If I had but one wish what would I like to see? “If I had one wish I would like to see a complete change to the enhancement system.” While I like the system itself, the enhancements need to be completely revamped. You have situations where certain races specialize in as many as 5 weapons (dwarves) and some races that specialize in none (humans). That is something that needs to change. This has been a work in progress, but I guess this is as good a time as any to at least give a rough draft of it to the community to look at.
With that being said, a couple of caveats, I believe that the enhancements truly need to be moved away from a race based system for the most part, and move to a more based on feats system, with some class enhancements. The stat boosts are generally fine except the discrepancy of when humans get to choose their second stat increase, and I still believe the second increase should still only cost 2 AP because of the fact that it is only a +1 to a stat (and you cannot choose the same stat.) Dwarven Toughness and Armor Mastery would be out, in favor of that going feat related.
Class based enhancements should be few in my opinion. Fighter Armor Mastery, Turning for clerics and pallies, things of that nature that just kind of make sense.
To the lists:
Acrobatic- +2 to tumble and Jump
Acrobatic 1 increases the bonus to +3 (1 AP)
Acrobatic 2 increases the bonus to +4 (2 AP)
The following feats would work exactly as Acrobatic does above: Acrobatic, Alertness, Athletic, Negotiator, Nimble Fingers, Self Sufficient, and Stealthy.
Bullheaded- +1 to will save, +2 to intimidate
Bullheaded 1 increases intimidate (skill) to a +3 bonus (1 AP)
Bullheaded 2 increases the Will Save to +2 (save) (2 AP)
The following feats would work exactly as Bullheaded does above: Bullheaded, Discipline, and Snake Blood.
Cleave- (no explanation needed)
Cleave 1 reduces reuse timer of this skill by 10% (1 AP)
Cleave 2 reduces reuse timer of this skill by 25% (2 AP)
The following feats would work exactly as Cleave does above: Cleave, Great Cleave, Whirlwind Attack.
Combat Casting - +4 to concentration when damaged in combat.
Combat Casting 1 increases concentration to +6 (2 AP)
Dodge- +1 dodge bonus to AC
Dodge 1- increases bonus to +2 (2 AP)
Dodge 2- Increases bonus to +4 (4 AP)
Greater 2 Handed Fighting
Greater 2 Handed Fighting 1 -Increases base damage on a critical by 1 (2 AP)
Greater 2 Weapon Fighting
Greater 2 Weapon Fighting 1 – Increases base damage on a critical by 1 (2 AP)
Greater Weapon Focus: (type)- +1 to attack
Greater Weapon Focus: (type)-1 Increases bonus to attack to +2 (1 AP)
Greater Weapon Specialization (type)- +2 to damage.
Greater Weapon Specialization (type)-1 Increases damage to attacks to +4 (2 AP)
Improved Feint-
Improved Feint 1- Darkness envelops your enemy for 1 “additional” round allowing sneak attacks (2 AP)
Improved Feint 2- Your sneak attacks bypass Damage Reduction of your enemies for 1 round. (4 AP)
Improved Feint 3- You may sneak attack enemies that you would not normally be able to sneak attack against including constructs and undead but the ordeal leaves you winded for 5 rounds (30 seconds). (6 AP)
Improved Shield Bash.
Improved Shield Bash 1- You have offended the enemy you are fighting greatly with the use of such a move and as such your threat generated for the next round is doubled. (2 AP)
Improved Shield Mastery
Improved Shield Mastery 1- Your expert use of shields allows you a 15% bonus in DR while shield blocking and increases your maximum Dex bonus with a shield by 1 (2 AP)
Improved Shield Mastery 2- Your expert use of shields allows you a 25% bonus in DR while shield blocking and increases your maximum Dex bonus with a shield by 2 (4 AP)
Improved Shield Mastery 3- Your expert use of shields allows you a 33% bonus in DR while shield blocking and increases your maximum Dex bonus with a shield by 3 (6 AP)
Perfect Block- You are unrivaled with the use of a shield and as such when you shield block you only take half damage, but your focus is so great on the blocking with the shield it leaves you unable to attack for 3 seconds afterwards. (6 AP)