Aeonelyon
2007-03-14, 01:33:00 PM
Class Enhancements
Barbarian
Level 1
Barbarian Damage Boost I: Activate this ability to receive a +2 bonus to weapon damage for 20 seconds. Action Points: 1
Barbarian Damage Reduction Boost I: Activate this ability to receive DR 6/- for 20 seconds. This effect does not stack with any inherent Barbarian DR. Action Points: 1
Barbarian Intimidate I: Grants a +1 bonus to Intimidate skill. Action Points: 1
Barbarian Jump I: Grants a +1 bonus to Jump skill. Action Points: 1
Barbarian Listen I: Grants a +1 bonus to Listen skill. Action Points: 1
Barbarian Power Attack I: Power Attack does additional 1 bonus damage and -1 to hit. Action Points: 1. Prerequisites: Power Attack.
Barbarian Resist Disease I: Grants a +1 bonus on saving throws against disease. Action Points: 1. Prerequisites: Warforged restricted.
Barbarian Resist Poison I: Grants a +1 bonus on saving throws against poison. Action Points: 1. Prerequisites: Warforged restricted.
Barbarian Sprint Boost I: Activate this ability to receive a running speed bonus for 20 seconds. Action Points: 1
Barbarian Swim I: Grants a +1 bonus to Swim skill. Action Points: 1
Barbarian Toughness I: Increases the total benefit you receive from the Toughness feat by 5. Action Points: 1. Prerequisites: Toughness.
Barbarian Willpower I: You gain an additional +1 bonus to Will saves when raging. Action Points: 1
Level 2
Barbarian Constitution I: Grants a +1 increase to Constitution score. Action Points: 2 (must have spent 2 action points).
Barbarian Desert Lore I: You gain energy resistance of 2 versus fire, or improve your existing resistance by 2. Action Points: 1 (must have spent 3 action points).
Barbarian Extend Rage I: Your rage lasts 25% longer. Action Points: 1 (must have spent 3 action points).
Barbarian Extra Rage I: You can rage one additional time between resting. Action Points: 1 (must have spent 3 action points).
Barbarian Swamp Lore I: You gain energy resistance of 2 versus acid, or improve your existing resistance by 2. Action Points: 1 (must have spent 3 action points).
Barbarian Tundra Lore I: You gain energy resistance of 2 versus cold, or improve your existing resistance by 2. Action Points: 1 (must have spent 3 action points).
Improved Trap Sense I: Grants an extra +1 bonus on saving throws against traps. Action Points: 1 (must have spent 3 action points).
Level 3
Barbarian Hardy Rage I: You gain an additional +1 Constitution when raging. Action Points: 1 (must have spent 7 action points).
Barbarian Improved Damage Reduction I: You gain damage reduction 1/-, or improve your existing damage reduction by 1/-. Action Points: 2 (must have spent 6 action points).
Barbarian Power Rage I: You gain an additional +1 Strength when raging. Action Points: 1 (must have spent 7 action points).
Level 4
Barbarian Damage Boost II: Activate this ability to receive a +3 bonus to weapon damage for 20 seconds. Action Points: 2 (must have spent 10 action points). Prerequisites: Barbarian Damage Boost I.
Barbarian Damage Reduction Boost II: Activate this ability to receive DR 9/- for 20 seconds. This effect does not stack with any inherent Barbarian DR. Action Points: 2 (must have spent 10 action points). Prerequisites: Barbarian Damage Reduction Boost I.
Barbarian Intimidate II: Grants a +2 bonus to Intimidate skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Barbarian Intimidate I.
Barbarian Jump II: Grants a +2 bonus to Jump skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Barbarian Jump I.
Barbarian Listen II: Grants a +2 bonus to Listen skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Barbarian Listen I.
Barbarian Sprint Boost II: Activate this ability to receive a running speed bonus for 20 seconds. Action Points: 2 (must have spent 10 action points). Prerequisites: Barbarian Sprint Boost I.
Barbarian Swim II: Grants a +2 bonus to Swim skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Barbarian Swim I.
Barbarian Toughness II: Increases the total benefit you receive from the Toughness feat by 10. Action Points: 2 (must have spent 10 action points). Prerequisites: Barbarian Toughness I.
Barbarian Willpower II: You gain an additional +2 bonus to Will saves when raging. Action Points: 2 (must have spent 10 action points). Prerequisites: Barbarian Willpower I.
Level 5
Barbarian Extend Rage II: Your rage lasts 50% longer. Action Points: 2 (must have spent 14 action points). Prerequisites: Barbarian Extend Rage I.
Barbarian Power Attack II: Power Attack does additional 2 bonus damage and -2 to hit. Action Points: 2 (must have spent 14 action points). Prerequisites: Barbarian Power Attack I.
Barbarian Resist Disease II: Grants a +2 bonus on saving throws against disease. Action Points: 2 (must have spent 14 action points). Prerequisites: Barbarian Resist Disease I AND Warforged restricted .
Barbarian Resist Poison II: Grants a +2 bonus on saving throws against poison. Action Points: 2 (must have spent 14action points). Prerequisites: Barbarian Resist Poison I AND Warforged restricted.
Improved Trap Sense II: Grants an extra +2 bonus on saving throws against traps. Action Points: 2 (must have spent 14 action points). Prerequisites: Improved Trap Sense I.
Level 6
Barbarian Constitution II: Grants a +2 increase to Constitution score. Action Points: 4 (must have spent 16 action points). Prerequisites: Barbarian Constitution I.
Barbarian Desert Lore II: You gain energy resistance of 4 versus fire, or improve your existing resistance by 4. Action Points: 2 (must have spent 18 action points). Prerequisites: Barbarian Desert Lore I.
Barbarian Extra Rage II: You can rage two additional times between resting. Action Points: 2 (must have spent 18 action points). Prerequisites: Barbarian Extra Rage I.
Barbarian Hardy Rage II: You gain an additional +2 Constitution when raging. Action Points: 2 (must have spent 18 action points). Prerequisites: Barbarian Hardy Rage I.
Barbarian Power Rage II: You gain an additional +2 Strength when raging. Action Points: 2 (must have spent 18 action points). Prerequisites: Barbarian Power Rage I.
Barbarian Swamp Lore II: You gain energy resistance of 4 versus acid, or improve your existing resistance by 4. Action Points: 2 (must have spent 18 action points). Prerequisites: Barbarian Swamp Lore I.
