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Half-Elf enhancements (history)

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History
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Class Artificer - Dog Barbarian Bard Cleric Druid - Wolf Favored Soul Fighter Monk
AT BE RM FB OS Rav SB SS WC DD RS War NW NP SH AoV BoH War Ken StD Van HeM NiS Shi
Paladin Ranger Rogue Sorcerer Warlock Wizard Other
KotC SaD Van AA DWS Tem Ass Mec TA Air Earth EK Fire Water ES SE TS AM EK PM Fal Har Inq Vis
Free to Play Drow Dwarf ElfAA Halfling Human Reaper enhancements
Premium Races Aasimar Dragonborn Gnome H-ElfW-ElfAA H-Orc Tiefling Warforged
Iconic Heroes Bladeforged Deep Gnome MorninglordAA PDK Scoundrel Scourge Shadar-kai

Half-elves gain access to many Elven and Human enhancements. Selecting certain racial enhancements will lock out variants that are extremely similar. (For example, taking Elven Dexterity I will lock out Human Adaptability and vice-versa. Consequently taking Elven Dexterity I will lock out Racial Toughness III.) Dilettante enhancements allow extra bonuses to the chosen Half-Elven Racial Dilettante feat.

Level Progression[edit]

LV 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Half-Elf Barbarian Toughness I II
Half-Elf Improved Damage Reduction I II
Half-Elf Barbarian Constitution I
Improved Bard Dilettante I II III
Half-Elf Bard Charisma I
Improved Cleric Dilettante I II III
Half-Elf Cleric Wisdom I
Improved Favored Soul Dilettante I II III
Half-Elf Favored Soul Charisma I
Half-Elf Armor Mastery I II
Half-Elf Strategy (Trip) I II
Half-Elf Strategy (Stunning Blow) I II
Half-Elf Strategy (Sunder) I II
Half-Elf Fighter Strength I
Half-Elf Improved Recovery I II
Improved Monk Dilettante I II III
Half-Elf Monk Wisdom I
Half-Elf Follower of the Silver Flame I
Half-Elf Follower of the Sovereign Host I
Improved Paladin Dilettante I II III
Half-Elf Paladin Charisma I
Half-Elf Desert Lore I II
Half-Elf Swamp Lore I II
Half-Elf Tundra Lore I II
Improved Ranger Dilettante I II III
Half-Elf Ranger Dexterity I
Half-Elf Improved Trap Sense I II
Improved Rogue Dilettante I II
Half-Elf Rogue Dexterity I
Improved Sorcerer Dilettante I II III
Half-Elf Sorcerer Charisma I
Improved Wizard Dilettante I II III
Half-Elf Wizard Intelligence I
Elven Arcane Fluidity I II III IV
Elven Dexterity I II
Elven Arcane Archer I
Arcane Archer Conjure Arrows I II III IV
Arcane Archer Imbue Arrows I II III IV-V VI
Human Versatility I II III IV
Human Improved Recovery I II
Human Adaptability I
Human Greater Adaptability I
Racial Toughness I II III
Extra Dragonmark Use I II III IV
Improved Balance I II III IV
Improved Bluff I II III IV
Improved Concentration I II III IV
Improved Diplomacy I II III IV
Improved Disable device I II III IV
Improved Haggle I II III IV
Improved Heal I II III IV
Improved Hide I II III IV
Improved Intimidate I II III IV
Improved Jump I II III IV
Improved Listen I II III IV
Improved Move Silently I II III IV
Improved Open Lock I II III IV
Improved Perform I II III IV
Improved Repair I II III IV
Improved Search I II III IV
Improved Spot I II III IV
Improved Swim I II III IV
Improved Tumble I II III IV
Lyrandar Balance I II III IV
Racial Summoning I II III IV
LV 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Dilettante Enhancements[edit]

Half-Elf Dilettante Barbarian[edit]

Toughness Enhancement.gif
Half-Elf Barbarian Toughness I: Increases the total benefit you receive from Toughness by 10.
Note: This ability counts as a class-based enhancement. It's not possible to get both Half-Elf Barbarian Toughness I and Fighter Toughness I for example.
AP Cost: 1 Level: 3 Progression: 7 Requires: Half-Elf Barbarian Dilettante, Toughness
Toughness Enhancement.gif
Half-Elf Barbarian Toughness II: Increases the total benefit you receive from Toughness by 10, bringing the total to 20.
Note: This ability counts as a class-based enhancement. It's not possible to get both Half-Elf Barbarian Toughness II and Fighter Toughness II for example.
AP Cost: 2 Level: 8 Progression: 26 Requires: Half-Elf Barbarian Toughness I
Improved DR.gif
Half-Elf Improved Damage Reduction I: You gain an additional point of damage reduction, improving your existing damage reduction by 1/-.
AP Cost: 2 Level: 5 Progression: 14 Requires: Half-Elf Barbarian Dilettante
Improved DR.gif
Half-Elf Improved Damage Reduction II: You gain an additional point of damage reduction, improving your existing damage reduction by 1/-.
AP Cost: 4 Level: 11 Progression: 36 Requires: Half-Elf Improved Damage Reduction I
Human Constitution.gif
Half-Elf Barbarian Constitution I: Grants a +1 increase to your Constitution score. This counts as a class based ability score enhancement.
AP Cost: 2 Level: 9 Progression: 30 Requires: Half-Elf Barbarian Dilettante

Half-Elf Dilettante Bard[edit]

DilettanteBard.png
Improved Bard Dilettante I: Increases your caster level in your dilettante class by 2, so you are now treated as a third level Bard instead of first level.
AP Cost: 1 Level: 5 Progression: 15 Requires: Half-Elf Bard Dilettante
DilettanteBard.png
Improved Bard Dilettante II: Increases your caster level in your dilettante class by 3, so you are now treated as a sixth level Bard instead of third level.
AP Cost: 2 Level: 10 Progression: 34 Requires: Improved Bard Dilettante I
DilettanteBard.png
Improved Bard Dilettante III: Increases your caster level in your dilettante class by 4, so you are now treated as a tenth level Bard instead of sixth level.
AP Cost: 3 Level: 15 Progression: 53 Requires: Improved Bard Dilettante II
Bards Charisma.gif
Half-Elf Bard Charisma I: Grants a +1 increase to Charisma score. This counts as a class based ability score enhancement.
AP Cost: 2 Level: 9 Progression: 30 Requires: Half-Elf Bard Dilettante

