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Race:Half-Elf

From DDO Compendium

Half-Elven Keen SensesHalf-elves have gained some of the keen senses of the elves and gain a +1 racial bonus to Listen, Search, and Spot checks.
Half-Elven Mixed HeritageHalf-elves are treated as both an elf and a human by magical items and effects if one would be beneficial. Negative effects treat half-elves as if they were elves.
Half-Elven Social GracesHalf-elves get along naturally with all people and gain a +2 racial bonus to Diplomacy. They also gain additional Bluff, Diplomacy, and Intimidate uses on a separate cooldown timer.
Immunity to SleepElves and Half-Elves are naturally immune to magical sleep effects.

1 Acid Manipulation I
Grants a 20% increase to the damage of your acid spells.
Cost: 1 action point
Classes: Sorcerer Level 1
Wizard Level 1
Artificer[v] Level 1
1 Elven Keen Eyes I
Grants a +1 bonus to your Spot skill.
Cost: 1 action point
1 Elven Keen Hearing I
Grants a +1 bonus to your Listen skill.
Cost: 1 action point
1 Elven Perception I
Grants a +1 bonus to your Search skill.
Cost: 1 action point
1 Flame Manipulation I
Grants a 20% increase to the damage of your fire spells.
Cost: 1 action point
Classes: Sorcerer Level 1
Wizard Level 1
Artificer[v] Level 1
1 Frost Manipulation I
Grants a 20% increase to the damage of your cold spells.
Cost: 1 action point
Classes: Sorcerer Level 1
Wizard Level 1
Artificer[v] Level 1
1 Human Versatility I
Activate this ability to receive a +2 Action Boost bonus to skills, damage, attack rolls, saves, or armor class for 20 seconds.
Cost: 1 action point
Grants: Human Versatility - Skills I, Human Versatility - Saves I, Human Versatility - Damage I, Human Versatility - Attack I, Human Versatility - Armor Class I
1 Improved Balance I
Grants a +1 bonus to your Balance skill. Requires 1 level in a class that possesses Balance as a class skill.
Cost: 1 action point
Classes: Bard Level 1
Rogue Level 1
Monk Level 1
1 Improved Bluff I
Grants a +1 bonus to your Bluff skill. Requires 1 level in a class that possesses Bluff as a class skill.
Cost: 1 action point
Classes: Sorcerer Level 1
Bard Level 1
Rogue Level 1
1 Improved Concentration I
Grants a +1 bonus to your Concentration skill. Requires 1 level in a class that possesses Concentration as a class skill.
Cost: 1 action point
Classes: Sorcerer Level 1
Wizard Level 1
Bard Level 1
Cleric Level 1
Paladin Level 1
Ranger Level 1
Monk Level 1
Favored Soul Level 1
Artificer[v] Level 1
1 Improved Diplomacy I
Grants a +1 bonus to your Diplomacy skill. Requires 1 level in a class that possesses Diplomacy as a class skill.
Cost: 1 action point
Classes: Bard Level 1
Cleric Level 1
Paladin Level 1
Rogue Level 1
Monk Level 1
Favored Soul Level 1
1 Improved Disable Device I
Grants a +1 bonus to your Disable Device skill. Requires 1 level in a class that possesses Disable Device as a class skill.
Cost: 1 action point
Classes: Rogue Level 1
Artificer[v] Level 1
1 Improved Haggle I
Grants a +1 bonus to your Haggle skill. Requires 1 level in a class that possesses Haggle as a class skill.
Cost: 1 action point
Classes: Bard Level 1
Rogue Level 1
Artificer[v] Level 1
1 Improved Heal I
Grants a +1 bonus to your Heal skill. Requires 1 level in a class that possesses Heal as a class skill.
Cost: 1 action point
Classes: Cleric Level 1
Paladin Level 1
Ranger Level 1
Favored Soul Level 1
1 Improved Hide I
Grants a +1 bonus to your Hide skill. Requires 1 level in a class that possesses Hide as a class skill.
Cost: 1 action point
Classes: Bard Level 1
Ranger Level 1
Rogue Level 1
Monk Level 1
1 Improved Intimidate I
Grants a +1 bonus to your Intimidate skill. Requires 1 level in a class that possesses Intimidate as a class skill.
Cost: 1 action point
Classes: Barbarian Level 1
Fighter Level 1
Paladin Level 1
Rogue Level 1
1 Improved Jump I
Grants a +1 bonus to your Jump skill. Requires 1 level in a class that possesses Jump as a class skill.
Cost: 1 action point
Classes: Barbarian Level 1
Bard Level 1
Fighter Level 1
Ranger Level 1
Rogue Level 1
Monk Level 1
Favored Soul Level 1
1 Improved Listen I
Grants a +1 bonus to your Listen skill. Requires 1 level in a class that possesses Listen as a class skill.
Cost: 1 action point
Classes: Barbarian Level 1
Bard Level 1
Ranger Level 1
Rogue Level 1
Monk Level 1
1 Improved Move Silently I
Grants a +1 bonus to your Move Silently skill. Requires 1 level in a class that possesses Move Silently as a class skill.
Cost: 1 action point
Classes: Bard Level 1
Ranger Level 1
Rogue Level 1
Monk Level 1
1 Improved Open Lock I
Grants a +1 bonus to your Open Lock skill. Requires 1 level in a class that possesses Open Lock as a class skill.
Cost: 1 action point
Classes: Rogue Level 1
Artificer[v] Level 1
1 Improved Perform I
Grants a +1 bonus to your Perform skill. Requires 1 level in a class that possesses Perform as a class skill.
Cost: 1 action point
Classes: Bard Level 1
1 Improved Repair I
Grants a +1 bonus to your Repair skill. Requires 1 level in a class that possesses Repair as a class skill.
Cost: 1 action point
Classes: Wizard Level 1
Fighter Level 1
Rogue Level 1
Artificer[v] Level 1
1 Improved Search I
Grants a +1 bonus to your Search skill. Requires 1 level in a class that possesses Search as a class skill.
Cost: 1 action point
Classes: Ranger Level 1
Rogue Level 1
Artificer[v] Level 1
1 Improved Spot I
Grants a +1 bonus to your Spot skill. Requires 1 level in a class that possesses Spot as a class skill.
Cost: 1 action point
Classes: Ranger Level 1
Rogue Level 1
Monk Level 1
Artificer[v] Level 1
1 Improved Swim I
Grants a +1 bonus to your Swim skill. Requires 1 level in a class that possesses Swim as a class skill.
Cost: 1 action point
Classes: Barbarian Level 1
Bard Level 1
Fighter Level 1
Ranger Level 1
Rogue Level 1
Monk Level 1
1 Improved Tumble I
Grants a +1 bonus to your Tumble skill. Requires 1 level in a class that possesses Tumble as a class skill.
Cost: 1 action point
Classes: Bard Level 1
Rogue Level 1
Monk Level 1
1 Iron Companion
You have a loyal iron defender as a pet, and can summon it once per rest to aid you for five minutes.
Cost: 2 action points
1 Lyrandar Balance I
Grants a +1 bonus to your Balance skill.
Cost: 1 action point
Requires All of: Least Dragonmark of Storm
1 Repair Manipulation I
Grants a 20% increase to the healing and damage of your repair spells.
Cost: 1 action point
Classes: Sorcerer Level 1
Wizard Level 1
Artificer[v] Level 1
1 Storm Manipulation I
Grants a 20% increase to the damage of your electric and sonic spells.