Barbarian Tundra Lore II: You gain energy resistance of 4 versus cold, or improve your existing resistance by 4. Action Points: 2 (must have spent 18 action points). Prerequisites: Barbarian Tundra Lore I.
Level 7
Barbarian Damage Boost III: Activate this ability to receive a +4 bonus to weapon damage for 20 seconds. Action Points: 3 (must have spent 21 action points). Prerequisites: Barbarian Damage Boost II.
Barbarian Damage Reduction Boost III: Activate this ability to receive DR 12/- for 20 seconds. This effect does not stack with any inherent Barbarian DR. Action Points: 3 (must have spent 21 action points). Prerequisites: Barbarian Damage Reduction Boost II.
Barbarian Improved Damage Reduction II: You gain damage reduction 2/-, or improve your existing damage reduction by 2/-. Action Points: 4 (must have spent 20 action points). Prerequisites: Barbarian Improved Damage Reduction I.
Barbarian Sprint Boost III: Activate this ability to receive a running speed bonus for 20 seconds. Action Points: 3 (must have spent 21 action points). Prerequisites: Barbarian Sprint Boost II.
Barbarian Toughness III: Increases the total benefit you receive from the Toughness feat by 15. Action Points: 3 (must have spent 21 action points). Prerequisites: Barbarian Toughness II.
Barbarian Willpower III: You gain an additional +3 bonus to Will saves when raging. Action Points: 3 (must have spent 21 action points). Prerequisites: Barbarian Willpower II.
Level 8
Barbarian Extend Rage III: Your rage lasts 75% longer. Action Points: 3 (must have spent 25 action points). Prerequisites: Barbarian Extend Rage II.
Barbarian Intimidate III: Grants a +3 bonus to Intimidate skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Barbarian Intimidate II.
Barbarian Jump III: Grants a +3 bonus to Jump skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Barbarian Jump II.
Barbarian Listen III: Grants a +3 bonus to Listen skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Barbarian Listen II.
Barbarian Swim III: Grants a +3 bonus to Swim skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Barbarian Swim II.
Improved Trap Sense III: Grants an extra +3 bonus on saving throws against traps. Action Points: 3 (must have spent 25 action points). Prerequisites: Improved Trap Sense II.
Level 9
Barbarian Hardy Rage III: You gain an additional +3 Constitution when raging. Action Points: 3 (must have spent 29 action points). Prerequisites: Barbarian Hardy Rage II.
Barbarian Power Attack III: Power Attack does additional 3 bonus damage and -3 to hit. Action Points: 3 (must have spent 29 action points). Prerequisites: Barbarian Power Attack II.
Barbarian Power Rage III: You gain an additional +3 Strength when raging. Action Points: 3 (must have spent 29 action points). Prerequisites: Barbarian Power Rage II.
Barbarian Resist Disease III: Grants a +3 bonus on saving throws against disease. Action Points: 3 (must have spent 29 action points). Prerequisites: Barbarian Resist Disease II AND Warforged restricted.
Barbarian Resist Poison III: Grants a +3 bonus on saving throws against poison. Action Points: 3 (must have spent 29 action points). Prerequisites: Barbarian Resist Poison II AND Warforged restricted.
Level 10
Barbarian Constitution III: Grants a +3 increase to Constitution score. Action Points: 6 (must have spent 30 action points). Prerequisites: Barbarian Constitution II.
Barbarian Damage Boost IV: Activate this ability to receive a +5 bonus to weapon damage for 20 seconds. Action Points: 4 (must have spent 32 action points). Prerequisites: Barbarian Damage Boost III.
Barbarian Damage Reduction Boost IV: Activate this ability to receive DR 15/- for 20 seconds. This effect does not stack with any inherent Barbarian DR. Action Points: 4 (must have spent 32 action points). Prerequisites: Barbarian Damage Reduction Boost III.
Barbarian Desert Lore III: You gain energy resistance of 6 versus fire, or improve your existing resistance by 6. Action Points: 3 (must have spent 33 action points). Prerequisites: Barbarian Desert Lore II.
Barbarian Extra Rage III: You can rage three additional times between resting. Action Points: 3 (must have spent 33 action points). Prerequisites: Barbarian Extra Rage II.
Barbarian Sprint Boost IV: Activate this ability to receive a running speed bonus for 20 seconds. Action Points: 4 (must have spent 32 action points). Prerequisites: Barbarian Sprint Boost III.
Barbarian Swamp Lore III: You gain energy resistance of 6 versus acid, or improve your existing resistance by 6. Action Points: 3 (must have spent 33action points). Prerequisites: Barbarian Swamp Lore II.
Barbarian Toughness IV: Increases the total benefit you receive from the Toughness feat by 20. Action Points: 4 (must have spent 32 action points). Prerequisites: Barbarian Toughness III.
Barbarian Tundra Lore III: You gain energy resistance of 6 versus cold, or improve your existing resistance by 6. Action Points: 3 (must have spent 33 action points). Prerequisites: Barbarian Tundra Lore II.
Level 11
Barbarian Critical Rage I: Increases your threat range by 1 when raging, regardless of your weapon. Action Points: 2 (must have spent 38 action points).
Barbarian Extend Rage IV: Your rage lasts twice as long. Action Points: 4 (must have spent 36 action points). Prerequisites: Barbarian Extend Rage III.
Barbarian Extra Action Boost I: You can use each of your barbarian action boosts an additional time between resting. Action Points: 2 (must have spent 38 action points). Prerequisites: Barbarian Damage Boost IV OR Barbarian Damage Reduction Boost IV OR Barbarian Sprint Boost IV.
Improved Trap Sense IV: Grants an extra +4 bonus on saving throws against traps. Action Points: 4 (must have spent 36 action points). Prerequisites: Improved Trap Sense III.
Level 12
Barbarian Intimidate IV: Grants a +4 bonus to Intimidate skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Barbarian Intimidate III.
Barbarian Jump IV: Grants a +4 bonus to Jump skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Barbarian Jump III.
Barbarian Listen IV: Grants a +4 bonus to Listen skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Barbarian Listen III.
Barbarian Power Rage IV: You gain an additional +4 Strength when raging. Action Points: 4 (must have spent 40 action points). Prerequisites: Barbarian Power Rage III.
Barbarian Swim IV: Grants a +4 bonus to Swim skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Barbarian Swim III.