Half-Elf Dilettante Cleric[edit]

DilettanteCleric.png
Improved Cleric Dilettante I: Increases your caster level in your dilettante class by 2, so you are now treated as a third level Cleric instead of first level.
AP Cost: 1 Level: 5 Progression: 15 Requires: Half-Elf Cleric Dilettante
DilettanteCleric.png
Improved Cleric Dilettante II: Increases your caster level in your dilettante class by 3, so you are now treated as a sixth level Cleric instead of third level.
AP Cost: 2 Level: 10 Progression: 34 Requires: Improved Cleric Dilettante I
DilettanteCleric.png
Improved Cleric Dilettante III: Increases your caster level in your dilettante class by 4, so you are now treated as a tenth level Cleric instead of sixth level.
AP Cost: 3 Level: 15 Progression: 53 Requires: Improved Cleric Dilettante II
Wisdom Enhancement.gif
Half-Elf Cleric Wisdom I: Grants a +1 increase to your Wisdom score. This counts as a class based ability score enhancement.
AP Cost: 2 Level: 9 Progression: 30 Requires: Half-Elf Cleric Dilettante

Half-Elf Dilettante Favored Soul[edit]

DilettanteFavoredSoul.png
Improved Favored Soul Dilettante I: Increases your caster level in your dilettante class by 2, so you are now treated as a third level Favored Soul instead of first level.
AP Cost: 1 Level: 5 Progression: 15 Requires: Half-Elf Favored Soul Dilettante
DilettanteFavoredSoul.png
Improved Favored Soul Dilettante II: Increases your caster level in your dilettante class by 3, so you are now treated as a sixth level Favored Soul instead of third level.
AP Cost: 2 Level: 10 Progression: 34 Requires: Improved Favored Soul Dilettante I
DilettanteFavoredSoul.png
Improved Favored Soul Dilettante III: Increases your caster level in your dilettante class by 4, so you are now treated as a tenth level Favored Soul instead of sixth level.
AP Cost: 3 Level: 15 Progression: 53 Requires: Improved Favored Soul Dilettante II
Charisma Enhancement.gif
Half-Elf Favored Soul Charisma I: Grants a +1 increase to Charisma score. This counts as a class based ability score enhancement.
AP Cost: 2 Level: 9 Progression: 30 Requires: Half-Elf Favored Soul Dilettante

Half-Elf Dilettante Fighter[edit]

FighterMastery.png
Half-Elf Armor Mastery I: +1 to max dex bonus on armor. You may still be restricted by your tower shield's max Dex bonus.
AP Cost: 2 Level: 5 Progression: 14 Requires: Half-Elf Fighter Dilettante
FighterMastery.png
Half-Elf Armor Mastery II: Increasing +1 to max dex bonus on armor. You may still be restricted by your tower shield's max Dex bonus.
AP Cost: 4 Level: 11 Progression: 36 Requires: Half-Elf Armor Mastery I
FighterStrategyTrip.png
Half-Elf Strategy (Trip) I: +1 to trip and improved trip DC.
AP Cost: 1 Level: 3 Progression: 7 Requires: Half-Elf Fighter Dilettante
FighterStrategyTrip.png
Half-Elf Strategy (Trip) II: +1 to trip and improved trip DC, bringing the total increase to 2.
AP Cost: 2 Level: 8 Progression: 26 Requires: Half-Elf Strategy (Trip) I
FighterStrategyStunningBlow.png
Half-Elf Strategy (Stunning Blow) I: +1 bonus to the DC of your Stunning Blow and Stunning Fist Feats.
AP Cost: 1 Level: 3 Progression: 7 Requires: Half-Elf Fighter Dilettante, Stunning Blow
FighterStrategyStunningBlow.png
Half-Elf Strategy (Stunning Blow) II: An additional +1 on the DC of your Stunning Blow and Stunning Fist Feats, bringing the total increase to 2.
AP Cost: 2 Level: 8 Progression: 26 Requires: Half-Elf Strategy (Stunning Blow) I
FighterStrategySunder.png
Half-Elf Strategy (Sunder) I: +1 to sunder and improved sunder DC.
AP Cost: 1 Level: 3 Progression: 7 Requires: Half-Elf Fighter Dilettante
FighterStrategySunder.png
Half-Elf Strategy (Sunder) II: +1 to sunder and improved sunder DC, bringing the total increase to 2.
AP Cost: 2 Level: 8 Progression: 26 Requires: Half-Elf Strategy (Sunder) I
Human Strength.gif
Half-Elf Fighter Strength I: Grants a +1 increase to Strength score. This counts as a class based ability score enhancement.
AP Cost: 2 Level: 9 Progression: 30 Requires: Half-Elf Fighter Dilettante

Half-Elf Dilettante Monk[edit]

Improved Recovery.gif
Half-Elf Improved Recovery I: The benefit you receive from healing spells is increased by 10%.
AP Cost: 2 Level: 5 Progression: 14 Requires: Half-Elf Monk Dilettante
Improved Recovery.gif
Half-Elf Improved Recovery II: The benefit you receive from healing spells is increased by 20%.
AP Cost: 4 Level: 11 Progression: 36 Requires: Half-Elf Improved Recovery I
DilettanteMonk.png
Improved Monk Dilettante I: Your defensive skills have improved, and you are now able to add up to 3 points of your Wisdom bonus to your armor class when you are defensively centered.
AP Cost: 1 Level: 5 Progression: 15 Requires: Half-Elf Monk Dilettante
DilettanteMonk.png
Improved Monk Dilettante II: Your defensive skills have improved, and you are now able to add up to 4 points of your Wisdom bonus to your armor class when you are defensively centered.
AP Cost: 2 Level: 10 Progression: 34 Requires: Improved Monk Dilettante I
DilettanteMonk.png
Improved Monk Dilettante III: Your defensive skills have improved, and you are now able to add up to 5 points of your Wisdom bonus to your armor class when you are defensively centered.
AP Cost: 3 Level: 15 Progression: 53 Requires: Improved Monk Dilettante II
Wisdom Enhancement.gif
Half-Elf Monk Wisdom I: Grants a +1 increase to your Wisdom score. This counts as a class based ability score enhancement.
AP Cost: 2 Level: 9 Progression: 30 Requires: Half-Elf Monk Dilettante

Half-Elf Dilettante Paladin[edit]

