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Race:Halfling

From DDO Compendium

  • +2 Dexterity, -2 Strength: Halflings are quick, agile and good with ranged weapons, but not as strong as other humanoids.
  • +1 Armor Class bonus, +1 attack roll bonus, +4 bonus on Hide checks, and 3/4 carrying limit: As Small creatures, halflings are harder to hit and hide better, but can carry less than the other races.
  • +2 bonus on Jump, Listen and Move Silently checks: Halflings are surefooted and nimble.
  • +1 bonus on all saves and +2 bonus to saves against Fear: Halflings are surprisingly capable at avoiding mishaps.
  • +1 attack roll bonus with thrown weapons: Throwing stones is a universal sport among halflings and they have excellent aim.

Halflings are clever, capable opportunists. Depending on the clan, halflings might be reliable, hard-working citizens, or they might be thieves just waiting for the opportunity to make a big score and disappear in the dead of night.

Halflings adventurers are typically looking for a way to use their skills to gain wealth or status. The distinction between a halfling adventurer and a halfling just out to make a big score can be blurry. While halfling opportunism can sometimes look like larceny or fraud to others, a halfling adventurer who learns to trust her fellows is worthy of trust in return.

In the world of Eberron, halflings are nomads who ride domesticated dinosaurs across the wide Talenta Plains. The heritage of the nomad also serves more urbanized halflings well, and halflings have established themselves across Eberron as merchants, politicians, barristers, healers, and criminals. The tribal nomads of the plains can sometimes be found in the cities, but often the halflings of the cities blend in with the rest of the population and display only the occasional reminder of their roots. Halflings are affiliated with the House Jorasco in Stormreach.
Halfling AgilityHalflings are agile and gain a +2 bonus to Jump and Move Silently checks.
Halfling BraveryHalflings are naturally resistant to fear and gain a +2 morale bonus to saves against fear.
Halfling Thrown Weapon FocusHalflings develop their throwing skill starting at a very young age. As a result, halflings get a +1 bonus to attack rolls when using any thrown weapon.

Type(s): Halfling Focus: Dart, Halfling Focus: Shuriken, Halfling Focus: Throwing Axe, Halfling Focus: Throwing Dagger, Halfling Focus: Throwing Hammer

Halfling Keen EarsHalflings have keen ears and gain a +2 bonus to Listen checks.
Halfling LuckHalflings are surprisingly lucky and gain a +1 bonus to all saves.
Halfling Size BonusAs Small creatures, halflings receive a +1 size bonus to attack rolls and Armor Class, and a +4 bonus on Hide checks.

