Deepwood Stalker
Code:
Core
Far Shot: No Change
Improved Weapon Finesse: You can use your Dexterity modifier for damage when wielding melee weapons with which you can use your Dexterity modifier to hit. +2 sneak attack die, +10 Positive Spell Power.
Called Shot: No Change
Leg Shot: Cooldown: 10 seconds Ranged Attack: +2 [W]. On Damage: Slow your enemy's movement by 50% for 10 seconds. Passive: +3 sneak attack die, +10 Positive Spell Power.
Mark of the Hunter: Activate: Expend a use of Animal Empathy. Your currently selected enemy receive -10% Fortification, -10 Armor Class, -10 Spell Resistance, and suffers a -4 penalty to all ability scores for 3 minutes. Passive:+10 Positive Spell Power +1 Critical Multiplier
Horizon Shot: You are always considered to be in Point Blank Shot and Ranged Sneak Attack range. +4 Dex, +4 Sneak Attack Die, +1 Crit Threat Range, +20 Positive Spell Power.
Tier 1
REMOVE: Favored Defense
ADD: Improved Favored Enemy I: You gain +1 to-hit and damage when attacking a favored enemy, +1 to Saving Throws against spells or effects from a favored enemy, and +2 Armor Class when attacked by a favored enemy. AP Cost 2
Stealthy: No Change
Tendon Cut: Melee Attack: Deals +1/2/3[W] damage. On Sneak Attack: Slow your enemy's movement by 50% for 10 seconds. (Cooldown: 6 seconds)
Increased Empathy: +1/2/3 Diplomacy and Animal Empathy use per rest, +10/20/30 Positive Spell Power, Rank 2: Your Wild Empathy ability now also pacify Vermin, Rank 3: Your Wild Empathy ability now pacify Elementals. 2 AP per Rank
REMOVE: Versatile Empathy:
ADD: Companion: Chose one of Wolf, Bear, or Panther animal companion. AP Cost 2.
Tier 2
REMOVE: Favored Defense
ADD: Improved Favored Enemy II: You gain +1 to-hit and damage when attacking a favored enemy, +1 to Saving Throws against spells or effects from a favored enemy, and +2 Armor Class when attacked by a favored enemy. AP Cost 2
Faster Sneaking: +20/35/50% movement speed while sneaking. AP 1 per rank
Empathic Healing: Spell-like ability: You may expend a use of Animal Empathy to produce a Vigor/Greater Vigor effect
REMOVE: Improved Weapon Finesse (moved to core)
ADD: Strong Companion: Your pets, hirelings, summoned, and charmed creatures gain [+2/+4/+6] to all ability scores.
Action Boost: Choose one of Damage Boost or Skill Boost. AP 1 per rank
Tier 3
REMOVE: Favored Defense
ADD: Improved Favored Enemy III: You gain +1 to-hit and damage when attacking a favored enemy, +1 to Saving Throws against spells or effects from a favored enemy, and +2 Armor Class when attacked by a favored enemy. AP Cost 2
Thrill of the Hunt: You gain +2/+4/+6 Melee Power for 15 seconds after killing an opponent. AP 2 per rank
ADD: Fortify Companion: Your summoned creatures, hirelings, and pets get +25/50/100% fortification, +5/10/20 Physical Resistance Rating, and +5/10/20 Magical Resistance Rating.
Tier 4
REMOVE: Favored Defense
ADD: Improved Favored Enemy IV: You gain +1 to-hit and damage when attacking a favored enemy, +1 to Saving Throws against spells or effects from a favored enemy, and +2 Armor Class when attacked by a favored enemy. AP Cost 2
Hunter's Mercy
Merciful Strike: Melee attack: +3[W] damage. If the target is below 30% health, deal 500 damage. This damage scales with 400% Melee Power. (Cooldown: 15 seconds)
Merciful Shot: Ranged attack +3[W] damage. If the target is below 30% health, deal 500 damage. This damage scales with 400% Ranged Power. (Cooldown: 15 seconds)
REMOVE: Leg Shot (moved to core)
ADD: Powerful Companion: Your summoned creatures/hirelings/pets gain +10/20/30 Melee, Ranged, and Universal Spell Power.
