Benefit: Grants an additional 10% increase to the effectiveness of your light and alignment based (good, evil, lawful, and chaotic) spells, bringing the total increase to 30%.
Favored Soul Smiting IV
Benefit: Grants an additional 10% increase to the effectiveness of your light and alignment based (good, evil, lawful, and chaotic) spells, bringing the total increase to 40%.
Favored Soul Prayer of Smiting I
Benefit: Grants a 3% chance for your light and alignment based (good, evil, lawful, and chaotic) spells to generate a critical hit for 1.5 times normal damage. (Base spell critical chance is 0% and base critical damage multiplier is 1.5.)
Favored Soul Prayer of Smiting II
Benefit: Grants a 6% chance for your light and alignment based (good, evil, lawful, and chaotic) spells to generate a critical hit for 1.5 times normal damage.
Favored Soul Prayer of Smiting III
Benefit: Grants a 9% chance for your light and alignment based (good, evil, lawful, and chaotic) spells to generate a critical hit for 1.5 times normal damage.
Favored Soul Prayer of Incredible Smiting I
Benefit: Your light and alignment based (good, evil, lawful, and chaotic) spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 1.75.
Favored Soul Prayer of Incredible Smiting II
Benefit: Your light and alignment based (good, evil, lawful, and chaotic) spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.00.
Favored Soul Prayer of Incredible Smiting III
Benefit: Your light and alignment based (good, evil, lawful, and chaotic) spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25.
Favored Soul Concentration I
Benefit: Grants a +1 bonus to your Concentration skill.
Favored Soul Concentration II
Benefit: Grants an additional +1 bonus to your Concentration skill, bringing the total increase to 2.
Favored Soul Concentration III
Benefit: Grants an additional +1 bonus to your Concentration skill, bringing the total increase to 3.
Favored Soul Concentration IV
Benefit: Grants an additional +1 bonus to your Concentration skill, bringing the total increase to 4.
Favored Soul Heal I
Benefit: Grants a +1 bonus to your Heal skill.
Favored Soul Heal II
Benefit: Grants an additional +1 bonus to your Heal skill, bringing the total increase to 2.
Favored Soul Heal III
Benefit: Grants an additional +1 bonus to your Heal skill, bringing the total increase to 3.
Favored Soul Heal IV
Benefit: Grants an additional +1 bonus to your Heal skill, bringing the total increase to 4.
Favored Soul Diplomacy I
Benefit: Grants a +1 bonus to your Diplomacy skill.
Favored Soul Diplomacy II
Benefit: Grants an additional +1 bonus to your Diplomacy skill, bringing the total increase to 2.
Favored Soul Diplomacy III
Benefit: Grants an additional +1 bonus to your Diplomacy skill, bringing the total increase to 3.
Favored Soul Diplomacy IV
Benefit: Grants an additional +1 bonus to your Diplomacy skill, bringing the total increase to 4.
Favored Soul Jump I
Benefit: Grants a +1 bonus to your Jump skill.
Favored Soul Jump II
Grants an additional +1 bonus to your Jump skill, bringing the total increase to 2.
Favored Soul Jump III
Benefit: Grants an additional +1 bonus to your Jump skill, bringing the total increase to 3.
Favored Soul Jump IV
Benefit: Grants an additional +1 bonus to your Jump skill, bringing the total increase to 4.
Silver Flame Exorcism
Benefit: You are a devoted follower of the Silver Flame, and your faith has been rewarded. Activate this ability to attempt to exorcise an extraplanar creature, which is entirely consumed in holy fire on a failed Will save or savagely burned by the light of the Silver Flame. A successful Fortitude save reduces the damage to half. The Save DC for this ability is 10 + Cleric Level + Charisma Modifier.
Unyielding Sovereignty
Benefit: You are a devoted follower of the Sovereign Host, and your faith has been rewarded. Activate this ability to fully heal hit point damage done to a targeted ally, remove ability damage, death penalty effects, negative levels, and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, and stunned.
Undying Call
Benefit: You are a devoted follower of the Undying Court, and your faith has been rewarded. Activate this ability to lead a dead ally's spirit back to this world, acting as a True Resurrection on high elven spirits or a Raise Dead for others.