Follower of silverflame.gif
Half-Elf Follower of the Silver Flame: You are one of the Purified, a true believer in the Silver Flame. Burn the corruption and taint of evil from all Eberron. Grants proficiency with and a +1 bonus to hit with longbows, the favored weapon of the clergy of the Silver Flame.
AP Cost: 2 Level: 3 Progression: 6 Requires: Half-Elf Paladin Dilettante
Sovereign host.gif
Half-Elf Follower of the Sovereign Host: You are a Vassal of the Sovereign Host, a true believer in the Doctrine of Universal Sovereignty. As is the world, so are the gods. As are the gods, so is the world. Grants proficiency with and a +1 bonus to hit with longswords, the favored weapon of the clergy of the Sovereign Host.
AP Cost: 2 Level: 3 Progression: 6 Requires: Half-Elf Paladin Dilettante
DilettantePaladin.png
Improved Paladin Dilettante I: Your Lesser Divine Grace has improved, and you are now able to add up to 3 points of your charisma bonus to your saves. Also increases your caster level in your dilettante class by 1, so you are now treated as a second level Paladin instead of first level.
AP Cost: 1 Level: 5 Progression: 15 Requires: Half-Elf Paladin Dilettante
DilettantePaladin.png
Improved Paladin Dilettante II: Your Lesser Divine Grace has improved, and you are now able to add up to 4 points of your charisma bonus to your saves. Also increases your caster level in your dilettante class by 1, so you are now treated as a third level Paladin instead of second level.
AP Cost: 2 Level: 10 Progression: 34 Requires: Improved Paladin Dilettante I
DilettantePaladin.png
Improved Paladin Dilettante III: Your Lesser Divine Grace has improved, and you are now able to add up to 5 points of your charisma bonus to your saves. Also increases your caster level in your dilettante class by 1, so you are now treated as a fourth level Paladin instead of third level.
AP Cost: 3 Level: 15 Progression: 53 Requires: Improved Paladin Dilettante II
Bards Charisma.gif
Half-Elf Paladin Charisma I: Grants a +1 increase to Charisma score. This counts as a class based ability score enhancement.
AP Cost: 2 Level: 9 Progression: 30 Requires: Half-Elf Paladin Dilettante

Half-Elf Dilettante Ranger[edit]

RangerDesertLore.png
Half-Elf Desert Lore I: You gain energy resistance of 2 versus fire, or improve your existing resistance by 2.
AP Cost: 1 Level: 4 Progression: 11 Requires: Half-Elf Ranger Dilettante
RangerDesertLore.png
Half-Elf Desert Lore II: Your energy resistance versus fire is increased by 2, bringing the total increase to 4.
AP Cost: 2 Level: 10 Progression: 34 Requires: Half-Elf Desert Lore I
RangerTundraLore.png
Half-Elf Tundra Lore I: You gain energy resistance of 2 versus cold, or improve your existing resistance by 2.
AP Cost: 1 Level: 4 Progression: 11 Requires: Half-Elf Ranger Dilettante
RangerTundraLore.png
Half-Elf Tundra Lore II: Your energy resistance versus cold is increased by 2, bringing the total increase to 4.
AP Cost: 2 Level: 10 Progression: 34 Requires: Half-Elf Tundra Lore I
RangerSwampLore.png
Half-Elf Swamp Lore I: You gain energy resistance of 2 versus acid, or improve your existing resistance by 2.
AP Cost: 1 Level: 4 Progression: 11 Requires: Half-Elf Ranger Dilettante
RangerSwampLore.png
Half-Elf Swamp Lore II: Your energy resistance versus acid is increased by 2, bringing the total increase to 4.
AP Cost: 2 Level: 10 Progression: 34 Requires: Half-Elf Swamp Lore I
DilettanteRanger.png
Improved Ranger Dilettante I: Your Lesser Bow Strength has improved, and you are now able to add up to 4 points of your strength bonus to attacks with bows. Also increases your caster level in your dilettante class by 1, so you are now treated as a second level Ranger instead of first level.
AP Cost: 1 Level: 5 Progression: 15 Requires: Half-Elf Ranger Dilettante
DilettanteRanger.png
Improved Ranger Dilettante II: Your Lesser Bow Strength has improved, and you are now able to add up to 6 points of your strength bonus to attacks with bows. Also increases your caster level in your dilettante class by 1, so you are now treated as a third level Ranger instead of second level.
AP Cost: 2 Level: 10 Progression: 34 Requires: Improved Ranger Dilettante I
DilettanteRanger.png
Improved Ranger Dilettante III: Your Lesser Bow Strength has improved, and you are now able to add up to 8 points of your strength bonus to attacks with bows. Also increases your caster level in your dilettante class by 1, so you are now treated as a fourth level Ranger instead of third level.
AP Cost: 3 Level: 15 Progression: 53 Requires: Improved Ranger Dilettante II
Human Dexterity.png
Half-Elf Ranger Dexterity I: Grants a +1 increase to Dexterity score. This counts as a class based ability score enhancement.
AP Cost: 2 Level: 9 Progression: 30 Requires: Half-Elf Ranger Dilettante

Half-Elf Dilettante Rogue[edit]

Trap Sense.png
Half-Elf Improved Trap Sense I: Grants an extra +2 bonus to saves against traps.
AP Cost: 1 Level: 3 Progression: 7 Requires: Half-Elf Rogue Dilettante
Trap Sense.png
Half-Elf Improved Trap Sense II: Grants an additional +2 bonus to saves against traps, bringing the total increase to 4.
AP Cost: 2 Level: 8 Progression: 36 Requires: Half-Elf Improved Trap Sense I
DilettanteRogue.png
Improved Rogue Dilettante I: Your offensive skills have improved, and you now deal 2d6 Sneak Attack damage. This does not stack with the Rogue Sneak Attack class feature.
AP Cost: 2 Level: 5 Progression: 14 Requires: Half-Elf Rogue Dilettante
DilettanteRogue.png
Improved Rogue Dilettante II: Your offensive skills have improved, and you now deal 3d6 Sneak Attack damage. This does not stack with the Rogue Sneak Attack class feature.
AP Cost: 4 Level: 15 Progression: 52 Requires: Improved Rogue Dilettante I
Human Dexterity.gif
Half-Elf Rogue Dexterity I: Grants a +1 increase to Dexterity score. This counts as a class based ability score enhancement.
AP Cost: 2 Level: 9 Progression: 30 Requires: Half-Elf Rogue Dilettante

Half-Elf Dilettante Sorcerer[edit]