Tier 5
Extra Favored Enemy: A new forest-dwelling creature type is added to your list of favored enemies. You gain +1 Crit Threat, and Crit Multiplier when attacking a favored enemy, you no longer automatically fail a saving throw on a 1 against spells or effects from a favored enemy, and gain 10% Dodge when attacked by a favored enemy. AP Cost 2
Heavy Draw: Toggle: While Heavy Draw is active, you deal +5 damage, and gain +10 Melee and Ranged Power but have -5 to attack rolls.
Head Shot: Ranged Attack: Stealth Ranged Assassinate Attack: Perform a ranged attack that is automatically considered a critical threat with +3 crit multiplier. On Sneak Attack: Kills a living target instantly, Fortitude save (10 + Ranger level + the greater of Wisdom or Dexterity bonus + bonuses to Assassinate) negates. (Cooldown: 12 seconds.)
ADD: Agile Companion: Your summoned creatures/hirelings/pets gain +10/20/30% dodge.
Tempest
Code:
Core
Shield of Whirling Steel: While you are dual wielding, you gain a +2 Shield bonus to Armor Class and PRR/MRR. This increases by +2 for each additional Tempest Core Ability you acquire.
Graceful Death: While you are dual wielding, you can use your Dexterity modifier for damage with light melee weapons. +2 Maximum dodge and Maximum Dexterity Bonus of your armor
Deflect Arrows: You gain the benefits of the Deflect Arrows feat while dual wielding, knocking aside one incoming projectile that would have struck you every 6 seconds. You also gain an additional 10% chance to make off-hand attacks when dual wielding. +2 Maximum dodge and Maximum Dexterity Bonus of your armor
Whirlwind: You gain +10% doublestrike, and off-hand Dobulestrike chance when dual wielding. +2 Maximum dodge and Maximum Dexterity Bonus of your armor
Dervish: You gain +4 Dexterity and Maximum dodge and Maximum Dexterity Bonus of your armor. +25% chance to off-hand doublestrike. You gain a bonus to your off hand doublestrike chance equal main hand doublestrike.
Tier 1
Improved Defense: Your Shield of Whirling Steel grants +2/+4/+6 additional AC and if you possess Deflect Arrows it can trigger once every 4/3/2 seconds.
Tier 2
Improved Parry: Gain +3/+6/+10 PRR when dual wielding. AP 1 per rank
Improved Dodge: +1/2/3% dodge when wearing light or no armor, Requirement None
Bleed Them Out: Melee attack - Deals +1/+2/+3[W] damage and on successful damage causes you opponent to bleed. The bleed effect can stack up to 5 times. (Cooldown: 6 seconds.) Bleed deals 1d6 damage every 2 seconds for 14 seconds. This damage scales with 200% Melee Power.
Action Boost: Choose one of Haste Boost or Sprint Boost. AP 1 per rank
Tier 3
REMOVE: Critical Accuracy
ADD: Critical Mastery: +1/2/3 bonus to critical damage and to confirm critical hits. AP 1 per rank.
Improved Mobility: +1/+2/+3 Maximum Dexterity bonus and dodge cap while wearing light or no armor. -1/-2/-3 armor check penalty in light armor. Requires Improved Dodge
Tier 4
REMOVE: Critical Damage
Elaborate Parry: Melee Dual Wielding Attack: Attacks an opponent. For the next 5/10/15 seconds, each time you damage an opponent you gain +2% Dodge, Maximum Dodge and Maximum Dexterity Bonus of your armor for 5 seconds. This effect can stack up to 15 times. (Cooldown: 30 seconds)
Tier 5
ADD: Fast Movement: You run 20% faster if you are wearing cloth or light armor. AP Cost: 2
Evasive Dance: Improves your Evasion ability so on a failed Reflex saving throw against an attack that normally deals half damage on a successful save, you only take 85/70/50% damage. +2/4/6 to Reflex saving throw.
A Thousand Cuts: Melee Dual Wielding Attack: Deals +1/+3/+5[W] damage. You gain +15/30/60% melee Doublestrike chance for 20 seconds. (Cooldown: 2 minutes)
ADD: Powerful Two-Weapon Fighting: Your off hand damage now does 100% of your appropriate ability score modifier instead of 50%. AP Cost: 2
Arcane Archer
Code:
Core
Arcane Archer: Any bow you equip gains a +1 Enhancement bonus for each arcane archer core ability you possess. All bows are treated as Implements in your hands.
Morphic Arrows: Arcane Archer Secondary Imbue Toggle: Your arrows deal bludgeoning, piercing, and slashing damage. Activation Cost: 20 spell points. Cooldown: 10 seconds. You can use your Wisdom modifier to-hit and damage with Melee and Missile weapons.