Bladesworn Transformation
Benefit: You are a devoted follower of the Lord of Blades, and your faith has been rewarded. Activate this ability to become a juggernaut of destruction for 60 seconds.
Vulkoor's Avatar
Benefit: You are a devoted follower of Vulkoor the Hunter, and your faith has been rewarded. Activate this ability to ask Vulkoor to send one of his servants to destroy your enemies.
Favored Soul Attack Boost I
Benefit: Activate this ability to receive a +2 bonus to attack for 20 seconds.
Favored Soul Damage Boost I
Benefit: Activate this ability to receive a +2 bonus to weapon damage for 20 seconds.
Favored Soul Saves Boost I
Benefit: Activate this ability to receive a +2 bonus to saves for 20 seconds.
Favored Soul Attack Boost II
Benefit: Activate this ability to receive a +3 bonus to attack for 20 seconds.
Favored Soul Damage Boost II
Benefit: Activate this ability to receive a +3 bonus to weapon damage for 20 seconds.
Favored Soul Saves Boost II
Benefit: Activate this ability to receive a +3 bonus to saves for 20 seconds.
Favored Soul Attack Boost III
Benefit: Activate this ability to receive a +4 bonus to attack for 20 seconds.
Favored Soul Damage Boost III
Benefit: Activate this ability to receive a +4 bonus to weapon damage for 20 seconds.
Favored Soul Saves Boost III
Benefit: Activate this ability to receive a +4 bonus to saves for 20 seconds.
Favored Soul Attack Boost IV
Benefit: Activate this ability to receive a +5 bonus to attack for 20 seconds.
Favored Soul Damage Boost IV
Benefit: Activate this ability to receive a +5 bonus to weapon damage for 20 seconds.
Favored Soul Saves Boost IV
Benefit: Activate this ability to receive a +5 bonus to saves for 20 seconds.
Favored Soul Extra Action Boost I
Benefit: You can use each of your action boosts 1 additional time per rest.
Favored Soul Extra Action Boost II
Benefit: You can use each of your action boosts 1 additional time per rest, bringing the total increase to 2.
Favored Soul Greatsword Specialization I
Benefit: You gain an additional +1 bonus to damage rolls when using a Greatsword.
Favored Soul Longbow Specialization I
Benefit: You gain an additional +1 bonus to damage rolls when using a Longbow.
Favored Soul Longsword Specialization I
Benefit: You gain an additional +1 bonus to damage rolls when using a Longsword.
Favored Soul Scimitar Specialization I
Benefit: You gain an additional +1 bonus to damage rolls when using a Scimitar.
Favored Soul Shortsword Specialization I
Benefit: You gain an additional +1 bonus to damage rolls when using a Shortsword.
Favored Soul Greatsword Specialization II
Benefit: You gain an additional +1 bonus to damage rolls when using a Greatsword, for a total bonus of +2.
Favored Soul Longbow Specialization II
Benefit: You gain an additional +1 bonus to damage rolls when using a Longbow, for a total bonus of +2.
Favored Soul Longsword Specialization II
Benefit: You gain an additional +1 bonus to damage rolls when using a Longsword, for a total bonus of +2.
Favored Soul Scimitar Specialization II
Benefit: You gain an additional +1 bonus to damage rolls when using a Scimitar, for a total bonus of +2.
Favored Soul Shortsword Specialization II
Benefit: You gain an additional +1 bonus to damage rolls when using a Shortsword, for a total bonus of +2.
Favored Soul Toughness I
Benefit: Grants you 10 additional hit points if you have the Toughness feat.
Favored Soul Toughness II
Benefit: Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 20 hit points.
Favored Soul Toughness III
Benefit: Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 30 hit points.
Favored Soul Toughness IV
Benefit: Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 40 hit points.
Monk Grandmaster of Mountains
Prerequisites: Level 18 Monk, Constitution 18
Benefit: The mountain is eternal, as are you.
Ultimate Mountain Stance: The mountain stance focuses on endurance and defense, granting increased Constitution, damage reduction, and improved blocking ability at the cost of reducing your Dexterity and movement speed. While in mountain stance, you generate Ki when struck by opponents. (+4 Blocking DR; DR 8/-; +1 Ki on Get Hit; +5 Ki on Get Crit; -2 Dex; +4 Con; -7% Run Speed)
Strike of the Enduring IV: You strike an opponent, backed with the strength of the earth. Your attack deals 12 additional damage, and 3d6 acid damage on critical hits.
