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Half-Elf enhancements (history)
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Alchemist‡ | Artificer† — Dog | Barbarian | Bard | Cleric |
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Apo — Bom — VCh | AT — BE — RM | FB — OS — Rav | SB2 — SS — St1 — WC | DA1 — DD — RS2 — War |
Druid — Wolf | Fighter | Favored Soul† | Monk | Paladin |
BC1 — NW — NP2 — SH | Dra1 — Ken2 — Rav1 — StD — Van2 | AoV — BoH — War | DD1 — HeM2 — NiS — Shi | |
Ranger | Rogue | Sorcerer | Wizard | Warlock |
AA2 — DH1 — DWS — Tem | Ass — Mec — TA | AS – ES – FS – WS – EK2 – WM1 | AM — EK — PM | AotS1 — ES2 — SE — TS |
Falconry† ~ Feydark Illusionist† ~ Harper Agent† ~ Horizon Walker† ~ Inquisitive† ~ Vistani Knife Fighter† |
Reaper | |||
†: Class/tree can be earned via favor. ‡: Class/tree free to VIP or found in DDO Store. 1: Tree only available to a certain archetype. 2: Tree unavailable to a certain archetype. |
Aasimar ![]() |
Dragonborn | Drow | Dwarf | Eladrin ![]() |
Elf / Wood Elf (& AA) | Gnome |
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Half-Elf (& AA) | Half-Orc | Halfling | Human | Shifter ![]() |
Tabaxi ![]() |
Tiefling | Warforged †Free by turning in 400 Total favor per server ![]() |
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Bladeforged ![]() |
Chaosmancer ![]() |
Deep Gnome ![]() |
Morninglord ![]() |
PDK ![]() |
Razorclaw ![]() |
Scoundrel ![]() |
Scourge ![]() |
Shadar-kai ![]() |
Trailblazer ![]() |
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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]
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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 | |
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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 |
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Half-Elf Improved Damage Reduction I: You gain an additional point of damage reduction, improving your existing damage reduction by 1/-.
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AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Half-Elf Barbarian Dilettante | |
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Half-Elf Improved Damage Reduction II: You gain an additional point of damage reduction, improving your existing damage reduction by 1/-.
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AP Cost: 4 | Level: 11 | Progression: 36 | Requires: Half-Elf Improved Damage Reduction I |
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Half-Elf Barbarian Constitution I: Grants a +1 increase to your Constitution score. This counts as a class based ability score enhancement.
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AP Cost: 2 | Level: 9 | Progression: 30 | Requires: Half-Elf Barbarian Dilettante |
Half-Elf Dilettante Bard[edit]
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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.
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AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Half-Elf Bard Dilettante | |
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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.
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AP Cost: 2 | Level: 10 | Progression: 34 | Requires: Improved Bard Dilettante I | |
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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.
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AP Cost: 3 | Level: 15 | Progression: 53 | Requires: Improved Bard Dilettante II |
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Half-Elf Bard Charisma I: Grants a +1 increase to Charisma score. This counts as a class based ability score enhancement.
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AP Cost: 2 | Level: 9 | Progression: 30 | Requires: Half-Elf Bard Dilettante |
Half-Elf Dilettante Cleric[edit]
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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.
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AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Half-Elf Cleric Dilettante | |
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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.
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AP Cost: 2 | Level: 10 | Progression: 34 | Requires: Improved Cleric Dilettante I | |
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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.
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AP Cost: 3 | Level: 15 | Progression: 53 | Requires: Improved Cleric Dilettante II |
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Half-Elf Cleric Wisdom I: Grants a +1 increase to your Wisdom score. This counts as a class based ability score enhancement.
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AP Cost: 2 | Level: 9 | Progression: 30 | Requires: Half-Elf Cleric Dilettante |
Half-Elf Dilettante Favored Soul[edit]
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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.
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AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Half-Elf Favored Soul Dilettante | |
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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.
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AP Cost: 2 | Level: 10 | Progression: 34 | Requires: Improved Favored Soul Dilettante I | |
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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.
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AP Cost: 3 | Level: 15 | Progression: 53 | Requires: Improved Favored Soul Dilettante II |
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Half-Elf Favored Soul Charisma I: Grants a +1 increase to Charisma score. This counts as a class based ability score enhancement.
