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Tiefling Scoundrel enhancements
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Tiefling Scoundrel enhancements
Core abilities[edit]
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Bloodsong I: Your weapon attacks deal an additional 1d4 Sonic damage to enemies under 75% HP. This damage scales with 100% Spell Power. Passive: +5 Fire and Sonic Spell Power
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
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Charisma I: +1 Charisma
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AP Cost: 2 | Level: 1 | Progression: 1 | Requires: Bloodsong I | |
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Bloodsong II: Your weapon attacks deal an additional 1d6 Sonic damage to enemies under 50% HP. This damage scales with 100% Spell Power. Passive: +10 Fire and Sonic Spell Power
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AP Cost: 1 | Level: 1 | Progression: 3 | Requires: Charisma I | |
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Charisma II: +1 Charisma
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AP Cost: 2 | Level: 1 | Progression: 4 | Requires: Bloodsong II | |
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Bloodsong III: Your weapon attacks deal an additional 1d8 Sonic damage to enemies under 25% HP. This damage scales with 100% Spell Power. Passive: +20 Fire and Sonic Spell Power
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AP Cost: 1 | Level: 1 | Progression: 6 | Requires: Charisma II |
Tier One[edit]
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Hellish Rebuke: Enveloped in a cloak of infernal flame, you have a chance to deal fire damage to foes that strike you in melee range. Enemies have a chance to take 1d10 Fire Damage +1 per Character Level, max 30. This damage scales with Fire Spell Power. Duration: 18 minutes at level 15. Cooldown: 12 seconds. Metamagic: Extend, Quicken.
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AP Cost: 1 | Ranks: 1 | Progression: 1 | No requirements | |
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Scoundrel's Skills: +1/2/3 Balance, Bluff and Diplomacy
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Dashing Weapons: You are trained in the art of fine weaponry.
You have +1 to Hit and Damage with the following weapons: Shortsword, Rapier, Hand Axe, Light Hammer and Light Crossbow | |||
AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements | |
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Innate Protection: +1/2/3 to Saves vs Spells
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Obscuring Darkness: You can channel your fiendish nature to manifest a zone of Obscuring Darkness at will. Foes inside the darkness suffer a 20% chance of missing any attack they make due to concealment. This does not apply to attacking misted targets from outside. Further Enhancements can modify how Obscuring Darkness can affect both you and your enemies. Lasts 30 seconds, Activation cost: 10 Spell Points. Cooldown: 30 Seconds. Metamagic: Quicken.
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements |
Tier Two[edit]
Requires 5 APs spent in tree
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Hellish Reverberation: While Hellish Rebuke is active, enemies that strike you have a chance to be dazed with no save.
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AP Cost: 1 | Ranks: 1 | Progression: 5 | Requires: Hellish Rebuke | |
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Infernal Resistance I: Tieflings are naturally immune to certain elements.
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AP Cost: 2 | Ranks: 1 | Progression: 5 | No requirements | |
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Improved Dashing Weapons: +1 to Hit and Damage with your Dashing Weapons.
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AP Cost: 1 | Ranks: 1 | Progression: 5 | Requires: Dashing Weapons | |
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Traditionalist Caster: +3/6/10 Universal Spell Power while wielding an Orb or Staff.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Requires: Magical Training | |
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Lasting Darkness: Enemies that enter your Obscuring Darkness have a chance to be blinded with no save.
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AP Cost: 1 | Ranks: 1 | Progression: 5 | Requires: Obscuring Darkness |
Tier Three[edit]
Requires 10 APs spent in tree
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Ash Imprisonment: Your Fiendish Arpeggio attempts to turn your target to burning Ash. This acts similarly to a Flesh to Stone Spell, and affects anything your Fascinate can affect. Bosses immune and instead take -4 AC and 25% Fortification penalties. DC (1d20+Perform Skill) vs Will. Duration: 20 seconds
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Improved Fiendish Arpeggio | |
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Infernal Resistance II: Tieflings are naturally immune to certain elements.. Choose the other element.
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Infernal Resistance I | |
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Greater Dashing Weapons: +2 to Hit and Damage with your Dashing Weapons, +1 sneak attack die
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Improved Dashing Weapons | |
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Scoundrel's Inspiration: Your Bardic Ballad grants an additional +1/2/3 to Attack and +3/6/9 to Universal Spell Power.
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AP Cost: 1 | Ranks: 3 | Progression: 10 | Requires: Bardic Ballad | |
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Dance in the Darkness: While in Obscuring Darkness, you gain +3 Saving Throws, +3 Magical Resistance Rating, and +15 Magical Resistance Cap.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Lasting Darkness |
Tier Four[edit]
Requires 15 APs spent in tree
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Staccato Sovereign: You use your Sonic spell power as if it were your Fire spell power if it is higher, and vice versa.
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AP Cost: 2 | Ranks: 1 | Progression: 15 | Requires: Ash Imprisonment | |
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Charm Hearts: Enemies that attack you have a 10% chance to be subjugated to a Fascinate effect (Will Save vs 1d20 + Perform Skill negates).
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AP Cost: 2 | Ranks: 1 | Progression: 15 | No requirements | |
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Enthralling Weapons: While wielding a Dashing Weapon, you gain +2 hit and damage, 1 Sneak Attack Die, and 1 Enchantment DC.
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AP Cost: 2 | Ranks: 1 | Progression: 15 | Requires: Greater Dashing Weapons | |
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Magic of Melodies: +1 Enchantment DC, +1 Caster Level and +1 Max Caster Level with Enchantment Spells.
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AP Cost: 2 | Ranks: 1 | Progression: 15 | No requirements | |
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Sonata of Darkness: While inside Obscuring Darkness, you gain Displacement, +5% Dodge, +2 to Enchantment DCs.
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AP Cost: 2 | Ranks: 1 | Progression: 15 | Requires: Dance in the Darkness |