bonus to Movement Speed. - SDSwiftDefense + Radiant Servant: Divine Health + PRSLDivineHealth + You are immune to natural, magical, and supernatural diseases. + RSDivineHealth 2 4 - 1 + 2 1 20 - Paladin + Sacred Fist 4 - MovementSpeed - Action Boost - 10 - Sacred Defense - + Immunity + Enhancement + Natural Disease + + + Immunity + Enhancement + Magical Disease + + + Immunity + Enhancement + Super-Natural Disease - Sacred Defender: Greater Sacred Defense II - SacredGreaterSacredDefenseII - Further improves your Sacred Defense stance. -Choose one of the options you did not pick at tier 3. - SDGreaterSacredDefense + Radiant Servant: Endless Turning + PRSLEndlessTurning + Turn Undead uses regenerate at a rate of one every 120 seconds, or +[10/20/30]% faster if it already regenerates. + RSEndlessTurning 3 4 - 1 + 2 3 20 - - Paladin + Sacred Fist 4 - - SacredGreaterSacredDefenseI - - - SacredGreaterSacredDefenseI - - Hardy Defense - Sacred Defense: While wearing medium or heavy armor or wielding a shield -you gain a +[2/4/6] Sacred bonus to Constitution. - SDHardyDefense - 1 - - AbilityBonus - Enhancement - Constitution - 2 4 6 - Sacred Defense - Shield - Medium Armor - Heavy Armor - - - - Strong Defense - Sacred Defense: While wearing medium or heavy armor or wielding a shield -you gain a +[2/4/6] Sacred bonus to Strength. - SDStrongDefense - 1 - - AbilityBonus - Enhancement - Strength - 2 4 6 - Sacred Defense - Shield - Medium Armor - Heavy Armor - - - - Tenacious Defense - Sacred Defense: While wearing medium or heavy armor or wielding a shield -you gain a +[10/15%/20]% Competence bonus to maximum hit points. - SDTenaciousDefense - 1 - - Hitpoints - Competence - 10 15 20 - - - Sacred Defense - Shield - Medium Armor - Heavy Armor - - - - Sacred Defender: Ability II - SacredAbilityScoreII - Choose either Charisma or Constitution - ChaCon + Radiant Servant: Ability II + PRSLAbilityScoreII + Choose either Charisma or Wisdom + ChaWis 4 4 2 @@ -60497,11 +66602,11 @@ you gain a +[10/15%/20]% Competence bonus to maximum hit points. 20 - Paladin + Sacred Fist 4 - SacredAbilityScoreI + PRSLAbilityScoreI @@ -60514,294 +66619,154 @@ you gain a +[10/15%/20]% Competence bonus to maximum hit points. AbilityBonus Enhancement Charisma - 1 + 1 - +1 Constitution - +1 Constitution - Constitution + +1 Wisdom + +1 Wisdom + Wisdom 2 AbilityBonus Enhancement - Constitution - 1 + Wisdom + 1 + - Sacred Defender: Reinforced Defense II - SacredReinforcedDefenseII - Improves the Armor Class bonuses you receive from shields or armor. -Choose the option you didn't chose at Tier 4. - SDReinforcedDefense + Radiant Servant: Positive Energy Aura + PRSLPositiveEnergyAura + Channel Divinity: A positive energy aura envelops you in an aura of healing, +positive energy, and affects a number of targets equal to Cleric level. +Allies within the aura are healed 1 hit point per 3 Cleric levels as long as +they remain within it. Undead enemies are damaged for the same amount. +(Cooldown: 6 seconds) + RSPositiveEnergyAura 0 5 - 1 - 3 + 2 + 1 30 + - Paladin - 5 - - - SacredReinforcedDefenseI + 12 - 12 + Sacred Fist + 5 - - - Reinforced Armor - The Armor Class bonus you gain from armor or docents is increased by [15/30/50]%. - SDReinforcedArmor - 1 - - - - SacredReinforcedDefenseI - Reinforced Armor - - - - - ArmorACBonus - Enhancement - 15 30 50 - - - - Reinforced Shield - The Armor Class bonus you gain from using a shield is increased by [15/30/50]%. -Note: The Shield bonus does not stack with the bonus from the Unyielding Sentinel Epic Destiny. -Note: This stacks with Reinforced Defense from Stalwart Defender. - SDReinforcedShield - 1 - - - - SacredReinforcedDefenseI - Reinforced Shield - - - - - ACBonusShield - Enhancement - 15 30 50 - - - - Sacred Defender: Harbored by Light - SacredHarboredByLight - You gain +[10/15/25] Physical and Magical Resistance Rating. -You gain [1/2/3] additional uses of Lay on Hands. -In addition, while you are actively blocking with a shield, enemies that attack you -will take [3/4/5]d4 Light Damage. - SDHarboredByLight + Radiant Servant: Cure Focus + PRSLCureFocus + Your Cure Wounds spells have no maximum caster level. + RSCureFocus 1 5 1 - 3 + 1 30 - Paladin + 12 + + + Sacred Fist 5 - 12 + PRSLIncredibleHealing - - PRR - Enhancement - 10 15 25 - - - MRR - Enhancement - 10 15 25 - - - ExtraLayOnHands - Enhancement - 1 2 3 - - Sacred Defender: Divine Revelation - SSDDivineRevelation - Improves your Aura of Courage. Your Aura of Courage now grants +[1/2/3] additional -Armor Class, +[1/2/3] additional Saving Throws, and +[1/2/3] additional Spell Resistance. -In addition, you personally also gain 100 HP. - SSDDivineRevelation + Radiant Servant: Radiance + PRSLRadiance + Activate: All allies in the dungeon (regardless of distance) gain the effects +of the Greater Restoration spell, and are purged of Paralysis, Stun, and Knockdown/Trip. +This can be used while Crowd Controlled. +Activation Cost: 30 Spell Points. Cooldown: 1 minute. + RSRadiance 2 5 1 - 3 + 1 30 + - Paladin - 5 + 12 - 12 + Sacred Fist + 5 - - ACBonus - Enhancement - 1 2 3 - Aura of Courage - - - SaveBonus - Enhancement - 1 2 3 - All - Aura of Courage - - - SpellResistance - Enhancement - 1 2 3 - Aura of Courage - - - Hitpoints - Enhancement - 100 100 100 - - Sacred Defender: Greater Sacred Defense III - SacredGreaterSacredDefenseIII - Further improves your Sacred Defense stance. -Pick the third option left. - SDGreaterSacredDefense + Radiant Servant: Reactive Heal + PRSLReactiveHeal + Channel Divinity: The next time your target falls below half hit points, +they receive 250 positive energy healing. A target can only benefit from a +Reactive Heal once every 3 minutes (reset by resting). This healing effect is +unaffected by spell power. (Cooldown: 6 seconds) + RSReactiveHeal 3 5 1 - 3 + 1 30 + - Paladin - 5 - - - SacredGreaterSacredDefenseII + 12 - 12 + Sacred Fist + 5 - - SacredGreaterSacredDefenseI - SacredGreaterSacredDefenseII - - Hardy Defense - Sacred Defense: While wearing medium or heavy armor or wielding a shield -you gain a +[2/4/6] Sacred bonus to Constitution. - SDHardyDefense - 1 - - AbilityBonus - Enhancement - Constitution - 2 4 6 - Sacred Defense - Shield - Medium Armor - Heavy Armor - - - - Strong Defense - Sacred Defense: While wearing medium or heavy armor or wielding a shield -you gain a +[2/4/6] Sacred bonus to Strength. - SDStrongDefense - 1 - - AbilityBonus - Enhancement - Strength - 2 4 6 - Sacred Defense - Shield - Medium Armor - Heavy Armor - - - - Tenacious Defense - Sacred Defense: While wearing medium or heavy armor or wielding a shield -you gain a +[10/15%/20]% Competence bonus to maximum hit points. - SDTenaciousDefense - 1 - - Hitpoints - Competence - 10 15 20 - - - Sacred Defense - Shield - Medium Armor - Heavy Armor - - - - Sacred Defender: Sacred Shield - SDSacredShield - You have a +10% Exceptional bonus to Armor Class, as well as +12 Spell -Resistance and are protected from Magic Missiles. - SDSacredShield + Radiant Servant: Divine Energy Resistance + PRSLMassResistEnergy + You and nearby allies gain +35 Enhancement bonus to resist Enegy for +1 minute per character level (Includes Acid, Cold, Electric, Fire and Sonic) +Spell-Line Ability: This ability benefits from your Metamagic Feats (such as Quicken) +without paying the normal additional spell point cost. +Cooldown: 6 seconds +Cost: 75 spell points + DivineEnergyResistance 4 5 - 2 + 1 1 30 + - Paladin - 5 + 12 - 12 + Sacred Fist + 5 - ACBonus - Exceptional - 10 - - - - - Immunity - Enhancement - Magic Missiles - - - SpellResistance - Enhancement - 12 + SpellLikeAbility + Destiny + Divine Energy Resistance diff --git a/Output/FeatImages/DeathDomainTier2.png b/Output/FeatImages/DeathDomainTier2.png new file 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zLgjFcWLY+y9)n8^$Js0v>lM>l8XD?0+|qtm^65#si};=ah1vmIZ%oL<)Ih{ne?wS=H1)B%Q};D&0k@IPL3)w-U`m(6LDofr0Y1NzqEUbpWko3Jf Centered + + AC Bonus: Charisma + Your training improves your armor class, so long as you remain centered. +Add your Charisma bonus to your AC. + + Automatic + + Sacred Fist + 1 + + ACBonus + + ACBonus + Feat + Charisma + Centered + + AC Bonus Your training improves your armor class, so long as you remain centered You gain a set amount of AC based on your Monk level: -Monk 2: 3 AC, Monk 5: 6 AC, Monk 10: 9 AC, Monk 15: 12 AC, Monk 20: 15 AC +Level 2: 3 AC, Level 5: 6 AC, Level 10: 9 AC, Level 15: 12 AC, Level 20: 15 AC Automatic Monk 2 + + Sacred Fist + 5 + ACBonus ACBonus @@ -64,6 +86,13 @@ Monk 2: 3 AC, Monk 5: 6 AC, Monk 10: 9 AC, Monk 15: 12 AC, Monk 20: 15 ACMonk Centered + + ACBonus + Feat + 0 3 3 3 6 6 6 6 6 9 9 9 9 9 12 12 12 12 12 15 + Sacred Fist + Centered + Acrobatic @@ -913,6 +942,10 @@ Paladin, granting a bonus to saves against fear. Paladin 3 + + Sacred Fist + 3 + Aura of Courage AuraOfCourage @@ -937,6 +970,10 @@ to saves and Armor Class against evil creatures. Paladin 1 + + Sacred Fist + 1 + Aura of Good AuraOfGood @@ -1205,10 +1242,18 @@ enemies in an arc in front of you. This attack deals +1[W] damage. Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Druid 1 @@ -1221,6 +1266,10 @@ enemies in an arc in front of you. This attack deals +1[W] damage. Paladin 4 + + Sacred Fist + 4 + Ranger 4 @@ -1308,6 +1357,11 @@ Note: Although this feat is selectable at level 1, it can only be trained at lev 1 + + + Lamannia + + Past Life: Alchemist @@ -1317,12 +1371,12 @@ Note: Although this feat is selectable at level 1, it can only be trained at lev Past Life: Barbarian - + Past Life: Bard - - + + Past Life: Cleric - + Past Life: Druid @@ -1335,9 +1389,9 @@ Note: Although this feat is selectable at level 1, it can only be trained at lev Past Life: Monk - + Past Life: Paladin - + Past Life: Rogue @@ -1369,6 +1423,95 @@ Note: Although this feat is selectable at level 1, it can only be trained at lev 2 + + Completionist U56 + You win DDO! You've leveled to 20 in every class/archetype +you are awarded this feat to get a +2 bonus to all Skills and Ability scores. +When more classes are added, this feat will deactivate and you will need to gain +those past lives before this benefit reactivates. + + + Lamannia + + + Past Life: Alchemist + + + Past Life: Artificer + + + Past Life: Barbarian + + + + Past Life: Bard + + + Past Life: Bard (Stormsinger) + + + + + Past Life: Cleric + + + Past Life: Cleric (Dark Apostate) + + + + Past Life: Druid + + + Past Life: Favored Soul + + + Past Life: Fighter + + + Past Life: Monk + + + + Past Life: Paladin + + + Past Life: Paladin (Sacred Fist) + + + + Past Life: Rogue + + + Past Life: Ranger + + + Past Life: Sorcerer + + + Past Life: Warlock + + + Past Life: Wizard + + + Automatic + + 3 + + Completionist + + AbilityBonus + Feat + All + 2 + + + SkillBonus + Feat + All + 2 + + Racial Completionist You're a cultural master! You have leveled to 20 in every race 3 times @@ -1940,6 +2083,10 @@ controlling effect. Bard 1 + + Stormsinger + 1 + Druid 1 @@ -1996,6 +2143,10 @@ Divine Grace is capped at 2 + (3 x Paladin level). For multiclassing, this means Paladin 2 + + Sacred Fist + 2 + DivineGrace @@ -2008,6 +2159,10 @@ Divine Grace is capped at 2 + (3 x Paladin level). For multiclassing, this means Paladin 3 + + Sacred Fist + 3 + DivineHealth Immunity @@ -2182,10 +2337,18 @@ spells affected by Empower Healing, but they consume 10 additional spell points. Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Druid 1 @@ -2198,6 +2361,10 @@ spells affected by Empower Healing, but they consume 10 additional spell points. Paladin 4 + + Sacred Fist + 4 + Ranger 8 @@ -2250,10 +2417,18 @@ spells affected by Empower Spell, but they consume 15 additional spell points.Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Druid 1 @@ -2266,6 +2441,10 @@ spells affected by Empower Spell, but they consume 15 additional spell points.Paladin 4 + + Sacred Fist + 4 + Sorcerer 1 @@ -2479,10 +2658,18 @@ but they consume 10 additional spell points. Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Druid 1 @@ -2495,6 +2682,10 @@ but they consume 10 additional spell points. Paladin 4 + + Sacred Fist + 4 + Sorcerer 1 @@ -2552,10 +2743,18 @@ required, but spells consume 2 additional spell points. Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Druid 1 @@ -2568,6 +2767,10 @@ required, but spells consume 2 additional spell points. Paladin 4 + + Sacred Fist + 4 + Sorcerer 1 @@ -2614,6 +2817,10 @@ damage instead of half damage. Monk 2 + + Sacred Fist + 2 + Exotic Weapon Proficiency: Bastard Sword @@ -2684,6 +2891,10 @@ attack styles.) Paladin 1 + + Sacred Fist + 1 + Ranger 1 @@ -2749,6 +2960,11 @@ Great crossbows may knock opponents to the ground on a confirmed attack roll of Razorclaw Shifter + + + Sacred Fist + 1 + ExoticWeaponProficiency WeaponProficiency @@ -2913,10 +3129,18 @@ but they consume 10 additional spell points. Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Druid 1 @@ -2929,6 +3153,10 @@ but they consume 10 additional spell points. Paladin 4 + + Sacred Fist + 4 + Sorcerer 1 @@ -2965,10 +3193,18 @@ but they consume 10 additional spell points. Cleric 1 + + Dark Apostate + 1 + Paladin 4 + + Sacred Fist + 4 + Train @@ -2992,6 +3228,10 @@ Has a save DC of your perform skill plus the roll of a twenty-sided die.Bard 1 + + Stormsinger + 1 + SpellLikeAbility Feat @@ -3011,6 +3251,20 @@ Has a save DC of your perform skill plus the roll of a twenty-sided die.1 Bard + + Song Duration per Bard level + SongDuration + Feat + 30 + Stormsinger + + + Songs per Bard level + SongCount + Feat + 1 + Stormsinger + Fascinate Activate this bard ability to make your foes stop what they're doing and @@ -3334,6 +3588,10 @@ You can make an attack that has a chance of blinding your opponent.Paladin 3 + + Sacred Fist + 3 + FearImmunity Immunity @@ -5317,6 +5575,11 @@ in physical resistance when wearing heavy armor. Cleric 1 + + + Dark Apostate + 1 + @@ -5351,10 +5614,18 @@ resist, but increasing their spell point cost. Bard 4 + + Stormsinger + 4 + Cleric 3 + + Dark Apostate + 3 + Druid 3 @@ -5367,6 +5638,10 @@ resist, but increasing their spell point cost. Paladin 8 + + Sacred Fist + 8 + Sorcerer 4 @@ -5840,10 +6115,18 @@ chance by 1%. Stacks with Mental Toughness. Bard 7 + + Stormsinger + 7 + Cleric 5 + + Dark Apostate + 5 + Druid 5 @@ -5856,6 +6139,10 @@ chance by 1%. Stacks with Mental Toughness. Paladin 10 + + Sacred Fist + 10 + Ranger 10 @@ -6159,10 +6446,18 @@ You Turn Undead as if you were 1 level higher. Cleric 1 + + Dark Apostate + 1 + Paladin 4 + + Sacred Fist + 4 + Train @@ -6635,6 +6930,10 @@ or dealing that much damage to an undead target. Paladin 2 + + Sacred Fist + 2 + SpellLikeAbility Feat @@ -7250,10 +7549,18 @@ physical resistance when wearing light armor. Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Druid 1 @@ -7421,6 +7728,10 @@ drops below 12. Cleric 1 + + Dark Apostate + 1 + Druid 1 @@ -7847,6 +8158,10 @@ Passive: You gain Doubleshot equal to 1.5 your BAB with longbows and shortbows.