User:Bugbear Librarian/sandbox

At level 20, your Destiny may be to become The if you have either at least 6 levels of Barbarian, Ranger, or Druid; or have achieved Fury of the Wild Tier 3 or Legendary Dreadnought Tier 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: 20secs/15secs) Ranged attack: If enemy is not moving, enemy takes +10d[10/20] pierce damage and is pinned in place for a few seconds. (No saving throw observed)

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: 20secs/15secs) 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 5 seconds. This effect stacks up to [3/6/10] 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%/5%/?] chance to paralyze living creatures for 6 seconds. (No saving throw observed.)

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 10% to take 1d100 damage of up to 10 damage types.. Cost: 10 Fey Favor.

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

At level 20, your Destiny may be to become The if you have either at least 6 levels of Bard, Sorcerer or Wizard; or have achieved Magister Tier 3 or Fatesinger Tier 3.

Autogrants:


 * Draconic bloodline I (required 0): (Passive) +50 SP and +1 to wizard, sorcerer, bard and artificer caster levels if have any levels in the class.
 * Draconic bloodline II (required 4): (Passive) +50 SP and +1 to wizard, sorcerer, bard and artificer caster levels if have any levels in the class.
 * Draconic bloodline III (required 8): (Passive) +50 SP and +1 to wizard, sorcerer, bard and artificer caster levels if have any levels in the class.
 * Draconic bloodline IV (required 12): (Passive) +50 SP and +1 to wizard, sorcerer, bard and artificer caster levels if have any levels in the class.
 * Draconic bloodline V (required 16): (Passive) +50 SP and +1 to wizard, sorcerer, bard and artificer caster levels if have any levels in the class.
 * Draconic fury (required 20): (Active Cooldown: 4 mins) +50 Spell power for 20 seconds

Tier One:
Tier 1 (0 points required)

Energy Sheath (required 0 - No prereq) (3 ranks - 1 AP): (Active Cooldown: 1min) For [2/4/6] minutes gain 50% [fire/cold/acid/electric] absorption. Enemies that strike you take [1d3+10/2d3+15/3d3+20] [fire/cold/acid/electric] and have a small chance to take 4d20+100 damage of that type. Removes fire shield(hot/cold).

Draconic presence (required 0 - No prereq) (3 ranks - 1 AP): (Passive) +[2/4/6] intimidate, +[2/4/6] to saving throws of fear based effects, and +[1/2/3] DC to fear-based spells. At rank 3: you are immune to fear.

Dragonhide (required 0 - No prereq) (3 ranks - 1 AP): (Passive) +[1/2/3] natural armor and +[2/4/6] fortitude saves. At rank 3: you no longer automatically fail fort save on a 1.

Draconic perception (required 0 - No prereq) (3 ranks - 1 AP): (Passive) +[2/4/6] spot and +[2/4/6] reflex.

Intelligence/Charisma (required 0 - No prereq) (1 rank - 2 AP): (Passive) +1 Intelligence/Charisma

Tier Two:
Tier 2 (4 points required)

Go out with a bang (required 4 - Prereq: Energy Sheath 1) (3 ranks - 1 AP): (Active Cooldown: 4mins) Can only be used when HP <= 50%. Nearby enemies take [1d8+8/1d10+10/1d12+12] [fire/cold/acid/electric] damage per caster level (reflex save DC: 20 + 1/2 character level + INT/CHA modifier for half damage). Then trigger a diplomacy effect and become invisible for 20 seconds. Invisibility doesn't break if attacking or casting spells

Barrier of scales (required 4 - Prereq: Dragonhide 1) (3 ranks - 1 AP): (Active Cooldown: 2mins) For the next [30/60/90] seconds, [60/90/120] points of ablative protection versus physical damage. Stacks with Stoneskin and ablative armor.

Precise casting (conguration/evocation) (required 4 - No prereq : Requires feat Spell Focus Conjuration for conjuration version, or feat Spell Focus Evocation for evocation version) (2 ranks - 1 AP): (Passive) +1 DC to spells of the selected school

Intelligence/Charisma (required 4 - No prereq) (1 rank - 2 AP): (Passive) +1 Intelligence/Charisma

Tier Three:
Tier 3 (8 points required)

Daunting Roar (required 8 - Prereq: Draconic presence 1) (1 rank - 1 AP): (Active Cooldown: 2mins) Enemies within the AoE are subject to despair effect and will be paralyzed for 15 seconds. Will save negates the effect (if save successful still shaken)

Dragon heritage (required 8 - No prereq) (3 ranks - 1 AP): (Passive) Choose a dragon color. +[10/20/30] spell power with the element associated with that dragon color.

Piercing Spellcraft (required 8 - No prereq) (3 ranks - 1 AP): (Passive) +[1/2/3] to spell penetration

Intelligence/Charisma (required 8 - No prereq) (1 rank - 2 AP): +1 Intelligence/Charisma

Tier Four:
Tier 4 (12 points required)

Energy burst (required 12 - Prereq: Go with a bang) (3 ranks - 1 AP): (Active Cooldown: 30 secs) Waves of [fire/cold/acid/electric] emanate from your body dealing [1d10+10/1d12+12/1d15+15] [fire/cold/acid/electric] damage per character level (reflex save DC: 20 + 1/2 character level + INT/CHA modifier for half damage).

Secondary spell speciality (required 12 - Prereq: Draconic spell knowledge) (2 ranks - 1 AP): (Passive) Choose an energy type not opposed to your dragon heritage. +[10/20] spell power and +[1/2] caster level and maximum caster level for spells of that element.

[color] dragon spell knowledge (required 12 - Prereq: Dragon heritage) (3 ranks - 1 AP): (Passive) +1 caster level and maximum caster level on spells of your dragon element.

Draconic spell augmentation (required 12 - Prereq: Draconic spell knowledge) (3 ranks - 1 AP): (Passive) Adds special effect to spells of your heritage:
 * Fire spells have a [5/10/15]% chance to deal a blast of [3d6/6d6/9d6] extra light damage
 * Cold spells have a [5/10/15]% chance to deal a blast of [3d6/6d6/9d6] extra sonic damage
 * Acid spells have a [5/10/15]% chance to reduce enemies' Fortitude save by 5 for [10/20/30] seconds
 * Electric spells have a [5/10/15]% chance to reduce enemies' Reflex save by 10 for [10/20/30] seconds

Intelligence/Charisma (required 12 - No prereq) (1 rank - 2 AP): (Passive) +1 Intelligence/Charisma

Tier Five:
Tier 5 (16 points required)

Flyby attack (required 16 - Prereq: Dragon breath 1) (1 rank - 1 AP): (Active Cooldown: 1min) Executes an abundant step which passes through enemies and deals 2d6 [fire/cold/acid/electric] damage per character level to any enemy struck during the attack. Each enemy is also knocked down (reflex save DC: 20 + 1/2 character level + INT/CHA modifier for half damage; STR/DEX save DC: 20 + 1/2 character level + INT/CHA modifier negates knockdown).

[color] dragon breath (required 16 - Prereq: Draconic spell knowledge 1) (1 rank - 1 AP): (Active Cooldown: 1min) Cone that deals 1d15 +15 [fire/cold/acid/electric] damage per character level (reflex save for half). Can use 5 times per rest

Draconic breath augmentation (required 16 - Prereq: Dragon breath 1) (1 rank - 1 AP): (Passive) Adds special effect to your breath:
 * Fire: 15% chance that target will be slowed for 10 seconds
 * Cold: 15% chance that target will sleep
 * Acid: 15% chance that target will suffer 2d8 strength damage
 * Electric: 15% chance that target will be paralyzed for 4 seconds

Intelligence/Charisma (required 16 - No prereq) (1 rank - 2 AP): (Passive) +1 Intelligence/Charisma

Tier Six:
Tier 6 (20 points required)

Energy vortex (required 20 - Prereq: Energy Burst 1) (1 rank - 2 AP): (Active Cooldown: 2mins) Intense elemental energy swirl around you dealing damage to enemy in the AoE. Follows you and deal 1d6 [fire/cold/acid/electric] damage per caster level every 2 seconds for 45 seconds (reflex save DC: 20 + 1/2 character level + INT/CHA modifier for half damage).

