Shiradi Champion

Require Fury of the Wild 3 or Legendary Dreadnought 4

Autogrants

 * Fey Favor (required 0): (Passive) You gain 100 SP and proficiency with longbows and shortbows. +1 Druid and Ranger caster level per level of Shiradi Champion. Each time you Vorpal with ranged and thrown attacks you gain Fey Favor. You have 7% chance to gain fey favor each time you cast an offensive spell. Favor of the fey: +1 Luck bonus to Ranged Attacks and +1 diplomacy. This stacks up to 10 times.
 * Fey Visions (required 4): (Passive) +1 ranged damage, +5 spellpower, +5 search. Automatically detect secret doors
 * Favorable winds (required 8): (Passive) +1 Attack. Ranged and thrown attacks and offensive spells have 7% chance to deal 5d10 additional sonic damage
 * Sixth sense (required 12): (Passive) +1 ranged damage, +5 spellpower, +5 listen. You bypass 20% dodge and have ghost touch
 * Favorable wind (required 16): (Passive) +1 attack. Upgrade favorable winds to 7% to deal 10d10 sonic damage.
 * Fey power (required 20): (Passive) Ranged and thrown attacks and offensive spells have 7% chance to deal 2d100 extra force damage

Tier One:
Tier 1 (0 points required)

Stay Frosty (required 0 - No prereq) (2 ranks - 1 AP): (Active Cooldown: 5secs) Shiradi ranged stance: Ranged and thrown attacks and offensive spells have an extra 7% chance to deal 3d10 extra cold damage and slow movement speed for 5 seconds. +3 listen and spot

Wild shots (required 0 - No prereq) (3 rank - 1 AP): (Active Cooldown: 30/20/15secs) Toss daggers in a wide arc in front you, each dealing [10/15/20]d20 piercing damage

Healing spring (required 0 - No prereq) (3 ranks - 1 AP): (Active Cooldown: 30secs) Nearby allies heal 1d100 positive energy every [60/40/20] seconds for five minutes. Usable once per day

Illusion of well being (required 0 - Prereq: Healing spring) (3 ranks - 1 AP): (Passive) Healing spring additionally grants [10/15/20] temporary HP when it heals you for at least one HP. 1 extra use of healing spring per day

Dexterity/Wisdom (required 0 - No prereq) (1 rank - 2 AP): (Passive) +1 Dexterity/Wisdom

Tier Two:
Tier 2 (4 points required)

Prism (required 4 - No prereq) (1 rank - 2 AP): (Active Cooldown: 5secs) Wild hunter stance: Ranged and thrown attacks and offensive spells have a 7% chance to deal 1d20 damage to a random ability score

Pin (required 4 - No prereq) (2 rank - 1 AP): (Active Cooldown: 30secs/20secs) Ranged attack: If enemy is not moving, enemy takes +10d[10/20] pierce damage and is pinned in place for a few seconds on a failed DC25 fortitude save.

Fey spring (required 4 - Prereq: Healing spring && Fey form) (3 ranks - 1 AP): (Passive) Healing spring additionally grants DR [2/4/6]/ Cold iron and stacking [2/4/6] spellpower to nearby allies. 1 extra use of healing spring per day

Fey form (required 4 - No prereq) (3 ranks - 1 AP): (Passive) Gain DR [3/5/7]/ Cold Iron and +[5/10/15] Spell Power."

Dexterity/Wisdom (required 4 - No prereq) (1 rank - 2 AP): (Passive) +1 Dexterity/Wisdom

Tier Three:
Tier 3 (8 points required)

Rainbow (required 8 - Prereq: prism 1) (1 ranks - 2 AP): (Passive) While in prism stance, your ranged and thrown attacks and offensive spells have a 7% chance to deal 1d100 extra damage of a random type

Otto's Whistler (required 8 - No prereq (2 rank - 1 AP): (Active Cooldown: 30secs/20secs) Ranged attack: If enemy is moving enemy takes +10d10/+10d20 sonic damage and starts dancing on a failed will save

Whirling wrist (required 8 - No prereq) (3 ranks - 1 AP): (Passive) Increases your attack speed with thrown weapons by 20%

Dexterity/Wisdom (required 8 - No prereq) (1 rank - 2 AP): (Passive) +1 Dexterity/Wisdom

Tier Four:
Tier 4 (12 points required)

Double rainbow (required 12 - Prereq: rainbow 1) (1 ranks - 2 AP): (Passive) While in prism stance; your ranged and thrown attacks and offensive spells have a 7% chance to inflict a random effect on your target

Stay Good (required 12 - No prereq) (3 ranks - 1 AP): (Active Cooldown: 5secs) Shiradi ranged stance: Ranged and thrown attacks and offensive spells have a 7% chance to deal [3d10/3d20] extra light damage. Rank 3 adds ranged and throwing weapons you equip are considered good.

In the weeds (required 12 - No prereq) (3 ranks - 1 AP): (Passive) +[1%/2%/3%] dodge, +[2/4/6] hide. After standing still for 3 seconds you gain +[1%/2%/3%] dodge, +[3/6/9] hide

Elemental absorption (required 12 - Prereq: Fey form 1) (3 rank - 1 AP): (Active Cooldown: 2mins) Target ally received 5% reduced damage from fire, cold, electric, acid and sonic. Two uses per rest. Lasts until rest

Dexterity/Wisdom (required 12 - No prereq) (1 rank - 2 AP): (Passive) +1 Dexterity/Wisdom

Tier Five:
Tier 5 (16 points required)

Track (required 16 - No prereq) (3 ranks - 1 AP): (Passive) Ranged attacks reduce enemy AC by -1 for 20 seconds. This effect stacks up to 3 times

Stand and deliver (required 16 - No prereq) (1 ranks - 2 AP): (Passive) While standing still you gain +1 competence bonus to ranged damage and +1% spell power every few seconds, up to +10

Nerve toxin (required 16 - No prereq) (3 ranks - 1 AP): (Passive) Your ranged and thrown attacks and offensive spells have a 3% chance to paralyze living creatures for 6 seconds. Will save DC 30 + wisdom mod

Dexterity/Wisdom (required 16 - No prereq) (1 rank - 2 AP): (Passive) +1 Dexterity/Wisdom

Tier Six:
Tier 6 (20 points required)

Audience with the queen (required 20 - No prereq) (1 rank - 2 AP): (Active Cooldown: 2min 34seconds) Pop off for some tea with your lady, the queen of summer, returning a few seconds later. Depending on your diplomacy with the queen, you may experience effects either favorable or ill, though the tea is always delicious

Rain of arrows (required 20 - No prereq) (1 rank - 2 AP): (Active Cooldown: 7secs) Every seconds for 30 seconds each enemy around you has 20% to take 1d100 piercing damage. Cost: 10 Fey Favor.

Dexterity/Wisdom (required 20 - No prereq) (1 rank - 2 AP): (Passive) +1 Dexterity/Wisdom