Monk Grandmaster of Oceans
Prerequisites: Level 18 Monk, Wisdom 18.
Benefit: The sea is always in motion, as are you.
Ultimate Ocean Stance: The ocean stance focuses on redirection and the supernatural, granting increased Wisdom and saves at the cost of decreased Strength. While in ocean stance, you receive a bonus to armor class while tumbling. (+8 AC when tumbling; +5 to Saves; -2 Str; +4 Wis)
Flowing Water Strike IV: You strike an opponent, backed with the power of the sea. Your attack will deal 3d6 additional cold damage, with an additional 3d6 damage on critical hits.
Monk Grandmaster of Storms
Prerequisites: Level 18 Monk, Dexterity 18
Benefit: The wind is untouchable, as are you.
Ultimate Wind Stance: The wind stance focuses on movement, granting increased Dexterity and melee and thrown attack speed at the cost of reducing your Constitution while the stance is active. (15% Enhancement Bonus to attack speed; 10% Insight Bonus to attack speed; +4 Dex; -2 Con)
Storm Strike IV: You strike an opponent, backed with the power of lightning. Your attack will deal 3d6 additional lightning damage, with an additional 3d6 damage on critical hits.
Monk Grandmaster of the Sun
Prerequisites: Level 18 Monk, Strength 18
Benefit: The sun burns with an eternal fire, as do you.
Ultimate Sun Stance: The sun stance focuses on an aggressive offense, granting increased Strength at the cost of decreased Wisdom. While in sun stance, you generate additional Ki when you successfully strike opponents. (+1 Ki on Hit; +5 Ki on Crit; +4 Str; -2 Wis)
Fires of Purity IV: You strike an opponent, backed with the power of flame. Your attack will deal 3d6 additional fire damage, with an additional 3d6 damage on critical hits.
Paladin Divine Might IV
Prerequisites: Level 20 Paladin, Charisma 20
Benefit:Activate this ability to gain a +8 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability.
Paladin Divine Sacrifice III
Prerequisites: Level 19 Paladin
Benefit:Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 9d6 Light damage and increases the critical multiplier of your weapon by 1, but costs you 5 hp and 1 sp, whether or not the attack is successful.
Paladin Exalted Smite IV
Prerequisites: Level 18 Paladin
Benefit: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus based on your paladin level, and +2 to your weapon's critical threat range and damage multiplier. This enhancement also decreases your cooldown between smites to 2 seconds.
Paladin Redemption III
Prerequisites: Level 19 Paladin
Benefit: Activate this ability and expend one use of Lay on Hands to true resurrect the dead, returning your target to life at 100% health.
Benefit: Your biceps are frequently mistaken for slabs of ham. Your strength is increased by 2, and when wielding two handed weapons you have increased glancing blow damage and an increased chance of applying weapon special effects on glancing blows.
Benefit: You gain +2 Charisma, two additional uses of Bardic Music, as well as +2 to Spell Penetration checks and the DC's of your Enchantment spells. Your beneficial songs last 20% longer.
Benefit: You are a strong conduit of positive energy, and can expend a turn attempt to ward your target for five minutes against mortal damage - hit point damage will not lower their hit point total below -9. If the target is knocked unconscious, this effect will heal the target after a few seconds and then fade.
Favored Soul Ascendancy: Light of the Flame
Benefit: Your faith in the Silver Flame allows you to produce a Searing Light effect at will.
Favored Soul Ascendancy: Healing Word
Benefit:Your faith in the Sovereign Host allows you to produce a Cure Light Wounds effect at will.
Favored Soul Ascendancy: Voice of the Deathless
Benefit:Your faith in the Undying Court allows you to produce a Command Undead effect at will.
Favored Soul Ascendancy: Protection of the Blade
Benefit:Your faith in the Lord of Blades allows you to produce a Shield effect at will.
Favored Soul Ascendancy: Stealth of the Hunter
Benefit:Your faith in Vulkoor the Hunter allows you to produce an Invisibility effect at will.