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AP Cost: 2 | Level: 9 | Progression: 30 | Requires: Half-Elf Favored Soul Dilettante |
Half-Elf Dilettante Fighter[edit]
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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.
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AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Half-Elf Fighter Dilettante | |
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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.
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AP Cost: 4 | Level: 11 | Progression: 36 | Requires: Half-Elf Armor Mastery I |
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Half-Elf Strategy (Trip) I: +1 to trip and improved trip DC.
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AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Half-Elf Fighter Dilettante | |
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Half-Elf Strategy (Trip) II: +1 to trip and improved trip DC, bringing the total increase to 2.
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AP Cost: 2 | Level: 8 | Progression: 26 | Requires: Half-Elf Strategy (Trip) I |
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Half-Elf Strategy (Stunning Blow) I: +1 bonus to the DC of your Stunning Blow and Stunning Fist Feats.
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AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Half-Elf Fighter Dilettante, Stunning Blow | |
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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.
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AP Cost: 2 | Level: 8 | Progression: 26 | Requires: Half-Elf Strategy (Stunning Blow) I |
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Half-Elf Strategy (Sunder) I: +1 to sunder and improved sunder DC.
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AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Half-Elf Fighter Dilettante | |
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Half-Elf Strategy (Sunder) II: +1 to sunder and improved sunder DC, bringing the total increase to 2.
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AP Cost: 2 | Level: 8 | Progression: 26 | Requires: Half-Elf Strategy (Sunder) I |
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Half-Elf Fighter Strength I: Grants a +1 increase to Strength score. This counts as a class based ability score enhancement.
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AP Cost: 2 | Level: 9 | Progression: 30 | Requires: Half-Elf Fighter Dilettante |
Half-Elf Dilettante Monk[edit]
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Half-Elf Improved Recovery I: The benefit you receive from healing spells is increased by 10%.
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AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Half-Elf Monk Dilettante | |
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Half-Elf Improved Recovery II: The benefit you receive from healing spells is increased by 20%.
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AP Cost: 4 | Level: 11 | Progression: 36 | Requires: Half-Elf Improved Recovery I |
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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.
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AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Half-Elf Monk Dilettante | |
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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.
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AP Cost: 2 | Level: 10 | Progression: 34 | Requires: Improved Monk Dilettante I | |
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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.
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AP Cost: 3 | Level: 15 | Progression: 53 | Requires: Improved Monk Dilettante II |
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Half-Elf Monk Wisdom I: Grants a +1 increase to your Wisdom score. This counts as a class based ability score enhancement.
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AP Cost: 2 | Level: 9 | Progression: 30 | Requires: Half-Elf Monk Dilettante |
Half-Elf Dilettante Paladin[edit]
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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.
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AP Cost: 2 | Level: 3 | Progression: 6 | Requires: Half-Elf Paladin Dilettante |
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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.
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AP Cost: 2 | Level: 3 | Progression: 6 | Requires: Half-Elf Paladin Dilettante |
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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.
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AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Half-Elf Paladin Dilettante | |
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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.
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AP Cost: 2 | Level: 10 | Progression: 34 | Requires: Improved Paladin Dilettante I | |
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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.
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AP Cost: 3 | Level: 15 | Progression: 53 | Requires: Improved Paladin Dilettante II |
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Half-Elf Paladin Charisma I: Grants a +1 increase to Charisma score. This counts as a class based ability score enhancement.
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AP Cost: 2 | Level: 9 | Progression: 30 | Requires: Half-Elf Paladin Dilettante |
Half-Elf Dilettante Ranger[edit]
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Half-Elf Desert Lore I: You gain energy resistance of 2 versus fire, or improve your existing resistance by 2.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Half-Elf Ranger Dilettante | |
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Half-Elf Desert Lore II: Your energy resistance versus fire is increased by 2, bringing the total increase to 4.
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AP Cost: 2 | Level: 10 | Progression: 34 | Requires: Half-Elf Desert Lore I |
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Half-Elf Tundra Lore I: You gain energy resistance of 2 versus cold, or improve your existing resistance by 2.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Half-Elf Ranger Dilettante | |
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Half-Elf Tundra Lore II: Your energy resistance versus cold is increased by 2, bringing the total increase to 4.