DilettanteSorcerer.png
Improved Sorcerer Dilettante I: Increases your caster level in your dilettante class by 2, so you are now treated as a third level Sorcerer instead of first level.
AP Cost: 1 Level: 5 Progression: 15 Requires: Half-Elf Sorcerer Dilettante
DilettanteSorcerer.png
Improved Sorcerer Dilettante II: Increases your caster level in your dilettante class by 3, so you are now treated as a sixth level Sorcerer instead of third level.
AP Cost: 2 Level: 10 Progression: 34 Requires: Improved Sorcerer Dilettante I
DilettanteSorcerer.png
Improved Sorcerer Dilettante III: Increases your caster level in your dilettante class by 4, so you are now treated as a tenth level Sorcerer instead of sixth level.
AP Cost: 3 Level: 15 Progression: 53 Requires: Improved Sorcerer Dilettante II
Bards Charisma.gif
Half-Elf Sorcerer Charisma I: Grants a +1 increase to Charisma score. This counts as a class based ability score enhancement.
AP Cost: 2 Level: 9 Progression: 30 Requires: Half-Elf Sorcerer Dilettante

Half-Elf Dilettante Wizard[edit]

DilettanteWizard.png
Improved Wizard Dilettante I: Increases your caster level in your dilettante class by 2, so you are now treated as a third level Wizard instead of first level.
AP Cost: 1 Level: 5 Progression: 15 Requires: Half-Elf Wizard Dilettante
DilettanteWizard.png
Improved Wizard Dilettante II: Increases your caster level in your dilettante class by 3, so you are now treated as a sixth level Wizard instead of third level.
AP Cost: 2 Level: 10 Progression: 34 Requires: Improved Wizard Dilettante I
DilettanteWizard.png
Improved Wizard Dilettante III: Increases your caster level in your dilettante class by 4, so you are now treated as a tenth level Wizard instead of sixth level.
AP Cost: 3 Level: 15 Progression: 53 Requires: Improved Wizard Dilettante II
Human Intelligence.png
Half-Elf Wizard Intelligence I: Grants a +1 increase to Intelligence score. This counts as a class based ability score enhancement.
AP Cost: 2 Level: 9 Progression: 30 Requires: Half-Elf Wizard Dilettante

Elf Enhancements[edit]

Icon Enhancement Elf Arcane Fluidity.png
Elven Arcane Fluidity I: Your arcane spell failure chance while wearing armor is decreased by 5%
AP Cost: 1 Ranks: 1 Progression: 1 Requires: Drow, Elf, Half-Elf, Morninglord
Icon Enhancement Elf Arcane Fluidity.png
Elven Arcane Fluidity II: Your arcane spell failure chance while wearing armor is decreased by 5% (Total 10%)
AP Cost: 1 Ranks: 1 Progression: 1 Requires: Elven Arcane Fluidity I
Icon Enhancement Elf Arcane Fluidity.png
Elven Arcane Fluidity III: Your arcane spell failure chance while wearing armor is decreased by 5% (Total 15%)
AP Cost: 1 Ranks: 1 Progression: 1 Requires: Elven Arcane Fluidity II


Notes[edit]

  • This has no effect on Arcane Spell Failure from shields.
  • It is important to note that the Mithral property will lower the weight category of armor by one, meaning that Heavy Armor will be reduced to Medium and Medium Armor will be reduced to Light. Elven Arcane Fluidity will work on the armor's new weight category, modified by the Mithral property.)
EnhIcon Dexterity.png
Elven Dexterity I: Grants a +1 increase to Dexterity score.
AP Cost: 2 Level: 4 Progression: 0 Requires: Elven Accuravy I
EnhIcon Dexterity.png
Elven Dexterity II: Grants a +1 increase to Dexterity score.
AP Cost: 2 Level: 11 Progression: 0 Requires: Elven Accuravy II
RangerArcaneArcher.png
Elven Arcane Archer I: Passive Benefit: grants +20 spell points. Active Benefit: grants the abilities to conjure +1 returning magical arrows and fire True Strike arrows.
AP Cost: 4 Level: 8 Progression: 24 Requires: Elf or Half-Elf, +6 Base Attack Bonus, Point Blank Shot, Weapon Focus: Ranged, and one of Bard Energy of Music I or Elven Arcanum I or Sorcerer Energy of the Dragonblooded I or Wizard Energy of the Scholar I or Mental Toughness or Past Life: Arcane Prodigy
Original Arcane Archer's Conjure Arrows
RangerArcaneArcher.png
Arcane Archer: Conjure +2 Arrows: Activate this ability to conjure a stack of +2 Returning Arrows.
AP Cost: 1 Level: 11 Progression: 38 Requires: Elven Arcane Archer I
RangerArcaneArcher.png
Arcane Archer: Conjure +3 Arrows: Activate this ability to conjure a stack of +3 Returning Arrows.
AP Cost: 1 Level: 14 Progression: 50 Requires: Arcane Archer: Conjure +2 Arrows
RangerArcaneArcher.png
Arcane Archer: Conjure +4 Arrows: Activate this ability to conjure a stack of +4 Returning Arrows.
AP Cost: 1 Level: 17 Progression: 62 Requires: Arcane Archer: Conjure +3 Arrows
RangerArcaneArcher.png
Arcane Archer: Conjure +5 Arrows: Activate this ability to conjure a stack of +5 Returning Arrows.
AP Cost: 1 Level: 20 Progression: 74 Requires: Arcane Archer: Conjure +4 Arrows
ArcaneArcherImbueForceArrows.png
Arcane Archer: Imbue Force Arrows: Imbues arrows with an extra 1d6 force damage and negates the incorporeal miss chance of ethereal creatures. This ability costs 10 spell points to activate, and triggers a lengthy cooldown of the Magic Missile spell. Only one Arcane Archer Imbue ability may be active at any time.
AP Cost: 1 Level: 6 Progression: 18 Requires: Elven Arcane Archer I
MelfsAcidArrow.png
Arcane Archer: Imbue Acid Arrows: Imbues arrows with the Corrosive ability dealing an extra 1d6 acid damage and acid damage over time if your arrow damages your target. This ability costs 20 spell points to activate, and triggers a lengthy cooldown of the Melf's Acid Arrow spell. Only one Arcane Archer Imbue ability may be active at any time.
AP Cost: 1 Level: 11 Progression: 38 Requires: Arcane Archer: Conjure +2 Arrows
Fireball.png
Arcane Archer: Imbue Explosive Arrows: Imbues arrows with the Flaming Burst ability dealing an extra 1d6 fire damage plus additional damage on critical hits. This ability costs 30 spell points to activate, and triggers a lengthy cooldown of the Fireball spell. Only one Arcane Archer Imbue ability may be active at any time.
AP Cost: 1 Level: 14 Progression: 50 Requires: Arcane Archer: Conjure +3 Arrows
ArcaneArcherImbueForceBurstArrows.png
Arcane Archer: Imbue Force Burst Arrows: Imbues arrows with the Force Burst ability dealing an extra 1d6 force damage plus additional damage on critical hits. This ability costs 40 spell points to activate, and triggers a lengthy cooldown of the Force Missile spell. Only one Arcane Archer Imbue ability may be active at any time.
AP Cost: 1 Level: 17 Progression: 62 Requires: Arcane Archer: Conjure +4 Arrows, Arcane Archer: Imbue Force Arrows
Fear.png
Arcane Archer: Imbue Terror Arrows: Imbues arrows with negative energy, granting the Fearsome ability and producing a DC 10+4 Phantasmal Killer effect would be a vorpal attack. (Attack roll of 20 followed by critical confirmation.) This ability costs 40 spell points to activate, and triggers a lengthy cooldown of the Fear spell. Only one Arcane Archer Imbue ability may be active at any time.
AP Cost: 1 Level: 17 Progression: 62 Requires: Arcane Archer: Conjure +4 Arrows
SlayLiving.png
Arcane Archer: Imbue Slaying Arrows: Imbues arrows with the Slaying ability, which will deal 500 damage to a living target on what would be a vorpal attack. (Natural 20 followed by critical confirmation) This ability costs 50 spell points to activate, and triggers a lengthy cooldown of the Finger of Death spell. Only one Arcane Archer Imbue ability may be active at any time.
AP Cost: 1 Level: 20 Progression: 74 Requires: Arcane Archer: Conjure +5 Arrows, Arcane Archer: Imbue Acid Arrows, Arcane Archer: Imbue Explosive Arrows, Arcane Archer: Imbue Force Arrows, Arcane Archer: Imbue Terror Arrows