< Bard 1 + + Stormsinger + 1 + Wood Elf @@ -7909,6 +8224,10 @@ Passive: You gain Doubleshot equal to 1.5 your BAB with longbows and shortbows.< Bard 1 + + Stormsinger + 1 + WeaponProficiency Feat @@ -7986,6 +8305,10 @@ Passive: You gain Doubleshot equal to 1.5 your BAB with longbows and shortbows.< Bard 1 + + Stormsinger + 1 + WeaponProficiency Feat @@ -8025,6 +8348,10 @@ Passive: You gain Doubleshot equal to 1.5 your BAB with longbows and shortbows.< Bard 1 + + Stormsinger + 1 + WeaponProficiency Feat @@ -8136,6 +8463,10 @@ Requires 21 trained ranks (not total mod) of the Perform skill to use.Bard 18 + + Stormsinger + 18 + SpellLikeAbility Feat @@ -8380,10 +8711,18 @@ casting spells affected by Maximize Spell, but they consume 25 additional spell Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Druid 1 @@ -8396,6 +8735,10 @@ casting spells affected by Maximize Spell, but they consume 25 additional spell Paladin 4 + + Sacred Fist + 4 + Sorcerer 1 @@ -8468,6 +8811,10 @@ physical resistance when wearing medium armor. Cleric 1 + + Dark Apostate + 1 + Druid @@ -8513,10 +8860,18 @@ Also increases your spell critical chance by 1%. Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Druid 1 @@ -8529,6 +8884,10 @@ Also increases your spell critical chance by 1%. Paladin 4 + + Sacred Fist + 4 + Ranger 4 @@ -8710,10 +9069,18 @@ penalties are decreased by 1. Bard 4 + + Stormsinger + 4 + Cleric 3 + + Dark Apostate + 3 + Druid 3 @@ -8726,6 +9093,10 @@ penalties are decreased by 1. Paladin 7 + + Sacred Fist + 7 + Ranger 7 @@ -9132,9 +9503,14 @@ damage rolls before enhancements.) 3 - - Past Life: Bard - + + + Past Life: Bard + + + Past Life: Bard (Stormsinger) + + Train PastLifeBard @@ -9300,9 +9676,14 @@ D&D Dice: Deals 1d4 damage plus 1d4 additional damage per two caster levels. 3 - - Past Life: Cleric - + + + Past Life: Cleric + + + Past Life: Cleric (Dark Apostate) + + Train PastLifeCleric @@ -9408,9 +9789,14 @@ maximum of +3 at caster level 9.) 3 - - Past Life: Paladin - + + + Past Life: Paladin + + + Past Life: Paladin (Sacred Fist) + + Train PastLifePaladin @@ -9955,10 +10341,18 @@ be interrupted by enemy attacks, but they consume 10 additional spell points.Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Druid 1 @@ -9971,6 +10365,10 @@ be interrupted by enemy attacks, but they consume 10 additional spell points.Paladin 4 + + Sacred Fist + 4 + Sorcerer 1 @@ -10187,6 +10585,10 @@ You gain Ranged Power equal to 1.5 your BAB with longbows and shortbows.Paladin 6 + + Sacred Fist + 6 + SpellLikeAbility Feat @@ -10418,10 +10820,18 @@ Add +3 Melee Power Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Druid 1 @@ -10601,10 +11011,18 @@ equal to your Dexterity.) Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Druid 1 @@ -10625,6 +11043,10 @@ equal to your Dexterity.) Paladin 1 + + Sacred Fist + 1 + Ranger 1 @@ -10673,10 +11095,18 @@ equal to your Dexterity.) Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Druid 1 @@ -10697,6 +11127,10 @@ equal to your Dexterity.) Paladin 1 + + Sacred Fist + 1 + Ranger 1 @@ -10745,10 +11179,18 @@ equal to your Dexterity.) Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Druid 1 @@ -10765,6 +11207,10 @@ equal to your Dexterity.) Paladin 1 + + Sacred Fist + 1 + Ranger 1 @@ -10809,10 +11255,18 @@ equal to your Dexterity.) Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Favored Soul 1 @@ -10829,6 +11283,10 @@ equal to your Dexterity.) Paladin 1 + + Sacred Fist + 1 + Ranger 1 @@ -10877,10 +11335,18 @@ equal to your Dexterity.) Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Favored Soul 1 @@ -10893,6 +11359,10 @@ equal to your Dexterity.) Paladin 1 + + Sacred Fist + 1 + Ranger 1 @@ -10937,10 +11407,18 @@ equal to your Dexterity.) Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Favored Soul 1 @@ -10957,6 +11435,10 @@ equal to your Dexterity.) Paladin 1 + + Sacred Fist + 1 + Ranger 1 @@ -11005,10 +11487,18 @@ equal to your Dexterity.) Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Favored Soul 1 @@ -11021,6 +11511,10 @@ equal to your Dexterity.) Paladin 1 + + Sacred Fist + 1 + Ranger 1 @@ -11065,10 +11559,18 @@ equal to your Dexterity.) Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Favored Soul 1 @@ -11081,6 +11583,10 @@ equal to your Dexterity.) Paladin 1 + + Sacred Fist + 1 + Ranger 1 @@ -11125,10 +11631,18 @@ equal to your Dexterity.) Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Druid 1 @@ -11149,6 +11663,10 @@ equal to your Dexterity.) Paladin 1 + + Sacred Fist + 1 + Ranger 1 @@ -11197,10 +11715,18 @@ equal to your Dexterity.) Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Druid 1 @@ -11217,6 +11743,10 @@ equal to your Dexterity.) Paladin 1 + + Sacred Fist + 1 + Ranger 1 @@ -11261,10 +11791,18 @@ equal to your Dexterity.) Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Favored Soul 1 @@ -11277,6 +11815,10 @@ equal to your Dexterity.) Paladin 1 + + Sacred Fist + 1 + Ranger 1 @@ -11326,10 +11868,18 @@ or when attacking from an animal form. Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Druid 1 @@ -11350,6 +11900,10 @@ or when attacking from an animal form. Paladin 1 + + Sacred Fist + 1 + Ranger 1 @@ -11623,10 +12177,16 @@ or when attacking from an animal form. - - Bard - 1 - + + + Bard + 1 + + + Stormsinger + 1 + + Train SkillFocus @@ -11938,6 +12498,26 @@ bonus based on your Paladin level. Smites return at a rate of one every 90 secon Paladin 20 + + Sacred Fist + 1 + + + Sacred Fist + 5 + + + Sacred Fist + 10 + + + Sacred Fist + 15 + + + Sacred Fist + 20 + Smite Evil (Ranged) @@ -11968,6 +12548,26 @@ bonus based on your Paladin level. Smites return at a rate of one every 90 secon Paladin 20 + + Sacred Fist + 1 + + + Sacred Fist + 5 + + + Sacred Fist + 10 + + + Sacred Fist + 15 + + + Sacred Fist + 20 + Snake Blood @@ -12075,10 +12675,18 @@ receiving an additional +1 bonus on save DCs. Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Druid 1 @@ -12091,6 +12699,10 @@ receiving an additional +1 bonus on save DCs. Paladin 1 + + Sacred Fist + 1 + Ranger 1 @@ -12140,10 +12752,18 @@ receiving an additional +1 bonus on save DCs. Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Druid 1 @@ -12156,6 +12776,10 @@ receiving an additional +1 bonus on save DCs. Paladin 1 + + Sacred Fist + 1 + Ranger 1 @@ -12205,10 +12829,18 @@ receiving an additional +1 bonus on save DCs. Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Druid 1 @@ -12221,6 +12853,10 @@ receiving an additional +1 bonus on save DCs. Paladin 1 + + Sacred Fist + 1 + Ranger 1 @@ -12270,10 +12906,18 @@ receiving an additional +1 bonus on save DCs. Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Druid 1 @@ -12286,6 +12930,10 @@ receiving an additional +1 bonus on save DCs. Paladin 1 + + Sacred Fist + 1 + Ranger 1 @@ -12335,10 +12983,18 @@ receiving an additional +1 bonus on save DCs. Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Druid 1 @@ -12351,6 +13007,10 @@ receiving an additional +1 bonus on save DCs. Paladin 1 + + Sacred Fist + 1 + Ranger 1 @@ -12400,10 +13060,18 @@ receiving an additional +1 bonus on save DCs. Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Druid 1 @@ -12416,6 +13084,10 @@ receiving an additional +1 bonus on save DCs. Paladin 1 + + Sacred Fist + 1 + Ranger 1 @@ -12465,10 +13137,18 @@ receiving an additional +1 bonus on save DCs. Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Druid 1 @@ -12481,6 +13161,10 @@ receiving an additional +1 bonus on save DCs. Paladin 1 + + Sacred Fist + 1 + Ranger 1 @@ -12525,10 +13209,18 @@ receiving an additional +1 bonus on save DCs. Bard 1 + + Stormsinger + 1 + Cleric 1 + + Dark Apostate + 1 + Druid 1 @@ -12541,6 +13233,10 @@ receiving an additional +1 bonus on save DCs. Paladin 4 + + Sacred Fist + 4 + Ranger 4 @@ -13390,10 +14086,18 @@ A successful Balance check negates this effect. Cleric 1 + + Dark Apostate + 1 + Paladin 4 + + Sacred Fist + 4 + Turn Undead Attempts to drive away nearby undead or force them to cower. @@ -13589,6 +14293,30 @@ your fists and feat are lethal weapons. Monk 20 + + Sacred Fist + 1 + + + Sacred Fist + 4 + + + Sacred Fist + 8 + + + Sacred Fist + 12 + + + Sacred Fist + 16 + + + Sacred Fist + 20 + AttackBonus Feat @@ -15625,6 +16353,24 @@ This feat can be stacked up to three times. 1 + + Past Life: Bard (Stormsinger) + You were a Stormsinger in a past life. +You occasionally find yourself wishing for some thunderstorms. +Each time you acquire this feat you gain +5 Electric and Sonic Spellpower. +This feat can be stacked up to three times. + + 3 + HeroicPastLife + PastLifeBard + + SpellPower + Feat + Electric + Sonic + 5 + + Past Life: Cleric You were a Cleric in a past life. @@ -15653,6 +16399,22 @@ This feat can be stacked up to three times. 2 + + Past Life: Cleric (Dark Apostate) + You were a Dark Apostate in a past life. +You occasionally feel the presence of the heritical. +Each time you acquire this feat you gain +5 to your Negative Healing Amplification. +This feat can be stacked up to three times. + + 3 + HeroicPastLife + PastLifeCleric + + NegativeHealingAmplification + Feat + 5 + + Past Life: Druid You were a Druid in a past life. @@ -15751,6 +16513,28 @@ Each time you acquire this feat you gain 10% positive healing amplification. 10 + + Past Life: Paladin (Sacred Fist) + You were a Sacred Fist in a past life. +You occasionally find yourself contemplating the flickering flame of campfires. +Each time you acquire this feat you gain +5% positive healing amplification +and +5 Positive Spellpower. This feat can be stacked up to 3 times. + + 3 + HeroicPastLife + PastLifePaladin + + HealingAmplification + Feat + 5 + + + SpellPower + Feat + 5 + Positive + + Past Life: Ranger You were a Ranger in a past life. @@ -16543,7 +17327,6 @@ per stack of this Past Life. SpellPower Feat Negative - Poison 10 Power Over Life and Death @@ -17239,6 +18022,46 @@ points earns you a Destiny Action Point. Bard 19 + + Stormsinger + 1 + + + Stormsinger + 3 + + + Stormsinger + 5 + + + Stormsinger + 7 + + + Stormsinger + 9 + + + Stormsinger + 11 + + + Stormsinger + 13 + + + Stormsinger + 15 + + + Stormsinger + 17 + + + Stormsinger + 19 + WildernessLore @@ -17256,6 +18079,9 @@ points earns you a Destiny Action Point. Bard + + Stormsinger + Sorcerer @@ -17273,12 +18099,18 @@ points earns you a Destiny Action Point. Cleric + + Dark Apostate + Favored Soul Paladin + + Sacred Fist + Bard 1 @@ -17319,6 +18151,46 @@ points earns you a Destiny Action Point. Bard 19 + + Stormsinger + 1 + + + Stormsinger + 3 + + + Stormsinger + 5 + + + Stormsinger + 7 + + + Stormsinger + 9 + + + Stormsinger + 11 + + + Stormsinger + 13 + + + Stormsinger + 15 + + + Stormsinger + 17 + + + Stormsinger + 19 + ReligiousLore @@ -17810,6 +18682,13 @@ For a total of +5 to all casting classes at level 30. Bard 1 + + Epic Knowledge: Stormsinger + CasterLevel + Feat + Stormsinger + 1 + Epic Knowledge: Cleric CasterLevel @@ -17817,6 +18696,13 @@ For a total of +5 to all casting classes at level 30. Cleric 1 + + Epic Knowledge: Dark Apostate + CasterLevel + Feat + Dark Apostate + 1 + Epic Knowledge: Druid CasterLevel @@ -17838,6 +18724,13 @@ For a total of +5 to all casting classes at level 30. Paladin 1 + + Epic Knowledge: Sacred Fist + CasterLevel + Feat + Sacred Fist + 1 + Epic Knowledge: Ranger CasterLevel @@ -18150,10 +19043,18 @@ receiving an additional +1 bonus on save DCs. Bard 16 + + Stormsinger + 16 + Cleric 11 + + Dark Apostate + 11 + Druid 11 @@ -18212,10 +19113,18 @@ receiving an additional +1 bonus on save DCs. Bard 16 + + Stormsinger + 16 + Cleric 11 + + Dark Apostate + 11 + Druid 11 @@ -18274,10 +19183,18 @@ receiving an additional +1 bonus on save DCs. Bard 16 + + Stormsinger + 16 + Cleric 11 + + Dark Apostate + 11 + Druid 11 @@ -18336,10 +19253,18 @@ receiving an additional +1 bonus on save DCs. Bard 16 + + Stormsinger + 16 + Cleric 11 + + Dark Apostate + 11 + Druid 11 @@ -18398,10 +19323,18 @@ receiving an additional +1 bonus on save DCs. Bard 16 + + Stormsinger + 16 + Cleric 11 + + Dark Apostate + 11 + Druid 11 @@ -18460,10 +19393,18 @@ receiving an additional +1 bonus on save DCs. Bard 16 + + Stormsinger + 16 + Cleric 11 + + Dark Apostate + 11 + Druid 11 @@ -18522,10 +19463,18 @@ receiving an additional +1 bonus on save DCs. Bard 16 + + Stormsinger + 16 + Cleric 11 + + Dark Apostate + 11 + Druid 11 @@ -18942,10 +19891,16 @@ skill to use. - - Bard - 12 - + + + Bard + 12 + + + Stormsinger + 12 + + Perform 20 @@ -21842,6 +22797,44 @@ Sickles are considered as a favored weapon. Sickle + + Follower of the Path of Light + You follow the Path of Light. You are proficient with Handwraps and they are +considered as a favored weapon. You gain +1 to hit with Favored Weapons. + + + + + + Sacred Fist + + + Train + FollowerOfThePathOfLight + + WeaponProficiency + Feat + Handwraps + + + AttackBonus + Feat + 1 + Handwraps + + + CriticalAttackBonus + Feat + 1 + Handwraps + + + AddGroupWeapon + Enhancement + Favored Weapon + Handwraps + + Child of Faith @@ -21860,6 +22853,10 @@ Exotic Favored Weapons gain +1 to Attack and Damage. Cleric 3 + + Dark Apostate + 3 + Favored Soul 3 @@ -21868,6 +22865,10 @@ Exotic Favored Weapons gain +1 to Attack and Damage. Paladin 3 + + Sacred Fist + 3 + Train @@ -21947,6 +22948,10 @@ Feat Exchange rules and costs). Cleric 6 + + Dark Apostate + 6 + Favored Soul 6 @@ -21955,6 +22960,10 @@ Feat Exchange rules and costs). Paladin 6 + + Sacred Fist + 6 + Train @@ -21987,6 +22996,10 @@ Hit Dice affected by Turn Undead. Cleric 6 + + Dark Apostate + 6 + Favored Soul 6 @@ -21995,6 +23008,10 @@ Hit Dice affected by Turn Undead. Paladin 6 + + Sacred Fist + 6 + Train @@ -22063,6 +23080,10 @@ sources of Vampirism. Cleric 6 + + Dark Apostate + 6 + Favored Soul 6 @@ -22071,6 +23092,10 @@ sources of Vampirism. Paladin 6 + + Sacred Fist + 6 + Train @@ -22143,6 +23168,10 @@ healing spells. Cleric 6 + + Dark Apostate + 6 + Favored Soul 6 @@ -22151,6 +23180,10 @@ healing spells. Paladin 6 + + Sacred Fist + 6 + Train @@ -22245,6 +23278,10 @@ Religious Lore feat you have. Cleric 6 + + Dark Apostate + 6 + Favored Soul 6 @@ -22253,6 +23290,10 @@ Religious Lore feat you have. Paladin 6 + + Sacred Fist + 6 + Train @@ -22279,6 +23320,10 @@ otherwise already benefit from Repair, you gain +30 Repair Amplification.Cleric 6 + + Dark Apostate + 6 + Favored Soul 6 @@ -22287,6 +23332,10 @@ otherwise already benefit from Repair, you gain +30 Repair Amplification.Paladin 6 + + Sacred Fist + 6 + Train @@ -22352,6 +23401,10 @@ to half. The Save DC for this ability is 10 + Cleric Level + Charisma Modifier.< Cleric 6 + + Dark Apostate + 6 + Favored Soul 6 @@ -22360,12 +23413,16 @@ to half. The Save DC for this ability is 10 + Cleric Level + Charisma Modifier.