Cost: 1 action point
Classes: Sorcerer Level 1
Wizard Level 1
Artificer[v] Level 1
2 Charged Spellcasting I
Grants a 4% chance for electrical and sonic spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 3 action points
Requires All of: Storm Manipulation I
Classes: Sorcerer Level 2
Wizard Level 2
Artificer[v] Level 2
2 Combustive Spellcasting I
Grants a 4% chance for fire spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 3 action points
Requires All of: Flame Manipulation I
Classes: Sorcerer Level 2
Wizard Level 2
Artificer[v] Level 2
2 Corrosive Spellcasting I
Grants a 4% chance for acid spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 3 action points
Requires All of: Acid Manipulation I
Classes: Sorcerer Level 2
Wizard Level 2
Artificer[v] Level 2
2 Elven Arcane Fluidity I
Your arcane spell failure chance while wearing light armor is decreased by 5%
Cost: 1 action point
Spent: 3 action points
2 Extra Dragonmark Use I
You gain 1 additional use of your Least, Lesser, and Greater Dragonmarks per rest.
Cost: 1 action point
Spent: 3 action points
2 Force Manipulation I
Grants a 20% increase to the damage of your force spells and spells that deal untyped or physical damage.
Cost: 1 action point
Spent: 3 action points
Classes: Sorcerer Level 1
Wizard Level 1
Artificer[v] Level 1
2 Glacial Spellcasting I
Grants a 4% chance for cold spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 3 action points
Requires All of: Frost Manipulation I
Classes: Sorcerer Level 2
Wizard Level 2
Artificer[v] Level 2
2 Human Improved Recovery I
You heal for 10% more any time you receive positive energy healing such as that from cure spells and cure potions.
Cost: 2 action points
Spent: 2 action points
2 Reconstructive Spellcasting I
Grants a 4% chance for repair spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 3 action points
Requires All of: Repair Manipulation I
Classes: Sorcerer Level 2
Wizard Level 2
Artificer[v] Level 2
3 Acid Manipulation II
Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 25%.
Cost: 1 action point
Spent: 7 action points
Requires All of: Acid Manipulation I
Classes: Sorcerer Level 3
Wizard Level 3
Artificer[v] Level 3
3 Deadly Acid I
Your acid spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus with these spells to +75%.
Cost: 1 action point
Spent: 7 action points
Classes: Sorcerer Level 3
Wizard Level 3
Artificer[v] Level 3
3 Deadly Flame I
Your fire spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus with these spells to +75%.
Cost: 1 action point
Spent: 7 action points
Classes: Sorcerer Level 3
Wizard Level 3
Artificer[v] Level 3
3 Deadly Ice I
Your cold spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus with these spells to +75%.
Cost: 1 action point
Spent: 7 action points
Classes: Sorcerer Level 3
Wizard Level 3
Artificer[v] Level 3
3 Deadly Shocks I
Your electrical and sonic spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus with these spells to +75%.
Cost: 1 action point
Spent: 7 action points
Classes: Sorcerer Level 3
Wizard Level 3
Artificer[v] Level 3
3 Elven Dexterity I
Grants a +1 increase to your Dexterity score. Half-Elves taking this enhancement will lock out Human Adaptability.
Cost: 2 action points
Spent: 6 action points
3 Flame Manipulation II
Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 25%.
Cost: 1 action point
Spent: 7 action points
Requires All of: Flame Manipulation I
Classes: Sorcerer Level 3
Wizard Level 3
Artificer[v] Level 3
3 Frost Manipulation II
Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 25%.
Cost: 1 action point
Spent: 7 action points
Requires All of: Frost Manipulation I
Classes: Sorcerer Level 3
Wizard Level 3
Artificer[v] Level 3
3 Half-Elf Barbarian Toughness I
Grants you 10 additional hit points if you have the Toughness feat.
Cost: 1 action point
Spent: 7 action points
3 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.
Cost: 2 action points
Spent: 6 action points
3 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.
Cost: 2 action points
Spent: 6 action points
3 Half-Elf Improved Trap Sense I
Grants an extra +2 bonus to saves against traps.
Cost: 1 action point
Spent: 7 action points
3 Half-Elf Strategy (Stunning Blow) I
Grants a +1 bonus to the DC of your Stunning Blow feat.
Cost: 1 action point
Spent: 7 action points
3 Half-Elf Strategy (Sunder) I
Grants a +1 bonus to the DC of your Sunder and Improved Sunder feats.
Cost: 1 action point
Spent: 7 action points
3 Half-Elf Strategy (Trip) I
Grants a +1 bonus to the DC of your Trip and Improved Trip feats.
Cost: 1 action point
Spent: 7 action points
3 Kinetic Spellcasting I
Grants a 4% chance for force spells and spells that deal untyped or physical damage to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 7 action points
Requires All of: Force Manipulation I
Classes: Sorcerer Level 3
Wizard Level 3
Artificer[v] Level 3
3 Mighty Reconstruction I
Your repair spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus with these spells to +75%.
Cost: 1 action point
Spent: 7 action points
Classes: Sorcerer Level 3
Wizard Level 3
Artificer[v] Level 3
3 Racial Toughness I
Grants you 10 additional hit points if you have the Toughness feat.
Cost: 1 action point
Spent: 7 action points
3 Repair Manipulation II
Grants an additional 5% increase to the healing and damage of your repair spells, bringing the total increase to 25%.
Cost: 1 action point
Spent: 7 action points
Requires All of: Repair Manipulation I
Classes: Sorcerer Level 3
Wizard Level 3
Artificer[v] Level 3
3 Storm Manipulation II
Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 25%.
Cost: 1 action point
Spent: 7 action points
Requires All of: Storm Manipulation I
Classes: Sorcerer Level 3
Wizard Level 3
Artificer[v] Level 3
4 Deadly Kinetics I
Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 25%, bringing your base critical damage bonus with these spells to +75%.
Cost: 1 action point
Spent: 11 action points
Classes: Sorcerer Level 4
Wizard Level 4
Artificer[v] Level 4
4 Elven Keen Eyes II
Grants an additional +1 bonus to your Spot skill, bringing the total increase to 2.
Cost: 1 action point
Spent: 11 action points
Requires All of: Elven Keen Eyes I
4 Elven Keen Hearing II
Grants an additional +1 bonus to your Listen skill, bringing the total increase to 2.
Cost: 1 action point
Spent: 11 action points
Requires All of: Elven Keen Hearing I
4 Elven Perception II
Grants an additional +1 bonus to your Search skill, bringing the total increase to 2.
Cost: 1 action point
Spent: 11 action points
Requires All of: Elven Perception I
4 Force Manipulation II
Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 25%.
Cost: 1 action point
Spent: 11 action points
Requires All of: Force Manipulation I
Classes: Sorcerer Level 3
Wizard Level 3
Artificer[v] Level 3
4 Half-Elf Desert Lore I
You gain energy resistance 2 versus fire, or improve your existing resistance by 2.
Cost: 1 action point
Spent: 11 action points
4 Half-Elf Swamp Lore I
You gain energy resistance 2 versus acid, or improve your existing resistance by 2.
Cost: 1 action point
Spent: 11 action points
4 Half-Elf Tundra Lore I
You gain energy resistance 2 versus cold, or improve your existing resistance by 2.
Cost: 1 action point
Spent: 11 action points
4 Human Versatility II
Activate this ability to receive a +3 Action Boost bonus to skills, damage, attack rolls, saves, or armor class for 20 seconds.