Bard
Level 1
Bard Balance I: Grants a +1 bonus to the Balance skill. Action Points: 1
Bard Bluff I: Grants a +1 bonus to Bluff skill. Action Points: 1
Bard Concentration I: Grants a +1 bonus to Concentration skill. Action Points: 1
Bard Diplomacy I: Grants a +1 bonus to Diplomacy skill. Action Points: 1
Bard Energy of Music I: Grants a 20 point increase to spell points. Action Points: 1
Bard Extra Song I: You gain the ability to perform 1 additional bard song before resting. Action Points: 1
Bard Haggle I: Grants a +1 bonus to Haggle skill. Action Points: 1
Bard Inspired Bravery I: The use of your inspire courage ability grants an additional +1 bonus to fear saves. Action Points: 1
Bard Perform I: Grants a +1 bonus to Perform skill. Action Points: 1
Bard Song Magic I: Grants a 10% increase to the effectiveness of your healing and sonic spells. Action Points: 1
Bard Tumble I: Grants a +1 bonus to Tumble skill. Action Points: 1
Level 2
Bard Charisma I: Grants a +1 increase to Charisma score. Action Points: 2 (must have spent 2 action points)
Bard Inspired Damage I: The use of your inspire courage ability grants an additional +1 damage bonus. Action Points: 1 (must have spent 3 action points)
Bard Lingering Song I: Your beneficial songs last 20% longer than normal. Action Points: 1 (must have spent 3 action points)
Bard Wand Mastery I: Grants a 10% increase to the effectiveness of your wands. Action Points: 1 (must have spent 3 action points)
Level 3
Bard Inspired Attack I: The use of your inspire courage ability grants an additional +1 attack bonus. Action Points: 2 (must have spent 6 action points)
Bard Lyric of Song I: Grants a 3% chance for healing and sonic spells to generate a critical result. Action Points: 1 (must have spent 7 action points)
Bard Wand Heightening I: You add +1 to the DC of your offensive wands. Action Points: 1 (must have spent 7 action points)
Level 4
Bard Balance II: Grants a +2 bonus to the Balance skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Bard Balance I
Bard Bluff II: Grants a +2 bonus to Bluff skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Bard Bluff I
Bard Concentration II: Grants a +2 bonus to Concentration skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Bard Concentration I
Bard Diplomacy II: Grants a +2 bonus to Diplomacy skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Bard Diplomacy I
Bard Extra Song II: You gain the ability to perform 2 additional bard songs before resting. Action Points: 2 (must have spent 10 action points). Prerequisites: Bard Extra Song I
Bard Haggle II: Grants a +2 bonus to Haggle skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Bard Haggle I
Bard Perform II: Grants a +2 bonus to Perform skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Bard Perform I
Bard Song Magic II: Grants a 20% increase to the effectiveness of your healing and sonic spells. Action Points: 2 (must have spent 10 action points). Prerequisites: Bard Song Magic I
Bard Tumble II: Grants a +2 bonus to Tumble skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Bard Tumble I
Level 5
Bard Energy of Music II: Grants a 40 point increase to spell points. Action Points: 2 (must have spent 14 action points). Prerequisites: Bard Energy of Music I
Bard Improved Spell Penetration I: You add +1 to your level to overcome an enemy's SR. Action Points: 2 (must have spent 14 action points)
Bard Inspired Bravery II: The use of your inspire courage ability grants an additional +2 bonus to fear saves. Action Points: 2 (must have spent 14 action points). Prerequisites: Bard Inspired Bravery I
Bard Lyric of Incredible Song I: When your healing and sonic spells generate a critical result, they heal for 1.25 times more than the normal amount. Action Points: 1 (must have spent 15 action points). Prerequisites: Bard Lyric of Song I
Bard Wand Mastery II: Grants a 20% increase to the effectiveness of your wands. Action Points: 2 (must have spent 14 action points). Prerequisites: Bard Wand Mastery I
Level 6
Bard Charisma II: Grants a +2 increase to Charisma score. Action Points: 4 (must have spent 16 action points). Prerequisites: Bard Charisma I
Bard Lingering Song II: Your beneficial songs last 40% longer than normal.. Action Points: 2 (must have spent 18 action points). Prerequisites: Bard Lingering Song I
Level 7
Bard Extra Song III: You gain the ability to perform 3 additional bard songs before resting. Action Points: 3 (must have spent 21 action points). Prerequisites: Bard Extra Song II
Bard Inspired Damage II: The use of your inspire courage ability grants an additional +2 damage bonus. Action Points: 2 (must have spent 22 action points). Prerequisites: Bard Inspired Damage I
Bard Lyric of Song II: Grants a 6% chance for healing and sonic spells to generate a critical result. Action Points: 2 (must have spent 22 action points). Prerequisites: Bard Lyric of Song I
Bard Song Magic III: Grants a 30% increase to the effectiveness of your healing and sonic spells. Action Points: 3 (must have spent 21 action points). Prerequisites: Bard Song Magic II
Bard Wand Heightening II: You add +2 to the DC of your offensive wands. Action Points: 2 (must have spent 22 action points). Prerequisites: Bard Wand Heightening I
Level 8
Bard Balance III: Grants a +3 bonus to the Balance skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Bard Balance II
Bard Bluff III: Grants a +3 bonus to Bluff skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Bard Bluff II
Bard Concentration III: Grants a +3 bonus to Concentration skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Bard Concentration II
Bard Diplomacy III: Grants a +3 bonus to Diplomacy skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Bard Diplomacy II
Bard Haggle III: Grants a +3 bonus to Haggle skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Bard Haggle II
Bard Inspired Attack II: The use of your inspire courage ability grants an additional +2 attack bonus. Action Points: 4 (must have spent 24 action points). Prerequisites: Bard Inspired Attack I
Bard Perform III: Grants a +3 bonus to Perform skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Bard Perform II
Bard Tumble III: Grants a +3 bonus to Tumble skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Bard Tumble II
Bard Wand Mastery III: Grants a 30% increase to the effectiveness of your wands. Action Points: 3 (must have spent 25 action points). Prerequisites: Bard Wand Mastery II
Level 9
Bard Energy of Music III: Grants a 60 point increase to spell points. Action Points: 3 (must have spent 29 action points). Prerequisites: Bard Energy of Music II