< Paladin 6 + + Sacred Fist + 6 + Train SilverFlame - Silver Flame Exorcism + Silver Flame Exorcism (Cleric) Activate this ability to attempt to exorcise an extraplanar creature, which is entirely consumed in holy fire on a failed Will save or savagely burned by the light of the Silver Flame. A successful Fortitude save reduces the damage @@ -22376,6 +23433,18 @@ to half. Cleric Charisma + + Silver Flame Exorcism (Dark Apostate) + Activate this ability to attempt to exorcise an extraplanar creature, which +is entirely consumed in holy fire on a failed Will save or savagely burned by +the light of the Silver Flame. A successful Fortitude save reduces the damage +to half. + SilverFlame + Will + 10 + Dark Apostate + Charisma + Undying Call @@ -22395,6 +23464,10 @@ as a True Resurrection on high elven spirits or a Raise Dead for others.Cleric 6 + + Dark Apostate + 6 + Favored Soul 6 @@ -22403,6 +23476,10 @@ as a True Resurrection on high elven spirits or a Raise Dead for others.Paladin 6 + + Sacred Fist + 6 + Train @@ -22433,6 +23510,10 @@ feebleminded, insanity, nauseated, poisoned and stunned. Cleric 6 + + Dark Apostate + 6 + Favored Soul 6 @@ -22441,6 +23522,10 @@ feebleminded, insanity, nauseated, poisoned and stunned. Paladin 6 + + Sacred Fist + 6 + Train @@ -22469,6 +23554,10 @@ destroy your enemies. Duration: 10 minutes Cleric 6 + + Dark Apostate + 6 + Favored Soul 6 @@ -22477,6 +23566,10 @@ destroy your enemies. Duration: 10 minutes Paladin 6 + + Sacred Fist + 6 + Train @@ -22499,6 +23592,10 @@ Activate this ability to turn on your Fire Shield (Fire). Cleric 6 + + Dark Apostate + 6 + Favored Soul 6 @@ -22507,6 +23604,10 @@ Activate this ability to turn on your Fire Shield (Fire). Paladin 6 + + Sacred Fist + 6 + Train @@ -22537,6 +23638,10 @@ equal to the number of Religious Lore feats you have. Cleric 6 + + Dark Apostate + 6 + Favored Soul 6 @@ -22545,6 +23650,10 @@ equal to the number of Religious Lore feats you have. Paladin 6 + + Sacred Fist + 6 + Train @@ -22612,6 +23721,10 @@ Toggling this on gives you Blessing of Silvanus: You permanently gain a Cleric 6 + + Dark Apostate + 6 + Favored Soul 6 @@ -22620,6 +23733,10 @@ Toggling this on gives you Blessing of Silvanus: You permanently gain a Paladin 6 + + Sacred Fist + 6 + Train @@ -22664,6 +23781,10 @@ and are considered two handed weapons. You gain additional animations while usin Cleric 6 + + Dark Apostate + 6 + Favored Soul 6 @@ -22672,6 +23793,10 @@ and are considered two handed weapons. You gain additional animations while usin Paladin 6 + + Sacred Fist + 6 + Train @@ -22717,6 +23842,10 @@ Exotic Favored Weapons gain +1 to Attack and Damage. Cleric 12 + + Dark Apostate + 12 + Favored Soul 12 @@ -22725,6 +23854,10 @@ Exotic Favored Weapons gain +1 to Attack and Damage. Paladin 12 + + Sacred Fist + 12 + Child of Faith @@ -23166,6 +24299,29 @@ twice your Cleric level, for 20 seconds. Electric Turn Undead + + SpellDC + Feat + 0 1 1 1 1 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4 + Evocation + Dark Apostate + + + SaveBonus + Feat + 0.5 + Dark Apostate + Reflex + Turn Undead + + + EnergyResistance + Feat + 2 + Dark Apostate + Electric + Turn Undead + Animal Domain Tier I @@ -23202,6 +24358,29 @@ half your Cleric level for 20 seconds. Constitution Turn Undead + + SkillBonus + Feat + 0.5 + Dark Apostate + Spot + Listen + + + SaveBonus + Feat + 0.5 + Dark Apostate + Reflex + + + AbilityBonus + Feat + 0.5 + Dark Apostate + Constitution + Turn Undead + Chaos Domain Tier I @@ -23231,6 +24410,13 @@ Ranged Power, Physical Resistance Rating and Magical Resistance Rating.Cleric Will + + SaveBonus + Feat + 0.5 + Dark Apostate + Will + @@ -23252,6 +24438,14 @@ Cleric level to Turn Undead and +2 to the hit dice of undead effected.Necromancy Cleric + + SpellDC + Feat + 1 + 0 1 1 1 1 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4 + Necromancy + Dark Apostate + TurnLevelBonus Feat @@ -23300,6 +24494,26 @@ Melee and Ranged Power equal to half your Cleric level for 20 seconds.Cleric Turn Undead + + MeleePower + Feat + 0 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6 + Dark Apostate + + + MeleePower + Divine + 0.5 + Dark Apostate + Turn Undead + + + RangedPower + Divine + 0.5 + Dark Apostate + Turn Undead + Earth Domain Tier I @@ -23338,6 +24552,29 @@ Acid Resistance equal to twice your Cleric level for 20 seconds. Acid Turn Undead + + SpellPower + Feat + 2 + Dark Apostate + Acid + + + SaveBonus + Feat + 0.5 + Dark Apostate + Fortitude + Turn Undead + + + EnergyResistance + Feat + 2 + Dark Apostate + Acid + Turn Undead + Fire Domain Tier I @@ -23353,17 +24590,32 @@ for 20 seconds. Your Turn Undead works on Elemental creatures. Train FireDomain - SpellPower + SpellPower + Feat + 2 + Cleric + Fire + + + EnergyResistance Feat 2 Cleric + Fire + Turn Undead + + + SpellPower + Feat + 2 + Dark Apostate Fire EnergyResistance Feat 2 - Cleric + Dark Apostate Fire Turn Undead @@ -23401,6 +24653,27 @@ Cleric level for 20 seconds. Cleric Turn Undead + + SpellPower + Feat + 2 + Dark Apostate + Light/Alignment + + + SkillBonus + Feat + 0.5 + Dark Apostate + Heal + + + Hitpoints + Feat + 5 + Dark Apostate + Turn Undead + Healing Domain Tier I @@ -23420,6 +24693,13 @@ Amplification. Cleric Positive + + SpellPower + Feat + 2 + Dark Apostate + Positive + HealingAmplification Feat @@ -23452,6 +24732,14 @@ seconds. Intelligence Turn Undead + + AbilityBonus + Feat + 0.5 + Dark Apostate + Intelligence + Turn Undead + Law Domain Tier I @@ -23489,6 +24777,21 @@ half your Cleric level for 20 seconds. All Turn Undead + + SpellDC + Feat + 0 1 1 1 1 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4 + Enchantment + Dark Apostate + + + SaveBonus + Sacred + 0.5 + Dark Apostate + All + Turn Undead + Luck Domain Tier I @@ -23517,6 +24820,21 @@ to half your Cleric level for 20 seconds. All Turn Undead + + SaveBonus + Sacred + 0 1 1 1 1 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4 + All + Dark Apostate + + + SaveBonus + Divine + 0.5 + Dark Apostate + All + Turn Undead + Magic Domain Tier I @@ -23545,6 +24863,21 @@ equal to twice your Cleric level for 20 seconds. All Turn Undead + + SpellDC + Feat + 0 1 1 1 1 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4 + Evocation + Dark Apostate + + + SpellPower + Divine + 2 + Dark Apostate + All + Turn Undead + Protection Domain Tier I @@ -23576,6 +24909,24 @@ bonus to PRR and MRR equal to twice your Cleric level for 20 seconds.0 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 Cleric + + ACBonus + Feat + 0 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 + Dark Apostate + + + PRR + Feat + 0 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 + Dark Apostate + + + MRR + Feat + 0 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 + Dark Apostate + Strength Domain Tier I @@ -23602,6 +24953,14 @@ gains a Divine bonus to Strength equal to half your Cleric level for 20 seconds. Cleric Turn Undead + + AbilityBonus + Feat + 0.5 + Strength + Dark Apostate + Turn Undead + Sun Domain Tier I @@ -23630,6 +24989,20 @@ inflicted with 10% Vulnerability to Light damage. Cleric Light/Alignment + + SpellPower + Feat + 2 + Dark Apostate + Fire + + + SpellPower + Feat + 2 + Dark Apostate + Light/Alignment + Trickery Domain Tier I @@ -23658,6 +25031,21 @@ Cleric level for 20 seconds. Cleric Turn Undead + + SpellDC + Feat + 0 1 1 1 1 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4 + Enchantment + Dark Apostate + + + AbilityBonus + Feat + 0.5 + Charisma + Dark Apostate + Turn Undead + War Domain Tier I @@ -23699,6 +25087,34 @@ Ranged Power equal to half your Cleric level for 20 seconds. Cleric Turn Undead + + AttackBonus + Feat + 0 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6 + All + Dark Apostate + + + DamageBonus + Feat + 0 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6 + All + Dark Apostate + + + MeleePower + Divine + 0.5 + Dark Apostate + Turn Undead + + + RangedPower + Divine + 0.5 + Dark Apostate + Turn Undead + Water Domain Tier I @@ -23750,6 +25166,36 @@ points of Cold Resistance equal to twice your Cleric level for 20 seconds.Cold Turn Undead + + SkillBonus + Feat + 1 + Dark Apostate + Swim + + + SpellPower + Feat + 2 + Dark Apostate + Cold + + + SaveBonus + Feat + 0.5 + Dark Apostate + Will + Turn Undead + + + EnergyResistance + Feat + 2 + Dark Apostate + Cold + Turn Undead + @@ -23833,6 +25279,13 @@ You also add 10 hit points for each Epic level you have gained. 