Cost: 2 action points
Spent: 10 action points
Requires All of: Human Versatility I
Grants: Human Versatility - Skills II, Human Versatility - Saves II, Human Versatility - Damage II, Human Versatility - Attack II, Human Versatility - Armor Class II
4 Improved Balance II
Grants an additional +1 bonus to your Balance skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Balance as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Balance I
Classes: Bard Level 4
Rogue Level 4
Monk Level 4
4 Improved Bluff II
Grants an additional +1 bonus to your Bluff skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Bluff as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Bluff I
Classes: Sorcerer Level 4
Bard Level 4
Rogue Level 4
4 Improved Concentration II
Grants an additional +1 bonus to your Concentration skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Concentration as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Concentration I
Classes: Sorcerer Level 4
Wizard Level 4
Bard Level 4
Cleric Level 4
Paladin Level 4
Ranger Level 4
Monk Level 4
Favored Soul Level 4
Artificer[v] Level 4
4 Improved Diplomacy II
Grants an additional +1 bonus to your Diplomacy skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Diplomacy as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Diplomacy I
Classes: Bard Level 4
Cleric Level 4
Paladin Level 4
Rogue Level 4
Monk Level 4
Favored Soul Level 4
4 Improved Disable Device II
Grants an additional +1 bonus to your Disable Device skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Disable Device as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Disable Device I
Classes: Rogue Level 4
Artificer[v] Level 4
4 Improved Haggle II
Grants an additional +1 bonus to your Haggle skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Haggle as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Haggle I
Classes: Bard Level 4
Rogue Level 4
Artificer[v] Level 4
4 Improved Heal II
Grants an additional +1 bonus to your Heal skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Heal as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Heal I
Classes: Cleric Level 4
Paladin Level 4
Ranger Level 4
Favored Soul Level 4
4 Improved Hide II
Grants an additional +1 bonus to your Hide skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Hide as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Hide I
Classes: Bard Level 4
Ranger Level 4
Rogue Level 4
Monk Level 4
4 Improved Intimidate II
Grants an additional +1 bonus to your Intimidate skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Intimidate as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Intimidate I
Classes: Barbarian Level 4
Fighter Level 4
Paladin Level 4
Rogue Level 4
4 Improved Jump II
Grants an additional +1 bonus to your Jump skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Jump as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Jump I
Classes: Barbarian Level 4
Bard Level 4
Fighter Level 4
Ranger Level 4
Rogue Level 4
Monk Level 4
Favored Soul Level 4
4 Improved Listen II
Grants an additional +1 bonus to your Listen skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Listen as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Listen I
Classes: Barbarian Level 4
Bard Level 4
Ranger Level 4
Rogue Level 4
Monk Level 4
4 Improved Move Silently II
Grants an additional +1 bonus to your Move Silently skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Move Silently as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Move Silently I
Classes: Bard Level 4
Ranger Level 4
Rogue Level 4
Monk Level 4
4 Improved Open Lock II
Grants an additional +1 bonus to your Open Lock skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Open Lock as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Open Lock I
Classes: Rogue Level 4
Artificer[v] Level 4
4 Improved Perform II
Grants an additional +1 bonus to your Perform skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Perform as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Perform I
Classes: Bard Level 4
4 Improved Repair II
Grants an additional +1 bonus to your Repair skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Repair as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Repair I
Classes: Wizard Level 4
Fighter Level 4
Rogue Level 4
Artificer[v] Level 4
4 Improved Search II
Grants an additional +1 bonus to your Search skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Search as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Search I
Classes: Ranger Level 4
Rogue Level 4
Artificer[v] Level 4
4 Improved Spot II
Grants an additional +1 bonus to your Spot skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Spot as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Spot I
Classes: Ranger Level 4
Rogue Level 4
Monk Level 4
Artificer[v] Level 4
4 Improved Swim II
Grants an additional +1 bonus to your Swim skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Swim as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Swim I
Classes: Barbarian Level 4
Bard Level 4
Fighter Level 4
Ranger Level 4
Rogue Level 4
Monk Level 4
4 Improved Tumble II
Grants an additional +1 bonus to your Tumble skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Tumble as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Tumble I
Classes: Bard Level 4
Rogue Level 4
Monk Level 4
4 Lyrandar Balance II
Grants an additional +1 bonus to your Balance skill, bringing the total increase to 2.
Cost: 1 action point
Spent: 11 action points
4 Steel Companion
You have a loyal steel defender as a pet, and can summon it once per rest to aid you for five minutes.
Cost: 2 action points
Spent: 10 action points
Requires All of: Iron Companion
5 Acid Manipulation III
Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 30%.
Cost: 1 action point
Spent: 15 action points
Requires All of: Acid Manipulation II
Classes: Sorcerer Level 5
Wizard Level 5
Artificer[v] Level 5
5 Charged Spellcasting II
Grants a 5% chance for electrical and sonic spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 15 action points
Classes: Sorcerer Level 5
Wizard Level 5
Artificer[v] Level 5
5 Combustive Spellcasting II
Grants a 5% chance for fire spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 15 action points
Classes: Sorcerer Level 5
Wizard Level 5
Artificer[v] Level 5
5 Corrosive Spellcasting II
Grants a 5% chance for acid spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 15 action points
Classes: Sorcerer Level 5
Wizard Level 5
Artificer[v] Level 5
5 Flame Manipulation III
Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 30%.
Cost: 1 action point
Spent: 15 action points
Requires All of: Flame Manipulation II
Classes: Sorcerer Level 5
Wizard Level 5
Artificer[v] Level 5
5 Frost Manipulation III
Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 30%.
Cost: 1 action point
Spent: 15 action points
Requires All of: Frost Manipulation II
Classes: Sorcerer Level 5
Wizard Level 5
Artificer[v] Level 5
5 Glacial Spellcasting II
Grants a 5% chance for cold spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 15 action points
Classes: Sorcerer Level 5
Wizard Level 5
Artificer[v] Level 5
5 Half-Elf Armor Mastery I
Gives you the ability to move better in armor, increasing the Maximum Dexterity Bonus on your armor by +1. You may still be restricted by your tower shield's max Dex bonus.
Cost: 2 action points
Spent: 14 action points
5 Half-Elf Improved Damage Reduction I
You gain an additional point of damage reduction, improving your existing damage reduction by 1/-.
Cost: 2 action points
Spent: 14 action points
5 Half-Elf Improved Recovery I
You heal for 10% more any time you receive positive energy healing such as that from cure spells and cure potions.
Cost: 2 action points
Spent: 14 action points
Requires All of: Half-Elf Dilettante: Monk
5 Human Adaptability Charisma I
Grants a +1 increase to your Charisma score. You can only train one Human Adaptability enhancement at this level. Half-Elves taking this enhancement will lock out Elven Dexterity.
Cost: 2 action points
Spent: 14 action points
5 Human Adaptability Constitution I
Grants a +1 increase to your Constitution score. You can only train one Human Adaptability enhancement at this level. Half-Elves taking this enhancement will lock out Elven Dexterity.
Cost: 2 action points
Spent: 14 action points
5 Human Adaptability Dexterity I
Grants a +1 increase to your Dexterity score. You can only train one Human Adaptability enhancement at this level. Half-Elves taking this enhancement will lock out Elven Dexterity.
Cost: 2 action points
Spent: 14 action points
5 Human Adaptability Intelligence I
Grants a +1 increase to your Intelligence score. You can only train one Human Adaptability enhancement at this level. Half-Elves taking this enhancement will lock out Elven Dexterity.
Cost: 2 action points
Spent: 14 action points
5 Human Adaptability Strength I
Grants a +1 increase to your Strength score. You can only train one Human Adaptability enhancement at this level. Half-Elves taking this enhancement will lock out Elven Dexterity.
Cost: 2 action points
Spent: 14 action points
5 Human Adaptability Wisdom I
Grants a +1 increase to your Wisdom score. You can only train one Human Adaptability enhancement at this level. Half-Elves taking this enhancement will lock out Elven Dexterity.
Cost: 2 action points
Spent: 14 action points
5 Improved Artificer Dilettante I
Your knowledge of magical items has improved, and now extends to potions. Also increases your caster level in your dilettante class by 1, so you are now treated as a second level artificer instead of first level for scroll and item use purposes.
Cost: 1 action point
Spent: 15 action points
5 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 for scroll and item use purposes.
Cost: 1 action point
Spent: 15 action points
Requires All of: Half-Elf Dilettante: Bard
5 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 for scroll and item use purposes.
Cost: 1 action point
Spent: 15 action points
5 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 for scroll and item use purposes.
Cost: 1 action point
Spent: 15 action points
5 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.
Cost: 1 action point
Spent: 15 action points
Requires All of: Half-Elf Dilettante: Monk
5 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 for scroll and item use purposes.
Cost: 1 action point
Spent: 15 action points
5 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 for scroll and item use purposes.