Human Enhancements[edit]

Human Versatility.gif
Human Versatility I: Activate this ability to receive a +2 Action Boost bonus to skills, damage, attack rolls, saves, or armor class.
AP Cost: 1 Level: 1 Progression: 0 Requires: Human
Human Versatility.gif
Human Versatility II: Activate this ability to receive a +3 Action Boost bonus to skills, damage, attack rolls, saves, or armor class.
AP Cost: 2 Level: 4 Progression: 10 Requires: Human Versatility I
Human Versatility.gif
Human Versatility III: Activate this ability to receive a +4 Action Boost bonus to skills, damage, attack rolls, saves, or armor class.
AP Cost: 3 Level: 7 Progression: 21 Requires: Human Versatility II
Human Versatility.gif
Human Versatility IV: Activate this ability to receive a +5 Action Boost bonus to skills, damage, attack rolls, saves, or armor class.
AP Cost: 4 Level: 10 Progression: 32 Requires: Human Versatility III
Improved Recovery.gif
Human Improved Recovery I: The benefit you receive from healing spells is increased by 10%.
AP Cost: 2 Level: 2 Progression: 2 Requires: Human
Improved Recovery.gif
Human Improved Recovery II: The benefit you receive from healing spells is increased by 20%.
AP Cost: 4 Level: 6 Progression: 16 Requires: Human Improved Recovery I
Human Charisma.gif
Human Adaptability Charisma I: Grants a +1 increase to your Charisma score. You can only train one Human Adaptability enhancement at this level.
AP Cost: 2 Level: 5 Progression: 14 Requires: Human
Human Constitution.gif
Human Adaptability Constitution I: Grants a +1 increase to your Constitution score. You can only train one Human Adaptability enhancement at this level.
AP Cost: 2 Level: 5 Progression: 14 Requires: Human
Human Dexterity.gif
Human Adaptability Dexterity I: Grants a +1 increase to your Dexterity score. You can only train one Human Adaptability enhancement at this level.
AP Cost: 2 Level: 5 Progression: 14 Requires: Human
Human Intelligence.gif
Human Adaptability Intelligence I: Grants a +1 increase to your Intelligence score. You can only train one Human Adaptability enhancement at this level.
AP Cost: 2 Level: 5 Progression: 14 Requires: Human
Human Strength.gif
Human Adaptability Strength I: Grants a +1 increase to your Strength score. You can only train one Human Adaptability enhancement at this level.
AP Cost: 2 Level: 5 Progression: 14 Requires: Human
Human Wisdom.gif
Human Adaptability Wisdom I: Grants a +1 increase to your Wisdom score. You can only train one Human Adaptability enhancement at this level.
AP Cost: 2 Level: 5 Progression: 14 Requires: Human
Human Charisma.gif
Human Greater Adaptability Charisma I: Grants a +1 increase to your Charisma score. You can only train one Human Adaptability enhancement at this level.
AP Cost: 4 Level: 13 Progression: 44 Requires: One of Human Adaptability Constitution I, Human Adaptability Dexterity I, Human Adaptability Intelligence I, Human Adaptability Strength I, Human Adaptability Wisdom I
Human Constitution.gif
Human Greater Adaptability Constitution I: Grants a +1 increase to your Constitution score. You can only train one Human Adaptability enhancement at this level.
AP Cost: 4 Level: 13 Progression: 44 Requires: One of Human Adaptability Charisma I, Human Adaptability Dexterity I, Human Adaptability Intelligence I, Human Adaptability Strength I, Human Adaptability Wisdom I
Human Dexterity.gif
Human Greater Adaptability Dexterity I: Grants a +1 increase to your Dexterity score. You can only train one Human Adaptability enhancement at this level.
AP Cost: 4 Level: 13 Progression: 44 Requires: One of Human Adaptability Charisma I, Human Adaptability Constitution I, Human Adaptability Intelligence I, Human Adaptability Strength I, Human Adaptability Wisdom I
Human Intelligence.gif
Human Greater Adaptability Intelligence I: Grants a +1 increase to your Intelligence score. You can only train one Human Adaptability enhancement at this level.
AP Cost: 4 Level: 13 Progression: 44 Requires: One of Human Adaptability Charisma I, Human Adaptability Constitution I, Human Adaptability Dexterity I, Human Adaptability Strength I, Human Adaptability Wisdom I
Human Strength.gif
Human Greater Adaptability Strength I: Grants a +1 increase to your Strength score. You can only train one Human Adaptability enhancement at this level.
AP Cost: 4 Level: 13 Progression: 44 Requires: One of Human Adaptability Charisma I, Human Adaptability Constitution I, Human Adaptability Dexterity I, Human Adaptability Intelligence I, Human Adaptability Wisdom I
Human Wisdom.gif
Human Greater Adaptability Wisdom I: Grants a +1 increase to your Wisdom score. You can only train one Human Adaptability enhancement at this level.
AP Cost: 4 Level: 13 Progression: 44 Requires: One of Human Adaptability Charisma I, Human Adaptability Constitution I, Human Adaptability Dexterity I, Human Adaptability Intelligence I, Human Adaptability Strength I

