The Harper Tree seemed to be designed in a way that many different builds could make use of it. It has unlocked several build possibilities especially for Int-based builds: Artificers, Wizards, Assassins, and trappers. That's great. I have attempted to build something similar with the Wayfinder theme -- those who go before -- the guides, the group-leaders, the wilderness-scouts, and those who trek out on their own. (For those who like to point out that having all of these trees makes it so you can't have everything you like, you're exactly right. Like the harper tree, you can't invest 100% into this tree, and your racial tree, and all your class trees. That's the point. But for divines, monks, rangers, druids, some Paladins, and even bards, this tree will open up build options that we've never had before, and I like that.)
Wayfinders Foundation
Core
0 - Wayfinder Scout Reflexes I - +1% Dodge, +2 AC
5 - Wilderness Training I (Str, Con, Wis)
10 - Wayfinder Scout Reflexes II - +2% Dodge, +4 AC
20 - Wilderness Training II (Str, Con, Wis)
30 - Wayfinder Scout Reflexes III - +3% Dodge, +8 AC
40 - Enemy Contacts - Spell-like ability. This ability causes a "Suggestion"-like effect, (Will DC is based on the higher of Wis and Cha modifier + character level + any Enchantment bonuses), but instead of costing spell points, the skill costs 2 gold pieces per CR of the enemy. Charm-immune enemies are also immune to this skill, but spell resistance does not apply, as bribery is not subject to spell resistance.
Tier One
Anticipation - When defending against strikes, you turn your body in order to prevent direct blows - +5/10 PRR
Boldness - You venture where others fear to tread - +2 saves vs fear and Intimidate Skill rolls
Living off the land - You are able to forage for food and other supplies better than most - Multiselector - These improvised items are tradable, but not auctionable.
Creative Lockpicking - Each collectable picked up creates a set of 1 Improvised Thieves Tools in the Wayfinder's inventory. Effectively, this is the same as a +3 set of Thieves Tools. Stacks up to 50, and only triggers when the stack is at less than 50. Disappears upon logout.
Forager's Salve - Each collectable picked up creates a set of 1 Forager's Salve in the Wayfinder's inventory. Effectively, this is a potion of "Remove Poison" and "Remove Disease". Stacks up to 50, and only triggers when the stack is at less than 50. Disappears upon logout.
Satiate Curiosity - The Wayfinder's unending curiosity gives motivation to continue adventuring, with each new collectable found. Casts a lesser vigor spell upon the Wayfinder each time they pick up a collectable. (this is not affected by positive spellpower)
Biding Time - Waiting for the perfect opportunity to attack gives the best opportunity for success - You can use your Wisdom modifier to hit with Melee weapons, shields, and handwraps.
Mark the foe - Active Skill: You mark an enemy and notify nearby allies of its presence - functionally like faerie fire (DC based on Wisdom, dispells displacement, hiding, sneaking, and invis), but only affects a single enemy.
Tier Two
Armored Resistance - Equipped armor gains Thorn Guard effect
Eyes Everywhere I - You gain +1 Sneak Attack Die
Wayfinder Scout Favored Damage - You deal +1/+2/+3 damage when attacking a favored enemy. (Requires Favored Enemy)
Survivalist I - +10 Positive spellpower
Mark the Danger - Passive: Spotted and Found traps and trap boxes are automatically alerted to other party members. (white "spot" and "search" lines appear for any members of your group that did not spot successfully for themselves when you see a trap/box).
Tier Three
Patient Strikes - You can use your Wisdom modifier for damage with Melee weapons, shields, and handwraps. Also works on bows if the Zen Archery feat has been taken.
Helping the Helpless - You place yourself between helpless allies and their attackers. This works like an intimidate effect, but uses either your intimidate skill, your Wisdom modifier, or your perform skill (whichever is higher) for your Intimidate DCs. If an ally is helpless nearby, the DC of this taunt is increased by 20.
Distracting the Guard - You are able to improvise a noisemaker using whatever you have on hand. (Starts with 0 charges at quest start, increasing by 1 for each collectable picked up and each chest openned. Uses 1 charge per noisemaker.)
Life on the Edge I - Choose one +1 Str / +1 Con / +1 Wis
Mark the Way - All allies nearby receive +2/+3/+4 saves vs traps
Tier Four
Survivalist II - +10 positive healing amplification.
Eyes Everywhere II - You gain +1 Sneak Attack Die
Child of the Fields - movement speed increased +10%/+15%/20% when in wilderness areas.
Life on the Edge II - Choose one +1 Str / +1 Con / +1 Wis
Improvised Defenses - Multi-selector:
Improvised Resistance - Adds +5/10/15 MRR to your equipped armor.
Improvised Tactics - Adds +1/2/3 to Tactical skills, such as stunning blow, trip, sunder, and stunning fist.
Improvised Escape - Adds +2/4/6 to your bluff and diplomacy skills.
Tier Five
Help from a distance - Your spells benefit from the Enlarge Spell metamagic feat. This does not increase their Spell Point cost. (This does not stack with the actual Enlarge metamagic feat.)
Concern for the Masses - Passive: You receive +30 Positive, Repair, and Negative Spellpower when healing an ally. (i.e., Radiant Auras will heal the caster normally, hurt undead normally, but heal friends better.)
Indominable Luck - Grants Immunity to all Curses
Weapon Defense - Multiselector (these do not require the respective feats to be selected)
(TWF) - While fighting using two weapons, gain 10 PRR and MRR
(THF) - While fighting using a Two-Handed weapon, your weapon gains the property Stunning +4 (increases the DC of Sunning Blow by +4 and has a 3% chance to stun your enemy with each hit with a DC of 27)
(SWF) - When enemies miss you While fighting using a single-handed weapon and no shield, they have a 20% chance to be knocked down with no save. (Cooldown: 12 seconds) - This can stack multiplicatively with Elegant Footwork in the Swashbuckler Tree
(S&B) - When fighting using a shield and single-handed weapon, your shield gains Earthen Guard (When you are successfully attacked, there is a chance that Stone Skin will be cast on you)
(Ranged) - While fighting using ranged or thrown weapons, your weapon gains the Tendon Slice 4% enhancement, giving a 4% chance to hamstring your enemy.
Living off the Land II - You can gain benefits from items that others would simply overlook. You know the secret remedies for many challenges faced in the wild. - Whenever you open a chest for the first time, a Panacea effect is cast upon you. (This is not affected by your positive spellpower. It is as though you drank a potion with this spell in it)