Cost: 1 action point
Spent: 15 action points
5 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.
Cost: 2 action points
Spent: 14 action points
5 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 for scroll and item use purposes.
Cost: 1 action point
Spent: 15 action points
5 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 for scroll and item use purposes.
Cost: 1 action point
Spent: 15 action points
5 Reconstructive Spellcasting II
Grants a 5% chance for repair spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 15 action points
Classes: Sorcerer Level 5
Wizard Level 5
Artificer[v] Level 5
5 Repair Manipulation III
Grants an additional 5% increase to the healing and damage of your repair spells, bringing the total increase to 30%.
Cost: 1 action point
Spent: 15 action points
Requires All of: Repair Manipulation II
Classes: Sorcerer Level 5
Wizard Level 5
Artificer[v] Level 5
5 Storm Manipulation III
Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 30%.
Cost: 1 action point
Spent: 15 action points
Requires All of: Storm Manipulation II
Classes: Sorcerer Level 5
Wizard Level 5
Artificer[v] Level 5
6 Deadly Acid II
Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +85%.
Cost: 1 action point
Spent: 19 action points
Classes: Sorcerer Level 6
Wizard Level 6
Artificer[v] Level 6
6 Deadly Flame II
Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +85%.
Cost: 1 action point
Spent: 19 action points
Classes: Sorcerer Level 6
Wizard Level 6
Artificer[v] Level 6
6 Deadly Ice II
Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +85%.
Cost: 1 action point
Spent: 19 action points
Classes: Sorcerer Level 6
Wizard Level 6
Artificer[v] Level 6
6 Deadly Shocks II
Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +85%.
Cost: 1 action point
Spent: 19 action points
Classes: Sorcerer Level 6
Wizard Level 6
Artificer[v] Level 6
6 Elven Arcane Fluidity II
Your arcane spell failure chance while wearing light armor decreased by 10%, and your arcane spell failure chance while wearing medium armor is decreased by 5%.
Cost: 2 action points
Spent: 18 action points
Requires All of: Elven Arcane Fluidity I
6 Extra Dragonmark Use II
You gain 2 additional uses of your Least, Lesser, and Greater Dragonmarks per rest.
Cost: 2 action points
Spent: 18 action points
Requires All of: Extra Dragonmark Use I
6 Force Manipulation III
Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 30%.
Cost: 1 action point
Spent: 19 action points
Requires All of: Force Manipulation II
Classes: Sorcerer Level 5
Wizard Level 5
Artificer[v] Level 5
6 Human Improved Recovery II
You heal for 20% more any time you receive positive energy healing such as that from cure spells and cure potions.
Cost: 4 action points
Spent: 16 action points
Requires All of: Human Improved Recovery I
6 Kinetic Spellcasting II
Grants a 5% chance for force spells and spells that deal untyped or physical damage to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 19 action points
Classes: Sorcerer Level 6
Wizard Level 6
Artificer[v] Level 6
6 Mighty Reconstruction II
Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +85%.
Cost: 1 action point
Spent: 19 action points
Classes: Sorcerer Level 6
Wizard Level 6
Artificer[v] Level 6
6 Racial Toughness II
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 20 hit points.
Cost: 2 action points
Spent: 18 action points
Requires All of: Racial Toughness I
7 Acid Manipulation IV
Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 35%.
Cost: 1 action point
Spent: 23 action points
Requires All of: Acid Manipulation III
Classes: Sorcerer Level 7
Wizard Level 7
Artificer[v] Level 7
7 Deadly Kinetics II
Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus with these spells to +85%.
Cost: 1 action point
Spent: 23 action points
Classes: Sorcerer Level 7
Wizard Level 7
Artificer[v] Level 7
7 Flame Manipulation IV
Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 35%.
Cost: 1 action point
Spent: 23 action points
Requires All of: Flame Manipulation III
Classes: Sorcerer Level 7
Wizard Level 7
Artificer[v] Level 7
7 Frost Manipulation IV
Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 35%.
Cost: 1 action point
Spent: 23 action points
Requires All of: Frost Manipulation III
Classes: Sorcerer Level 7
Wizard Level 7
Artificer[v] Level 7
7 Human Versatility III
Activate this ability to receive a +4 Action Boost bonus to skills, damage, attack rolls, saves, or armor class for 20 seconds.
Cost: 3 action points
Spent: 21 action points
Requires All of: Human Versatility II
Grants: Human Versatility - Skills III, Human Versatility - Saves III, Human Versatility - Damage III, Human Versatility - Attack III, Human Versatility - Armor Class III
7 Repair Manipulation IV
Grants an additional 5% increase to the healing and damage of your repair spells, bringing the total increase to 35%.
Cost: 1 action point
Spent: 23 action points
Requires All of: Repair Manipulation III
Classes: Sorcerer Level 7
Wizard Level 7
Artificer[v] Level 7
7 Storm Manipulation IV
Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 35%.
Cost: 1 action point
Spent: 23 action points
Requires All of: Storm Manipulation III
Classes: Sorcerer Level 7
Wizard Level 7
Artificer[v] Level 7
8 Arcane Archer: Imbue Force Arrows
Imbues all missiles that you fire with arcane force, granting them the Force ability (+1 to 6 Force damage) and negating 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.\n\nD&D Dice: Imbues ranged missiles with an extra 1d6 force damage.
Cost: 1 action point
Spent: 26 action points
Requires All of: Elven Arcane Archer I
8 Charged Spellcasting III
Grants a 6% chance for electrical and sonic spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 27 action points
Classes: Sorcerer Level 8
Wizard Level 8
Artificer[v] Level 8
8 Combustive Spellcasting III
Grants a 6% chance for fire spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 27 action points
Classes: Sorcerer Level 8
Wizard Level 8
Artificer[v] Level 8
8 Corrosive Spellcasting III
Grants a 6% chance for acid spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 27 action points
Classes: Sorcerer Level 8
Wizard Level 8
Artificer[v] Level 8
8 Elven Arcane Archer I
Grants the abilities to conjure returning magical arrows and fire True Strike arrows. Also grants +20 spell points. You may possess only one prestige enhancement line at a time for each class. Despite being a racial enhancement, this enhancement counts as your choice of Ranger Specialties. Additional requirement: +6 Base Attack Bonus.
Cost: 4 action points
Spent: 24 action points
Grants: Arcane Archer: Conjure +1 Arrows, Arcane Archer: True Strike
8 Elven Dexterity II
Grants an additional +1 to your Dexterity score.
Cost: 4 action points
Spent: 24 action points
Requires All of: Elven Dexterity I
8 Force Manipulation IV
Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 35%.
Cost: 1 action point
Spent: 27 action points
Requires All of: Force Manipulation III
Classes: Sorcerer Level 7
Wizard Level 7
Artificer[v] Level 7
8 Glacial Spellcasting III
Grants a 6% chance for cold spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 27 action points
Classes: Sorcerer Level 8
Wizard Level 8
Artificer[v] Level 8
8 Half-Elf Barbarian Toughness II
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 20 hit points.
Cost: 2 action points
Spent: 26 action points
8 Half-Elf Improved Trap Sense II
Grants an additional +2 bonus to saves against traps, bringing the total increase to 4.
Cost: 2 action points
Spent: 26 action points
8 Half-Elf Strategy (Stunning Blow) II
Grants an additional +1 bonus on the DC of your Stunning Blow feat, bringing the total increase to 2.
Cost: 2 action points
Spent: 26 action points
8 Half-Elf Strategy (Sunder) II
Grants an additional +1 bonus on the DC of your Sunder and Improved Sunder feats, bringing the total increase to 2.
Cost: 2 action points
Spent: 26 action points
8 Half-Elf Strategy (Trip) II
Grants an additional +1 bonus on the DC of your Trip and Improved Trip feats, bringing the total increase to 2.