Benefit: Your mastery with all weapons is such that you are able to attack faster than normal. Grants a 10% Competence bonus to attack speed with all combat styles.
Benefit: Any weapon you wield is considered Good aligned for purposes of bypassing damage reduction, deal 1d6 additional holy damage against all evil opponents and an additional 2d6 light damage against evil undead or evil outsiders.
Benefit: A master rogue can defy even death if their luck holds out. You have a chance of self-resurrection should you die, but this chance drops each time you die between rests. Maruts have a particular dislike for you.
Benefit: All of your damage dealing spells deal 10% more damage, have their critical chance increased by 3%, and their critical multipliers increased by an additional 0.25.
Benefit: Grants +2 Intelligence and all metamagics you possess cost 1 fewer spell point to use. (Heighten Spell costs 1 fewer spell point per level of heightening.)
Prestige Enhancements
Barbarian
Barbarian Frenzied Berserker I
Prerequisites: Level 6 Barbarian, Power Attack, Cleave, Barbarian Damage Boost II, Barbarian Power Attack I, Barbarian Power Rage I.
Cost: 4 Action Points
Benefit: You gain the effects of the diehard feat while raging, and your glancing blows have a chance of applying magical weapon effects. You also gain the ability to expend 10 hit points to enter a frenzy, which increases your strength by 2 and adds the 'Vicious' property to your melee weapons.
Barbarian Frenzied Berserker II
Prerequisites: Level 12 Barbarian, Barbarian Frenzied Berserker 1, Barbarian Damage Boost III, Barbarian Power Attack II, Barbarian Power Rage II.
Cost: 2 Action Points
Benefit: While raging, increases the critical multiplier of all weapons you use by 1 when you roll a natural 19 or 20. Your two handed weapon glancing blows have an increased chance of applying magical weapon effects. You also gain the ability to expend 10 hp to Supreme Cleave.
Frenzied Berserker Supreme Cleave
Benefit: Expend 10 hit points to attack all nearby enemies.
Barbarian Frenzied Berserker III
Prerequisites: Level 18 Barbarian, Barbarian Frenzied Berserker 2, Barbarian Damage Boost IV, Barbarian Power Attack III, Barbarian Power Rage III.
Cost: 2 Action Points
Benefit: While raging, increases the critical multiplier of all weapons you use by an additional 1 when you roll a natural 19 or 20, bringing the total bonus to 2. Your two handed weapon glancing blows have an increased chance of applying magical weapon effects. You also gain the ability to expend 20 hit points to enter a death frenzy (which can stack with your basic rage and frenzy), increasing your strength by 4 and adding the 'Greater Vicious' property to your melee weapons. (+4d6 damage / +1d3 damage to self)
Fighter
Fighter Kensai I
Prerequisites: Level 6 Fighter, Fighter Attack Boost II, Fighter Critical Accuracy II, any Weapon Specialization feat.
Cost: 4 Action Points
Benefit: You are the unrivaled master of your chosen weapon. Your focus and training grant you a +1 bonus to Bluff, Concentration, Diplomacy, and Intimidate skills, Combat Feat DC's, saves against magic, and number of Action Boosts per day. If you possess a Ki bar, you gain 1 additional Ki on criticals and when meditating. You can select a single weapon type as your signature weapon.
Kensai Mastery I
Prerequisites: 6 Fighter, Fighter Kensai I, Weapon Specialization:
Cost: 1 Action Point
Benefit: (One handed, ranged, or thrown weapons) You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a .
Benefit: (Two handed weapons) You gain an additional +1 bonus to hit, +2 to damage and to confirm criticals and +4 to critical damage (before multipliers), as well as improved glancing blows that have a chance of applying magical weapon effects when using a .
Fighter Kensai II
Prerequisites: Level 12 Fighter, Fighter Kensai I, Fighter Attack Boost III, Fighter Critical Accuracy III, any Greater Weapon Specialization feat.
Cost: 2 Action Points
Benefit: Your focus and training improve, granting an additional +1 bonus to Bluff, Concentration, Diplomacy, and Intimidate skills, Combat Feat DC's, saves against magic, and number of Action Boosts per day. If you possess a Ki bar, you gain 1 additional Ki on criticals and when meditating.