Racial Toughness[edit]

EnhIcon Toughness.png
Racial Toughness I: Grants +10 hit points.
AP Cost: 1 Level: 3 Progression: 7 Requires: Toughness
EnhIcon Toughness.png
Racial Toughness II: Grants +10 additional hit points, for a total of +20.
AP Cost: 2 Level: 6 Progression: 18 Requires: Racial Toughness I
EnhIcon Toughness.png
Racial Toughness III: Grants +10 additional hit points, for a total of +30.
AP Cost: 3 Level: 9 Progression: 29 Requires: Racial Toughness II, one of Human Adaptability Constitution I, Human Greater Adaptability Constitution I

Racial Dragonmark Enhancements[edit]

ExtraDragonmarkUse.png
Extra Dragonmark Use I: You gain 1 additional use of your Least, Lesser, and Greater Dragonmarks per rest.
AP Cost: 1 Level: 2 Progression: 3 Requires: Dwarf, Elf, Half-Elf, Half-Orc, Halfling, Human, and one of Least Dragonmark of Finding, Least Dragonmark of Healing, Least Dragonmark of Making, Least Dragonmark of Passage, Least Dragonmark of Sentinel, Least Dragonmark of Shadow, Least Dragonmark of Storm, Least Dragonmark of Warding
ExtraDragonmarkUse.png
Extra Dragonmark Use II: You gain 2 additional uses of your Least, Lesser, and Greater Dragonmarks per rest.
AP Cost: 2 Level: 6 Progression: 18 Requires: Extra Dragonmark Use I
ExtraDragonmarkUse.png
Extra Dragonmark Use III: You gain 3 additional uses of your Least, Lesser, and Greater Dragonmarks per rest.
AP Cost: 3 Level: 10 Progression: 33 Requires: Extra Dragonmark Use II
ExtraDragonmarkUse.png
Extra Dragonmark Use IV: You gain 4 additional uses of your Least, Lesser, and Greater Dragonmarks per rest.
AP Cost: 4 Level: 14 Progression: 48 Requires: Extra Dragonmark Use III

Racial Skill Enhancements[edit]