Cost: 2 action points
Spent: 26 action points
8 Improved Balance III
Grants an additional +1 bonus to your Balance skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Balance as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Balance II
Classes: Bard Level 8
Rogue Level 8
Monk Level 8
8 Improved Bluff III
Grants an additional +1 bonus to your Bluff skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Bluff as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Bluff II
Classes: Sorcerer Level 8
Bard Level 8
Rogue Level 8
8 Improved Concentration III
Grants an additional +1 bonus to your Concentration skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Concentration as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Concentration II
Classes: Sorcerer Level 8
Wizard Level 8
Bard Level 8
Cleric Level 8
Paladin Level 8
Ranger Level 8
Monk Level 8
Favored Soul Level 8
Artificer[v] Level 8
8 Improved Diplomacy III
Grants an additional +1 bonus to your Diplomacy skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Diplomacy as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Diplomacy II
Classes: Bard Level 8
Cleric Level 8
Paladin Level 8
Rogue Level 8
Monk Level 8
Favored Soul Level 8
8 Improved Disable Device III
Grants an additional +1 bonus to your Disable Device skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Disable Device as a class skill.
Cost: 1 action point
Spent: 27 action points
Classes: Rogue Level 8
Artificer[v] Level 8
8 Improved Haggle III
Grants an additional +1 bonus to your Haggle skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Haggle as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Haggle II
Classes: Bard Level 8
Rogue Level 8
Artificer[v] Level 8
8 Improved Heal III
Grants an additional +1 bonus to your Heal skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Heal as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Heal II
Classes: Cleric Level 8
Paladin Level 8
Ranger Level 8
Favored Soul Level 8
8 Improved Hide III
Grants an additional +1 bonus to your Hide skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Hide as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Hide II
Classes: Bard Level 8
Ranger Level 8
Rogue Level 8
Monk Level 8
8 Improved Intimidate III
Grants an additional +1 bonus to your Intimidate skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Intimidate as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Intimidate II
Classes: Barbarian Level 8
Fighter Level 8
Paladin Level 8
Rogue Level 8
8 Improved Jump III
Grants an additional +1 bonus to your Jump skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Jump as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Jump II
Classes: Barbarian Level 8
Bard Level 8
Fighter Level 8
Ranger Level 8
Rogue Level 8
Monk Level 8
Favored Soul Level 8
8 Improved Listen III
Grants an additional +1 bonus to your Listen skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Listen as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Listen II
Classes: Barbarian Level 8
Bard Level 8
Ranger Level 8
Rogue Level 8
Monk Level 8
8 Improved Move Silently III
Grants an additional +1 bonus to your Move Silently skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Move Silently as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Move Silently II
Classes: Bard Level 8
Ranger Level 8
Rogue Level 8
Monk Level 8
8 Improved Open Lock III
Grants an additional +1 bonus to your Open Lock skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Open Lock as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Open Lock II
Classes: Rogue Level 8
Artificer[v] Level 8
8 Improved Perform III
Grants an additional +1 bonus to your Perform skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Perform as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Perform II
Classes: Bard Level 8
8 Improved Repair III
Grants an additional +1 bonus to your Repair skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Repair as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Repair II
Classes: Wizard Level 8
Fighter Level 8
Rogue Level 8
Artificer[v] Level 8
8 Improved Search III
Grants an additional +1 bonus to your Search skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Search as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Search II
Classes: Ranger Level 8
Rogue Level 8
Artificer[v] Level 8
8 Improved Spot III
Grants an additional +1 bonus to your Spot skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Spot as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Spot II
Classes: Ranger Level 8
Rogue Level 8
Monk Level 8
Artificer[v] Level 8
8 Improved Swim III
Grants an additional +1 bonus to your Swim skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Swim as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Swim II
Classes: Barbarian Level 8
Bard Level 8
Fighter Level 8
Ranger Level 8
Rogue Level 8
Monk Level 8
8 Improved Tumble III
Grants an additional +1 bonus to your Tumble skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Tumble as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Tumble II
Classes: Bard Level 8
Rogue Level 8
Monk Level 8
8 Lyrandar Balance III
Grants an additional +1 bonus to your Balance skill, bringing the total increase to 3.
Cost: 1 action point
Spent: 27 action points
8 Mithral Companion
You have a loyal mithral defender as a pet, and can summon it once per rest to aid you for five minutes.
Cost: 2 action points
Spent: 26 action points
Requires All of: Steel Companion
8 Reconstructive Spellcasting III
Grants a 6% chance for repair spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 27 action points
Classes: Sorcerer Level 8
Wizard Level 8
Artificer[v] Level 8
9 Acid Manipulation V
Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 40%.
Cost: 1 action point
Spent: 31 action points
Requires All of: Acid Manipulation IV
Classes: Sorcerer Level 9
Wizard Level 9
Artificer[v] Level 9
9 Deadly Acid III
Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +95%.
Cost: 1 action point
Spent: 31 action points
Classes: Sorcerer Level 9
Wizard Level 9
Artificer[v] Level 9
9 Deadly Flame III
Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +95%.
Cost: 1 action point
Spent: 31 action points
Classes: Sorcerer Level 9
Wizard Level 9
Artificer[v] Level 9
9 Deadly Ice III
Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +95%.
Cost: 1 action point
Spent: 31 action points
Classes: Sorcerer Level 9
Wizard Level 9
Artificer[v] Level 9
9 Deadly Shocks III
Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +95%.
Cost: 1 action point
Spent: 31 action points
Classes: Sorcerer Level 9
Wizard Level 9
Artificer[v] Level 9
9 Flame Manipulation V
Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 40%.
Cost: 1 action point
Spent: 31 action points
Requires All of: Flame Manipulation IV
Classes: Sorcerer Level 9
Wizard Level 9
Artificer[v] Level 9
9 Frost Manipulation V
Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 40%.
Cost: 1 action point
Spent: 31 action points
Requires All of: Frost Manipulation IV
Classes: Sorcerer Level 9
Wizard Level 9
Artificer[v] Level 9
9 Half-Elf Artificer Intelligence I
Grants a +1 increase to your Intelligence score. This counts as a class based ability score enhancement.
Cost: 2 action points
Spent: 30 action points
9 Half-Elf Barbarian Constitution I
Grants a +1 increase to your Constitution score. This counts as a class based ability score enhancement.
Cost: 2 action points
Spent: 30 action points
9 Half-Elf Bard Charisma I
Grants a +1 increase to your Charisma score. This counts as a class based ability score enhancement.
Cost: 2 action points
Spent: 30 action points
Requires All of: Half-Elf Dilettante: Bard
9 Half-Elf Cleric Wisdom I
Grants a +1 increase to your Wisdom score. This counts as a class based ability score enhancement.
Cost: 2 action points
Spent: 30 action points
9 Half-Elf Favored Soul Charisma I
Grants a +1 increase to your Charisma score. This counts as a class based ability score enhancement.
Cost: 2 action points
Spent: 30 action points
9 Half-Elf Fighter Strength I
Grants a +1 increase to your Strength score. This counts as a class based ability score enhancement.
Cost: 2 action points
Spent: 30 action points
9 Half-Elf Monk Wisdom I
Grants a +1 increase to your Wisdom score. This counts as a class based ability score enhancement.
Cost: 2 action points
Spent: 30 action points
Requires All of: Half-Elf Dilettante: Monk
9 Half-Elf Paladin Charisma I
Grants a +1 increase to your Charisma score. This counts as a class based ability score enhancement.
Cost: 2 action points
Spent: 30 action points
9 Half-Elf Ranger Dexterity I
Grants a +1 increase to your Dexterity score. This counts as a class based ability score enhancement.
Cost: 2 action points
Spent: 30 action points
9 Half-Elf Rogue Dexterity I
Grants a +1 increase to your Dexterity score. This counts as a class based ability score enhancement.
Cost: 2 action points
Spent: 30 action points
9 Half-Elf Sorcerer Charisma I
Grants a +1 increase to your Charisma score. This counts as a class based ability score enhancement.