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AP Cost: 2 | Level: 10 | Progression: 34 | Requires: Half-Elf Tundra Lore I |
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Half-Elf Swamp Lore I: You gain energy resistance of 2 versus acid, or improve your existing resistance by 2.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Half-Elf Ranger Dilettante | |
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Half-Elf Swamp Lore II: Your energy resistance versus acid is increased by 2, bringing the total increase to 4.
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AP Cost: 2 | Level: 10 | Progression: 34 | Requires: Half-Elf Swamp Lore I |
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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.
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AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Half-Elf Ranger Dilettante | |
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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.
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AP Cost: 2 | Level: 10 | Progression: 34 | Requires: Improved Ranger Dilettante I | |
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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.
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AP Cost: 3 | Level: 15 | Progression: 53 | Requires: Improved Ranger Dilettante II |
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Half-Elf Ranger Dexterity I: Grants a +1 increase to Dexterity score. This counts as a class based ability score enhancement.
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AP Cost: 2 | Level: 9 | Progression: 30 | Requires: Half-Elf Ranger Dilettante |
Half-Elf Dilettante Rogue[edit]
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Half-Elf Improved Trap Sense I: Grants an extra +2 bonus to saves against traps.
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AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Half-Elf Rogue Dilettante | |
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Half-Elf Improved Trap Sense II: Grants an additional +2 bonus to saves against traps, bringing the total increase to 4.
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AP Cost: 2 | Level: 8 | Progression: 36 | Requires: Half-Elf Improved Trap Sense I |
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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.
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AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Half-Elf Rogue Dilettante | |
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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.
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AP Cost: 4 | Level: 15 | Progression: 52 | Requires: Improved Rogue Dilettante I |
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Half-Elf Rogue Dexterity I: Grants a +1 increase to Dexterity score. This counts as a class based ability score enhancement.
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AP Cost: 2 | Level: 9 | Progression: 30 | Requires: Half-Elf Rogue Dilettante |
Half-Elf Dilettante Sorcerer[edit]
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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.
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AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Half-Elf Sorcerer Dilettante | |
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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.
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AP Cost: 2 | Level: 10 | Progression: 34 | Requires: Improved Sorcerer Dilettante I | |
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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.
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AP Cost: 3 | Level: 15 | Progression: 53 | Requires: Improved Sorcerer Dilettante II |
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Half-Elf Sorcerer Charisma I: Grants a +1 increase to Charisma score. This counts as a class based ability score enhancement.
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AP Cost: 2 | Level: 9 | Progression: 30 | Requires: Half-Elf Sorcerer Dilettante |
Half-Elf Dilettante Wizard[edit]
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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.
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AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Half-Elf Wizard Dilettante | |
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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.
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AP Cost: 2 | Level: 10 | Progression: 34 | Requires: Improved Wizard Dilettante I | |
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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.
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AP Cost: 3 | Level: 15 | Progression: 53 | Requires: Improved Wizard Dilettante II |
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Half-Elf Wizard Intelligence I: Grants a +1 increase to Intelligence score. This counts as a class based ability score enhancement.
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AP Cost: 2 | Level: 9 | Progression: 30 | Requires: Half-Elf Wizard Dilettante |
Elf Enhancements[edit]
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Elven Arcane Fluidity I: Your arcane spell failure chance while wearing armor is decreased by 5%
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AP Cost: 1 | Ranks: 1 | Progression: 1 | Requires: Drow, Elf, Half-Elf, Morninglord | |
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Elven Arcane Fluidity II: Your arcane spell failure chance while wearing armor is decreased by 5% (Total 10%)
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AP Cost: 1 | Ranks: 1 | Progression: 1 | Requires: Elven Arcane Fluidity I | |
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Elven Arcane Fluidity III: Your arcane spell failure chance while wearing armor is decreased by 5% (Total 15%)
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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.)
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Elven Dexterity I: Grants a +1 increase to Dexterity score.
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AP Cost: 2 | Level: 4 | Progression: 0 | Requires: Elven Accuravy I | |
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Elven Dexterity II: Grants a +1 increase to Dexterity score.