Bard Improved Spell Penetration II: You add +2 to your level to overcome an enemy's SR. Action Points: 4 (must have spent 28 action points). Prerequisites: Bard Improved Spell Penetration I
Bard Inspired Bravery III: The use of your inspire courage ability grants an additional +3 bonus to fear saves. Action Points: 3 (must have spent 29 action points). Prerequisites: Bard Inspired Bravery II
Bard Lyric of Incredible Song II: When your healing and sonic spells generate a critical result, they heal for 1.5 times more than the normal amount. Action Points: 2 (must have spent 30 action points). Prerequisites: Bard Lyric of Incredible Song I
Level 10
Bard Charisma III: Grants a +3 increase to Charisma score. Action Points: 6 (must have spent 30 action points). Prerequisites: Bard Charisma II
Bard Extra Song IV: You gain the ability to perform 4 additional bard songs before resting. Action Points: 4 (must have spent 32 action points). Prerequisites: Bard Extra Song III
Bard Lingering Song III: Your beneficial songs last 60% longer than normal. Action Points: 3 (must have spent 33 action points). Prerequisites: Bard Lingering Song II
Bard Song Magic IV: Grants a 40% increase to the effectiveness of your healing and sonic spells. Action Points: 4 (must have spent 32 action points). Prerequisites: Bard Song Magic III
Level 11
Bard Lyric of Song III: Grants a 9% chance for healing and sonic spells to generate a critical result. Action Points: 3 (must have spent 37 action points). Prerequisites: Bard Lyric of Song II
Bard Music of Makers: You can use this ability to fascinate constructs. Action Points: 2 (must have spent 38 action points). Prerequisites: Bard Extra Song IV
Bard Music of the Dead: You can use this ability to fascinate undead. Action Points: 2 (must have spent 38 action points). Prerequisites: Bard Extra Song IV
Bard Wand Heightening III: You add +3 to the DC of your offensive wands. Action Points: 3 (must have spent 37 action points). Prerequisites: Bard Wand Heightening II
Bard Wand Mastery IV: Grants a 40% increase to the effectiveness of your wands. Action Points: 4 (must have spent 36 action points). Prerequisites: Bard Wand Mastery III
Level 12
Bard Balance IV: Grants a +4 bonus to the Balance skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Bard Balance III
Bard Bluff IV: Grants a +4 bonus to Bluff skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Bard Bluff III
Bard Concentration IV: Grants a +4 bonus to Concentration skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Bard Concentration III
Bard Diplomacy IV: Grants a +4 bonus to Diplomacy skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Bard Diplomacy III
Bard Haggle IV: Grants a +4 bonus to Haggle skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Bard Haggle III
Bard Inspired Damage III The use of your inspire courage ability grants an additional +3 damage bonus. Action Points: 3 (must have spent 41 action points). Prerequisites: Bard Inspired Damage II
Bard Perform IV: Grants a +4 bonus to Perform skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Bard Perform III
Bard Tumble IV: Grants a +4 bonus to Tumble skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Bard Tumble III
Clerics
Level 1
Cleric Concentration I: Grants a +1 bonus to Concentration skill. Action Points: 1
Cleric Diplomacy I: Grants a +1 bonus to Diplomacy skill. Action Points: 1
Cleric Divine Vitality I: Activate this ability to restore 3d4+10 spellpoints to another character. Consumes a use of turn undead for the day. Action Points: 1
Cleric Energy of the Zealot I: Grants a 20 point increase to spell points. Action Points: 1
Cleric Extra Turning I: You gain the ability to perform 1 additional turn undead attempts before resting. Action Points: 1
Cleric Heal I: Grants a +1 bonus to Heal skill. Action Points: 1
Cleric Life Magic I: Grants a 10% increase to the effectiveness of your healing and negative energy spells. Action Points: 1
Cleric Smiting I: Grants a 10% increase to the effectiveness of your light and good spells. Action Points: 1
Level 2
Cleric Divine Cleansing I: Activate this ability to grant another character a +4 morale bonus on Fortitude saves for a short time and remove any poison or disease effects. Consumes a use of turn undead for the day. Action Points: 1 (must have spent 3 action points)
Cleric Improved Empower Healing I: Using Empower Heal feat costs you 10% fewer spell points for each spell cast while in that mode. Action Points: 2 (must have spent 2 action points). Prerequisites: Empower Healing Spell
Cleric Wand Mastery I: Grants a 10% increase to the effectiveness of your wands. Action Points: 1 (must have spent 3 action points)
Cleric Wisdom I: Grants a +1 increase to Wisdom score. Action Points: 2 (must have spent 2 action points)
Level 3
Cleric Divine Healing I: Activate this ability to give another character 1d3 healing every 2 seconds for 30 seconds. Consumes a use of turn undead for the day. Action Points: 1 (must have spent 7 action points)
Cleric Prayer of Life I: Grants a 3% chance for healing and negative energy spells to generate a critical result. Action Points: 1 (must have spent 7 action points)
Cleric Prayer of Smiting I: Grants a 3% chance for light and good spells to generate a critical result. Action Points: 1 (must have spent 7 action points)
Level 4
Cleric Charisma I: Grants a +1 increase to Charisma score. Action Points: 2 (must have spent 10 action points)
Cleric Concentration II: Grants a +2 bonus to Concentration skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Cleric Concentration I
Cleric Diplomacy II: Grants a +2 bonus to Diplomacy skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Cleric Diplomacy I
Cleric Divine Light I: Activate this ability to deal 4d6 points of light damage to all nearby undead creatures instead of attempting to turn them. Consumes a use of turn undead for the day. (A successful DC 10 + Cleric Level + Charisma Mod Will save reduces the damage by half.). Action Points: 1 (must have spent 11 action points)
Cleric Extra Turning II: You gain the ability to perform 2 additional turn undead attempts before resting. Action Points: 2 (must have spent 10 action points). Prerequisites: Cleric Extra Turning I
Cleric Heal II: Grants a +2 bonus to Heal skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Cleric Heal I
Cleric Life Magic II: Grants a 20% increase to the effectiveness of your healing and negative energy spells. Action Points: 2 (must have spent 10 action points). Prerequisites: Cleric Life Magic I
Cleric Smiting II: Grants a 20% increase to the effectiveness of your light and good spells. Action Points: 2 (must have spent 10 action points). Prerequisites: Cleric Smiting I
Level 5