Cost: 2 action points
Spent: 30 action points
9 Half-Elf Wizard Intelligence I
Grants a +1 increase to your Intelligence score. This counts as a class based ability score enhancement.
Cost: 2 action points
Spent: 30 action points
9 Kinetic Spellcasting III
Grants a 6% chance for force spells and spells that deal untyped or physical damage to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 31 action points
Classes: Sorcerer Level 9
Wizard Level 9
Artificer[v] Level 9
9 Mighty Reconstruction III
Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +95%.
Cost: 1 action point
Spent: 31 action points
Classes: Sorcerer Level 9
Wizard Level 9
Artificer[v] Level 9
9 Racial Toughness III
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 30 hit points.
Cost: 3 action points
Spent: 29 action points
Requires All of: Racial Toughness II
9 Repair Manipulation V
Grants an additional 5% increase to the healing and damage of your repair spells, bringing the total increase to 40%.
Cost: 1 action point
Spent: 31 action points
Requires All of: Repair Manipulation IV
Classes: Sorcerer Level 9
Wizard Level 9
Artificer[v] Level 9
9 Storm Manipulation V
Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 40%.
Cost: 1 action point
Spent: 31 action points
Requires All of: Storm Manipulation IV
Classes: Sorcerer Level 9
Wizard Level 9
Artificer[v] Level 9
10 Deadly Kinetics III
Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus with these spells to +95%.
Cost: 1 action point
Spent: 35 action points
Classes: Sorcerer Level 10
Wizard Level 10
Artificer[v] Level 10
10 Elven Arcane Fluidity III
Your arcane spell failure chance while wearing light armor decreased by 15%, your arcane spell failure chance while wearing medium armor is decreased by 10%, and your arcane spell failure chance while wearing heavy armor or using shields is decreased by 5%.
Cost: 3 action points
Spent: 33 action points
Requires All of: Elven Arcane Fluidity II
10 Extra Dragonmark Use III
You gain 3 additional uses of your Least, Lesser, and Greater Dragonmarks per rest.
Cost: 3 action points
Spent: 33 action points
Requires All of: Extra Dragonmark Use II
10 Force Manipulation V
Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 40%.
Cost: 1 action point
Spent: 35 action points
Requires All of: Force Manipulation IV
Classes: Sorcerer Level 9
Wizard Level 9
Artificer[v] Level 9
10 Half-Elf Desert Lore II
Your energy resistance versus fire is increased by 2, bringing the total increase to 4.
Cost: 2 action points
Spent: 34 action points
10 Half-Elf Swamp Lore II
Your energy resistance versus acid is increased by 2, bringing the total increase to 4.
Cost: 2 action points
Spent: 34 action points
10 Half-Elf Tundra Lore II
Your energy resistance versus cold is increased by 2, bringing the total increase to 4.
Cost: 2 action points
Spent: 34 action points
10 Human Versatility IV
Activate this ability to receive a +5 Action Boost bonus to skills, damage, attack rolls, saves, or armor class for 20 seconds.
Cost: 4 action points
Spent: 32 action points
Requires All of: Human Versatility III
Grants: Human Versatility - Skills IV, Human Versatility - Saves IV, Human Versatility - Damage IV, Human Versatility - Attack IV, Human Versatility - Armor Class IV
10 Improved Artificer Dilettante II
Your knowledge of magical items has improved, and now extends to wands. Also increases your caster level in your dilettante class by 1, so you are now treated as a third level artificer instead of first level for scroll and item use purposes.
Cost: 2 action points
Spent: 34 action points
10 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 for scroll and item use purposes.
Cost: 2 action points
Spent: 34 action points
10 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 for scroll and item use purposes.
Cost: 2 action points
Spent: 34 action points
10 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 for scroll and item use purposes.
Cost: 2 action points
Spent: 34 action points
10 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.
Cost: 2 action points
Spent: 34 action points
10 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 for scroll and item use purposes.
Cost: 2 action points
Spent: 34 action points
10 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 for scroll and item use purposes.
Cost: 2 action points
Spent: 34 action points
10 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 for scroll and item use purposes.
Cost: 2 action points
Spent: 34 action points
10 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 for scroll and item use purposes.
Cost: 2 action points
Spent: 34 action points
11 Acid Manipulation VI
Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 45%.
Cost: 1 action point
Spent: 39 action points
Requires All of: Acid Manipulation V
Classes: Sorcerer Level 11
Wizard Level 11
Artificer[v] Level 11
11 Arcane Archer: Conjure +2 Arrows
Activate this ability to conjure a stack of +2 Returning Arrows.
Cost: 1 action point
Spent: 38 action points
11 Arcane Archer: Imbue Acid Arrows
Imbues all missiles that you fire with acid, granting them the Corrosive ability (+1 to 6 Acid damage) and dealing 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.\n\nD&D Dice: Imbues ranged missiles with an extra 1d6 acid damage.
Cost: 1 action point
Spent: 38 action points
11 Charged Spellcasting IV
Grants a 7% chance for electrical and sonic spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 39 action points
Classes: Sorcerer Level 11
Wizard Level 11
Artificer[v] Level 11
11 Combustive Spellcasting IV
Grants a 7% chance for fire spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 39 action points
Classes: Sorcerer Level 11
Wizard Level 11
Artificer[v] Level 11
11 Corrosive Spellcasting IV
Grants a 7% chance for acid spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 39 action points
Classes: Sorcerer Level 11
Wizard Level 11
Artificer[v] Level 11
11 Flame Manipulation VI
Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 45%.
Cost: 1 action point
Spent: 39 action points
Requires All of: Flame Manipulation V
Classes: Sorcerer Level 11
Wizard Level 11
Artificer[v] Level 11
11 Frost Manipulation VI
Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 45%.
Cost: 1 action point
Spent: 39 action points
Requires All of: Frost Manipulation V
Classes: Sorcerer Level 11
Wizard Level 11
Artificer[v] Level 11
11 Glacial Spellcasting IV
Grants a 7% chance for cold spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 39 action points
Classes: Sorcerer Level 11
Wizard Level 11
Artificer[v] Level 11
11 Half-Elf Armor Mastery II
Gives you the ability to move better in armor, increasing the Maximum Dexterity Bonus on your armor by an additional +1. You may still be restricted by your tower shield's max Dex bonus.
Cost: 4 action points
Spent: 36 action points
11 Half-Elf Improved Damage Reduction II
You gain an additional point of damage reduction, improving your existing damage reduction by 1/-.
Cost: 4 action points
Spent: 36 action points
11 Half-Elf Improved Recovery II
You heal for 20% more any time you receive positive energy healing such as that from cure spells and cure potions.
Cost: 4 action points
Spent: 36 action points
11 Kinetic Spellcasting IV
Grants a 7% chance for force spells and spells that deal untyped or physical damage to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 43 action points
Classes: Sorcerer Level 12
Wizard Level 12
Artificer[v] Level 12
11 Reconstructive Spellcasting IV
Grants a 7% chance for repair spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 39 action points
Classes: Sorcerer Level 11
Wizard Level 11
Artificer[v] Level 11
11 Repair Manipulation VI
Grants an additional 5% increase to the healing and damage of your repair spells, bringing the total increase to 45%.
Cost: 1 action point
Spent: 39 action points
Requires All of: Repair Manipulation V
Classes: Sorcerer Level 11
Wizard Level 11
Artificer[v] Level 11
11 Storm Manipulation VI
Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 45%.
Cost: 1 action point
Spent: 39 action points
Requires All of: Storm Manipulation V
Classes: Sorcerer Level 11
Wizard Level 11
Artificer[v] Level 11
12 Adamantine Companion
You have a loyal adamantine defender as a pet, and can summon it once per rest to aid you for five minutes.
Cost: 2 action points
Spent: 42 action points
Requires All of: Mithral Companion
12 Deadly Acid IV
Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +105%.
Cost: 1 action point
Spent: 43 action points
Classes: Sorcerer Level 12
Wizard Level 12
Artificer[v] Level 12
12 Deadly Flame IV
Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +105%.