10 Cleric + + Animal Domain I: Dark Apostate Levels + Hitpoints + Feat + 10 + Dark Apostate + Animal Domain I: Epic Levels Hitpoints @@ -23962,7 +25415,7 @@ a +3[W] bonus and enemies must make a Reflex saving throw. Train - DeathDomain + DeathDomainTier2 SpellLikeAbility Feat @@ -24001,7 +25454,7 @@ a +3[W] bonus and enemies must make a Reflex saving throw. Train - DeathDomain + DeathDomainTier4 SpellLikeAbility Feat @@ -24545,6 +25998,13 @@ Chaotic creatures. Cleric All + + SpellPower + Feat + 2 + Dark Apostate + All + Protection Domain Tier II @@ -24610,6 +26070,18 @@ Chaotic creatures. 1 Cleric + + ACBonus + Feat + 1 + Dark Apostate + + + PRR + Feat + 1 + Dark Apostate + Strength Domain Tier II @@ -24858,6 +26330,16 @@ Chaotic creatures. Stun General + + TacticalDC + Feat + 0.5 + Dark Apostate + Trip + Sunder + Stun + General + War Domain Tier IV @@ -25327,6 +26809,10 @@ Duration: 1 Minute Bard 1 + + Stormsinger + 1 + BardicBallad Inspire Courage @@ -25386,6 +26872,10 @@ Inspire Competence: Grants you or a single ally +4 Music Bonus to all Skills.Bard 3 + + Stormsinger + 3 + BardicInspiration SkillBonus @@ -25405,6 +26895,10 @@ Requires 9 trained ranks (not total mod) of the Perform skill to use.Bard 6 + + Stormsinger + 6 + SpellLikeAbility Feat @@ -25434,6 +26928,10 @@ and fear saves, and +3 Universal Spell Power Bard 8 + + Stormsinger + 8 + SoothingSong Inspire Courage @@ -25495,6 +26993,10 @@ Requires 12 trained ranks (not total mod) of the Perform skill. Bard 9 + + Stormsinger + 9 + Inspire Greatness Hitpoints @@ -25532,6 +27034,10 @@ of the Perform skill. Bard 12 + + Stormsinger + 12 + SpellLikeAbility Feat @@ -25547,10 +27053,16 @@ your Bardic Inspiration as if you had two more Bard Levels. - - Bard - 12 - + + + Bard + 12 + + + Stormsinger + 12 + + Perform 15 @@ -25598,6 +27110,10 @@ Duration: 1 minute Bard 14 + + Stormsinger + 14 + AttackBonus Music @@ -25648,6 +27164,10 @@ Requires 18 trained ranks (not total mod) of the Perform skill to use.Bard 15 + + Stormsinger + 15 + SaveBonus Music @@ -29503,12 +31023,24 @@ Action Boost bonus to Movement Speed for 6 seconds. Bard 1 2 3 4 5 + + CasterLevel + Feat + Stormsinger + 1 2 3 4 5 + CasterLevel Feat Cleric 1 2 3 4 5 + + CasterLevel + Feat + Dark Apostate + 1 2 3 4 5 + CasterLevel Feat @@ -29527,6 +31059,12 @@ Action Boost bonus to Movement Speed for 6 seconds. Paladin 1 2 3 4 5 + + CasterLevel + Feat + Sacred Fist + 1 2 3 4 5 + CasterLevel Feat diff --git a/Output/Items/Boots_LegendaryBootsOfTheMire.item b/Output/Items/Boots_LegendaryBootsOfTheMire.item index aecba7c64..357458450 100644 --- a/Output/Items/Boots_LegendaryBootsOfTheMire.item +++ b/Output/Items/Boots_LegendaryBootsOfTheMire.item @@ -21,6 +21,11 @@ Enhancement 34 + + MRR + Enhancement + 34 + Balance +20: Passive: +20 Competence Bonus to the Balance skill. SkillBonus diff --git a/Output/SetBonuses.xml b/Output/SetBonuses.xml index e1e69c9de..bcb20ee61 100644 --- a/Output/SetBonuses.xml +++ b/Output/SetBonuses.xml @@ -5323,65 +5323,65 @@ You must have 4 or more Greensteel items equipped. Legendary Might of the Abishai Legendary Might of the Abishai: -3: +20 Artifact bonus to Physical and Magical Sheltering -3: +10 Artifact bonus to Natural Armor -3: +2 Artifact bonus to all Ability Scores -3: +2 Artifact bonus to Spell DCs -3: +10 Artifact bonus to Positive, Negative, and Repair Amplification -5: +30 Artifact bonus to Physical and Magical Sheltering -5: +10 Artifact bonus to Natural Armor -5: +3 Artifact bonus to all Ability Scores -5: +3 Artifact bonus to Spell DCs -5: +30 Artifact bonus to Positive, Negative, and Repair Amplification +3: +20 Profane bonus to Physical and Magical Sheltering +3: +10 Profane bonus to Natural Armor +3: +2 Profane bonus to all Ability Scores +3: +2 Profane bonus to Spell DCs +3: +10 Profane bonus to Positive, Negative, and Repair Amplification +5: +30 Profane bonus to Physical and Magical Sheltering +5: +10 Profane bonus to Natural Armor +5: +3 Profane bonus to all Ability Scores +5: +3 Profane bonus to Spell DCs +5: +30 Profane bonus to Positive, Negative, and Repair Amplification LegendaryMightOfTheAbishai Legendary Might of the Abishai PRR - Artifact + Profane 0 0 20 20 30 Legendary Might of the Abishai MRR - Artifact + Profane 0 0 20 20 30 Legendary Might of the Abishai NaturalArmor - Artifact + Profane 0 0 10 10 10 Legendary Might of the Abishai AbilityBonus - Artifact + Profane 0 0 2 2 3 All Legendary Might of the Abishai SpellDC - Artifact + Profane 0 0 2 2 3 All Legendary Might of the Abishai HealingAmplification - Artifact + Profane 0 0 20 20 30 Legendary Might of the Abishai RepairAmplification - Artifact + Profane 0 0 20 20 30 Legendary Might of the Abishai NegativeHealingAmplification - Artifact + Profane 0 0 20 20 30 @@ -6190,39 +6190,39 @@ You must have 4 or more Greensteel items equipped. Epic Might of the Abishai Epic Might of the Abishai: -3: +10 Artifact bonus to Sheltering -3: +5 Artifact bonus to Natural Armor -3: +2 Artifact bonus to all Ability Scores -3: +2 Artifact bonus to DCs -5: +15 Artifact bonus to Sheltering -5: +8 Artifact bonus to Natural Armor -5: +2 Artifact bonus to all Ability Scores -5: +2 Artifact bonus to DCs +3: +10 Profane bonus to Sheltering +3: +5 Profane bonus to Natural Armor +3: +2 Profane bonus to all Ability Scores +3: +2 Profane bonus to DCs +5: +15 Profane bonus to Sheltering +5: +8 Profane bonus to Natural Armor +5: +2 Profane bonus to all Ability Scores +5: +2 Profane bonus to DCs EpicMightOfTheAbishai Epic Might of the Abishai NaturalArmor - Artifact + Profane 0 0 5 5 8 Epic Might of the Abishai AbilityBonus - Artifact + Profane 0 0 2 2 2 Strength Epic Might of the Abishai AbilityBonus - Artifact + Profane 0 0 2 2 2 Constitution Epic Might of the Abishai SpellDC - Artifact + Profane 0 0 2 2 2 All diff --git a/Output/Spells.xml b/Output/Spells.xml index 51691418f..e5647fb08 100644 --- a/Output/Spells.xml +++ b/Output/Spells.xml @@ -32,6 +32,7 @@ Energy types available are: acid, cold, electricity, fire, or sonic. 1 2 + 2 2 2 2 @@ -80,6 +81,7 @@ This bonus is increased by 1 for every 6 caster levels. 1 1 + 1 1 20 @@ -127,6 +129,7 @@ A successful Reflex save will reduce this damage by half. 1 1 + 1 1 1 1 @@ -140,6 +143,7 @@ martial weapons, or shields, and lasts until the target rests. Divination 1 1 + 1 1 1 1 @@ -266,6 +270,7 @@ Energy types available are: acid, cold, electricity, fire, and sonic. 2 3 + 3 3 3 2 @@ -384,6 +389,7 @@ is selected. 2 2 + 2 2 2 2 @@ -407,6 +413,7 @@ is selected. 2 2 + 2 2 2 2 @@ -440,6 +447,7 @@ An item can have only one temporary item enchantment at a time. 2 2 + 2 2 2 2 @@ -462,7 +470,9 @@ An item can have only one temporary item enchantment at a time. 2 2 + 2 2 + 2 2 2 2 @@ -486,6 +496,7 @@ An item can have only one temporary item enchantment at a time. 2 2 + 2 2 2 2 @@ -520,6 +531,7 @@ to a construct. 