Cleric Divine Vitality II: Activate this ability to restore 5d4+10 spellpoints to another character. Consumes a use of turn undead for the day. Action Points: 2 (must have spent 14 action points). Prerequisites: Cleric Divine Vitality I
Cleric Energy of the Zealot II: Grants a 50 point increase to spell points. Action Points: 2 (must have spent 14 action points). Prerequisites: Cleric Energy of the Zealot I
Cleric Improved Spell Penetration I: You add +1 to your level to overcome an enemy's SR. Action Points: 2 (must have spent 14 action points)
Cleric Improved Turning I: You increase your cleric level for the purposes of turning undead by 1. Action Points: 2 (must have spent 14 action points)
Cleric Prayer of Incredible Life I: When your healing and negative energy spells generate a critical result, they heal for 1.25 times more than the normal amount. Action Points: 1 (must have spent 15 action points). Prerequisites: Cleric Prayer of Life I
Cleric Prayer of Incredible Smiting I: When your light and good spells generate a critical result, they do 1.25 times more than the normal amount. Action Points: 1 (must have spent 15 action points). Prerequisites: Cleric Prayer of Smiting I
Cleric Wand Mastery II: Grants a 20% increase to the effectiveness of your wands. Action Points: 2 (must have spent 14 action points)
Prerequisites: Cleric Wand Mastery I
Level 6
Cleric Divine Cleansing II: Activate this ability to grant another character a +6 morale bonus on Fortitude saves for a short time and remove any poison, disease, curse, or blindness effects. Consumes a use of turn undead for the day. Action Points: 2 (must have spent 18 action points). Prerequisites: Cleric Divine Cleansing I
Cleric Improved Empower Healing II : Using Empower Heal feat costs you 15% fewer spell points for each spell cast while in that mode. Action Points: 4 (must have spent 16 action points). Prerequisites: Cleric Improved Empower Healing I
Cleric Wisdom II: Grants a +2 increase to Wisdom score. Action Points: 4 (must have spent 16 action points). Prerequisites: Cleric Wisdom I
Level 7
Cleric Divine Healing II: Activate this ability to give another character 2d3 healing every 2 seconds for 30 seconds. Consumes a use of turn undead for the day. Action Points: 2 (must have spent 22 action points). Prerequisites: Cleric Divine Healing I
Cleric Extra Turning III: You gain the ability to perform 3 additional turn undead attempts before resting. Action Points: 3 (must have spent 21 action points). Prerequisites: Cleric Extra Turning II
Cleric Life Magic III: Grants a 30% increase to the effectiveness of your healing and negative energy spells. Action Points: 3 (must have spent 21 action points). Prerequisites: Cleric Life Magic II
Cleric Prayer of Life II: Grants a 6% chance for healing and negative energy spells to generate a critical result. Action Points: 2 (must have spent 22 action points). Prerequisites: Cleric Prayer of Life I
Cleric Prayer of Smiting II: Grants a 6% chance for light and good spells to generate a critical result. Action Points: 2 (must have spent 22 action points). Prerequisites: Cleric Prayer of Smiting I
Cleric Smiting III: Grants a 30% increase to the effectiveness of your light and good spells. Action Points: 3 (must have spent 21 action points). Prerequisites: Cleric Smiting II
Level 8
Cleric Charisma II: Grants a +2 increase to Charisma score. Action Points: 4 (must have spent 24 action points). Prerequisites: Cleric Charisma I
Cleric Concentration III: Grants a +3 bonus to Concentration skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Cleric Concentration II
Cleric Diplomacy III: Grants a +3 bonus to Diplomacy skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Cleric Diplomacy II
Cleric Divine Light II: Activate this ability to deal 8d6 points of light damage to all nearby undead creatures instead of attempting to turn them. Consumes a use of turn undead for the day. (A successful DC 10 + Cleric Level + Charisma Mod Will save reduces the damage by half.). Action Points: 2 (must have spent 26 action points). Prerequisites: Cleric Divine Light I
Cleric Heal III: Grants a +3 bonus to Heal skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Cleric Heal II
Cleric Wand Mastery III: Grants a 30% increase to the effectiveness of your wands. Action Points: 3 (must have spent 25 action points). Prerequisites: Cleric Wand Mastery II
Level 9
Cleric Divine Vitality III: Activate this ability to restore 7d4+10 spellpoints to another character. Consumes a use of turn undead for the day. Action Points: 3 (must have spent 29 action points). Prerequisites: Cleric Divine Vitality II
Cleric Energy of the Zealot III: Grants a 80 point increase to spell points. Action Points: 3 (must have spent 29 action points). Prerequisites: Cleric Energy of the Zealot II
Cleric Improved Spell Penetration II: You add +2 to your level to overcome an enemy's SR. Action Points: 4 (must have spent 28 action points). Prerequisites: Cleric Improved Spell Penetration I
Cleric Improved Turning II: You increase your cleric level for the purposes of turning undead by 2. Action Points: 4 (must have spent 28 action points). Prerequisites: Cleric Improved Turning I
Cleric Prayer of Incredible Life II: When your healing and negative energy spells generate a critical result, they heal for 1.5 times more than the normal amount. Action Points: 2 (must have spent 30 action points). Prerequisites: Cleric Prayer of Incredible Life I
Cleric Prayer of Incredible Smiting II: When your light and good spells generate a critical result, they do 1.5 times more than the normal amount. Action Points: 2 (must have spent 30 action points). Prerequisites: Cleric Prayer of Incredible Smiting I
Level 10
Cleric Divine Cleansing III: Activate this ability to grant another character a +8 morale bonus on Fortitude saves for a short time and remove any poison, disease, curse, blindness, paralysis, or petrification effects. Consumes a use of turn undead for the day. Action Points: 3 (must have spent 33 action points). Prerequisites: Cleric Divine Cleansing II
Cleric Extra Turning IV: You gain the ability to perform 4 additional turn undead attempts before resting. Action Points: 4 (must have spent 32 action points). Prerequisites: Cleric Extra Turning III
Cleric Improved Empower Healing III: Using Empower Heal feat costs you 20% fewer spell points for each spell cast while in that mode. Action Points: 6 (must have spent 30 action points). Prerequisites: Cleric Improved Empower Healing II
Cleric Life Magic IV: Grants a 40% increase to the effectiveness of your healing and negative energy spells. Action Points: 4 (must have spent 32 action points). Prerequisites: Cleric Life Magic III