Cost: 1 action point
Spent: 43 action points
Classes: Sorcerer Level 12
Wizard Level 12
Artificer[v] Level 12
12 Deadly Ice IV
Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +105%.
Cost: 1 action point
Spent: 43 action points
Classes: Sorcerer Level 12
Wizard Level 12
Artificer[v] Level 12
12 Deadly Shocks IV
Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +105%.
Cost: 1 action point
Spent: 43 action points
Classes: Sorcerer Level 12
Wizard Level 12
Artificer[v] Level 12
12 Force Manipulation VI
Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 45%.
Cost: 1 action point
Spent: 43 action points
Requires All of: Force Manipulation V
Classes: Sorcerer Level 11
Wizard Level 11
Artificer[v] Level 11
12 Improved Balance IV
Grants an additional +1 bonus to your Balance skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Balance as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Balance III
Classes: Bard Level 12
Rogue Level 12
Monk Level 12
12 Improved Bluff IV
Grants an additional +1 bonus to your Bluff skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Bluff as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Bluff III
Classes: Sorcerer Level 12
Bard Level 12
Rogue Level 12
12 Improved Concentration IV
Grants an additional +1 bonus to your Concentration skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Concentration as a class skill.
Cost: 1 action point
Spent: 43 action points
Classes: Sorcerer Level 12
Wizard Level 12
Bard Level 12
Cleric Level 12
Paladin Level 12
Ranger Level 12
Monk Level 12
Favored Soul Level 12
Artificer[v] Level 12
12 Improved Diplomacy IV
Grants an additional +1 bonus to your Diplomacy skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Diplomacy as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Diplomacy III
Classes: Bard Level 12
Cleric Level 12
Paladin Level 12
Rogue Level 12
Monk Level 12
Favored Soul Level 12
12 Improved Disable Device IV
Grants an additional +1 bonus to your Disable Device skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Disable Device as a class skill.
Cost: 1 action point
Spent: 43 action points
Classes: Rogue Level 12
Artificer[v] Level 12
12 Improved Haggle IV
Grants an additional +1 bonus to your Haggle skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Haggle as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Haggle III
Classes: Bard Level 12
Rogue Level 12
Artificer[v] Level 12
12 Improved Heal IV
Grants an additional +1 bonus to your Heal skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Heal as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Heal III
Classes: Cleric Level 12
Paladin Level 12
Ranger Level 12
Favored Soul Level 12
12 Improved Hide IV
Grants an additional +1 bonus to your Hide skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Hide as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Hide III
Classes: Bard Level 12
Ranger Level 12
Rogue Level 12
Monk Level 12
12 Improved Intimidate IV
Grants an additional +1 bonus to your Intimidate skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Intimidate as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Intimidate III
Classes: Barbarian Level 12
Fighter Level 12
Paladin Level 12
Rogue Level 12
12 Improved Jump IV
Grants an additional +1 bonus to your Jump skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Jump as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Jump III
Classes: Barbarian Level 12
Bard Level 12
Fighter Level 12
Ranger Level 12
Rogue Level 12
Monk Level 12
Favored Soul Level 12
12 Improved Listen IV
Grants an additional +1 bonus to your Listen skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Listen as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Listen III
Classes: Barbarian Level 12
Bard Level 12
Ranger Level 12
Rogue Level 12
Monk Level 12
12 Improved Move Silently IV
Grants an additional +1 bonus to your Move Silently skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Move Silently as a class skill.
Cost: 1 action point
Spent: 43 action points
Classes: Bard Level 12
Ranger Level 12
Rogue Level 12
Monk Level 12
12 Improved Open Lock IV
Grants an additional +1 bonus to your Open Lock skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Open Lock as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Open Lock III
Classes: Rogue Level 12
Artificer[v] Level 12
12 Improved Perform IV
Grants an additional +1 bonus to your Perform skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Perform as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Perform III
Classes: Bard Level 12
12 Improved Repair IV
Grants an additional +1 bonus to your Repair skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Repair as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Repair III
Classes: Wizard Level 12
Fighter Level 12
Rogue Level 12
Artificer[v] Level 12
12 Improved Search IV
Grants an additional +1 bonus to your Search skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Search as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Search III
Classes: Ranger Level 12
Rogue Level 12
Artificer[v] Level 12
12 Improved Spot IV
Grants an additional +1 bonus to your Spot skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Spot as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Spot III
Classes: Ranger Level 12
Rogue Level 12
Monk Level 12
Artificer[v] Level 12
12 Improved Swim IV
Grants an additional +1 bonus to your Swim skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Swim as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Swim III
Classes: Barbarian Level 12
Bard Level 12
Fighter Level 12
Ranger Level 12
Rogue Level 12
Monk Level 12
12 Improved Tumble IV
Grants an additional +1 bonus to your Tumble skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Tumble as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Tumble III
Classes: Bard Level 12
Rogue Level 12
Monk Level 12
12 Lyrandar Balance IV
Grants an additional +1 bonus to your Balance skill, bringing the total increase to 4.
Cost: 1 action point
Spent: 43 action points
Requires All of: Lyrandar Balance III
12 Mighty Reconstruction IV
Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +105%.
Cost: 1 action point
Spent: 43 action points
Classes: Sorcerer Level 12
Wizard Level 12
Artificer[v] Level 12
13 Acid Manipulation VII
Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 50%.
Cost: 1 action point
Spent: 47 action points
Requires All of: Acid Manipulation VI
Classes: Sorcerer Level 13
Wizard Level 13
Artificer[v] Level 13
13 Deadly Kinetics IV
Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus with these spells to +105%.
Cost: 1 action point
Spent: 47 action points
Classes: Sorcerer Level 13
Wizard Level 13
Artificer[v] Level 13
13 Flame Manipulation VII
Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 50%.
Cost: 1 action point
Spent: 47 action points
Requires All of: Flame Manipulation VI
Classes: Sorcerer Level 13
Wizard Level 13
Artificer[v] Level 13
13 Frost Manipulation VII
Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 50%.
Cost: 1 action point
Spent: 47 action points
Requires All of: Frost Manipulation VI
Classes: Sorcerer Level 13
Wizard Level 13
Artificer[v] Level 13
13 Human Greater Adaptability Charisma I
Grants a +1 increase to your Charisma score. You can only train one Human Adaptability enhancement at this level.
Cost: 4 action points
Spent: 44 action points
13 Human Greater Adaptability Constitution I
Grants a +1 increase to your Constitution score. You can only train one Human Adaptability enhancement at this level.
Cost: 4 action points
Spent: 44 action points
13 Human Greater Adaptability Dexterity I
Grants a +1 increase to your Dexterity score. You can only train one Human Adaptability enhancement at this level.
Cost: 4 action points
Spent: 44 action points
13 Human Greater Adaptability Intelligence I
Grants a +1 increase to your Intelligence score. You can only train one Human Adaptability enhancement at this level.
Cost: 4 action points
Spent: 44 action points
13 Human Greater Adaptability Strength I
Grants a +1 increase to your Strength score. You can only train one Human Adaptability enhancement at this level.
Cost: 4 action points
Spent: 44 action points
13 Human Greater Adaptability Wisdom I
Grants a +1 increase to your Wisdom score. You can only train one Human Adaptability enhancement at this level.
Cost: 4 action points
Spent: 44 action points
13 Repair Manipulation VII
Grants an additional 5% increase to the healing and damage of your repair spells, bringing the total increase to 50%.
Cost: 1 action point
Spent: 47 action points
Requires All of: Repair Manipulation VI
Classes: Sorcerer Level 13
Wizard Level 13
Artificer[v] Level 13
13 Storm Manipulation VII
Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 50%.
Cost: 1 action point
Spent: 47 action points
Requires All of: Storm Manipulation VI
Classes: Sorcerer Level 13
Wizard Level 13
Artificer[v] Level 13
14 Arcane Archer: Conjure +3 Arrows
Activate this ability to conjure a stack of +3 Returning Arrows.