Draconic hunger (required 20 - No prereq) (1 ranks - 2 AP): (Passive) When you kill an enemy there is a 10% chance you'll gain 15 temporary HP and 10 % chance you'll gain 15 temporary SP. If draconic fury is active, this chance is increased to 50%

Fearsome invulnerability (required 20 - No prereq) (1 rank - 2 AP): (Active Cooldown: 1sec) Each time damage an enemy with an evocation or conjuration spell while under the effect of draconic fury, gain 1 charge. When have 20 of these charges, can expend them to activate fearsome invulnerability. Triggers an intimidate effect when used, lasts for 30 seconds, and for its duration you have DR 100/Epic, resistance 200 to Fire/Cold/Electricity/Acid and HP regens at a very swift rate

Intelligence/Charisma (required 20 - No prereq) (1 rank - 2 AP): (Passive) +1 Intelligence/Charisma

At level 20, your Destiny may be to become The if you have either at least 6 levels of Bard, Sorcerer or Wizard; or have achieved Draconic Incarnation Tier 3 or Fatesinger Tier 4.

Autogrants;
 * Arcane study I (required 0): (Passive) +50 SP and +1 to wizard, sorcerer, bard and artificer caster levels if have any levels in the class.
 * Arcane study II (required 4): (Passive) +50 SP and +1 to wizard, sorcerer, bard and artificer caster levels if have any levels in the class.
 * Arcane study III (required 8): (Passive) +50 SP and +1 to wizard, sorcerer, bard and artificer caster levels if have any levels in the class.
 * Arcane study IV (required 12): (Passive) +50 SP and +1 to wizard, sorcerer, bard and artificer caster levels if have any levels in the class.
 * Arcane study V (required 16): (Passive) +50 SP and +1 to wizard, sorcerer, bard and artificer caster levels if have any levels in the class.
 * Arcane spellsurge(required 20): (Active Cooldown: 4 mins) +5 to all spell DCs for 20 seconds

Tier One:
(0 points required)

Sigil of spell warding (required 0 - No prereq) (3 ranks - 1 AP): (Active Cooldown: 30 secs) Inscribes a sigil for 60 seconds. Grants [1/2/3] AC and [5/10/15] PRR. Only one sigil active per caster.

Imperceptible casting (required 0 - No prereq) (1 rank - 1 AP): (Active Cooldown: 1min) For the next 10 seconds spell threat is reduced to 5% of its normal amount

Unearthly reactions (required 0 - No prereq) (3 ranks - 1 AP): (Passive) +[1/2/3] dodge, +[2/4/6] reflex. At rank 3: When you tumble, you will phase out from reality briefly, passing through enemies as you do so.

Impregnable mind (required 0 - No prereq) (3 ranks - 1 AP): (Passive) +[2/4/6] concentration, +[2/4/6] will, rank 3: No longer automatically fail will saves on a roll of a 1

Intelligence/Charisma (required 0 - No prereq) (1 rank - 2 AP): (Passive) +1 Intelligence/Charisma

Tier Two:
(4 points required)

Sigil of Lifeshielding (required 4 - No prereq) (3 ranks - 1 AP): (Active Cooldown: 30 secs) Inscribes a sigil for 60 seconds. Grants deathward to allies within radius and inflicts [1/2/3]d6 light damage every 2 second to undeads. Only one sigil active per caster.

Fade into the weave (required 4 - Prereq: Impreceptible casting 1) (1 rank - 1 AP): (Active Cooldown: 2 minutes) Triggers a diplomacy effect and renders you invisible for 10 seconds (invisibility is not broken by casting or attacking)

School specialist (required 4 - No prereq) (3 ranks - 1 AP): (Passive) +[1/2/3] DC to chosen school

Intelligence/Charisma (required 4 - No prereq) (1 rank - 2 AP): (Passive) +1 Intelligence/Charisma

Tier Three:
(8 points required)

Sigil of energy negation (required 8 - No prereq) (3 ranks - 1 AP): (Active Cooldown: 30 secs) Inscribes a sigil for 60 seconds. Grants [20/40/60] stacking fire, cold, electricity and acid resistance to allies within radius. Only one sigil active per caster.

Variable resistance (required 8 - Prereq: Sigil of energy negation 1) (3 ranks - 1 AP): (Passive) Whenever take elemental damage +10 resistance to this type of damage for [1/2/3] minute(s). Stacks up to 3 times. Stack cleared if take a different elemental damage.

Piercing spellcraft (required 8 - No prereq) (3 ranks - 1 AP): (Passive) +[1/2/3] to spell penetration.

Conjuration augmentation (required 8 - Prereq: Conjuration specialist 1) (3 ranks - 1 AP): (Passive) Chosen school spells have [5/10/15]% chance to reduce target by 10 for [10/20/30] seconds

Intelligence/Charisma (required 8 - No prereq) (1 rank - 2 AP): (Passive) +1 Intelligence/Charisma

Tier Four:
(12 points required)

Sigil of Battering Spellcraft (required 12 - No prereq) (3 ranks - 1 AP): (Active Cooldown: 2 mins) Inscribes a sigil for 30 seconds. Grants +[15/30/45] stacking spellpower to allies within radius. Only one sigil active per caster.

Nullmagic guard (required 12 - No prereq) (3 ranks - 1 AP): (Passive) When you take damage, there is a [2/4/6]% chance that a burst of antimagic energy expands from your body. Nearby enemies are subject to a Dispel Magic effect, which may strip them of their magical protections, and will render them unable to cast spells and lose [2/3/4] Spell Resistance for [10/20/30] seconds.

Call kindred being (required 12 - Prereq: Spell school familiarity 1) (1 rank - 1 AP): (Active Cooldown: 60 secs) Summon an epic creature to aid you (creature type depends on school familiarity)

Spell School Familiarity (required 12 - Prereq: Spell School augmentation 1) (3 ranks - 1 AP): (Passive) Reduces cooldown for chosen school spells by [5/10/15]%

Intelligence/Charisma (required 12 - No prereq) (1 rank - 2 AP): (Passive) +1 Intelligence/Charisma

Tier Five:
(16 points required)

Nullmagic strike (required 16 - Prereq: Nullmagic guard 1) (3 rank - 1 AP): (Passive) Offensive spells you cast, melee and ranged attacks have a [5/10/15]% chance to subject the target to a Dispel Magic effect, which may strip them of their magical protections, and will render them unable to cast spells and lose [2/3/4] Spell Resistance for [10/20/30] seconds.

Grand summoner (required 16 - Prereq: Call kindred being 1) (1 rank - 1 AP): (Passive) Summons gain +4 to all ability scores, increased health, increased fort (50%) and a 40% increase to movement speed. Stack with augment summoning and similar effects.

Master of [school] (required 16 - Prereq: Conjuration familiarity 1) (3 ranks - 1 AP): (Passive) Caster level and maximum caster level for choosen school increased by [1/2/3].

Intelligence/Charisma (required 16 - No prereq) (1 rank - 2 AP): (Passive) +1 Intelligence/Charisma.

Tier Six:
(20 points required)

Arcane tempest (required 20 - Prereq: Sigil of battering spellcraft 1) (1 rank - 2 AP): (Active Cooldown: 3mins) AoE that deals 2d6 force damage per caster level every 2 seconds for 8 seconds. Unlisted reflex save.