Kensai Power Surge
Benefit: You may expend a Fighter attack boost to focus your energy and spirit, gaining a +8 Insight bonus to strength for a short period of time. If you possess the ability to generate Ki, you generate an additional 2 ki on successful attacks during your surge.
Kensai Mastery II
Prerequisites: Level 12 Fighter, Fighter Kensai II, Fighter Specialization I, Kensai Mastery I, Greater Weapon Specialization:
Cost: 1 Action Point
Benefit: (One handed, ranged, or thrown weapons) You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a .
Benefit: (Two handed weapons) You gain an additional +1 bonus to hit, +2 to damage and to confirm criticals and +4 to critical damage (before multipliers), as well as improved glancing blows that have an increased chance of applying magical weapon effects when using a .
Fighter Kensai III
Prerequisites: Level 18 Fighter, Fighter Kensai II, Fighter Attack Boost IV, Fighter Critical Accuracy IV, any Superior Weapon Focus.
Cost: 2 Action Points
Benefit: Your focus and training are complete, granting an additional +1 bonus to Bluff, Concentration, Diplomacy, and Intimidate skills, Combat Feat DC's, saves against magic, and number of Action Boosts per day. If you possess a Ki bar, you gain 1 additional Ki on criticals and when meditating.
Kensai Mastery III
Prerequisites: Level 18 Fighter, Fighter Kensai III, Fighter Specialization II, Kensai Mastery II, Superior Weapon Focus:
Cost: 1 Action Point
Benefit: You gain +1 critical threat range with your signature weapon.
Fighter Stalwart Defender I
Prerequisites: Level 6 Fighter, Fighter Skill Intimidate 2, Fighter Armor Boost 1, Toughness, and any one of: Shield Mastery, Combat Expertise, Diehard, Dodge, or Least Dragonmark of Sentinel.
Cost: 4 Action Points
Benefit: While the flesh may be weak, you place your trust in the strength of steel. This prestige enhancement increases your armor class by 1, grants +2 to intimidate, increases your maximum dexterity bonus allowed by shields, and grants additional armor class and damage reduction when blocking with a shield. You may expend a use of Fighter action boost to to enter a defensive stance. When using a shield, you possess DR 2/-.
Stalwart Defender I: Defensive Stance
Benefit: You may expend a Fighter armor boost to become a bastion of defense, gaining a +2 Competence bonus to Strength and Constitution, a +1 Competence bonus on all saves, a +2 Dodge bonus to Armor Class, and produce 50% more hate with your melee attacks. While in this stance, you move at one quarter speed.
Fighter Stalwart Defender II
Prerequisites: Level 12 Fighter, Fighter Stalwart Defender I, Fighter Item Defense I, Fighter Armor Boost II, and any one of: Fighter Toughness II, Fighter Armored Agility II, Fighter Armor Mastery II, Fighter Tower Shield Mastery II, or Lesser Dragonmark of Sentinel.
Cost: 2 Action Points
Benefit: Your defensive mastery continues to grow. This prestige enhancement increases your armor class by 1, grants +2 to intimidate, increases your maximum dexterity bonus allowed by heavy armor and shields, and grants additional armor class and damage reduction when blocking with a shield. You may expend a use of Fighter action boost to to enter a defensive stance. When using a shield, you possess DR 4/-.
Stalwart Defender II: Improved Defensive Stance
Benefit: You may expend a Fighter armor boost to become a bastion of defense, gaining a +3 Competence bonus to Strength and Constitution, a +2 Competence bonus on all saves, a +3 Dodge bonus to Armor Class, and produce 100% more hate with your melee attacks. While in this stance, you move at one third speed.
Fighter Stalwart Defender III
Prerequisites: Level 18 Fighter, Fighter Stalwart Defender II, Fighter Item Defense II, Fighter Armor Boost III, and any one of: Fighter Toughness III, Fighter Armored Agility III, Fighter Armor Mastery III, Fighter Tower Shield Mastery III, or Greater Dragonmark of Sentinel.