Cleric Smiting IV: Grants a 40% increase to the effectiveness of your light and good spells. Action Points: 4 (must have spent 32 action points). Prerequisites: Cleric Smiting III
Cleric Wisdom III: Grants a +3 increase to Wisdom score. Action Points: 6 (must have spent 30 action points). Prerequisites: Cleric Wisdom II
Level 11
Cleric Divine Healing III: Activate this ability to give another character 3d3 healing every 2 seconds for 30 seconds. Consumes a use of turn undead for the day. Action Points: 3 (must have spent 37 action points). Prerequisites: Cleric Divine Healing II
Cleric Prayer of Life III: Grants a 9% chance for healing and negative energy spells to generate a critical result. Action Points: 3 (must have spent 37 action points). Prerequisites: Cleric Prayer of Life II
Cleric Prayer of Smiting III: Grants a 9% chance for light and good spells to generate a critical result. Action Points: 3 (must have spent 37 action points). Prerequisites: Cleric Prayer of Smiting II
Cleric Wand Mastery IV: Grants a 40% increase to the effectiveness of your wands. Action Points: 4 (must have spent 36 action points). Prerequisites: Cleric Wand Mastery III
Level 12
Cleric Concentration IV: Grants a +4 bonus to Concentration skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Cleric Concentration III
Cleric Diplomacy IV: Grants a +4 bonus to Diplomacy skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Cleric Diplomacy III
Cleric Divine Light III: Activate this ability to deal 14d6 points of light damage to all nearby undead creatures instead of attempting to turn them. Consumes a use of turn undead for the day. (A successful DC 10 + Cleric Level + Charisma Mod Will save reduces the damage by half.) Action Points: 3 (must have spent 41 action points). Prerequisites: Cleric Divine Light II
Cleric Heal IV: Grants a +4 bonus to Heal skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Cleric Heal III
Fighter
Level 1
Fighter Armor Class Boost I: Activate this ability to receive a +2 bonus to Armor Class for 20 seconds. Action Points: 1
Fighter Armored Agility I: Reduces the armor check penalty that applies to many of your skills by 1, regardless of armor worn. Action Points: 1
Fighter Attack Boost I: Activate this ability to receive a +2 bonus to attack for 20 seconds. Action Points: 1
Fighter Critical Accuracy I: Grants +2 bonus to confirm critical hits. Action Points: 1
Fighter Haste Boost I: Activate this ability to receive a 15% attack speed bonus for 20 seconds. Action Points: 1
Fighter Intimidate I: Grants a +1 bonus to Intimidate skill. Action Points: 1
Fighter Item Defense I: You are skilled at protecting your gear against damage, granting you a 25% chance to negate potential item wear before it occurs. Action Points: 1
Fighter Jump I: Grants a +1 bonus to Jump skill. Action Points: 1
Fighter Repair I: Grants a +1 bonus to Repair skill. Action Points: 1
Fighter Strategy (Stunning Blow) I: Grants +1 to the DC of your Stunning Blow. Action Points: 1 Prerequisites: Stunning Blow Feat
Fighter Strategy (Sunder) I: Grants +1 to the DC of your Sunder and Improved Sunder abilities. Action Points: 1
Fighter Strategy (Trip) I: Grants +1 to the DC of your Trip and Improved Trip abilities. Action Points: 1
Fighter Swim I: Grants a +1 bonus to Swim skill. Action Points: 1
Fighter Toughness I: Increases the total benefit you receive from the Toughness feat by 5. Action Points: 1. Prerequisites: Toughness
Level 2
Fighter Strength I: Grants a +1 increase to Strength score. Action Points: 2 (must have spent 2 action points)
Level 3
Fighter Armor Mastery I: Grants +1 to the max Dex bonus on your armor. Action Points: 2 (must have spent 6 action points)
Fighter Flanking Mastery I: You gain an additional +1 bonus to attack rolls when flanking an enemy. Action Points: 2 (must have spent 6 action points)
Fighter Mobility I: Mobility grants you an additional +2 Armor Class bonus while tumbling. Action Points: 1 (must have spent 7 action points). Prerequisites: Mobility
Fighter Tower Shield Mastery I: Grants +1 to the max Dex bonus on your tower shield. Action Points: 2 (must have spent 6 action points)
Level 4
Fighter Armor Class Boost II: Activate this ability to receive a +3 bonus to Armor Class for 20 seconds. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Armor Class Boost I
Fighter Attack Boost II: Activate this ability to receive a +3 bonus to attack for 20 seconds. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Attack Boost I
Fighter Critical Accuracy II: Grants +4 bonus to confirm critical hits. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Critical Accuracy I
Fighter Haste Boost II: Activate this ability to receive a 20% attack speed bonus for 20 seconds. Action Points: 2 (must have spent 10 action points) Prerequisites: Fighter Haste Boost I
Fighter Intimidate II: Grants a +2 bonus to Intimidate skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Intimidate I
Fighter Jump II: Grants a +2 bonus to Jump skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Jump I
Fighter Repair II: Grants a +2 bonus to Repair skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Repair I
Fighter Strategy (Stunning Blow) II: Grants +2 to the DC of your Stunning Blow. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Strategy (Stunning Blow) I
Fighter Strategy (Sunder) II: Grants +2 to the DC of your Sunder and Improved Sunder abilities. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Strategy (Sunder) I
Fighter Strategy (Trip) II: Grants +2 to the DC of your Trip and Improved Trip abilities. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Strategy (Trip) I
Fighter Swim II: Grants a +2 bonus to Swim skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Swim I
Fighter Toughness II: Increases the total benefit you receive from the Toughness feat by 10. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Toughness I
Level 5
Fighter Armored Agility II: Reduces the armor check penalty that applies to many of your skills by 2, regardless of armor worn. Action Points: 2 (must have spent 14 action points). Prerequisites: Fighter Armored Agility I
Fighter Item Defense II: You are skilled at protecting your gear against damage, granting you a 33% chance to negate potential item wear before it occurs. Action Points: 2 (must have spent 14 action points). Prerequisites: Fighter Item Defense I
Level 6
Fighter Strength II: Grants a +2 increase to Strength score. Action Points: 4 (must have spent 16 action points). Prerequisites: Fighter Strength I
Level 7
Fighter Armor Class Boost III: Activate this ability to receive a +4 bonus to Armor Class for 20 seconds. Action Points: 3 (must have spent 21 action points) Prerequisites: Fighter Armor Class Boost II