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AP Cost: 2 | Level: 11 | Progression: 0 | Requires: Elven Accuravy II |
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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.
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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 |
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Arcane Archer: Conjure +2 Arrows: Activate this ability to conjure a stack of +2 Returning Arrows.
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AP Cost: 1 | Level: 11 | Progression: 38 | Requires: Elven Arcane Archer I | |
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Arcane Archer: Conjure +3 Arrows: Activate this ability to conjure a stack of +3 Returning Arrows.
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AP Cost: 1 | Level: 14 | Progression: 50 | Requires: Arcane Archer: Conjure +2 Arrows | |
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Arcane Archer: Conjure +4 Arrows: Activate this ability to conjure a stack of +4 Returning Arrows.
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AP Cost: 1 | Level: 17 | Progression: 62 | Requires: Arcane Archer: Conjure +3 Arrows | |
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Arcane Archer: Conjure +5 Arrows: Activate this ability to conjure a stack of +5 Returning Arrows.
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AP Cost: 1 | Level: 20 | Progression: 74 | Requires: Arcane Archer: Conjure +4 Arrows |
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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.
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AP Cost: 1 | Level: 6 | Progression: 18 | Requires: Elven Arcane Archer I | |
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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.
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AP Cost: 1 | Level: 11 | Progression: 38 | Requires: Arcane Archer: Conjure +2 Arrows | |
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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.
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AP Cost: 1 | Level: 14 | Progression: 50 | Requires: Arcane Archer: Conjure +3 Arrows | |
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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.
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AP Cost: 1 | Level: 17 | Progression: 62 | Requires: Arcane Archer: Conjure +4 Arrows, Arcane Archer: Imbue Force Arrows | |
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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.
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AP Cost: 1 | Level: 17 | Progression: 62 | Requires: Arcane Archer: Conjure +4 Arrows | |
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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.
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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]
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Human Versatility I: Activate this ability to receive a +2 Action Boost bonus to skills, damage, attack rolls, saves, or armor class.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: Human | |
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Human Versatility II: Activate this ability to receive a +3 Action Boost bonus to skills, damage, attack rolls, saves, or armor class.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Human Versatility I | |
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Human Versatility III: Activate this ability to receive a +4 Action Boost bonus to skills, damage, attack rolls, saves, or armor class.
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AP Cost: 3 | Level: 7 | Progression: 21 | Requires: Human Versatility II | |
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Human Versatility IV: Activate this ability to receive a +5 Action Boost bonus to skills, damage, attack rolls, saves, or armor class.
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AP Cost: 4 | Level: 10 | Progression: 32 | Requires: Human Versatility III |
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Human Improved Recovery I: The benefit you receive from healing spells is increased by 10%.
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AP Cost: 2 | Level: 2 | Progression: 2 | Requires: Human | |
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Human Improved Recovery II: The benefit you receive from healing spells is increased by 20%.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Human Improved Recovery I |
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Human Adaptability Charisma I: Grants a +1 increase to your Charisma score. You can only train one Human Adaptability enhancement at this level.
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AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Human | |
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Human Adaptability Constitution I: Grants a +1 increase to your Constitution score. You can only train one Human Adaptability enhancement at this level.
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AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Human | |
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Human Adaptability Dexterity I: Grants a +1 increase to your Dexterity score. You can only train one Human Adaptability enhancement at this level.
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AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Human | |
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Human Adaptability Intelligence I: Grants a +1 increase to your Intelligence score. You can only train one Human Adaptability enhancement at this level.
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AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Human | |
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Human Adaptability Strength I: Grants a +1 increase to your Strength score. You can only train one Human Adaptability enhancement at this level.
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AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Human | |
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Human Adaptability Wisdom I: Grants a +1 increase to your Wisdom score. You can only train one Human Adaptability enhancement at this level.
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AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Human |
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Human Greater Adaptability Charisma I: Grants a +1 increase to your Charisma score. You can only train one Human Adaptability enhancement at this level.
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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 | |
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Human Greater Adaptability Constitution I: Grants a +1 increase to your Constitution score. You can only train one Human Adaptability enhancement at this level.
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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 | |
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Human Greater Adaptability Dexterity I: Grants a +1 increase to your Dexterity score. You can only train one Human Adaptability enhancement at this level.