Cost: 2 Action Points
Benefit: Your defensive mastery is complete. This prestige enhancement increases your armor class by 1, grants +2 to intimidate, increases your maximum dexterity bonus allowed by medium or heavy armor and shields, and grants additional armor class and damage reduction when blocking with a shield. You may expend a use of Fighter action boost to to enter a defensive stance. When using a shield, you possess DR 6/-.
Stalwart Defender III: Superior Defensive Stance
Benefit: You may expend a Fighter armor boost to become a bastion of defense, gaining a +4 Competence bonus to Strength and Constitution, a +3 Competence bonus on all saves, a +4 Dodge bonus to Armor Class, and produce 200% more hate with your melee attacks. While in this stance, you move at half speed.
Paladin
Defender of Siberys I
Prerequisites: Level 6 Paladin, Paladin Bulwark of Good I, Paladin Resistance of Good I, Paladin Courage of Good I, Paladin Focus of Good I, Paladin Paladin Armor Class Boost I, and any one of the following: Tower Shield Proficiency, Shield Mastery, or Combat Expertise.
Cost: 4 Action Points
Benefit: Protecting the weak from the depredations of the strong, you become a paragon of defense. This prestige enhancement grants you 2 additional Turn attempts, additional armor class when blocking with a shield, increases the maximum dexterity bonus allowed by tower shields by 1, and the ability to enter a defensive stance or to create a Magic Circle Against Evil effect.
Defender of Siberys I: Defensive Stance
Benefit: You may expend a Paladin armor boost to become a bastion of defense, gaining a +2 Sacred bonus to Strength and Constitution, a +1 Sacred bonus on all saves, a +2 Dodge bonus to Armor Class, and produce 50% more hate with your melee attacks. While in this stance, you move at one quarter speed.
Defender of Siberys I: Magic Circle
Benefit: You may expend a turn attempt to produce a Magic Circle Against Evil effect.
Paladin Defender of Siberys II
Prerequisites: Level 12 Paladin, Defender of Siberys I, Paladin Bulwark of Good II, Paladin Resistance of Good II, and any of: Paladin Rally I, Paladin Divine Righteousness I, Paladin Toughness II
Cost: 2 Action Points
Benefit: Protecting the weak from the depredations of the strong, you become a paragon of defense. This prestige enhancement grants you an additional Lay on Hands use per rest, 25% increased hate generation, increases the maximum dexterity bonus allowed by tower shields and heavy armor by 1, and the ability to enter an improved defensive stance or to produce a Mass Shield of Faith effect.
Defender of Siberys II: Improved Defensive Stance
Benefit: You may expend a Paladin armor boost to become a bastion of defense, gaining a +3 Sacred bonus to Strength and Constitution, a +2 Sacred bonus on all saves, a +3 Dodge bonus to Armor Class, and produce 100% more hate with your melee attacks. While in this stance, you move at one third speed.
Defender of Siberys II: Mass Shield of Faith
Benefit: You may expend a turn attempt to produce a Mass Shield of Faith effect.
Paladin Defender of Siberys III
Prerequisites: : Level 18 Paladin, Defender of Siberys II, Paladin Bulwark of Good III, Paladin Resistance of Good III, and any Paladin Faith II enhancement.
Cost: 2 Action Points
Benefit: Protecting the weak from the depredations of the strong, you become a paragon of defense. This prestige enhancement increases the strength of all of your defensive auras, increases the maximum dexterity bonus allowed by tower shields and medium or heavy armor by 1, and grants the ability to enter a superior defensive stance or to defy your enemies in a glorious stand against evil.
Defender of Siberys III: Superior Defensive Stance
Benefits: You may expend a Paladin armor boost to become a bastion of defense, gaining a +4 Sacred bonus to Strength and Constitution, a +3 Sacred bonus on all saves, a +4 Dodge bonus to Armor Class, and produce 200% more hate with your melee attacks. While in this stance, you move at half speed.
Defender of Siberys III: Glorious Stand
Benefits: You may expend a turn attempt to make a glorious stand against your enemies. For a short duration of time, you gain DR 20/epic, take reduced damage from elemental and negative energy, receive double healing from positive energy, and are immune to secondary effects of attacks such as 'wounding' or 'vorpal'. Each time you take damage, you gain the effects of a Cure Light Wounds spell.