Fighter Armor Mastery II: Grants +2 to the max Dex bonus on your armor. Action Points: 4 (must have spent 20 action points). Prerequisites: Fighter Armor Mastery I
Fighter Attack Boost III: Activate this ability to receive a +4 bonus to attack for 20 seconds. Action Points: 3 (must have spent 21 action points). Prerequisites: Fighter Attack Boost II
Fighter Critical Accuracy III: Grants +6 bonus to confirm critical hits. Action Points: 3 (must have spent 21 action points). Prerequisites: Fighter Critical Accuracy II
Fighter Haste Boost III: Activate this ability to receive a 25% attack speed bonus for 20 seconds. Action Points: 3 (must have spent 21 action points). Prerequisites: Fighter Haste Boost II
Fighter Mobility II: Mobility grants you an additional +4 Armor Class bonus while tumbling. Action Points: 3 (must have spent 21 action points). Prerequisites: Fighter Mobility I
Fighter Strategy (Stunning Blow) III: Grants +3 to the DC of your Stunning Blow. Action Points: 3 (must have spent 21 action points). Prerequisites: Fighter Strategy (Stunning Blow) II
Fighter Strategy (Sunder) III: Grants +3 to the DC of your Sunder and Improved Sunder abilities. Action Points: 3 (must have spent 21 action points). Prerequisites: Fighter Strategy (Sunder) II
Fighter Strategy (Trip) III: Grants +3 to the DC of your Trip and Improved Trip abilities. Action Points: 3 (must have spent 21 action points). Prerequisites: Fighter Strategy (Trip) II
Fighter Toughness III: Increases the total benefit you receive from the Toughness feat by 15. Action Points: 3 (must have spent 21 action points), Prerequisites: Fighter Toughness II
Fighter Tower Shield Mastery II: Grants +2 to the max Dex bonus on your tower shield. Action Points: 4 (must have spent 20 action points). Prerequisites: Fighter Tower Shield Mastery I
Level 8
Fighter Flanking Mastery II: You gain an additional +2 bonus to attack rolls when flanking an enemy. Action Points: 4 (must have spent 24 action points). Prerequisites: Fighter Flanking Mastery I
Fighter Intimidate III: Grants a +3 bonus to Intimidate skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Fighter Intimidate II
Fighter Jump III: Grants a +3 bonus to Jump skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Fighter Jump II
Fighter Repair III: Grants a +3 bonus to Repair skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Fighter Repair II
Fighter Swim III: Grants a +3 bonus to Swim skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Fighter Swim II
Level 9
Fighter Armored Agility III: Reduces the armor check penalty that applies to many of your skills by 3, regardless of armor worn. Action Points: 3 (must have spent 29 action points). Prerequisites: Fighter Armored Agility II
Fighter Item Defense III: You are skilled at protecting your gear against damage, granting you a 50% chance to negate potential item wear before it occurs. Action Points: 3 (must have spent 29 action points). Prerequisites: Fighter Item Defense II
Level 10
Fighter Armor Class Boost IV: Activate this ability to receive a +5 bonus to Armor Class for 20 seconds. Action Points: 4 (must have spent 32 action points). Prerequisites: Fighter Armor Class Boost III
Fighter Attack Boost IV: Activate this ability to receive a +5 bonus to attack for 20 seconds. Action Points: 4 (must have spent 32 action points). Prerequisites: Fighter Attack Boost III
Fighter Critical Accuracy IV: Grants +8 bonus to confirm critical hits. Action Points: 4 (must have spent 32 action points). Prerequisites: Fighter Critical Accuracy III
Fighter Haste Boost IV: Activate this ability to receive a 30% attack speed bonus for 20 seconds. Action Points: 4 (must have spent 32 action points). Prerequisites: Fighter Haste Boost III
Fighter Strategy (Stunning Blow) IV: Grants +4 to the DC of your Stunning Blow. Action Points: 4 (must have spent 32 action points). Prerequisites: Fighter Strategy (Stunning Blow) III
Fighter Strategy (Sunder) IV: Grants +4 to the DC of your Sunder and Improved Sunder abilities. Action Points: 4 (must have spent 32 action points). Prerequisites: Fighter Strategy (Sunder) III
Fighter Strategy (Trip) IV: Grants +4 to the DC of your Trip and Improved Trip abilities. Action Points: 4 (must have spent 32 action points) Prerequisites: Fighter Strategy (Trip) III
Fighter Strength III: Grants a +3 increase to Strength score. Action Points: 6 (must have spent 30 action points). Prerequisites: Fighter Strength II
Fighter Toughness IV: Increases the total benefit you receive from the Toughness feat by 20. Action Points: 4 (must have spent 32 action points) Prerequisites: Fighter Toughness III
Level 11
Fighter Armor Mastery III: Grants +3 to the max Dex bonus on your armor. Action Points: 6 (must have spent 34 action points). Prerequisites: Fighter Armor Mastery II
Fighter Extra Action Boost I: You can use each of your Fighter action boosts an additional time between resting. Action Points: 2 (must have spent 38 action points). Prerequisites: Fighter Attack Boost IV OR Fighter Armor Class Boost IV OR Fighter Haste Boost IV
Fighter Mobility III: Mobility grants you an additional +6 Armor Class bonus while tumbling. Action Points: 6 (must have spent 34 action points). Prerequisites: Fighter Mobility II
Fighter Tower Shield Mastery III: Grants +3 to the max Dex bonus on your tower shield. Action Points: 6 (must have spent 34 action points). Prerequisites: Fighter Tower Shield Mastery II
Level 12
Fighter Intimidate IV: Grants a +4 bonus to Intimidate skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Fighter Intimidate III
Fighter Jump IV: Grants a +4 bonus to Jump skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Fighter Jump III
Fighter Repair IV: Grants a +4 bonus to Repair skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Fighter Repair III
Fighter Swim IV: Grants a +4 bonus to Swim skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Fighter Swim III
Barbarian
Level 1
Barbarian Damage Boost I: Activate this ability to receive a +2 bonus to weapon damage for 20 seconds. Action Points: 1
Barbarian Damage Reduction Boost I: Activate this ability to receive DR 6/- for 20 seconds. This effect does not stack with any inherent Barbarian DR. Action Points: 1
Barbarian Intimidate I: Grants a +1 bonus to Intimidate skill. Action Points: 1
Barbarian Jump I: Grants a +1 bonus to Jump skill. Action Points: 1
Barbarian Listen I: Grants a +1 bonus to Listen skill. Action Points: 1
Barbarian Power Attack I: Power Attack does additional 1 bonus damage and -1 to hit. Action Points: 1. Prerequisites: Power Attack.