Nullmagic aura (required 20 - Prereq: Nullmagic strike 1) (1 rank - 2 AP): (Active Cooldown: 1sec) Each time nullmagic guard or strike activates, you gain 1 charge. When have you 30 charges, can activate nullmagic aura. Allies and yourself are immune to harmful spells for 20 seconds

Arcane adept (required 20 - No prereq) (1 rank - 2 AP): (Passive) All spells can be cast with 5% fewer spell points

Intelligence/Charisma (required 20 - No prereq) (1 rank - 2 AP): (Passive) +1 Intelligence/Charisma

At level 20, your Destiny may be to become The if you have either at least 6 levels of Paladin, Cleric or Favored Soul; or have achieved Unyielding Sentinel Tier 3 or ??? Tier 4.

Autogrants

 * Celestial destiny (required 0): (Passive) Gain 50 sp. Each additional level of Exalted Angel grants 50 sp and +1 to Cleric, Paladin and Favored Soul caster levels. The Renewal ability can now target yourself instead of only allies.
 * Angelic presence(required 4): (Active Cooldown: 10secs) Toggle: While above 50% Health you have a +2 sacred bonus to Charisma, and all enemies have a -2 penalty to attack rolls. This penalty counts as a Fear effect and stacks with Angel of Vengeance aura
 * Astral Vibrance (required 8): (Active Cooldown: 10secs) Toggle: While you are above 50% Health enemies below 50% health take 1d4 light damage every 2 seconds, increasing by 1d4 every 2 seconds they remain in your aura (up to 20d4 per 2 seconds), and nearby allies below 50% health receive 1d4 positive healing every 2 seconds increasing by 1d4 every 2 seconds they remain in your aura (up to 20d4 per 2 seconds). Costs 1 sp per 2 second, increasing by 1 every 2 seconds when active
 * Leap of faith (required 12): (Active Cooldown: 3secs, 10 sp) Leap through air (like leap of faith). Costs 10 sp, recharges at a rate of 15 seconds in private areas and 3 seconds in public areas. If you already possess this ability, it now recharges at a rate of 1 every 12 seconds in private areas.
 * Blessed blades (required 16): (Passive) Any weapon you wield or unarmed attacks are treated as having your alignment for damage reduction bypass purpose. (no effect if true neutral)
 * Ascendance (required 20): (Active Cooldown: 5mins) Transformation: Assume angelic form (type: outsider good, angel) . Any time you cast light damage spell, chance to gain temporary spell points. Any time you cast single target cure spells on a target, chance to give the target temporary HP. Any time you smite an enemy, chance to gain temporary HP. Your Angelic Presence and Astral Vibrance abilities do not have health requirements while in Angelic form. Astral Vibrance has no spell point drain while you are in Angelic form. Duration 2 minutes. Costs 50SP

Tier One:
(0 points required)

Avenging light (required 0 - No prereq) (1 ranks - 2 AP): (Active Cooldown: 3secs) Deals 1d4+4 light damage + 1d4+4 per three character level to 1 target. Fortitude save (DC 10+ character level + charisma or wisdom mod) for half

Endless faith (required 0 - Prereq: Radiant power 1/2/3 && Healing power 1/2/3) (3 ranks - 1 AP): (Passive) Spell point pool increased by [4/7/10]%. Echoes of power restore up to [18/24/30] sp.

Radiant power (required 0 - No prereq) (3 ranks - 1 AP): (Passive) +[10/20/30] Light spellpower

Healing power (required 0 - No prereq) (3 ranks - 1 AP): (Passive) +[10/20/30] Positive energy spellpower

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

Tier Two:
(4 points required)

Judgement (required 4 - No prereq) (1 rank - 2 AP): (Active Cooldown: 15secs, 10sp) Target undead or evil outsider will explode when killed, dealing 10d100 light damage to other undead or evil outsiders near them

WARNING: Judgement can kill Palemasters in your party.

Embrace the light (required 4 - Prereq: Radiant power 1) (3 ranks - 1 AP): (Passive) You take +[10/20/30]% less light damage

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

Tier Three:
(8 points required)

Lay to rest (required 8 - Prereq: Judgement 1) (1 rank - 2 AP): (Active Cooldown: 15secs, 10sp) Target undead or evil outsider under the effect of Judgement takes 10d100 light damage

Smite the wicked (required 8 - No prereq) (1 rank - 2 AP): (Active Cooldown: 15secs, 10sp) Melee smite. Gain twice your charisma bonus to your attack roll and damage bonus of (level x3) +7 against evil opponents. On hit: 50 light damage against undead and evil outsiders. On Natural 20 and confirmed crit, destroy undead or evil outsiders under 1000HP

Renewal (required 8 - No prereq) (3 ranks - 1 AP):(Active Cooldown: 3secs, 5sp) Heals 1d2 HP per [4/3/2] character levels every 2 seconds for 8 seconds. If target is below 50% health, grants celestial shield, which absorbs [30/40/50] damage.

Purity of essence (required 8 - Prereq: Healing power 1 && Renewal 1) (3 ranks - 1 AP): (Passive) [3/5/10]% healing amp

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

Tier Four:
(12 points required)

Judge the many (required 12 - Prereq: Lay to rest 1) (1 rank - 1 AP): (Passive) Undead or evil outsiders judged gain "Guilt by association". When target with guilt dies, any undead or outsiders caught in the area have 50% chance to receive judgement

Rebuke foe (required 12 - Prereq: Blood and radiance 1) (1 rank - 2 AP): (Active Cooldown: 3secs) Only usable when Endless Ardor stack >=5. Target enemy tales 5% additional damage from physical and light damage for 30 seconds. Can stack up to 5 times, new stacks add 30 seconds to remaining duration. Endless Ardor stacks reset to zero.

Blood and radiance (required 12 - No prereq) (3 ranks - 1 AP): (Passive) Each time you cast a light based spell, you gain Endless Ardor: +1 sacred bonus to positive energy for 10 seconds. Each time you cast a positive energy spell, gain righteous fervor: +1 sacred bonus to light spellpower for 10 seconds. Can stack up to 10 times. Each stack add 10 seconds to remaining duration.

Excoriate (required 12 - Prereq: Blood and radiance 1) (1 rank - 2 AP): (Passive) When your Righteous Fervor stack is >=5, your light spells and smites have a 3% chance to stun opponents for 6 seconds

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

Tier Five:
(16 points required)

Be at peace (required 16 - No prereq) (1 rank - 2 AP): (Active Cooldown: 2 mins, 10sp) Target enemy is dazed for 1 minute, no save. Damage breaks this effect. Endless Ardor and Righteous Fervor stacks are reset to zero.

Wisdom/Charisma (required 16 - No prereq) (1 rank): (Passive) +1 Wisdom/Charisma

Tier Six:
(20 points required)

Divine wrath (required 20 - Prereq: Rebuke foe 1) (1 rank - 2 AP): (Active Cooldown: 3secs, 30sp) Only usable when Endless Ardor stack is 10. Call down divine wrath on foes, dealing 2d6 light damage per character level, will save for half (DC 10 + character level + half charisma or wisdom mod). Allies caught within blast are healed for 1d6 HP per character level. Resets Endless Ardor.

Reborn in Light (required 20 - Prereq: Blood and Radiance 1) (1 rank - 2 AP): (Active Cooldown: 30mins) Counter increments with each Endless Ardor or Righteous Fervor Gain. When it reaches 100, ability becomes available.

Epic Moment Transformation: You are healed to full health and activate Ascendance, Angelic Presence, and Astral Vibrance (even if they are currently on cooldown). For 2 minutes (or until you leave Angelic form), you are immune to light damage, gain 50% Incorporeality, and gain +100 Light and Healing Power.

This ability can be used while dead, raising you at full health and in addition to the above benefits, the cooldowns of Light and Positive Energy spells are reduced to 1/5th normal, all spells cost 50% spell points. All of your physical attacks gain On Hit: 100 Light damage and On Critical: Destroy evil undead or evil outsiders under 1000 hit points.