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 Halfling Athletics I
Grants a +1 bonus to your Jump skill.
Cost: 1 action point
1 Halfling Fear Resistance I
Grants a +1 bonus to saves against fear.
Cost: 1 action point
1 Halfling Hiding I
Grants a +1 bonus to your Hide skill.
Cost: 1 action point
1 Halfling Keen Ears I
Grants a +1 bonus to your Listen skill.
Cost: 1 action point
1 Halfling Luck (Fortitude) I
Grants a +1 bonus to Fortitude saves.
Cost: 1 action point
1 Halfling Luck (Reflex) I
Grants a +1 bonus to Reflex saves.
Cost: 1 action point
1 Halfling Luck (Will) I
Grants a +1 bonus to Will saves.
Cost: 1 action point
1 Halfling Silent Moves I
Grants a +1 bonus to your Move Silently skill.
Cost: 1 action point
1 Halfling Thrown Weapon Damage I
You gain an additional +1 bonus to damage rolls when using a thrown weapon.
Cost: 2 action points
Grants: Halfling Throwing Hammer Damage I, Halfling Throwing Dagger Damage I, Halfling Throwing Axe Damage I, Halfling Shuriken Damage I, Halfling Dart Damage 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 Jorasco Healing I
Grants a +1 bonus to your Heal skill.
Cost: 1 action point
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 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 Halfling Cunning I
You gain an additional +1 bonus to attack rolls when flanking an enemy.
Cost: 1 action point
Spent: 3 action points
2 Halfling Hero's Companion I
Grant one of your companions a short-term +2 bonus to damage and saves while he or she is by your side.
Cost: 1 action point
Spent: 3 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 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 Halfling Dexterity I
Grants a +1 increase to your Dexterity score.
Cost: 2 action points
Spent: 6 action points
3 Halfling Guile I
You gain +2 to your sneak attack damage and +1 to bluff.
Cost: 1 action point
Spent: 7 action points
Requires All of: Halfling Cunning I
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 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 Halfling Athletics II
Grants an additional +1 bonus to your Jump skill, bringing the total increase to 2.
Cost: 1 action point
Spent: 11 action points
Requires All of: Halfling Athletics I
4 Halfling Hiding II
Grants an additional +1 bonus to your Hide skill, bringing the total increase to 2.
Cost: 1 action point
Spent: 11 action points
Requires All of: Halfling Hiding I
4 Halfling Keen Ears 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: Halfling Keen Ears I
4 Halfling Silent Moves II
Grants an additional +1 bonus to your Move Silently skill, bringing the total increase to 2.
Cost: 1 action point
Spent: 11 action points
Requires All of: Halfling Silent Moves I
4 Halfling Thrown Weapon Attack I
You gain an additional +1 bonus to attack rolls when using a thrown weapon.
Cost: 2 action points
Spent: 10 action points
Grants: Halfling Throwing Hammer Attack I, Halfling Throwing Dagger Attack I, Halfling Throwing Axe Attack I, Halfling Shuriken Attack I, Halfling Dart Attack I
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 Jorasco Healing II
Grants an additional +1 bonus to your Heal 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 Halfling Fear Resistance II
Grants an additional +1 bonus to saves against fear, bringing the total increase to 2.
Cost: 2 action points
Spent: 14 action points
5 Halfling Hero's Companion II
Grant one of your companions a short-term +3 bonus to damage and saves and a +2 bonus to attacks while he or she is by your side.
Cost: 2 action points
Spent: 14 action points
5 Halfling Luck (Fortitude) II
Grants an additional +1 bonus to Fortitude saves, bringing the total increase to 2.
Cost: 2 action points
Spent: 14 action points
5 Halfling Luck (Reflex) II
Grants an additional +1 bonus to Reflex saves, bringing the total increase to 2.
Cost: 2 action points
Spent: 14 action points
Requires All of: Halfling Luck (Reflex) I
5 Halfling Luck (Will) II
Grants an additional +1 bonus to Will saves, bringing the total increase to 2.
Cost: 2 action points
Spent: 14 action points
Requires All of: Halfling Luck (Will) I
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 Halfling Cunning II
You gain an additional +1 bonus to attack rolls when flanking an enemy, bringing the total increase to 2.
Cost: 2 action points
Spent: 18 action points
Requires All of: Halfling Cunning 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 Halfling Guile II
You gain an additional +2 to your sneak attack damage, bringing the total increase to 4, and an additional +1 to bluff, bringing the total increase to 2.
Cost: 2 action points
Spent: 22 action points
7 Halfling Thrown Weapon Damage II
You gain an additional +1 bonus to damage rolls when using a thrown weapon, bringing the total increase to 2.
Cost: 4 action points
Spent: 20 action points
Grants: Halfling Throwing Hammer Damage II, Halfling Throwing Dagger Damage II, Halfling Throwing Axe Damage II, Halfling Shuriken Damage II, Halfling Dart 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 Halfling Athletics III
Grants an additional +1 bonus to your Jump skill, bringing the total increase to 3.
Cost: 1 action point
Spent: 27 action points
Requires All of: Halfling Athletics II
8 Halfling Dexterity II
Grants an additional +1 to your Dexterity score.
Cost: 4 action points
Spent: 24 action points