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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 | |
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Human Greater Adaptability Intelligence I: Grants a +1 increase to your Intelligence score. You can only train one Human Adaptability enhancement at this level.
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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 | |
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Human Greater Adaptability Strength I: Grants a +1 increase to your Strength score. You can only train one Human Adaptability enhancement at this level.
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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 | |
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Human Greater Adaptability Wisdom I: Grants a +1 increase to your Wisdom score. You can only train one Human Adaptability enhancement at this level.
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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]
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Racial Toughness I: Grants +10 hit points.
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AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Toughness | |
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Racial Toughness II: Grants +10 additional hit points, for a total of +20.
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AP Cost: 2 | Level: 6 | Progression: 18 | Requires: Racial Toughness I | |
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Racial Toughness III: Grants +10 additional hit points, for a total of +30.
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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]
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Extra Dragonmark Use I: You gain 1 additional use of your Least, Lesser, and Greater Dragonmarks per rest.
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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 | |
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Extra Dragonmark Use II: You gain 2 additional uses of your Least, Lesser, and Greater Dragonmarks per rest.
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AP Cost: 2 | Level: 6 | Progression: 18 | Requires: Extra Dragonmark Use I | |
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Extra Dragonmark Use III: You gain 3 additional uses of your Least, Lesser, and Greater Dragonmarks per rest.
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AP Cost: 3 | Level: 10 | Progression: 33 | Requires: Extra Dragonmark Use II | |
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Extra Dragonmark Use IV: You gain 4 additional uses of your Least, Lesser, and Greater Dragonmarks per rest.
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AP Cost: 4 | Level: 14 | Progression: 48 | Requires: Extra Dragonmark Use III |
Racial Skill Enhancements[edit]
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Improved Balance I: Grants a +1 bonus to the Balance skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: One of Bard Level 1, Monk Level 1, Rogue Level 1 | |
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Improved Balance II: Grants a +2 bonus to the Balance skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Improved Balance I, and one of Bard Level 4, Monk Level 4, Rogue Level 4 | |
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Improved Balance III: Grants a +3 bonus to the Balance skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Improved Balance II, and one of Bard Level 8, Monk Level 8, Rogue Level 8 | |
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Improved Balance IV: Grants a +4 bonus to the Balance skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Improved Balance III, and one of Bard Level 12, Monk Level 12. Rogue Level 12 |
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Improved Bluff I: Grants a +1 bonus to the Bluff skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: One of Bard Level 1, Rogue Level 1, Sorcerer Level 1 | |
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Improved Bluff II: Grants a +2 bonus to the Bluff skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Improved Bluff I, and one of Bard Level 4, Rogue Level 4, Sorcerer Level 4 | |
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Improved Bluff III: Grants a +3 bonus to the Bluff skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Improved Bluff II, and one of Bard Level 8, Rogue Level 8, Sorcerer Level 8 | |
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Improved Bluff IV: Grants a +4 bonus to the Bluff skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Improved Bluff III, and one of Bard Level 12, Rogue Level 12, Sorcerer Level 12 |
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Improved Concentration I: Grants a +1 bonus to Concentration skill.
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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 | |
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Improved Concentration II: Grants a +2 bonus to Concentration skill.
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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 | |
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Improved Concentration III: Grants a +3 bonus to Concentration skill.
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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 | |
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Improved Concentration IV: Grants a +4 bonus to Concentration skill.
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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 |
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Improved Diplomacy I: Grants a +1 bonus to Diplomacy skill.
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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 | |
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Improved Diplomacy II: Grants a +2 bonus to Diplomacy skill.
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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 | |
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Improved Diplomacy III: Grants a +3 bonus to Diplomacy skill.
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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 | |
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Improved Diplomacy IV: Grants a +4 bonus to Diplomacy skill.