Strike down (required 20 - Prereq: Excoriate 1) (1 rank - 2 AP): (Active Cooldown: 15secs, 10sp) Only usable when Righteous Fervor stack is 10. Melee smite: gain twice your charisma bonus to attack and damage bonus of (level x3) + 7 against evil opponents. On hi: 500 light damage. On hit after damage: destroy undead or evil outsiders below 1000 HP. Resets Righteous Fervor.

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

At level 20, your Destiny may be to become The if you have either at least 6 levels of Paladin, Cleric or Favored Soul; or have achieved Exalted Angel Tier 3 or Grandmaster of Flowers Tier 4.

Autogrants

 * Vigor of battle (required 0): You gain Cleric, Favored Soul, and Paladin caster levels equal to your Unyielding Sentinel level if you have any levels in those classes. +50 hp. You gain +1 intimidate for each level of Unyielding Sentinel. Sentinel stance (Active Cooldown: 20secs): 10% healing amp and +50 hp. Enemies you hit gain healing touch for 3 seconds: grants 10 temporary HP to targets they attack.
 * Unbreakable (required 4): +5 sacred bonus to natural armor. You gain the diehard feat. Sentinel stance (Active Cooldown: 20secs): you gain DR 10/epic
 * Stand Against the Tide (required 8): +2 Attack. Sentinel stance (Active Cooldown: 20secs) : +1 melee damage, 20% threat generation, 5% fort, +1 reflex/fort/will saves. These bonuses increases while standing still, up to 4 times.
 * Stalwart guardian (required 12): (Passive) +50 hp. +50 additional hp while in Vigor of Battle stance.
 * Heed No Pain (required 16): (Passive) +10 physical resistance. +20 additional physical resistance while in Unbreakable stance.
 * Steadfast (required 20): (Passive) +1damage. +1 bonus to reflex/fort/will saves. Can't be knocked down in Stand Against the Tide stance.

Tier One:
(0 points required)

 Bane of undeath (min level: 20) (1 ranks - 2 AP): (Passive) You gain the turn undead feat. While in Vigor of Battle stance, weapons you equip gain undead bane (+2 enhancement bonus and +2d6 damage against undead)

 Endless turning (min level: 20 - Requires one of: Bane of undead, turn undead: Cleric, turn undead: Paladin) (3 ranks - 1 AP): (Passive) +1 turn undead per rest. Turn undead regenerates every 2 minutes, or [10/20/30]% faster if it already regenerates.

 Brace for impact (min level: 20) (2 ranks - 2 AP): (Passive) [+20/40]% fortification. +[1/2] reflex/fort/will saves

 Shield prowess (min level: 20) (3 ranks - 1 AP): (Passive) Shield AC contribution increased by [15/30/50]%

 Constitution/Charisma (min level: 20) (1 rank - 2 AP): (Passive) +1 Constitution/Charisma

Tier Two:
(4 points required)

 Confront any foe (min level: 20 - Requires one of: Bane of undead, turn undead: Cleric, turn undead: Paladin) (1 ranks - 2 AP): (Active Cooldown: 7secs) Melee attack: expand 1 turn undead: deal 10d10 extra light damage

 Fanaticism (min level: 20) (1 ranks - 2 AP): (Passive) Gain the Smite Evil feat. While you are Unbreakable, weapons you equip gain True Law if you are lawful, and True Chaos if you are chaotic (deals 1d6 damage of that alignement to enemies of different alighements).

 Endless smiting (min level: 20 - Requires one of: Fanaticism, Smite evil) (3 ranks - 1 AP): (Passive) +1 Smite Evil use per rest. Smite evil uses regenerate [10/20/30]% faster.

 Legendary shield mastery (min level: 20 - Prereq: Shield prowess) (3 ranks - 1 AP): (Passive) While wearing a shield, +[5/10/15] Physical resistance. Note: Rank 2 requires Shield Mastery; Rank 3 requires Improved Shield Mastery.

 Constitution/Charisma (min level: 20) (1 rank - 2 AP): (Passive) +1 Constitution/Charisma

Tier Three:
(8 points required)

 Block energy (min level: 20) (3 ranks - 1 AP): (Passive) While blocking, absorb [10/20/30]% acid, cold, electric, fire, force, light and sonic damage

 Intolerant blow (min level: 20 - Requires one of: Fanaticism, Smite evil) (1 ranks - 2 AP): (Active Cooldown: 7secs) Melee attack: expand one Smite Evil: Deals +3[W] damage and nearby emenies hate you as if you hit them for 1000 damage each.

 Healing hands (min level: 20) (1 ranks - 2 AP): (Passive) You gain the lay on hand feat. You gain +25 positive spellpower.

 Endless lay on hands (min level: 20 - Requires one of: Healing hands, lay on hands) (3 ranks - 1 AP): (Passive) +1 lay on hands use per rest. Lay on hands regenerate one use every 3 minutes and regenerate [0/10/20] faster.

 Constitution/Charisma (min level: 20) (1 rank - 2 AP): (Passive) +1 Constitution/Charisma

Tier Four:
(12 points required)

 Spark of life (min level: 20) (1 ranks - 2 AP): (Passive) your armor gains Deathblock, protecting you from death effects

 Light the dark (min level: 20 - Requires one of: Healing hands, lay on hands) (1 ranks - 2 AP): (Active Cooldown: 7secs) Expand 1 lay on hands: heals 150HP to allies around you and deals that much damage to nearby undead enemies.

 Purify weapon (min level: 20) (1 ranks - 2 AP): (Passive) While you Stand Against the Tide, weapons you equip gain pure good, dealing 1d6 damage vs. non good targets.

 Constitution/Charisma (min level: 20) (1 rank - 2 AP): (Passive) +1 Constitution/Charisma

Tier Five:
(16 points required)

 Hardened (min level: 20) (3 ranks - 1 AP): (Passive) +3 AC

 Ward against evil (min level: 20) (3 ranks - 1 AP): (Passive) When you are hit or miss by evil attackers, you have 20% chance to deal 3d6/6d6/10d6

 Anoint weapon (min level: 20 - Prereq: Purify weapon && Ward against evil) (1 ranks - 2 AP): (Passive) If you are good, while you Stand Against the Tide, weapons you equip gain holy dealing 2d6 extra damage vs. evil targets.

 Constitution/Charisma (min level: 20) (1 rank - 2 AP): (Passive) +1 Constitution/Charisma

Tier Six:
(20 points required)

 Undying vanguard (min level: 20) (1 ranks - 2 AP): (Active Cooldown: 5mins) Heal yourself for 1000HP. For 20 seconds you gain 10.000 temporary HP. Requires 500 stacks of Unyielding Resolve and expands all stacks. You gain one stack of Unyielding Resolve whenever you are hit or missed, physically or magically.

 Constitution/Charisma (min level: 20) (1 rank - 2 AP): (Passive) +1 Constitution/Charisma

At level 20, your Destiny may be to become The if you have either at least 6 levels of Fighter, Monk or Rogue; or have achieved Legendary Dreadnought Tier 3, Shadowdancer Tier 3 or Unyielding Sentinel Tier 4.

autogrants

 * Inner Focus (required 0): (Active Cooldown: 3 mins) Instantly restore 25-125 Ki. (Passive): You gain +10 maximum ki and +1 stacking spell resistance, and an additional +10 maximum ki and +1 stacking spell resistance for each level of Grandmaster of Flowers you have (so that should be +60ki, +6 SR)
 * Centered Mind (required 4): (Passive) Grants slippery mind as a bonus feat, allowing an extra saving throw versus enchantments. Also gain +1 to the DC of your tactical feats
 * Wholeness of Spirit (required 8): (Active Cooldown: 5 minutes) Casts a heal spell on you: heal you, cures all ability damage, negative levels and other adverse conditions affecting you. Cost: 30ki
 * The Abiding Path (required 12): (Passive) Immunity to slippery surface. Gain +1 to the DC of your tactical feats
 * Ubiquity (required 16): (Passive) Tumble allows you to pass through enemies
 * Balance in All Things (required 20): (Passive) Immunity to most knockdowns. +1 passive ki regeneration and +1 to the DC of your tactical feats

Tier 1
(0 points required)

Lilly Petal (min level 20) (1 rank - 1 AP): (Active Cooldown: 6secs) Project a bolt dealing 80-120 + 8-12 dmg per character level to a target. Cost: 10 Ki

Perfect Balance (min level 20) (3 ranks - 1 AP): (Passive) +[2/4/6] balance, jump and tumble and [1/2/3]% dodge

Enlightenment (min level 20) (3 ranks - 1 AP): (Passive) +[15/30/45] Ki and +[2/4/6] concentration. Gain +[0/0/1] passive ki regeneration.