2 2 + 2 2 2 2 @@ -586,6 +598,7 @@ Armor Class. This bonus is increased by 1 for every 6 caster levels. 3 4 + 4 4 ACBonus @@ -699,6 +712,7 @@ halve the damage from the second bolt. + 3 3 3 3 @@ -807,6 +821,7 @@ for each energy type has been absorbed. 4 5 + 5 5 5 4 @@ -999,6 +1014,7 @@ bonus to Constitution to each of them for 1 minute per caster level. 5 6 + 6 6 6 6 @@ -1021,6 +1037,7 @@ bonus to Strength to each of them for 1 minute per caster level. 5 6 + 6 6 6 6 @@ -1043,6 +1060,7 @@ bonus to Dexterity to each of them for 1 minute per caster level. 5 6 + 6 6 6 6 @@ -1064,7 +1082,9 @@ bonus to Charisma to each of them for 1 minute per caster level. 5 6 + 6 6 + 6 6 6 6 @@ -1087,6 +1107,7 @@ bonus to Intelligence to each of them for 1 minute per caster level. 5 6 + 6 6 6 6 @@ -1121,6 +1142,7 @@ bonus to Wisdom to each of them for 1 minute per caster level. 5 6 + 6 6 6 6 @@ -1260,6 +1282,7 @@ been absorbed. 6 7 + 7 7 7 7 @@ -1280,6 +1303,7 @@ a Reflex save reduces this damage by half. 6 6 + 6 6 15 @@ -1382,7 +1406,9 @@ effects for 10 minutes. This area of effects spell counters and dispels Cause Fe 1 + 1 1 + 1 1 SaveBonus @@ -1405,7 +1431,9 @@ A successful Will save takes half damage (undead only). 1 + 1 -1 + 1 2 1 1 @@ -1422,7 +1450,9 @@ one to its home plane. Conjuration 1 + 1 1 + 1 1 1 1 @@ -1437,6 +1467,7 @@ one to its home plane. 1 + 1 1 1 1 @@ -1453,6 +1484,7 @@ player races except for warforged, and more creatures. 1 + 1 1 1 1 @@ -1465,6 +1497,7 @@ player races except for warforged, and more creatures. Enchantment 1 + 1 AttackBonus Circumstance @@ -1490,6 +1523,7 @@ their save. 1 + 1 1 1 1 @@ -1505,6 +1539,7 @@ anything else. A successful Will save negates this effect. 1 + 1 2 1 2 @@ -1520,6 +1555,7 @@ this effect. (DC = spell's save DC - creature's HD + your caster level) 1 + 1 1 1 1 @@ -1538,6 +1574,7 @@ take damage. 1 + 1 1 1 5 @@ -1554,7 +1591,9 @@ spell. This spell counters and dispels Remove Fear. 1 + 1 1 + 1 1 1 1 @@ -1568,6 +1607,7 @@ spell. This spell counters and dispels Remove Fear. 1 + 1 1 1 1 @@ -1588,6 +1628,7 @@ spell. This spell counters and dispels Remove Fear. 1 + 1 1 1 @@ -1606,6 +1647,7 @@ caster levels beyond 1st. 1 + 1 1 1 1 @@ -1632,7 +1674,9 @@ undead creature. (A Will save reduces this damage by half.) 2 + 2 -2 + 2 3 2 3 @@ -1650,6 +1694,7 @@ visually affects party members.) A successful Will save negates Blinded. 2 + 2 2 2 @@ -1663,7 +1708,9 @@ Summoning a new creature of any type will return the previous one to its home pl Conjuration 2 + 2 2 + 2 2 2 2 @@ -1680,6 +1727,7 @@ It weakens the will save for a brief period of time even in a successful save. 2 + 2 2 2 @@ -1694,6 +1742,7 @@ and skill checks. 2 + 2 3 3 @@ -1730,7 +1779,9 @@ the opponent is helpless. 2 + 2 2 + 2 2 3 3 @@ -1747,6 +1798,7 @@ Armor Class. The spell's duration is 60 + 6 seconds per caster level. 2 + 2 3 3 @@ -1784,6 +1836,7 @@ negates this effect. 2 + 2 3 2 3 @@ -1801,7 +1854,9 @@ a fortitude save to avoid being stunned for 6 seconds. Max caster level 15 2 + 2 2 + 2 2 15 @@ -1815,6 +1870,7 @@ chance on attacks against the ally. 2 + 2 2 2 2 @@ -1838,6 +1894,7 @@ The spell's duration is 30 seconds. 2 + 2 2 2 @@ -1852,6 +1909,7 @@ condition. 2 + 2 2 2 2 @@ -1866,7 +1924,9 @@ condition. 2 + 2 3 + 3 3 2 2 @@ -1884,6 +1944,7 @@ instead. 2 + 2 2 2 2 @@ -1902,7 +1963,9 @@ unpredictably, possibly turning on its summoner. 3 + 3 3 + 3 4 3 3 @@ -1920,7 +1983,9 @@ unpredictably, possibly turning on its summoner. 3 + 3 3 + 3 3 3 4 @@ -1940,7 +2005,9 @@ undead creature. (A Will save reduces this damage by half.) 3 + 3 -3 + 3 4 3 4 @@ -1956,7 +2023,9 @@ one to its home plane. Conjuration 3 + 3 3 + 3 3 3 2 @@ -1972,6 +2041,7 @@ one to its home plane. 3 + 3 2 1 2 @@ -1987,6 +2057,7 @@ Will save negates this effect. 3 + 3 4 3 4 @@ -2004,6 +2075,7 @@ negates this effect. This spell also applies a Weaken Will effect on all targets 3 + 3 4 4 @@ -2021,6 +2093,7 @@ A successful will save negates this effect. 3 + 3 3 3 3 @@ -2036,6 +2109,7 @@ weapon damage rolls. 3 + 3 AttackBonus Morale @@ -2071,6 +2145,7 @@ weapon damage rolls. 3 + 3 3 3 3 @@ -2093,6 +2168,7 @@ by necrotic energy. 3 + 3 4 3 4 @@ -2109,6 +2185,7 @@ In addition the recipient gains a +1 enhancement bonus to attack rolls, plus a 3 + 3 3 3 3 @@ -2156,6 +2233,7 @@ negates this effect. 3 + 3 3 3 @@ -2172,7 +2250,9 @@ on a check of 1d20+your caster level (Maximum caster level 15.) versus 4 + 4 5 + 5 5 4 5 @@ -2190,7 +2270,9 @@ that normally impedes movement, such as Entangled, Paralyzed, or Solid Fog. 4 + 4 4 + 4 4 4 4 @@ -2200,6 +2282,26 @@ that normally impedes movement, such as Entangled, Paralyzed, or Solid Fog.Freedom of Movement + + Freedom of Movement, Mass + This spell enables an ally to move and attack normally for +the duration of the spell, even under the influence of magic or conditions +that normally impedes movement, such as Entangled, Paralyzed, or Solid Fog. + FreedomOfMovement + Abjuration + + + + 7 + 7 + 7 + 7 + + Immunity + Enchantment + Freedom of Movement + + Cure Critical Wounds Positive energy heals an ally for 4d6+8 plus 1 per caster level @@ -2215,7 +2317,9 @@ an undead creature. (A Will save reduces this damage by half.) 5 4 + 4 -4 + 4 5 4 20 @@ -2229,6 +2333,7 @@ the area. The magical door disappears after a set period of time. Conjuration 4 + 4 4 3 4 @@ -2244,7 +2349,9 @@ any Poison he is exposed to during the duration of the spell. 4 + 4 4 + 4 3 4 4 @@ -2260,7 +2367,9 @@ new creature of any type will return the previous one to its home plane.Conjuration 4 + 4 4 + 4 4 4 3 @@ -2279,6 +2388,7 @@ mind. Dominate acts like Charm Person, with additional Will saves every 15 to 4 + 4 5 5 @@ -2295,6 +2405,7 @@ may attempt to make a new Will save every 3 seconds. 4 + 4 5 4 5 @@ -2310,6 +2421,7 @@ A successful Will save negates this effect. 4 + 4 7 7 @@ -2327,6 +2439,7 @@ save halves the damage. 4 + 4 4 4 15 @@ -2348,7 +2461,9 @@ If the level of the trap is reduced to 0, the trap is disabled. 5 + 5 6 + 6 6 6 6 @@ -2371,7 +2486,9 @@ the same amount of damage to an undead creature. 5 + 5 -5 + 5 5 25 @@ -2385,7 +2502,9 @@ type will return the previous one to its home plane. Conjuration 5 + 5 5 + 5 5 5 5 @@ -2402,6 +2521,7 @@ caster level and immunity to fear. 5 + 5 6 6 @@ -2446,6 +2566,7 @@ this effect. 5 + 5 6 6 @@ -2461,6 +2582,7 @@ A successful Will save negates this effect. 5 + 5 5 5 5 @@ -2476,6 +2598,7 @@ the Material Plane. Illusion 5 + 5 5 6 20 @@ -2496,7 +2619,9 @@ same amount of damage to an undead creature. 6 + 6 -6 + 6 6 30 @@ -2517,7 +2642,9 @@ per caster level. 6 + 6 6 + 6 6 20 @@ -2531,7 +2658,9 @@ new creature of any type will return the previous one to its home plane.Conjuration 6 + 6 6 + 6 6 6 4 @@ -2549,6 +2678,7 @@ seconds. A successful Will save negates this effect. 6 + 6 8 6 8 @@ -2562,6 +2692,7 @@ other than caper and prance in place. 6 + 6 8 8 @@ -2578,6 +2709,7 @@ in its path. A successful Fortitude save halves the damage and negates stun. 6 + 6 8 8 @@ -2592,6 +2724,7 @@ in its path. A successful Fortitude save halves the damage and negates stun. 1 + 1 1 1 1 @@ -2626,6 +2759,7 @@ is also warded from Evil magical controls and compulsions. 1 + 1 1 1 1 @@ -2659,6 +2793,7 @@ Obscuring Mist can be burned away with fire spells that hit the area of the mist 1 + 1 1 1 1 @@ -2675,6 +2810,7 @@ Will save negates this effect. Bane counters and dispels Bless. 