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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 |
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Improved Disable Device I: Grants a +1 bonus to the Disable Device skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: Rogue Level 1 | |
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Improved Disable Device II: Grants a +2 bonus to the Disable Device skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Improved Disable Device I, Rogue Level 4 | |
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Improved Disable Device III: Grants a +3 bonus to the Disable Device skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Improved Disable Device II, Rogue Level 8 | |
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Improved Disable Device IV: Grants a +4 bonus to the Disable Device skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Improved Disable Device III, Rogue Level 12 |
History | ||
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This page is about a subject that no longer exists in-game. | ||
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Improved Haggle I: Grants a +1 bonus to Haggle skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: One of Bard Level 1, Rogue Level 1 | |
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Improved Haggle II: Grants a +2 bonus to Haggle skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Improved Haggle I, and one of Bard Level 4, Rogue Level 4 | |
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Improved Haggle III: Grants a +3 bonus to Haggle skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Improved Haggle II, and one of Bard Level 8, Rogue Level 8 | |
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Improved Haggle IV: Grants a +4 bonus to Haggle skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Improved Haggle III, and one of Bard Level 12, Rogue Level 12 |
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Improved Heal I: Grants a +1 bonus to Heal skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: One of Cleric Level 1, Favored Soul Level 1, Paladin Level 1, Ranger Level 1 | |
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Improved Heal II: Grants a +2 bonus to Heal skill.
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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 | |
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Improved Heal III: Grants a +3 bonus to Heal skill.
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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 | |
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Improved Heal IV: Grants a +4 bonus to Heal skill.
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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 |
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Improved Hide I: Grants a +1 bonus to Hide skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: One of Bard Level 1, Monk Level 1, Ranger Level 1, Rogue Level 1 | |
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Improved Hide II: Grants a +2 bonus to Hide skill.
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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 | |
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Improved Hide III: Grants a +3 bonus to Hide skill.
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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 | |
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Improved Hide IV: Grants a +4 bonus to Hide skill.
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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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This article is an orphan, as no other articles link to it: Please introduce links to this page, please check these related articles for suggestions. (February 2016)
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Improved Intimidate I: Grants a +1 bonus to the Intimidate skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: One of Barbarian Level 1, Fighter Level 1, Paladin Level 1, Rogue Level 1 | |
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Improved Intimidate II: Grants a +2 bonus to the Intimidate skill.
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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 | |
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Improved Intimidate III: Grants a +3 bonus to the Intimidate skill.
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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 | |
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Improved Intimidate IV: Grants a +4 bonus to the Intimidate skill.
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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 |
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Improved Jump I: Grants a +1 bonus to the Jump skill.
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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 | |
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Improved Jump II: Grants a +2 bonus to the Jump skill.
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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 | |
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Improved Jump III: Grants a +3 bonus to the Jump skill.
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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 | |
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Improved Jump IV: Grants a +4 bonus to the Jump skill.
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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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This article is an orphan, as no other articles link to it: Please introduce links to this page, please check these related articles for suggestions. (February 2016)
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Improved Listen I: Grants a +1 bonus to Listen skill.
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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 | |
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Improved Listen II: Grants a +2 bonus to Listen skill.
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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 | |
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Improved Listen III: Grants a +3 bonus to Listen skill.
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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 | |
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Improved Listen IV: Grants a +4 bonus to Listen skill.
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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 |
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Improved Move Silently I: Grants a +1 bonus to the Move Silently skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: One of Bard Level 1, Monk Level 1, Ranger Level 1, Rogue Level 1 | |
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Improved Move Silently II: Grants a +2 bonus to the Move Silently skill.
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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 | |
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Improved Move Silently III: Grants a +3 bonus to the Move Silently skill.
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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 | |
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Improved Move Silently IV: Grants a +4 bonus to the Move Silently skill.