Improved Martial Arts (min level 20) (3 ranks - 1 AP): (Passive) +[0.5/1.0/1.5][W] to attacks you make while centered

Dexterity/Wisdom (min level 20) (1 rank - 2 AP): (Passive) +1 Dexterity/Wisdom

Tier 2
(4 points required)

Running with Wind (min level 20) (3 ranks - 1 AP): (Passive) Electricity resistance [4/8/12], +[10/20/30]% enhancement bonus to movement speed. If you have monk levels and are in wind stance, +[1/2/3]% chance to doublestrike

Serenity (min level 20) (3 ranks - 1 AP): (Passive) +[3/6/9] stacking spell resistance

Hail of Blows (min level 20 - Prereq: Improved martial arts) (1 rank - 2 AP): (Passive) +3% chance to doublestrike on melee attacks

Dexterity/Wisdom (min level 20) (1 rank - 2 AP): (Passive) +1 Dexterity/Wisdom

Tier 3
(8 points required)

Orchid Blossom (min level 20 - Prereq: Lily petal 1) (1 rank - 2 AP): (Active Cooldown: 12secs) Projects blast of ki. 80-120 +8-12 dmg per character level to enemies in area. Reflex save for half (DC 10 + Character level + 1/2 wis mod). Cost: 20 ki

Walking with Waves (min level 20) (3 ranks - 1 AP): (Passive) Gain cold resistance [4/8/12] and +[2/4/6] to AC. If you have monk levels and are in ocean stance, +[1/2/3]% chance to dodge enemy attacks

Light as a Feather (min level 20) (1 rank - 1 AP): (Active: no cooldown) Toggle. Immune to falling damage; gain feather fall

Perfection of Body (min level 20) (3 ranks - 1 AP): (Passive) +[2/4/6] to fortitude save. Do not automatically fail a save on a 1 against [disease/poison/any fortitude save].

Dexterity/Wisdom (min level 20) (1 rank): (Passive) +1 Dexterity/Wisdom

Tier 4
(12 points required)

Standing with Stone (min level 20) (3 ranks - 1 AP): (Passive) Acid resistance [4/8/12], +[5/10/15] max HP. If you have monk levels and are in earth stance, +[5/10/15] PRR

Piercing Clarity (min level 20) (2 ranks - 1 AP): (Passive) Your attacks bypass [5/10]% of enemy fortification. Your attacks have ghost touch. On rank 2: your attacks bypass concealment as if you had true seeing.

Perfection of Mind (min level 20) (3 ranks - 1 AP): (Passive) +[2/4/6] to will saves, additional +[2/4/6] saves versus enchantment, fear and illusion. Rank 3, do not automatically fail a will save on a 1.

Dexterity/Wisdom (min level 20) (1 rank - 2 AP): (Passive) +1 Dexterity/Wisdom

Tier 5
(16 points required)

Drifting Lotus (min level 20 - Prereq: Orchid blossom 1) (1 rank - 2 AP): (Active Cooldown: 15secs) 80 - 120 + 8-12 dmg per character level AoE centered around you. Reflex save (DC 10 + character level + 1/2 wis mod) for half damage. Enemies who fail save are knocked down. Cost: 25ki

Dancing with Flames (min level 20) (3 ranks - 1 AP): (Passive) Gain fire resistance [4/8/12]. Gain +[1/2/3] to attack and damage rolls. If you have monk levels and are in fire stance, add [0.25/0.50/0.75][W] to your weapons

Perfection of Soul (min level 20) (3 ranks - 1 AP): (Passive) +[2/4/6] to reflex saves, and gain +[1/2/3] to bluff, diplomacy, haggle and intimidate. At rank 3, do not automatically fail a reflex save on a 1.

Dexterity/Wisdom (min level 20) (1 rank - 2 AP): (Passive) +1 Dexterity/Wisdom

Tier 6
(20 points required)

A Scattering of Petals (min level 20 - Prereq: Drifting lotus 1) (1 rank - 2 AP): (Active Cooldown: 1 min) Nearby enemies must make a fortitude save (DC 20 + character level + 1/2 wis mod) or become blinded. For the next 12 seconds, gain +25% dodge. Cost: 30 Ki

Everything is Nothing (min level 20) (1 rank - 2 AP): (Active Cooldown: 50 Ki) Perfect Peace counter increments each time you use Stunning Fist, Quivering Palm, Lily petal, Orchid blossom, Drifting Lotus or A Scattering of Petals. When Perfect Peace counter reaches 25, gain the ability to use Everything is Nothing. On activation: Enemies in a large radius from you must make a saving throw (DC 20 + character level +1/2 wis mod) or be erased from multiverse. If they succeed at saving throw they are paralyzed for 6 seconds. After 6 seconds the enemies take 1000 damage (fortitude for half). Bosses take damage immediately.
 * A that created invincible foes that saved against damage has been fixed in Update 14, Patch 1. This update also modified the original behavior of the Moment.

Dexterity/Wisdom (min level 20) (1 rank - 2 AP): (Passive) +1 Dexterity/Wisdom

At level 20, your Destiny may be to become The if you have either at least 6 levels of Fighter, Monk or Rogue; or have achieved Grandmaster of Flowers Tier 3, Shadowdancer Tier 3, or Shiradi Champion Tier 4.

Innates

 * Shrug Off Punishment (required 0): (Passive) +10 Max Health per level of Legendary Dreadnought (including this one).


 * Action Hero (required 4): (Passive) Reduces the cooldowns of your Action Boost abilities by 33%. (Note, innates cannot be twisted, thus listed cooldowns include this reduction.)


 * Unstoppable (required 8): (Active Cooldown: 3 mins) Activate to remove all Crowd Control effects currently restraining you. This ability can be used while helpless.


 * : Testing shows that this ability is broken. It works when being held and while ability drained to 0, but it cannot be selected while disabled by most other CC effects.


 * Action Boost: Unmovable (required 12): (Active Cooldown: 90 seconds) Activate to gain a +20 Action Boost bonus to to Fortitude and Balance saves for 60 seconds. This ability can be used while helpless. This is on a seperate cooldown from other action boosts.


 * : Testing shows that this ability doesn't work while helpless. It works when being held, but it cannot be selected while earthgrabbed, frozen, paralyzed, petrified, sleeping, or stunned.


 * Action Boost: Thick Skinned (required 16): (Active Cooldown: 2 mins) Activate to take 25% less damage from all sources for 30 seconds. This ability can be used while helpless. This is on a seperate cooldown from other action boosts.


 * : Testing shows that this ability doesn't work while helpless. It works when being held, but it cannot be selected while earthgrabbed, frozen, paralyzed, petrified, sleeping, or stunned.


 * Combat Brute (required 20): (Passive) You gain +1[W] damage with melee weapons and deal +50% damage to helpless opponents while any Action Boost is active.


 * : Testing shows that this ability is not granting the +50% damage to helpless opponents while an action boost is active. The +1[W] damage seems to be working.

Tier One
(0 points required):

Sundering Swing (min level: 20 - Prereq: Improved Sunder) (3 rank - 1 AP): (Active Cooldown: 1 min) For the next [9/12/15] seconds, all attacks you make apply an Improved Sunder effect on hit.