Paladin Hunter of the Dead I
Prerequisites: Level 6 Paladin, Paladin Extra Turning I, Paladin Improved Turning I, and any one of Paladin Divine Light I or Paladin Extra Lay on Hands I
Cost: 4 Action Points
Benefit: Devoted to the destruction of the undead, you gain 2 additional turning and remove disease attempts per rest, +1 to your level when turning, a +2 bonus on saving throws against spells and effects produced by undead, and all of your attacks are considered Ghost Touch, ignoring the chance to miss incorporeal creatures. Positive energy effects heal you for more and you take less damage from negative energy effects. You are able to expend a use of your Paladin Remove Disease ability to produce a Lesser Restoration effect.
Paladin Hunter of the Dead II
Prerequisites: Level 12 Paladin, Paladin Hunter of the Dead I, Paladin Extra Turning II, Paladin Improved Turning II, and any one of Paladin Divine Light II, Paladin Extra Lay on Hands II, or Paladin Redemption I
Cost: 2 Action Points
Benefit: Devoted to the destruction of the undead, you gain 2 additional turning and remove disease attempts per rest, +1 to your level when turning, a +2 bonus on saving throws against spells and effects produced by undead, and your spirit is sealed - you are now immune to energy drain from any source and effects that create spawn on death. Positive energy effects heal you for more and you take less damage from negative energy effects. You are able to expend a use of your Paladin Remove Disease ability to produce a Restoration effect.
Paladin Hunter of the Dead III
Prerequisites: Level 18 Paladin, Paladin Hunter of the Dead II, Paladin Extra Turning III, Paladin Improved Turning III, any Paladin Faith II enhancement
Cost: 2 Action Points
Benefit: Devoted to the destruction of the undead, you gain 2 additional turning and remove disease attempts per rest, +1 to your level when turning, a +2 bonus on saving throws against spells and effects produced by undead, and all attacks you make (melee, ranged, or unarmed) have a chance of destroying undead instantly on what would be a Vorpal strike. (Natural 20 followed by confirmation, Will DC: 30 partial, deals Light damage to targets immune to instant destruction effects or save.) Positive energy effects heal you for more and you take less damage from negative energy effects. You are able to expend a use of your Paladin Remove Disease ability to produce a Greater Restoration effect.
Paladin Knight of the Chalice I
Prerequisites: Paladin 6, Paladin Courage of Good I, Paladin Energy of the Templar I, Paladin Extra Smite Evil II, and any one of: Paladin Divine Sacrifice I, Paladin Divine Might I, or Paladin Exalted Smite I.
Cost: 4 Action Points
Benefit: You are devoted to fighting demons and other evil outsiders, driving them from Eberron forever. Your maximum number of Smites is increased by one, your anti-fear aura is improved, and you have +1 to attack Evil Outsiders and deal 1d6 additional damage with melee and unarmed attacks against them. You resist evil influences particularly well, gaining a +2 bonus to saves against spells and effects produced by Evil Outsiders.
Paladin Knight of the Chalice II
Prerequisites: Paladin 12, Paladin Knight of the Chalice I, Paladin Courage of Good II, Paladin Energy of the Templar II
Cost: 2 Action Points
Benefit: You are devoted to fighting demons and other evil outsiders, driving them from Eberron forever. Your maximum number of Smites is increased by one, your anti-fear aura is improved, and you have +2 to attack Evil Outsiders and deal 2d6 additional damage with melee and unarmed attacks against them. You resist evil influences particularly well, gaining a +3 bonus to saves against spells and effects produced by Evil Outsiders.
Knight of the Chalice Censure Demons
Benefit: You may expend a turn undead attempt to stun a targetted demon or other Chaotic Evil outsider. A successful Will save DC: 10 + Paladin Level + Charisma Modifier negates this effect. The target gains repeated saves to break free of this effect.
Paladin Knight of the Chalice III
Prerequisites: Paladin 18, Paladin Knight of the Chalice II, any Paladin Faith II enhancement
Cost: 2 Action Points
Benefit: You are devoted to fighting demons and other evil outsiders, driving them from Eberron forever. Your maximum number of Smites is increased by one, your anti-fear aura is improved, and you have +4 to attack Evil Outsiders and deal 4d6 additional damage with melee and unarmed attacks against them. You resist evil influences particularly well, gaining a +4 bonus to saves against spells and effects produced by Evil Outsiders.