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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 |
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Improved Open Lock I: Grants a +1 bonus to the Open Lock skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: Rogue Level 1 | |
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Improved Open Lock II: Grants a +2 bonus to the Open Lock skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Improved Open Lock I, Rogue Level 4 | |
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Improved Open Lock III: Grants a +3 bonus to the Open Lock skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Improved Open Lock II, Rogue Level 8 | |
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Improved Open Lock IV: Grants a +4 bonus to the Open Lock skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Improved Open Lock III, Rogue Level 12 |
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Improved Perform I: Grants a +1 bonus to Perform skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: Bard Level 1 | |
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Improved Perform II: Grants a +2 bonus to Perform skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Improved Perform I, Bard Level 4 | |
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Improved Perform III: Grants a +3 bonus to Perform skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Improved Perform II, Bard Level 8 | |
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Improved Perform IV: Grants a +4 bonus to Perform skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Improved Perform III, Bard Level 12 |
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Improved Repair I: Grants a +1 bonus to Repair skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: One of Fighter Level 1, Rogue Level 1, Wizard Level 1 | |
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Improved Repair II: Grants a +2 bonus to Repair skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Improved Repair I, and one of Fighter Level 4, Rogue Level 4, Wizard Level 4 | |
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Improved Repair III: Grants a +3 bonus to Repair skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Improved Repair II, and one of Fighter Level 8, Rogue Level 8, Wizard Level 8 | |
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Improved Repair IV: Grants a +4 bonus to Repair skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Improved Repair III, and one of Fighter Level 12, Rogue Level 12, Wizard Level 12 |
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Improved Search I: Grants a +1 bonus to the Search skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: One of Ranger Level 1, Rogue Level 1 | |
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Improved Search II: Grants a +2 bonus to the Search skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Improved Search I, and one of Ranger Level 4, Rogue Level 4 | |
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Improved Search III: Grants a +3 bonus to the Search skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Improved Search II, and one of Ranger Level 8, Rogue Level 8 | |
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Improved Search IV: Grants a +4 bonus to the Search skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Improved Search III, and one of Ranger Level 12, Rogue Level 12 |
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Improved Spot I: Grants a +1 bonus to the Spot skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: One of Monk Level 1, Ranger Level 1, Rogue Level 1 | |
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Improved Spot II: Grants a +2 bonus to the Spot skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Improved Spot I, and one of Monk Level 4, Ranger Level 4, Rogue Level 4 | |
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Improved Spot III: Grants a +3 bonus to the Spot skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Improved Spot II, and one of Monk Level 8, Ranger Level 8, Rogue Level 8 | |
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Improved Spot IV: Grants a +4 bonus to the Spot skill.
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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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Improved Swim I: Grants a +1 bonus to Swim skill.
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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 | |
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Improved Swim II: Grants a +2 bonus to Swim skill.
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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 | |
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Improved Swim III: Grants a +3 bonus to Swim skill.
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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 | |
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Improved Swim IV: Grants a +4 bonus to Swim skill.
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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 |
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Improved Tumble I: Grants a +1 bonus to the Tumble skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: One of Bard Level 1, Monk Level 1, Rogue Level 1 | |
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Improved Tumble II: Grants a +2 bonus to the Tumble skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Improved Tumble I, and one of Bard Level 4, Monk Level 4, Rogue Level 4 | |
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Improved Tumble III: Grants a +3 bonus to the Tumble skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Improved Tumble II, and one of Bard Level 8, Monk Level 8, Rogue Level 8 | |
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Improved Tumble IV: Grants a +4 bonus to the Tumble skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Improved Tumble III, and one of Bard Level 12, Monk Level 12, Rogue Level 12 |
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Lyrandar Balance I: Grants a +1 bonus to the Balance skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: Least Dragonmark of Storm | |
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Lyrandar Balance II: Grants a +2 bonus to the Balance skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Lyrandar Balance I, Lesser Dragonmark of Storm | |
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Lyrandar Balance III: Grants a +3 bonus to the Balance skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Lyrandar Balance II, Greater Dragonmark of Storm | |
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Lyrandar Balance IV: Grants a +4 bonus to the Balance skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Lyrandar Balance III |
Racial Summoning Enhancements[edit]
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Iron Companion: You have a loyal iron defender as a pet, and can summon it once per rest to aid you for five minutes.
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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 | |
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Steel Companion: You have a loyal steel defender as a pet, and can summon it once per rest to aid you for five minutes.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Iron Companion | |
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Mithral Companion: You have a loyal mithral defender as a pet, and can summon it once per rest to aid you for five minutes.
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AP Cost: 2 | Level: 8 | Progression: 26 | Requires: Steel Companion | |
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Adamantine Companion: You have a loyal adamantine defender as a pet, and can summon it once per rest to aid you for five minutes.
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AP Cost: 2 | Level: 12 | Progression: 42 | Requires: Mithral Companion |