 * : Doesn't apply to unarmed attacks.
 * It's also not applying the -3 fortitude penalty that Improved Sunder normally does regardless if saved against. The debuff icon doesn't appear in the examine window.

Legendary Tactics (min level: 20) (3 ranks - 1 AP): (Passive) +[2/4/6] to DC's of all tactical feats.


 * : Testing shows that this bonus isn't applying to the knockdown DC of Lay Waste.

Extra Action Boost (min level: 20) (3 ranks - 1 AP): (Passive) +[1/2/3] Action Boost per rest.

Action Boost: Attack (min level: 20) (3 ranks - 1 AP): (Active Cooldown: 20 seconds (30 if you twist it)) Activate to gain a [+4/+6/+8] Action Boost bonus to attack bonus for 20 seconds. (This enhancement cannot be taken if you have Action Boost: Attack as a class enhancement, and it shares a cooldown with all other action boosts).

Strength/Constitution (min level: 20) (1 rank - 2 AP): (Passive) +1 Strength or Constitution

Tier Two
(4 points required):

Momentum Swing (min level: 20 - Prereq: Cleave) (3 ranks - 1 AP): (Active Cooldown: 1 min) Tactical Melee Attack: Perform an attack with +5[W] damage and +[1/2/3] critical threat range. Cleave attacks have a [15/30/50]% chance to reset the cooldown of this ability (this cannot occur more than once every 3 seconds). You must have Power Attack active to perform this ability.


 * : The animations half-orc Greataxe/Maul, and unarmed monks are is broken and disables the character's attack for 2 seconds after using the ability. Damage is only sometimes dealt in this case, at a severely delayed time, and at a much lower then intended amount. Roughly a regular attack for a greataxe/maul, and only 1d6 for handwraps.

Improved Combat Expertise (min level: 20 - Feat prereq: Combat Expertise) (1 rank - 2 AP): (Active Cooldown: 6secs) When the Combat Expertise stance is active, you gain +20 Physical Resistance Rating.

Improved Power Attack (min level: 20 - Feat prereq: Power Attack) (1 rank - 2 AP): (Active Cooldown: 6secs) When the Power Attack stance is active, you deal +0.5[W] damage with weapons.

Action Boost: Damage (min level: 20) (3 rank - 1 AP): (Active Cooldown: 20 seconds (30 if you twist it)) Activate to gain a +[20/25/30]% Action Boost bonus to weapon damage for 20 seconds (This enhancement cannot be taken if you have Action Boost: Damage as a class enhancement, and it shares a cooldown with all other action boosts).

Strength/Constitution (min level: 20) (1 rank - 2 AP): (Passive) +1 Strength or Constitution

Tier Three
(8 points required):

Lay Waste (min level: 20 - Prereq: Cleave && Momentum Swing) (1 rank - 2 AP): (Active Cooldown: 1 min) Tactical Melee Cleave: Perform an Area of Effect attack with +5[W] damage and +1 critical damage multiplier. On Hit: Knocks the target down, Balance DC (10 + Character Level + Strength Modifier) Negates. Momentum Swing has a 25% chance to reset the cooldown of this ability (this cannot occur more than once every 3 seconds). You must have Power Attack active to perform this ability.


 * : You can actually refresh Lay Waste more than once every 3 seconds by pressing Momentum Swing as fast as you can refresh its cooldown. If you bypass the 3 second limit, then you will have a 1 second duration to activate Lay Waste again or the ability will go on cooldown for the full minute. Subsequent refreshes of Lay Waste will produce the same effect.

Critical Damage (min level: 20) (3 ranks - 1 AP): (Passive) +[2/4/6] damage on critical hits (before weapon multipliers).

Action Boost: Haste (min level: 20) (3 rank - 1 AP): (Active Cooldown: 20 seconds (30 if you twist it)) Activate this ability to receive a +[20/25/30]% Action Boost attack speed bonus for 20 seconds. (This enhancement cannot be taken if you have Action Boost: Haste as a class enhancement, and it shares a cooldown with all other action boosts).

Strength/Constitution (min level: 20) (1 rank - 2 AP): +1 Strength or Constitution

Tier Four
(12 points required):

Tactical Genius (min level: 20 - Prereq: Combat expertise) (1 rank - 2 AP): (Active Cooldown: 5 mins) Activate to clear the cooldowns of all Tactical feats.


 * : This ability isn't working at all. Cooldowns do not clear.

Volcano's Edge (min level: 20) (1 rank - 2 AP): (Active Cooldown: 12 secs) Melee Attack: On Hit: 100 Fire damage. On Critical: Target takes Magma Surge damage. On Vorpal: Target's takes 10d100 Fire damage. Requires a Dagger, Kama, Sickle or Sword to be equipped in your main hand.

Lightning Mace (min level: 20) (1 rank - 2 AP): (Active Cooldown: 12 secs) Melee Attack: On Hit: 100 Electrical damage. On Critical: Gain +15% enhancement bonus to melee double strike for 6 seconds. On Vorpal: Target's takes 10d100 Electrical damage. Requires a Club, Greatclub, Heavy Mace, Light Mace, Morningstar, or Quarterstaff to be equipped in your main hand.

Anvil of Thunder (min level: 20) (1 rank - 2 AP): (Active Cooldown: 12 secs) Melee Attack: On Hit: 100 Sonic damage. On Critical: Target is stunned for 6 seconds. On Vorpal: Take takes 10d100 Sonic damage. Requires an Dwarven Waraxe, Greataxe, Battleaxe, Handaxe, Warhammer, Maul, Light Pick or Heavy Pick to be equipped in your main hand.

Strength/Constitution (min level: 20) (1 rank - 2 AP): (Passive) +1 Strength or Constitution

Tier Five
(16 points required):

Advancing Blows (min level: 20) (1 rank - 2 AP): (Passive) You gain On Melee Critical Hit: +1 to hit and damage for 6 seconds. Stacks 5 times.

Devastating Critical (min level: 20) (1 rank - 2 AP): (Passive) +1 Critical Damage Multiplier on rolls of 19-20.

Strength/Constitution (min level: 20) (1 rank - 2 AP): (Passive) +1 Strength or Constitution

Tier Six
(20 points required):

Master's Blitz (min level: 20) (1 rank - 2 AP): (Active Cooldown: 5 mins) The Master's Blitz counter increments each time a Tactical Feat is successfully used. When the counter reaches 50, you gain ability to use Master's Blitz. Activate: For 15 seconds, you gain +50% dodge and deal +25% melee damage. Any time you kill an opponent while under the effects of Master's Blitz, you gain an additional stack of the melee damage bonus and restart the duration. If you are below 50% health when you first activate this ability, you start with two stacks of increased damage instead of one. The damage bonus stacks up to 10 times, and decrements by 1 each time you do not kill a worthy opponent within 15 seconds.


 * : The duration is 10 seconds instead of 15.
 * The timer freezes at 0:00 on the hotbar whenever a damage stack is lost, preventing you from seeing exactly how many stacks or how much time you have left (the examine window can still tell you how long you have left).
 * The dodge bonus is incorrectly subject to the armor cap of whatever armor you're currently wearing.
 * The buff seems to randomly glitch out after ticking down enough times. It either disappears prematurely before the total duration expires or it suddenly stops counting CR kills that are of equal or higher value than your level as valid stacks.

Pulverizer (min level: 20) (1 rank - 2 AP): (Passive) Increases the critical threat range of bludgeoning weapons you equip by 1.

Headman's Chop (min level: 20 - Prereq: Devastating critical 1)(1 rank - 2 AP): (Passive) When you have an axe equipped in your main hand, you gain an additional +1 Critical Damage Multiplier on rolls of 19-20.