Metalline Arrows: Arcane Archer Secondary Imbue Toggle: Your arrows bypass all metallic damage reduction. Activation Cost: 20 spell points. Cooldown: 10 seconds. Obscuring Mist is added to your spellbook as a level 1 spell.
Aligned Arrows: Arcane Archer Secondary Imbue Toggle: Your arrows bypass all alignment based damage reduction. Activation Cost: 20 spell points. Cooldown: 10 seconds. Web is added to your spellbook as a level 2 spell.
Shadow Arrows: Arcane Archer Secondary Imbue Toggle: +15% Doubleshot chance with bows. Activation Cost: 20 spell points. Cooldown: 10 seconds. Sleet Storm is added to your spellbook as a level 3 spell, you gain a bonus to the DC of your Conjuration, and Transmutation spells equal 5 + two times your Ranger level.
Master of Imbuement: You gain +4 Dexterity and +20% Doubleshot chance. When you leave a primary Arcane Archer Imbue stance, the bonus granted by the stance lingers for 30 seconds before being removed. Haste is added to your spellbook as a level 4 spell.
Tier 1
True strike: Ranged Archery Attack: Perform a ranged attack with +20 to-hit, Rank 2: Perform a ranged attack with +20 to-hit, and +1 crit threat Rank 3: Perform a ranged attack with +20 to-hit, +1 crit threat, and +1 crit multiplier. Rank 2/3: You receive a +2/+4 Insight bonus to hit for 6/12 seconds. Activation cost: 2 spell points. Cooldown: 3 seconds.
Elemental Arrows: Select one of four elemental arrow imbues. Passive +2 Ranged Power.
Tier 2
Dispelling Shot: Ranged Archery Attack: Performs a ranged attack that deals +1/+2/+3[W] damage and dispels 1/2/3 beneficial effects from your target. (Activation Cost: 5 SP. Cooldown: 3 seconds). AP 1 per rank
Force Arrows: Arcane Archer Imbue Toggle: You imbue your arrows with magical force. Your arrows gain On Hit: 1d4/1d6/1d6+(1d10-3d10 on crit) force damage and the Ghost Touch ability. (Activation Cost: 20 spell points. Cooldown: 10 seconds) Passive +2 Ranged Power per rank.
Inferno Shot: Ranged Archery Attack: Performs a ranged attack with +0/+1/+2[W] damage. On Hit: Target gain 1 stack of Inferno (target takes 1d6 fire damage every 2 second for 6 seconds. This effect can stack 20 times, and loses one stack on expiration.) (Activation cost: 6 SP. Cooldown 3 seconds). AP 1 per rank
Elemental Arrows: Select one of four elemental arrow imbues. Passive +2 Ranged Power.
Action Boost: Choose one of Attack Boost or Energy Resistance Boost. AP 1 per rank
Tier 3
Shattermantle Shot: Ranged Archery Attack: Performs a ranged attack with +1/+2/+3[W] damage. On hit: Target gains 1/2/3 stack of Reduced Spell Resistance (-1 Spell Resistance. This effect can stack 100 times) on Vorpal Hit: Shattermantle (-100 spell Resistance for 10 seconds.) (Activation Cost: 4 SP. Cooldown: 3 seconds). AP 1 per rank
Terror Arrows: Arcane Archer Imbue Toggle: You imbue your arrows with negative energy. On Hit: Target is feared. (Will DC 17/21/25 + Wisdom Modifier negates.) On Vorpal: Target is subject to a Phantasmal Killer effect. (Activation Cost: 20 SP. Cooldown: 10 seconds). AP 1 per rank
Elemental Arrows: Select one of four elemental arrow imbues. Passive +2 Ranged Power.
Tier 4
Paralyzing Arrows: Arcane Archer Imbue Toggle: You imbue your arrows with paralyzing force. On Hit: Target is paralyzed. (Will DC 18/22/26 + Wisdom Modifier negates.) (Activation Cost: 20 SP. Cooldown: 10 seconds)
Elemental Arrows: Select one of four elemental arrow imbues. Passive +2 Ranged Power.
Tier 5
Improved Elemental: Your elemental arrow imbues gain On Critical: 1d10-3d10 elemental damage based on critical multiplier and an additional effect. Passive +10 Ranged Power.
Runebow: Bows you wield gain an additional +4 enhancement bonus. +10% Doubleshot