Balance.gif
Improved Balance I: Grants a +1 bonus to the Balance skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Bard Level 1, Monk Level 1, Rogue Level 1
Balance.gif
Improved Balance II: Grants a +2 bonus to the Balance skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Balance I, and one of Bard Level 4, Monk Level 4, Rogue Level 4
Balance.gif
Improved Balance III: Grants a +3 bonus to the Balance skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Balance II, and one of Bard Level 8, Monk Level 8, Rogue Level 8
Balance.gif
Improved Balance IV: Grants a +4 bonus to the Balance skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Balance III, and one of Bard Level 12, Monk Level 12. Rogue Level 12
EnhIcon Bluff.png
Improved Bluff I: Grants a +1 bonus to the Bluff skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Bard Level 1, Rogue Level 1, Sorcerer Level 1
EnhIcon Bluff.png
Improved Bluff II: Grants a +2 bonus to the Bluff skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Bluff I, and one of Bard Level 4, Rogue Level 4, Sorcerer Level 4
EnhIcon Bluff.png
Improved Bluff III: Grants a +3 bonus to the Bluff skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Bluff II, and one of Bard Level 8, Rogue Level 8, Sorcerer Level 8
EnhIcon Bluff.png
Improved Bluff IV: Grants a +4 bonus to the Bluff skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Bluff III, and one of Bard Level 12, Rogue Level 12, Sorcerer Level 12
Skill concentration.gif
Improved Concentration I: Grants a +1 bonus to Concentration skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Bard Level 1, Cleric Level 1, Favored Soul Level 1, Monk Level 1, Paladin Level 1, Ranger Level 1, Sorcerer Level 1, Wizard Level 1
Skill concentration.gif
Improved Concentration II: Grants a +2 bonus to Concentration skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Concentration I, and one of Bard Level 4, Cleric Level 4, Favored Soul Level 4, Monk Level 4, Paladin Level 4, Ranger Level 4, Sorcerer Level 4, Wizard Level 4
Skill concentration.gif
Improved Concentration III: Grants a +3 bonus to Concentration skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Concentration II, and one of Bard Level 8, Cleric Level 8, Favored Soul Level 8, Monk Level 8, Paladin Level 8, Ranger Level 8, Sorcerer Level 8, Wizard Level 8
Skill concentration.gif
Improved Concentration IV: Grants a +4 bonus to Concentration skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Concentration III, and one of Bard Level 12, Cleric Level 12, Favored Soul Level 12, Monk Level 12, Paladin Level 12, Ranger Level 12, Sorcerer Level 12, Wizard Level 12
Skill Interaction.gif
Improved Diplomacy I: Grants a +1 bonus to Diplomacy skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Bard Level 1, Cleric Level 1, Favored Soul Level 1, Monk Level 1, Paladin Level 1, Rogue Level 1
Skill Interaction.gif
Improved Diplomacy II: Grants a +2 bonus to Diplomacy skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Diplomacy I, and one of Bard Level 4, Cleric Level 4, Favored Soul Level 4, Monk Level 4, Paladin Level 4, Rogue Level 4
Skill Interaction.gif
Improved Diplomacy III: Grants a +3 bonus to Diplomacy skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Diplomacy II, and one of Bard Level 8, Cleric Level 8, Favored Soul Level 8, Monk Level 8, Paladin Level 8, Rogue Level 8
Skill Interaction.gif
Improved Diplomacy IV: Grants a +4 bonus to Diplomacy skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Diplomacy III, and one of Bard Level 12, Cleric Level 12, Favored Soul Level 12, Monk Level 12, Paladin Level 12, Rogue Level 12
RogueDisableDevice.png
Improved Disable Device I: Grants a +1 bonus to the Disable Device skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: Rogue Level 1
RogueDisableDevice.png
Improved Disable Device II: Grants a +2 bonus to the Disable Device skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Disable Device I, Rogue Level 4
RogueDisableDevice.png
Improved Disable Device III: Grants a +3 bonus to the Disable Device skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Disable Device II, Rogue Level 8
RogueDisableDevice.png
Improved Disable Device IV: Grants a +4 bonus to the Disable Device skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Disable Device III, Rogue Level 12
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EnhIcon Haggle.png
Improved Haggle I: Grants a +1 bonus to Haggle skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Bard Level 1, Rogue Level 1
EnhIcon Haggle.png
Improved Haggle II: Grants a +2 bonus to Haggle skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Haggle I, and one of Bard Level 4, Rogue Level 4
EnhIcon Haggle.png
Improved Haggle III: Grants a +3 bonus to Haggle skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Haggle II, and one of Bard Level 8, Rogue Level 8
EnhIcon Haggle.png
Improved Haggle IV: Grants a +4 bonus to Haggle skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Haggle III, and one of Bard Level 12, Rogue Level 12
Skill heal.gif
Improved Heal I: Grants a +1 bonus to Heal skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Cleric Level 1, Favored Soul Level 1, Paladin Level 1, Ranger Level 1
Skill heal.gif
Improved Heal II: Grants a +2 bonus to Heal skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Heal I, and one of Cleric Level 4, Favored Soul Level 4, Paladin Level 4, Ranger Level 4
Skill heal.gif
Improved Heal III: Grants a +3 bonus to Heal skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Heal II, and one of Cleric Level 8, Favored Soul Level 8, Paladin Level 8, Ranger Level 8
Skill heal.gif
Improved Heal IV: Grants a +4 bonus to Heal skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Heal III, and one of Cleric Level 12, Favored Soul Level 12, Paladin Level 12, Ranger Level 12
Skill Hide.gif
Improved Hide I: Grants a +1 bonus to Hide skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Bard Level 1, Monk Level 1, Ranger Level 1, Rogue Level 1
Skill Hide.gif
Improved Hide II: Grants a +2 bonus to Hide skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Hide I, and one of Bard Level 4, Monk Level 4, Ranger Level 4, Rogue Level 4
Skill Hide.gif
Improved Hide III: Grants a +3 bonus to Hide skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Hide II, and one of Bard Level 8, Monk Level 8, Ranger Level 8, Rogue Level 8
Skill Hide.gif
Improved Hide IV: Grants a +4 bonus to Hide skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Hide III, and one of Bard Level 12, Monk Level 12, Ranger Level 12, Rogue Level 12
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Intimidate.gif
Improved Intimidate I: Grants a +1 bonus to the Intimidate skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Barbarian Level 1, Fighter Level 1, Paladin Level 1, Rogue Level 1
Intimidate.gif
Improved Intimidate II: Grants a +2 bonus to the Intimidate skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Intimidate I, and one of Barbarian Level 4, Fighter Level 4, Paladin Level 4, Rogue Level 4
Intimidate.gif
Improved Intimidate III: Grants a +3 bonus to the Intimidate skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Intimidate II, and one of Barbarian Level 8, Fighter Level 8, Paladin Level 8, Rogue Level 8
Intimidate.gif
Improved Intimidate IV: Grants a +4 bonus to the Intimidate skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Intimidate III, and one of Barbarian Level 12, Fighter Level 12, Paladin Level 12, Rogue Level 12
Jump Skill.gif
Improved Jump I: Grants a +1 bonus to the Jump skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Barbarian Level 1, Bard Level 1, Favored Soul Level 1, Fighter Level 1, Monk Level 1, Ranger Level 1, Rogue Level 1
Jump Skill.gif
Improved Jump II: Grants a +2 bonus to the Jump skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Jump I, and one of Barbarian Level 4, Bard Level 4, Favored Soul Level 4, Fighter Level 4, Monk Level 4, Ranger Level 4, Rogue Level 4
Jump Skill.gif
Improved Jump III: Grants a +3 bonus to the Jump skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Jump II, and one of Barbarian Level 8, Bard Level 8, Favored Soul Level 8, Fighter Level 8, Monk Level 8, Ranger Level 8, Rogue Level 8
Jump Skill.gif
Improved Jump IV: Grants a +4 bonus to the Jump skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Jump III, and one of Barbarian Level 12, Bard Level 12, Favored Soul Level 12, Fighter Level 12, Monk Level 12, Ranger Level 12, Rogue Level 12