Strength/Constitution (min level: 20) (1 rank - 2 AP): (Passive) +1 Strength or Constitution

At level 20, your Destiny may be to become The if you have either at least 6 levels of Fighter, Monk or Rogue; or have achieved Grandmaster of Flowers Tier 3 or Legendary Dreadnought Tier 3, or Fatesinger Tier 4.

autogrants
 * Shadow Training I (required 0): (Passive) +1 sneak die for each level of Shadowdancer
 * Shadow Training II (required 4): (Active Cooldown: 5mins) activate this ability to gain temporary full movement and use of jump when stealthed for 30 seconds
 * Shadow Training III (required 8): (Active Cooldown: 2secs) Toggle: generate 20% less melee and ranged threat
 * Shadow Training IV (required 12): (Active Cooldown: 1min) activate this ability to use shadow walk up to 5 times per rest. Also, while using weapons that qualify for weapon finesse, you gain 3% profane bonus to your chance to doublestrike. This doublestrike bonus applies to attacks made by a dagger, handaxe, kama, kukri, light hammer, light mace, light pick, rapier, shortsword, sickle, or when unarmed or in druid animal form.
 * Shadow Training V (required 16): (Active Cooldown: 1min) activate this ability to use Dimension Door 5 times per rest. The cooldown for Shadow Training II ability is reduced to 3 minutes.
 * Dark Elusion (required 20): (Passive) You now have evasion. In addition, when you roll a natural 20 on a melee or ranged attack, you envelop the target in shadow, granting it 5% vulnerability to physical damage and removing its immunity to sneak attack for a short duration, if applicable

Destinies

Tier 1
(0 points required)

Stealthy (min level: 20) (3 ranks - 1 AP): (Passive) +[2/4/6] Hide and move silently. +[2/4/6] Assassinate DC (if you have Assassinate).

Shadow Lance (min level: 20) (3 ranks - 1 AP): (Active Cooldown: 30secs) Throws 3 spears, each dealing [6/8/10]d3 + [18/24/30] unholy damage and has a chance to blind target (Fort DC [14/16/18] + Half character level + Intelligence modifier) if you have Dark Shrouding charges

Acrobatic (min level: 20) (3 ranks - 1 AP): (Passive) +[2/4/6] balance, jump and tumble and a +[3/6/9] bonus to reflex while tumbling

Technician (min level: 20) (3 ranks - 1 AP): (Passive) +[2/4/6] search, spot, disable device, open lock and flanking bonus to attack

Dexterity/Intelligence (min level: 20) (1 rank - 2 AP): (Passive) +1 Dexterity/Intelligence

Tier 2
(4 points required)

Escape (min level: 20) (1 ranks - 2 AP): (Active Cooldown: 1min) Triggers a Diplomacy effect that uses the hide skill instead of the diplomacy skill

Lithe (min level: 20) (3 ranks - 1 AP): (Passive) +[2/4/6] reflex, AC and light armor Max Dex Bonus

Skill Mastery (min level: 20 - Prereq: Technician) (1 ranks - 1 AP): (Passive) +1 stacking to all skills.

Dexterity/Intelligence (min level: 20) (1 rank - 2 AP): (Passive) +1 Dexterity/Intelligence

Tier 3
(8 points required)

Cloak of Shadows (min level: 20 - Requires: Shrouding strike/shot) (1 ranks - 2 AP): (Active Cooldown: 2mins) Spend a Shadow Charge to cloak in darkness, granting immunity to light and negative damage for 5 minutes, or until 120 damage have been absorbed

Shrouding Strike/Shot (min level: 20) (3 ranks - 1 AP): (Active Cooldown: 15secs) Melee or ranged attack: Perform an attack with +[1/2/3][W] damage. On hit: Mark target. It if dies within the next [6/8/10] seconds, gain a Shadow Charge. Max +[3/5/7] stacks of Shadow Charge (at this tier)

Meld Into Darkness (min level: 20) (3 ranks - 1 AP): (Active Cooldown: 2min) +100% Enhancement bonus to dodge for [9/12/15] seconds

Grim Precision (min level: 20) (3 ranks - 1 AP): (Passive) Bypass [5/10/15]% enemy fortification and [1/2/3]% enemy dodge

Dexterity/Intelligence (min level: 20) (1 rank - 2 AP): (Passive) +1 Dexterity/Intelligence

Tier 4
(12 points required)

Improved Invisibility (min level: 20 - Prereq: Shrouding strike/shot) (3 ranks - 1 AP): (Active Cooldown: 4min) Turn invisible for [10/20/30]seconds. Attacking does not break this effect. After it wears off, you retain partial concealment for a time (grants displacement for [30/60/90] seconds).

Pierce the Gloom (min level: 20 - Prereq: Grim precision) (1 ranks - 2 AP): (Active Cooldown: 2min) Gain +100% to your attack bonus for 30 seconds.

Dexterity/Intelligence (min level: 20) (1 rank - 2 AP): (Passive) +1 Dexterity/Intelligence

Tier 5
(16 points required)

Shadow Manipulation (min level: 20 - Prereq: Cloak of shadow) (1 ranks - 2 AP): (Active Cooldown: 2min) Spend a Shadow Charge to dominate the target for 1 minute (DC 14 + character level + int modifier), after which it is subject to instant death if it fails a fort save (DC 14 + character level + Int modifier)

Untouchable (min level: 20 - Prereq: Improved invisibility) (1 ranks - 1 AP): (Passive) Gain 1% extra dodge for each Shadow Charge you hold.

Executioner's Strike/Shot (min level: 20) (3 ranks - 1 AP): (Active Cooldown: 30secs) Melee or ranged attack: Perform an attack with +1[W] damage, +1 critical threat range and +1 critical damage multiplier. On hit: if you have Shadow Charges, this attack has a chance to kill a living target instantly (fort save DC 14 + character level + dex modifier). Even on successful save target takes an additional 75 damage from this attack. The chance to occur is higher the more Shadow Charges you have.

Sealed Soul (min level: 20) (1 ranks - 2 AP): (Passive) Grant you immunity to energy drain

Dexterity/Intelligence (min level: 20) (1 rank - 2 AP): (Passive) +1 Dexterity/Intelligence

Tier 6
(20 points required)

Consume (min level: 20 - Prereq: Shadow manipulation) (1 ranks - 2 AP): (Active Cooldown: 2min) Spend a Shadow Charge to create a field around you for 10 seconds. Every 2 seconds the aura causes one nearby corporeal enemy to be devoured by its own shadow and die (save negates), or take 80-120 damage. You are free to perform other action while the aura is active.

Shadow Form (min level: 20 - Prereq: Untouchable) (1 ranks - 2 AP): (Active Cooldown: 1min) Spend a shadow charge to gain 25% incorporeality (and ignore incorporeal miss chance), float as if affected by featherfall, have bonuses to hide and move silently and deal strength damage on all melee and ranged attacks. You also take double damage from light effects.

Oncoming Darkness (min level: 20 - Prereq: Shadow form) (1 ranks - 2 AP): (Active Cooldown: 4min) Each time an enemy affected by your Dark Shrouding mark dies, you gain 1 charge. When you have accumulated 20 of these charges, you can expend them to enchant your melee and ranged attacks with shadowy energy. You deal an extra 2d6 unholy damage with every strike, the effective range of your melee attacks increases dramatically, and your ranged attacks have a 30% chance to explode, dealing 10d6 unholy damage to all enemies in a large radius around your target

Dexterity/Intelligence (min level: 20) (1 rank - 2 AP): (Passive) +1 Dexterity/Intelligence

Fury of the Wild
At level 20, your Destiny may be to become The if you have either at least 6 levels of Barbarian, Ranger, or Druid; or have achieved Shiradi Champion Tier 3 or ??? Tier 4.