1 + 1 1 1 @@ -2689,6 +2825,7 @@ max 5 at caster level 20. Bless counters and dispels Bane. 1 + 1 1 1 20 @@ -2716,6 +2853,7 @@ A successful Will save negates. 1 + 1 1 @@ -2729,6 +2867,7 @@ by +1 for every 3 caster levels beyond level 3. 1 + 1 1 1 9 @@ -2757,6 +2896,7 @@ arm, dealing 1d6 light damage per caster level, max caster level 15. 1 + 1 1 15 @@ -2773,6 +2913,7 @@ This is a fear effect. 1 + 1 1 1 @@ -2790,6 +2931,7 @@ A successful Will save reduces the damage by half. 1 + -1 1 5 @@ -2809,6 +2951,7 @@ and minimal cooldown. 2 + 2 2 5 @@ -2828,6 +2971,7 @@ if the target is Undead. A successful Will save reduces this damage by half. 2 + 2 2 5 @@ -2842,6 +2986,7 @@ and improves the Exhausted condition to Fatigued. 2 + 2 2 2 1 @@ -2855,6 +3000,7 @@ the effects of a Slow spell. 2 + 2 2 2 @@ -2867,6 +3013,7 @@ the effects of a Slow spell. 2 + 2 1 TurnLevelBonus @@ -2884,6 +3031,7 @@ to the Search Skill. 2 + 2 2 SkillBonus @@ -2904,6 +3052,7 @@ Aid will not stack with Bless. 2 + 2 2 1 10 @@ -2922,6 +3071,7 @@ A successful Will save reduces the damage by half. 2 + -2 2 10 @@ -2935,6 +3085,7 @@ Certain rare, extremely powerful Undead can circumvent this protection. 2 + 2 2 2 2 @@ -2955,6 +3106,7 @@ damage by half. 3 + 3 3 5 @@ -2970,6 +3122,7 @@ Targets are also warded from magical mental control and compulsions. 3 + 3 3 3 3 @@ -2988,6 +3141,7 @@ Targets are also warded from magical mental control and compulsions. 3 + 3 3 3 @@ -3000,6 +3154,7 @@ after a new exposure to the disease for 6s per caster level. 3 + 3 3 3 3 @@ -3017,6 +3172,7 @@ Aid, Mass will not stack with Bless. 3 + 3 3 15 @@ -3033,6 +3189,7 @@ caster level 20.. 3 + 3 3 3 @@ -3072,6 +3229,7 @@ of light to deal 1d6+6 light damage per caster level. (Maximum damage 10d6+30) 3 + 3 3 5 @@ -3086,6 +3244,7 @@ skill rolls and saves. A successful Will save negates this effect. 3 + 3 3 4 3 @@ -3103,6 +3262,7 @@ can only recover if they make two consecutive Fortitude saves. 3 + 3 3 3 4 @@ -3123,6 +3283,7 @@ A successful Will save reduces the damage by half. 3 + -3 3 15 @@ -3135,6 +3296,7 @@ A successful Will save reduces the damage by half. 3 + 3 3 3 3 @@ -3158,6 +3320,7 @@ plane of existence. A successful Will save negates this effect. 4 + 4 4 5 4 @@ -3181,6 +3344,7 @@ damage by half. 4 + 4 5 4 20 @@ -3195,6 +3359,7 @@ a creature who has had a level drained. 4 + 4 4 4 @@ -3209,6 +3374,7 @@ and saves. 4 + 4 4 AttackBonus @@ -3246,6 +3412,7 @@ Lawful casters. 4 + 4 4 10 @@ -3261,6 +3428,7 @@ the same level. 4 + 4 4 AbilityBonus @@ -3289,6 +3457,7 @@ casters, it has no effect when cast by an Evil caster. 4 + 4 4 10 @@ -3311,6 +3480,7 @@ Lawful or Neutral casters, it has no effect when cast by a Chaotic caster. 4 + 4 4 10 @@ -3330,6 +3500,7 @@ otherwise. 4 + 4 4 4 4 @@ -3353,6 +3524,7 @@ Neutral casters as it has no effect when cast by a Good caster. 4 + 4 4 10 @@ -3370,6 +3542,7 @@ successful Will save reduces the damage by half. 4 + -4 4 20 @@ -3389,6 +3562,7 @@ by a Fortitude save. 4 + 4 3 4 @@ -3402,6 +3576,7 @@ effects, Energy Drained, and negative energy effects. 4 + 4 5 4 4 @@ -3427,6 +3602,7 @@ per caster level. 5 + 5 5 SpellResistance @@ -3444,6 +3620,7 @@ Hit Points, and preserves current Spell Points. 5 + 5 5 @@ -3459,6 +3636,7 @@ or objects normally. 5 + 5 7 5 6 @@ -3471,6 +3649,28 @@ or objects normally. All + + True Seeing, Mass + You confer on the ally the ability to see things as they +actually are. This allows the target to notice secret doors +hidden by magic, see the exact location of creatures hidden +by Blur or Displacement effects, and see Invisible creatures +or objects normally. + TrueSeeing + Divination + + + + 8 + 8 + 8 + + TrueSeeing + Enhancement + 1 + All + + Greater Command The caster commands multiple living enemies @@ -3483,6 +3683,7 @@ and lie Prone. A successful Will save negates. 5 + 5 5 @@ -3499,6 +3700,7 @@ to 3 times, increasing the damage with each stack. 5 + 5 5 @@ -3519,6 +3721,7 @@ by half. 5 + 5 4 5 15 @@ -3533,6 +3736,7 @@ Points. Evocation 5 + 5 5 4 @@ -3549,8 +3753,9 @@ Undeads. A successful Will save reduces the damage by half. - 0 - 0 + 5 + -5 + 5 25 @@ -3563,6 +3768,7 @@ on a successful Fortitude save. 5 + 5 5 @@ -3582,6 +3788,7 @@ triggered, or in 5 minutes otherwise. 5 + 5 5 5 5 @@ -3598,6 +3805,7 @@ on multiple targets. A successful Will save negates this effect. 6 + 6 6 7 7 @@ -3616,6 +3824,7 @@ and all nearby targets. A successful Reflex save reduces the damage by half. 6 + 6 6 3 10 @@ -3636,6 +3845,7 @@ save negates the knockdown portion. 6 + 6 6 10 @@ -3656,6 +3866,7 @@ Will save reduce the damage by half. 6 + 6 8 6 15 @@ -3667,6 +3878,7 @@ Will save reduce the damage by half. Conjuration 6 + 6 6 @@ -3683,6 +3895,7 @@ dissipates 20 seconds after being triggered, or in 5 minutes otherwise. 6 + 6 6 6 4 @@ -3696,6 +3909,7 @@ can turn against you every 15 to 30 seconds. Necromancy 6 + 6 6 6 5 @@ -3713,6 +3927,7 @@ than 1. Against Undead targets this spell heals like Heal. 6 + 6 6 15 @@ -3729,6 +3944,7 @@ or healing Undeads. A successful Will save reduces the damage by half. 6 + -6 6 30 @@ -3747,6 +3963,7 @@ triggered, or in 5 minutes otherwise. 6 + 6 6 4 @@ -3761,6 +3978,7 @@ A successful Will save negates this effect. 6 + 6 6 6 5 @@ -3777,6 +3995,7 @@ with a Spell Resistance of 12 plus 1 per caster level. 7 + 7 7 SpellResistance @@ -3799,6 +4018,7 @@ reduces this damage by half). -7 + 7 7 4 35 @@ -3813,6 +4033,7 @@ Fatigued, and all forms of Insanity suffered by the Ally. 7 + 7 7 @@ -3826,6 +4047,7 @@ a level drained. 7 + 7 7 @@ -3837,6 +4059,7 @@ and preserves current spell points. 7 + 7 7 @@ -3850,6 +4073,7 @@ one to its home plane. Conjuration 7 + 7 7 7 7 @@ -3868,6 +4092,7 @@ otherwise. 7 + 7 7 7 5 @@ -3883,6 +4108,7 @@ successful Fortitude save. Nax caster level 20. 7 + 7 7 20 @@ -3899,6 +4125,7 @@ or healing Undeads. A successful Will save reduces the damage by half. 7 + -7 7 35 @@ -3917,6 +4144,7 @@ minutes otherwise. 7 + 7 7 7 7 @@ -3933,6 +4161,7 @@ for 1 minute per caster level. Nearby enemies must make a fortitude save or be b 8 + 8 8 ACBonus @@ -3967,6 +4196,7 @@ damage by half). -8 + 8 8 40 @@ -3981,6 +4211,7 @@ previous one to its home plane. Conjuration 8 + 8 8 8 5 @@ -3999,6 +4230,7 @@ in the storm area. 8 + 8 7 8 @@ -4012,6 +4244,7 @@ and cannot be restored until you rest. Necromancy 8 + 8 8 @@ -4027,6 +4260,7 @@ or healing Undead. A successful Will save reduces the damage by half. 8 + -8 8 40 @@ -4046,6 +4280,7 @@ first being triggered. 8 + 8 8 8 6 @@ -4062,6 +4297,7 @@ and negative energy effects. 8 + 8 8 Immunity @@ -4091,6 +4327,7 @@ reduce the damage by half. 9 + 9 9 20 @@ -4103,6 +4340,7 @@ and preserves current spell points. 9 + 9 9 @@ -4116,6 +4354,7 @@ one to its home plane. Conjuration 9 + 9 9 9 6 @@ -4134,6 +4373,7 @@ perform other actions while it is active. Evocation 9 + 9 9 @@ -4149,6 +4389,7 @@ stack. Necromancy 9 + 9 9 9 9 @@ -5935,6 +6176,7 @@ missiles at 9th level and higher. + 1 1 1 5 @@ -6045,6 +6287,7 @@ be Dazed for a short period of time or until takes damage. + 2 2 2 5 @@ -6498,6 +6741,7 @@ A successful Reflex save reduces the damage by half. + 4 5 5 15 @@ -6640,6 +6884,7 @@ A successful Reflex save reduces the damage by half. + 5 6 6 6 @@ -7028,6 +7273,7 @@ A successful Reflex save reduces the damage by half. + 6 9 9 @@ -7607,6 +7853,7 @@ or be Dazed, Blinded, and/or Silenced. 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