Cost: 1 action point
Spent: 50 action points
14 Arcane Archer: Imbue Explosive Arrows
Imbues all missiles that you fire with flame, granting them the Flaming Burst ability (+1 to 6 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.\n\nD&D Dice: Imbues ranged missiles with an extra 1d6 fire damage, plus additional damage on critical hits.
Cost: 1 action point
Spent: 50 action points
14 Charged Spellcasting V
Grants a 8% chance for electrical and sonic spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 51 action points
Classes: Sorcerer Level 14
Wizard Level 14
Artificer[v] Level 14
14 Combustive Spellcasting V
Grants a 8% chance for fire spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 51 action points
Classes: Sorcerer Level 14
Wizard Level 14
Artificer[v] Level 14
14 Corrosive Spellcasting V
Grants a 8% chance for acid spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 51 action points
Classes: Sorcerer Level 14
Wizard Level 14
Artificer[v] Level 14
14 Elven Arcane Fluidity IV
Your arcane spell failure chance while wearing light armor decreased by 20%, your arcane spell failure chance while wearing medium armor is decreased by 15%, and your arcane spell failure chance while wearing heavy armor or using shields is decreased by 10%.
Cost: 4 action points
Spent: 48 action points
Requires All of: Elven Arcane Fluidity III
14 Extra Dragonmark Use IV
You gain 4 additional uses of your Least, Lesser, and Greater Dragonmarks per rest.
Cost: 4 action points
Spent: 48 action points
Requires All of: Extra Dragonmark Use III
14 Force Manipulation VII
Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 50%.
Cost: 1 action point
Spent: 51 action points
Requires All of: Force Manipulation VI
Classes: Sorcerer Level 13
Wizard Level 13
Artificer[v] Level 13
14 Glacial Spellcasting V
Grants a 8% chance for cold spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 51 action points
Classes: Sorcerer Level 14
Wizard Level 14
Artificer[v] Level 14
14 Reconstructive Spellcasting V
Grants a 8% chance for repair spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 51 action points
Classes: Sorcerer Level 14
Wizard Level 14
Artificer[v] Level 14
15 Deadly Acid V
Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +115%.
Cost: 1 action point
Spent: 55 action points
Classes: Sorcerer Level 15
Wizard Level 15
Artificer[v] Level 15
15 Deadly Flame V
Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +115%.
Cost: 1 action point
Spent: 55 action points
Classes: Sorcerer Level 15
Wizard Level 15
Artificer[v] Level 15
15 Deadly Ice V
Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +115%.
Cost: 1 action point
Spent: 55 action points
Classes: Sorcerer Level 15
Wizard Level 15
Artificer[v] Level 15
15 Deadly Shocks V
Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +115%.
Cost: 1 action point
Spent: 55 action points
Classes: Sorcerer Level 15
Wizard Level 15
Artificer[v] Level 15
15 Improved Artificer Dilettante III
Your knowledge of magical items has improved, and now extends to magical arms and armor. Also increases your caster level in your dilettante class by 1, so you are now treated as a fourth level artificer instead of first level for scroll and item use purposes.
Cost: 3 action points
Spent: 53 action points
15 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 for scroll and item use purposes.
Cost: 3 action points
Spent: 53 action points
15 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 for scroll and item use purposes.
Cost: 3 action points
Spent: 53 action points
15 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 for scroll and item use purposes.
Cost: 3 action points
Spent: 53 action points
15 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.
Cost: 3 action points
Spent: 53 action points
15 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 for scroll and item use purposes.
Cost: 3 action points
Spent: 53 action points
15 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 for scroll and item use purposes.
Cost: 3 action points
Spent: 53 action points
15 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.
Cost: 4 action points
Spent: 52 action points
15 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 for scroll and item use purposes.
Cost: 3 action points
Spent: 53 action points
15 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 for scroll and item use purposes.
Cost: 3 action points
Spent: 53 action points
15 Kinetic Spellcasting V
Grants a 8% chance for force spells and spells that deal untyped or physical damage to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 55 action points
Classes: Sorcerer Level 15
Wizard Level 15
Artificer[v] Level 15
15 Mighty Reconstruction V
Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +115%.
Cost: 1 action point
Spent: 55 action points
Classes: Sorcerer Level 15
Wizard Level 15
Artificer[v] Level 15
16 Deadly Kinetics V
Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus with these spells to +115%.
Cost: 1 action point
Spent: 59 action points
Classes: Sorcerer Level 16
Wizard Level 16
Artificer[v] Level 16
17 Arcane Archer: Conjure +4 Arrows
Activate this ability to conjure a stack of +4 Returning Arrows.
Cost: 1 action point
Spent: 62 action points
17 Arcane Archer: Imbue Force Burst Arrows
Imbues all missiles that you fire with arcane force, granting them the Force Burst ability (+1 to 6 Force damage and additional damage on critical hits) and negating the incorporeal miss chance of ethereal creatures. 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.\n\nD&D Dice: Imbues ranged missiles with an extra 1d6 force damage plus additional damage on critical hits.
Cost: 1 action point
Spent: 62 action points
17 Arcane Archer: Imbue Terror Arrows
Imbues all missiles that you fire with negative energy, granting them the Fearsome ability and producing a 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.
Cost: 1 action point
Spent: 62 action points
17 Charged Spellcasting VI
Grants a 9% chance for electrical and sonic spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 63 action points
Classes: Sorcerer Level 17
Wizard Level 17
Artificer[v] Level 17
17 Combustive Spellcasting VI
Grants a 9% chance for fire spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 63 action points
Classes: Sorcerer Level 17
Wizard Level 17
Artificer[v] Level 17
17 Corrosive Spellcasting VI
Grants a 9% chance for acid spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 63 action points
Classes: Sorcerer Level 17
Wizard Level 17
Artificer[v] Level 17
17 Glacial Spellcasting VI
Grants a 9% chance for cold spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 63 action points
Classes: Sorcerer Level 17
Wizard Level 17
Artificer[v] Level 17
17 Reconstructive Spellcasting VI
Grants a 9% chance for repair spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 63 action points
Classes: Sorcerer Level 17
Wizard Level 17
Artificer[v] Level 17
18 Deadly Acid VI
Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +125%.
Cost: 1 action point
Spent: 67 action points
Classes: Sorcerer Level 18
Wizard Level 18
Artificer[v] Level 18
18 Deadly Flame VI
Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +125%.
Cost: 1 action point
Spent: 67 action points
Classes: Sorcerer Level 18
Wizard Level 18
Artificer[v] Level 18
18 Deadly Ice VI
Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +125%.
Cost: 1 action point
Spent: 67 action points
Classes: Sorcerer Level 18
Wizard Level 18
Artificer[v] Level 18
18 Deadly Shocks VI
Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +125%.
Cost: 1 action point
Spent: 67 action points
Classes: Sorcerer Level 18
Wizard Level 18
Artificer[v] Level 18
18 Kinetic Spellcasting VI
Grants a 9% chance for force spells and spells that deal untyped or physical damage to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 67 action points
Classes: Sorcerer Level 18
Wizard Level 18
Artificer[v] Level 18
18 Mighty Reconstruction VI
Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +125%.
Cost: 1 action point
Spent: 67 action points
Classes: Sorcerer Level 18
Wizard Level 18
Artificer[v] Level 18
19 Deadly Kinetics VI
Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus with these spells to +125%.
Cost: 1 action point
Spent: 71 action points
Classes: Sorcerer Level 19
Wizard Level 19
Artificer[v] Level 19
20 Arcane Archer: Conjure +5 Arrows
Activate this ability to conjure a stack of +5 Returning Arrows.
Cost: 1 action point
Spent: 74 action points
20 Arcane Archer: Imbue Slaying Arrows
Imbues all missiles that you fire with incredible power, granting them the Slaying ability, which will deal 500 damage to a living target on what would be a vorpal attack (attack roll of 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.
Cost: 1 action point
Spent: 74 action points

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