Innates

 * Level 0: Adrenaline: (Passive and Active) Passive Portion: You gain +1 damage per level of Fury of the Wild. Gain 2 Adrenaline uses. Active Portion - Cooldown: 5secs: Adrenaline: Your next attack deals +300% damage and increases your critical threat range by 2 and you are considered raged until your next attack.
 * Level 1: Brawn: (Passive) gain +50 maximum HP
 * Level 2: Adrenaline II: (Active - Cooldown: 5secs) Gain +2 Adrenaline uses per rest (4 total). By consuming 1 Adrenaline use, your next attack will deal +300% damage and increase your critical threat range by 4. You are considered raged until your next attack.
 * Level 3: Brawn II: (Passive) Gain an additional 50 maximum HP (+100 total)
 * Level 4: Adrenaline III: (Active - Cooldown: 5secs) Gain +1 Adrenaline use per rest (5 total). By consuming 1 Adrenaline use, your next attack will deal +300% damage and increase your critical threat range by 8. You are considered raged until your next attack.
 * Level 5: Adrenaline Overload: (Active - Cooldown: 5secs) Gain +1 Adrenaline use per rest (6 total). By consuming 1 Adrenaline use, your next attack will deal +400% damage and increase your critical threat range by 16. You are considered raged until your next attack.

Destinies

Tier 1
(0 points required)

Tunnel Vision (required 0 - No prereq) (3 ranks - 1 AP): (Passive) While raged, melee attacks deal +1d[8/10/12] extra damage. In addition, you gain +[1/2/3] intimidate and +[1/2/3] will saves. You lose 5 AC and 5% fort.


 * Ingame description still list the description of an old beta version. It lists -10% fort and some other outdated information from the beta version.

Primal Scream (required 0 - No prereq) (3 rank - 1 AP): (Active Cooldown: 15secs) Nearby allies are raged gaining +[3/4/5] morale bonus to Strength and Constitution, and suffer a -2/-5/-7 penalty to armor class. Nearby enemies take up to [10/20/30]d20 sonic damage. [3/4/5] uses per rest. Duration: 3 minutes per use.


 * Like all destiny abilities with multiple ranks, the later ranks do not list the correct bonuses on the buff icon. Description error only.

Boulder Toss (required 0 - No prereq) (3 ranks - 1 AP): (Active Cooldown: 20secs) Throw a boulder at an enemy, dealing [3/6/10]d100 bludgeoning damage and knocking down enemy on failed reflex save DC [10/15/20] + Str modifier


 * The Knockdown dc is not working correctly, even the lowest reflex save enemies almost always save.

Fast Healing (required 0 - No prereq) (3 rank - 1 AP): (Passive) You heal [2/4/6]d20 HP each minute using positive energy.

Strength/Constitution (required 0 - No prereq) (1 rank - 2 AP): (Passive) +1 Strength/Constitution

Tier 2
(4 points required)

Injury (required 4 - No prereq) (3 ranks - 1 AP): (Passive) While you are injured, enemies you damage in melee are shaken. At rank 2 when you're below 70% of your hit points enemies receive a bleed proc for 1d10 damage every 2secs for (10? - need confirmation) secs. At rank 3 when below 30% hit points 10% chance of paralyzing your enemies for 5 secs.


 * The shaken effect has a save (DC29 Will). Lasts only 6 seconds and offers a recurring save every 2 seconds, making it worthless against high level epic enemies. The 3rd rank effect is currently broken and functions the same as the 2nd rank.

Unstoppable Fury (required 4 - No prereq) (3 ranks - 1 AP): (Passive) While raged, when you miss with a melee attack (essentially only when you roll a 1 due to the new combat system), you gain +[1|2|3] attack for 20 seconds. Can stack 3 times for up to +3/+6/+9 attack. Only loses 1 stack each 20s.

Acute Instincts (required 4 - No prereq) (3 ranks - 1 AP): (Passive) While raged, you gain +[0/1/2] wisdom, +[2/4/6] balance, heal, listen, spot, search, concentration and +[1/2/3] insight bonus to saves vs traps.

Damage Reduction (required 4 - No prereq) (3 ranks - 1 AP): (Passive) Gain [2/4/6] Physical Resistance Rating, and if you are a Barbarian, an additional DR [1/2/3]/- that stacks with barbarian DR.

Strength/Constitution (required 4 - No prereq) (1 rank - 2 AP): (Passive) +1 Strength/Constitution

Tier 3
(8 points required)

Insult (required 8 - Prereq: Injury) (1 rank - 2 AP): (Active - Cooldown: 20secs) Your next attack generates triple threat, and for 20 seconds your target gains +2 Strength, +2 constitution and -10 AC, -10 concentration and -20% fortification

Malicious Weapons (required 12 - No prereq) (3 ranks - 1 AP): (Passive) +[3|6|9]% chance to trigger weapon effects with glancing blows

Ward against Weird (required 8 - No prereq) (3 ranks - 1 AP): (Passive) [30|40|60] spell resistance when you are below [100%|70%|30%] of health

Strength/Constitution (required 8 - No prereq) (1 rank - 2 AP): +1 Strength/Constitution

Tier 4
(12 points required)

Gird Against Demons (required 12 - No prereq) (2 rank - 2 AP): (Passive) Weapons you equip are considered cold iron and gain [lesser evil outsider bane / evil outsider bane]


 * Note: This effect now shows up as "Gird Against Demons" on your weapons as an enchantment, and thus fully stacks with all other weapon enchantments.

Wild Weapons (required 12 - Prereq: Malicious Weapons) (3 ranks - 1 AP): (Passive) +3/6/9% glancing blow damage

Sense Weakness (required 4 - Prereq: Acute instinct 1/2/3) (3 ranks - 1 AP): (Passive). You deal [10/20/30]% extra damage to helpless targets. Your melee attacks deal [1d8/1d8/1d8] extra damage to enemies below 75% HP, [0/1d12/1d12] extra damage to enemies below 50% HP, and [0/0/1d20] extra damage to enemies below 25% HP. These are cumulative.

Overwhelming Force (required 8 - No prereq) (3 ranks - 1 AP): (Passive) Melee attacks under the effect of Adrenaline knock down [2/6/10]seconds


 * Does not function correctly. All three ranks only provide a 1 second knockdown.

Strength/Constitution (required 12 - No prereq) (1 rank - 2 AP): (Passive) +1 Strength/Constitution

Tier 5
(16 points required)

Fury Made Placid (required 16 - No prereq) (1 rank - 2 AP): (Active Cooldown: 30secs) Spend 1 Adrenaline: For 3 minutes you gain +6 wisdom and cannot be raged or use Adrenaline, and enemies attacking you physically or magically have a 20% chance to become paralyzed and helpless with regret for 3 seconds on a failed DC 50 Will Save. You heal 2d100 HP every two seconds for the next ten seconds. Cannot train if you have Fury Eternal.

Fury Eternal (required 16 - No prereq) (1 rank - 2 AP): (Passive) +1 Adrenaline max use (7 total). Whenever you vorpal on a melee attack, 33% chance to regain 1 Adrenaline use. Cannot train Fury Made Placid.

Strength/Constitution (required 16 - No prereq) (1 rank - 2 AP): (Passive) +1 Strength/Constitution

Tier 6
(20 points required)

Unbridled Fury (required 20 - No prereq) (1 rank - 2 AP): (Active Cooldown: 5mins) Every three seconds, for thirty seconds, you gain Adrenaline Overload: Your next attack deals +400% damage and has +16 critical threat range and confirmation of critical hits. While this is active and you fight with a two handed weapon, Glancing Blows produced on enemies around you when you stand still and attack deal +100% damage and have 100% chance of triggering weapon effects. You gain the feats Two-Handed Fighting, Improved Two-Handed Fighting, and Greater Two-Handed Fighting for the duration. Requires and consumes 10 Fury. You gain 1 Fury each time you vorpal with a melee attack (roll a natural 20 and confirm the critical hit)

Strength/Constitution (required 20 - No prereq) (1 rank - 2 AP): (Passive) +1 Strength/Constitution