Ranger
Ranger Tempest II
Prerequisites: Ranger level 12, Tempest I, Ranger Dexterity II, Greater Two Weapon Fighting
Cost: 2 Action Points
Benefit: Your training has turned you into a whirling tempest of steel, granting a 10% competence bonus to dual wield attack speed, a +3 shield bonus to armor class when two weapon fighting, and your penalty to hit has been reduced by 1.
Ranger Tempest III
Prerequisites: Ranger level 18, Tempest II, and any one of: Two Weapon Blocking, Two Weapon Defense, Oversized Two Weapon Fighting, or Lightning Reflexes.
Cost: 2 Action Points
Benefit: Your skill with two weapons is unequaled - your training has turned you into a whirling tempest of steel, granting a 10% competence bonus to dual wield attack speed, a +4 shield bonus to armor class when two weapon fighting, your penalty to hit has been reduced by 2, and you have additional attacks when two weapon fighting.
Rogue
Rogue Assassin III
Prerequisites: Rogue level 18, Assassin II, Sneak Attack Accuracy IV, Sneak Attack Training IV
Cost: 2 Action Points
Benefit: Your lethality is unmatched in battle. Grants an additional +2 bonus to damage on critical hits (before multipliers), +2 bonus to Bluff, Hide, and Move Silently skills and Fortitude saves against poison. Also, any sneak attack that also counts as a vorpal strike (natural 20 followed by critical confirmation) that you make will kill most living targets.
General Enhancement Changes
The Enhancement UI has been updated.
Available enhancements now display in the left-hand side of the Enhancements panel.
You can now drag and drop enhancements into the right-hand side of the panel to select them them, or double click on the enhancement to select it. To undo your choice, you can use the undo button, double click the enhancement in the right-hand side of the panel, or drag the enhancement off the right side.
Class specialties now indicate that you can only take a single specialty from a particular class.
The time between additional saves on monk dark path finishers has been increased.
The Feat 'Slicing Blow' now deals 1 point of Constitution damage in addition to the rest of its effects.
The duration of Halfling Heroic Companion has been increased from 20 seconds to one minute.
Barbarian Critical Rage I and II can no longer be trained. Characters that currently possess these enhancements will retain them until they reset their enhancements, and these enhancements count as their "Barbarian Specialty".
Barbarian Intimidating Rage has had its prerequisites changed to "either Barbarian Intimidate 4 or Barbarian Frenzied Berserker 2".
Cleric and Paladin Improved Turning have had their costs reduced to 1/2/3 action points from 2/4/6
Rogue Way of the Assassin, Way of the Mechanic, and Way of the Thief-Acrobat have been renamed "Rogue: Assassin", "Rogue: Mechanic", and "Rogue: Thief-Acrobat" to remain consistent with the Prestige Enhancements from other classes.
Rogue Assassin I and II have had the fortitude save bonus vs. Poison increased to +2 per rank.
Rogue Mechanic II has gained the following active ability:
Rogue: Smite Construct
Benefit: Your mechanical knowledge grants you the ability to deal devastating blows in melee to constructs and living constructs. You gain twice your Intelligence bonus to your attack roll and a damage bonus based on your rogue level. Smites return at a rate of one every 90 seconds.
The effect of Ranger (and Elf) Arcane Archer : Imbue Force Arrows has changed to:
Benefit: Imbues all missiles that you fire with arcane force, granting them the Force ability (+1d6 Force damage) and negating the incorporeal miss chance of ethereal creatures. This ability costs 10 spell points to activate, and triggers a lengthy cooldown of the Magic Missile spell. Only one Arcane Archer Imbue ability may be active at any time.
The effect of Ranger Tempest I has been modified to:
Benefit: Your training has turned you into a whirling tempest of steel, granting a 10% competence bonus to dual wield attack speed and a +2 shield bonus to armor class when two weapon fighting.
Corrected an error in the description of Paladin Redemption III.
The duration of Halfling Heroic Companion has been increased from 20 seconds to one minute.