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Race:Half-Orc

From DDO Compendium

Half-Orc Orc BloodHalf-orcs are treated as an orc by magical items and 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 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 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 Orcish Fury I
When below 50% health you gain a +2 morale bonus to strength.
Cost: 1 action point
1 Orcish Melee Damage I
You gain an additional +2 bonus to damage rolls when using two handed melee weapons.
Cost: 2 action points
Grants: Orcish Greataxe Damage I, Orcish Greatsword Damage I, Orcish Falchion Damage I, Orcish Greatclub Damage I, Orcish Quarterstaff Damage I, Orcish Maul Damage I
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
1 Tharashk Search I
Grants a +1 bonus to your Search skill.
Cost: 1 action point
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 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 Orcish Brute Fighting I
Activate this ability to cause your melee attacks to generate 10% more hate, making enemies more likely to attack you.
Cost: 1 action point
Spent: 3 action points
2 Orcish Great Weapon Aptitude I
Glancing blows produced by your two-handed weapon attacks have a 2% increased chance of producing magical weapon effects such as flaming.
Cost: 1 action point
Spent: 3 action points
Requires All of: Two Handed Fighting
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 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 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 Orcish Extra Action Boost I
Half-Orcs keep fighting long after other races tire. You can use each of your action boosts 1 additional time per rest.
Cost: 1 action point
Spent: 7 action points
3 Orcish Strength I
Grants a +1 increase to your Strength score.
Cost: 2 action points
Spent: 6 action points
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 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 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 Orcish Power Attack I
Your Power Attack feat does 1 additional point of bonus damage but also has an additional -1 to your attack bonus.
Cost: 1 action point
Spent: 11 action points
Requires All of: Power Attack
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
4 Tharashk Search II
Grants an additional +1 bonus to your Search skill, bringing the total increase to 2.
Cost: 1 action point
Spent: 11 action points
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 Orcish Fury II
When below 25% health you gain an additional +2 morale bonus to strength. This strength bonus stacks with Orcish Fury I.
Cost: 2 action points
Spent: 14 action points
Requires All of: Orcish Fury I
5 Orcish Power Rage I
When raging, you gain an additional +1 Strength, but also get an additional -1 penalty to AC. Requires at least 2 levels of the Barbarian class.
Cost: 1 action point
Spent: 15 action points
Classes: Barbarian Level 2
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 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 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 Orcish Brute Fighting II
Activate this ability to cause your melee attacks to generate 15% more hate, making enemies more likely to attack you.
Cost: 2 action points
Spent: 18 action points
Requires All of: Orcish Brute Fighting I
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 Orcish Extra Action Boost II
Half-Orcs keep fighting long after other races tire. You can use each of your action boosts 1 additional time per rest, bringing the total increase to 2.
Cost: 2 action points
Spent: 22 action points
7 Orcish Melee Damage II
You gain an additional +2 bonus to damage rolls when using two handed melee weapons, bringing the total increase to 4.
Cost: 4 action points
Spent: 20 action points
Requires All of: Orcish Melee Damage I
Grants: Orcish Greatsword Damage II, Orcish Greatclub Damage II, Orcish Greataxe Damage II, Orcish Quarterstaff Damage II, Orcish Falchion Damage II, Orcish Maul Damage II
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 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 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 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 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 Orcish Great Weapon Aptitude II
Glancing blows produced by your two-handed weapon attacks get an additional 2% increase to their chance of producing magical weapon effects such as flaming.
Cost: 2 action points
Spent: 26 action points
8 Orcish Strength II
Grants an additional +1 to your Strength score.
Cost: 4 action points
Spent: 24 action points
Requires All of: Orcish Strength I
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
8 Tharashk Search III
Grants an additional +1 bonus to your Search skill, bringing the total increase to 3.
Cost: 1 action point
Spent: 27 action points
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 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 Orcish Fury III
When below 10% health you gain an additional +4 morale bonus to strength. This strength bonus stacks with Orcish Fury I and II.
Cost: 3 action points
Spent: 29 action points
Requires All of: Orcish Fury 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 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 Orcish Brute Fighting III
Activate this ability to cause your melee attacks to generate 20% more hate, making enemies more likely to attack you.
Cost: 3 action points
Spent: 33 action points
Requires All of: Orcish Brute Fighting II
10 Orcish Power Attack II
Your Power Attack feat does 2 additional points of bonus damage but also has an additional -2 to your attack bonus.
Cost: 2 action points
Spent: 34 action points
Requires All of: Orcish Power Attack I
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 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 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 Orcish Extra Action Boost III
Half-Orcs keep fighting long after other races tire. You can use each of your action boosts 1 additional time per rest, bringing the total increase to 3.
Cost: 3 action points
Spent: 37 action points
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 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
12 Tharashk Search IV
Grants an additional +1 bonus to your Search skill, bringing the total increase to 4.
Cost: 1 action point
Spent: 43 action points
Requires All of: Tharashk Search III
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 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 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 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 Orcish Brute Fighting IV
Activate this ability to cause your melee attacks to generate 25% more hate, making enemies more likely to attack you.
Cost: 4 action points
Spent: 48 action points
Requires All of: Orcish Brute Fighting III
14 Orcish Great Weapon Aptitude III
Glancing blows produced by your two-handed weapon attacks get an additional 2% increase to their chance of producing magical weapon effects such as flaming.
Cost: 3 action points
Spent: 49 action points
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 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
15 Orcish Power Rage II
When raging, you gain an additional +2 Strength, but also get an additional -2 penalty to AC. Requires at least 6 levels of the Barbarian class.
Cost: 2 action points
Spent: 54 action points
Requires All of: Orcish Power Rage I
Classes: Barbarian Level 6
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
16 Orcish Power Attack III
Your Power Attack feat does 3 additional points of bonus damage but also has an additional -3 to your attack bonus.
Cost: 3 action points
Spent: 57 action points
Requires All of: Orcish Power Attack II
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

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