Requires All of: Halfling Dexterity I
8 Halfling Hero's Companion III
Grant one of your companions a short-term +4 bonus to damage and saves, a +3 bonus to attacks, and a +2 bonus to AC while he or she is by your side.
Cost: 3 action points
Spent: 25 action points
8 Halfling Hiding III
Grants an additional +1 bonus to your Hide skill, bringing the total increase to 3.
Cost: 1 action point
Spent: 27 action points
Requires All of: Halfling Hiding II
8 Halfling Keen Ears III
Grants an additional +1 bonus to your Listen skill, bringing the total increase to 3.
Cost: 1 action point
Spent: 27 action points
Requires All of: Halfling Keen Ears II
8 Halfling Silent Moves III
Grants an additional +1 bonus to your Move Silently skill, bringing the total increase to 3.
Cost: 1 action point
Spent: 27 action points
Requires All of: Halfling Silent Moves II
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 Jorasco Healing III
Grants an additional +1 bonus to your Heal 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 Halfling Fear Resistance III
Grants an additional +1 bonus to saves against fear, bringing the total increase to 3.
Cost: 3 action points
Spent: 29 action points
9 Halfling Luck (Fortitude) III
Grants an additional +1 bonus to Fortitude saves, bringing the total increase to 3.
Cost: 3 action points
Spent: 29 action points
9 Halfling Luck (Reflex) III
Grants an additional +1 bonus to Reflex saves, bringing the total increase to 3.
Cost: 3 action points
Spent: 29 action points
Requires All of: Halfling Luck (Reflex) II
9 Halfling Luck (Will) III
Grants an additional +1 bonus to Will saves, bringing the total increase to 3.
Cost: 3 action points
Spent: 29 action points
Requires All of: Halfling Luck (Will) II
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 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 Halfling Cunning III
You gain an additional +1 bonus to attack rolls when flanking an enemy, bringing the total increase to 3.
Cost: 3 action points
Spent: 33 action points
Requires All of: Halfling Cunning II
10 Halfling Thrown Weapon Attack II
You gain an additional +1 bonus to attack rolls when using a thrown weapon, bringing the total increase to 2.
Cost: 4 action points
Spent: 32 action points
Grants: Halfling Throwing Hammer Attack II, Halfling Throwing Dagger Attack II, Halfling Throwing Axe Attack II, Halfling Shuriken Attack II, Halfling Dart Attack II
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 Halfling Guile III
You gain an additional +2 to your sneak attack damage, bringing the total increase to 6, and an additional +1 to bluff, bringing the total increase to 3.
Cost: 3 action points
Spent: 37 action points
11 Halfling Hero's Companion IV
Grant one of your companions a short-term +5 bonus to damage and saves, a +4 bonus to attacks, and a +3 bonus to AC while he or she is by your side.
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 Halfling Athletics IV
Grants an additional +1 bonus to your Jump skill, bringing the total increase to 4.
Cost: 1 action point
Spent: 43 action points
Requires All of: Halfling Athletics III
12 Halfling Hiding IV
Grants an additional +1 bonus to your Hide skill, bringing the total increase to 4.
Cost: 1 action point
Spent: 43 action points
Requires All of: Halfling Hiding III
12 Halfling Keen Ears IV
Grants an additional +1 bonus to your Listen skill, bringing the total increase to 4.
Cost: 1 action point
Spent: 43 action points
Requires All of: Halfling Keen Ears III
12 Halfling Silent Moves IV
Grants an additional +1 bonus to your Move Silently skill, bringing the total increase to 4.
Cost: 1 action point
Spent: 43 action points
Requires All of: Halfling Silent Moves III
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 Jorasco Healing IV
Grants an additional +1 bonus to your Heal skill, bringing the total increase to 4.
Cost: 1 action point
Spent: 43 action points
Requires All of: Jorasco Healing 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 Halfling Thrown Weapon Damage III
You gain an additional +1 bonus to damage rolls when using a thrown weapon, bringing the total increase to 3.
Cost: 6 action points
Spent: 42 action points
Grants: Halfling Throwing Hammer Damage III, Halfling Throwing Dagger Damage III, Halfling Throwing Axe Damage III, Halfling Shuriken Damage III, Halfling Dart Damage III
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 Halfling Cunning IV
You gain an additional +1 bonus to attack rolls when flanking an enemy, bringing the total increase to 4.
Cost: 4 action points
Spent: 48 action points
Requires All of: Halfling Cunning III
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 Halfling Guile IV
You gain an additional +2 to your sneak attack damage, bringing the total increase to 8, and an additional +1 to bluff, bringing the total increase to 4.
Cost: 4 action points
Spent: 52 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 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

Dragonmark of Healing

Halflings may select the feats Least Dragonmark of Healing, Lesser Dragonmark of Healing and Greater Dragonmark of Healing.


In-game Size Advantage

Due to their small stature and inherent jumping ability, Halfings can often squeeze through tight areas and find hiding spots that other races have difficulty reaching.

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