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Skill Listen.gif
Improved Listen I: Grants a +1 bonus to Listen skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Barbarian Level 1, Bard Level 1, Monk Level 1, Ranger Level 1, Rogue Level 1
Skill Listen.gif
Improved Listen II: Grants a +2 bonus to Listen skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Listen I, and one of Barbarian Level 4, Bard Level 4, Monk Level 4, Ranger Level 4, Rogue Level 4
Skill Listen.gif
Improved Listen III: Grants a +3 bonus to Listen skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Listen II, and one of Barbarian Level 8, Bard Level 8, Monk Level 8, Ranger Level 8, Rogue Level 8
Skill Listen.gif
Improved Listen IV: Grants a +4 bonus to Listen skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Listen III, and one of Barbarian Level 12, Bard Level 12, Monk Level 12, Ranger Level 12, Rogue Level 12
EnhIcon MoveSilently.png
Improved Move Silently I: Grants a +1 bonus to the Move Silently skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Bard Level 1, Monk Level 1, Ranger Level 1, Rogue Level 1
EnhIcon MoveSilently.png
Improved Move Silently II: Grants a +2 bonus to the Move Silently skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Move Silently I, and one of Bard Level 4, Monk Level 4, Ranger Level 4, Rogue Level 4
EnhIcon MoveSilently.png
Improved Move Silently III: Grants a +3 bonus to the Move Silently skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Move Silently II, and one of Bard Level 8, Monk Level 8, Ranger Level 8, Rogue Level 8
EnhIcon MoveSilently.png
Improved Move Silently IV: Grants a +4 bonus to the Move Silently skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Move Silently III, and one of Bard Level 12, Monk Level 12, Ranger Level 12, Rogue Level 12
RogueOpenLock.png
Improved Open Lock I: Grants a +1 bonus to the Open Lock skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: Rogue Level 1
RogueOpenLock.png
Improved Open Lock II: Grants a +2 bonus to the Open Lock skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Open Lock I, Rogue Level 4
RogueOpenLock.png
Improved Open Lock III: Grants a +3 bonus to the Open Lock skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Open Lock II, Rogue Level 8
RogueOpenLock.png
Improved Open Lock IV: Grants a +4 bonus to the Open Lock skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Open Lock III, Rogue Level 12
EnhIcon Perform.png
Improved Perform I: Grants a +1 bonus to Perform skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: Bard Level 1
EnhIcon Perform.png
Improved Perform II: Grants a +2 bonus to Perform skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Perform I, Bard Level 4
EnhIcon Perform.png
Improved Perform III: Grants a +3 bonus to Perform skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Perform II, Bard Level 8
EnhIcon Perform.png
Improved Perform IV: Grants a +4 bonus to Perform skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Perform III, Bard Level 12
Skill Repair.gif
Improved Repair I: Grants a +1 bonus to Repair skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Fighter Level 1, Rogue Level 1, Wizard Level 1
Skill Repair.gif
Improved Repair II: Grants a +2 bonus to Repair skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Repair I, and one of Fighter Level 4, Rogue Level 4, Wizard Level 4
Skill Repair.gif
Improved Repair III: Grants a +3 bonus to Repair skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Repair II, and one of Fighter Level 8, Rogue Level 8, Wizard Level 8
Skill Repair.gif
Improved Repair IV: Grants a +4 bonus to Repair skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Repair III, and one of Fighter Level 12, Rogue Level 12, Wizard Level 12
Skill Search.gif
Improved Search I: Grants a +1 bonus to the Search skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Ranger Level 1, Rogue Level 1
Skill Search.gif
Improved Search II: Grants a +2 bonus to the Search skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Search I, and one of Ranger Level 4, Rogue Level 4
Skill Search.gif
Improved Search III: Grants a +3 bonus to the Search skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Search II, and one of Ranger Level 8, Rogue Level 8
Skill Search.gif
Improved Search IV: Grants a +4 bonus to the Search skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Search III, and one of Ranger Level 12, Rogue Level 12
Skill Spot.gif
Improved Spot I: Grants a +1 bonus to the Spot skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Monk Level 1, Ranger Level 1, Rogue Level 1
Skill Spot.gif
Improved Spot II: Grants a +2 bonus to the Spot skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Spot I, and one of Monk Level 4, Ranger Level 4, Rogue Level 4
Skill Spot.gif
Improved Spot III: Grants a +3 bonus to the Spot skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Spot II, and one of Monk Level 8, Ranger Level 8, Rogue Level 8
Skill Spot.gif
Improved Spot IV: Grants a +4 bonus to the Spot skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Spot III, and one of Monk Level 12, Ranger Level 12, Rogue Level 12
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Swim Skill.gif
Improved Swim I: Grants a +1 bonus to Swim skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Barbarian Level 1, Bard Level 1, Fighter Level 1, Monk Level 1, Ranger Level 1, Rogue Level 1
Swim Skill.gif
Improved Swim II: Grants a +2 bonus to Swim skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Swim I, and one of Barbarian Level 4, Bard Level 4, Fighter Level 4, Monk Level 4, Ranger Level 4, Rogue Level 4
Swim Skill.gif
Improved Swim III: Grants a +3 bonus to Swim skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Swim II, and one of Barbarian Level 8, Bard Level 8, Fighter Level 8, Monk Level 8, Ranger Level 8, Rogue Level 8
Swim Skill.gif
Improved Swim IV: Grants a +4 bonus to Swim skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Swim III, and one of Barbarian Level 12, Bard Level 12, Fighter Level 12, Monk Level 12, Ranger Level 12, Rogue Level 12
EnhIcon Tumble.png
Improved Tumble I: Grants a +1 bonus to the Tumble skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Bard Level 1, Monk Level 1, Rogue Level 1
EnhIcon Tumble.png
Improved Tumble II: Grants a +2 bonus to the Tumble skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Tumble I, and one of Bard Level 4, Monk Level 4, Rogue Level 4
EnhIcon Tumble.png
Improved Tumble III: Grants a +3 bonus to the Tumble skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Tumble II, and one of Bard Level 8, Monk Level 8, Rogue Level 8
EnhIcon Tumble.png
Improved Tumble IV: Grants a +4 bonus to the Tumble skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Tumble III, and one of Bard Level 12, Monk Level 12, Rogue Level 12
Balance.gif
Lyrandar Balance I: Grants a +1 bonus to the Balance skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: Least Dragonmark of Storm
Balance.gif
Lyrandar Balance II: Grants a +2 bonus to the Balance skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Lyrandar Balance I, Lesser Dragonmark of Storm
Balance.gif
Lyrandar Balance III: Grants a +3 bonus to the Balance skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Lyrandar Balance II, Greater Dragonmark of Storm
Balance.gif
Lyrandar Balance IV: Grants a +4 bonus to the Balance skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Lyrandar Balance III

Racial Summoning Enhancements[edit]

Companion.png
Iron Companion: You have a loyal iron defender as a pet, and can summon it once per rest to aid you for five minutes.
AP Cost: 2 Level: 1 Progression: 0 Requires: Drow Elf, Dwarf, Elf, Half-Elf, Half-Orc, Halfling, Human, Warforged, and one of Skill Focus: Repair, Self Sufficient, Least Dragonmark of Making, Improved Repair II, Warforged Mechanics II, Rogue Mechanic I
Companion.png
Steel Companion: You have a loyal steel defender as a pet, and can summon it once per rest to aid you for five minutes.
AP Cost: 2 Level: 4 Progression: 10 Requires: Iron Companion
Companion.png
Mithral Companion: You have a loyal mithral defender as a pet, and can summon it once per rest to aid you for five minutes.
AP Cost: 2 Level: 8 Progression: 26 Requires: Steel Companion
Companion.png
Adamantine Companion: You have a loyal adamantine defender as a pet, and can summon it once per rest to aid you for five minutes.
AP Cost: 2 Level: 12 Progression: 42 Requires: Mithral Companion

Enhancement changes Alpha Testing on Lamannia[edit]