Barbarian Resist Disease I: Grants a +1 bonus on saving throws against disease. Action Points: 1. Prerequisites: Warforged restricted.
Barbarian Resist Poison I: Grants a +1 bonus on saving throws against poison. Action Points: 1. Prerequisites: Warforged restricted.
Barbarian Sprint Boost I: Activate this ability to receive a running speed bonus for 20 seconds. Action Points: 1
Barbarian Swim I: Grants a +1 bonus to Swim skill. Action Points: 1
Barbarian Toughness I: Increases the total benefit you receive from the Toughness feat by 5. Action Points: 1. Prerequisites: Toughness.
Barbarian Willpower I: You gain an additional +1 bonus to Will saves when raging. Action Points: 1
Level 2
Barbarian Constitution I: Grants a +1 increase to Constitution score. Action Points: 2 (must have spent 2 action points).
Barbarian Desert Lore I: You gain energy resistance of 2 versus fire, or improve your existing resistance by 2. Action Points: 1 (must have spent 3 action points).
Barbarian Extend Rage I: Your rage lasts 25% longer. Action Points: 1 (must have spent 3 action points).
Barbarian Extra Rage I: You can rage one additional time between resting. Action Points: 1 (must have spent 3 action points).
Barbarian Swamp Lore I: You gain energy resistance of 2 versus acid, or improve your existing resistance by 2. Action Points: 1 (must have spent 3 action points).
Barbarian Tundra Lore I: You gain energy resistance of 2 versus cold, or improve your existing resistance by 2. Action Points: 1 (must have spent 3 action points).
Improved Trap Sense I: Grants an extra +1 bonus on saving throws against traps. Action Points: 1 (must have spent 3 action points).
Level 3
Barbarian Hardy Rage I: You gain an additional +1 Constitution when raging. Action Points: 1 (must have spent 7 action points).
Barbarian Improved Damage Reduction I: You gain damage reduction 1/-, or improve your existing damage reduction by 1/-. Action Points: 2 (must have spent 6 action points).
Barbarian Power Rage I: You gain an additional +1 Strength when raging. Action Points: 1 (must have spent 7 action points).
Level 4
Barbarian Damage Boost II: Activate this ability to receive a +3 bonus to weapon damage for 20 seconds. Action Points: 2 (must have spent 10 action points). Prerequisites: Barbarian Damage Boost I.
Barbarian Damage Reduction Boost II: Activate this ability to receive DR 9/- for 20 seconds. This effect does not stack with any inherent Barbarian DR. Action Points: 2 (must have spent 10 action points). Prerequisites: Barbarian Damage Reduction Boost I.
Barbarian Intimidate II: Grants a +2 bonus to Intimidate skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Barbarian Intimidate I.
Barbarian Jump II: Grants a +2 bonus to Jump skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Barbarian Jump I.
Barbarian Listen II: Grants a +2 bonus to Listen skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Barbarian Listen I.
Barbarian Sprint Boost II: Activate this ability to receive a running speed bonus for 20 seconds. Action Points: 2 (must have spent 10 action points). Prerequisites: Barbarian Sprint Boost I.
Barbarian Swim II: Grants a +2 bonus to Swim skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Barbarian Swim I.
Barbarian Toughness II: Increases the total benefit you receive from the Toughness feat by 10. Action Points: 2 (must have spent 10 action points). Prerequisites: Barbarian Toughness I.
Barbarian Willpower II: You gain an additional +2 bonus to Will saves when raging. Action Points: 2 (must have spent 10 action points). Prerequisites: Barbarian Willpower I.
Level 5
Barbarian Extend Rage II: Your rage lasts 50% longer. Action Points: 2 (must have spent 14 action points). Prerequisites: Barbarian Extend Rage I.
Barbarian Power Attack II: Power Attack does additional 2 bonus damage and -2 to hit. Action Points: 2 (must have spent 14 action points). Prerequisites: Barbarian Power Attack I.
Barbarian Resist Disease II: Grants a +2 bonus on saving throws against disease. Action Points: 2 (must have spent 14 action points). Prerequisites: Barbarian Resist Disease I AND Warforged restricted .
Barbarian Resist Poison II: Grants a +2 bonus on saving throws against poison. Action Points: 2 (must have spent 14action points). Prerequisites: Barbarian Resist Poison I AND Warforged restricted.
Improved Trap Sense II: Grants an extra +2 bonus on saving throws against traps. Action Points: 2 (must have spent 14 action points). Prerequisites: Improved Trap Sense I.
Level 6
Barbarian Constitution II: Grants a +2 increase to Constitution score. Action Points: 4 (must have spent 16 action points). Prerequisites: Barbarian Constitution I.
Barbarian Desert Lore II: You gain energy resistance of 4 versus fire, or improve your existing resistance by 4. Action Points: 2 (must have spent 18 action points). Prerequisites: Barbarian Desert Lore I.
Barbarian Extra Rage II: You can rage two additional times between resting. Action Points: 2 (must have spent 18 action points). Prerequisites: Barbarian Extra Rage I.
Barbarian Hardy Rage II: You gain an additional +2 Constitution when raging. Action Points: 2 (must have spent 18 action points). Prerequisites: Barbarian Hardy Rage I.
Barbarian Power Rage II: You gain an additional +2 Strength when raging. Action Points: 2 (must have spent 18 action points). Prerequisites: Barbarian Power Rage I.
Barbarian Swamp Lore II: You gain energy resistance of 4 versus acid, or improve your existing resistance by 4. Action Points: 2 (must have spent 18 action points). Prerequisites: Barbarian Swamp Lore I.
Barbarian Tundra Lore II: You gain energy resistance of 4 versus cold, or improve your existing resistance by 4. Action Points: 2 (must have spent 18 action points). Prerequisites: Barbarian Tundra Lore I.
Level 7
Barbarian Damage Boost III: Activate this ability to receive a +4 bonus to weapon damage for 20 seconds. Action Points: 3 (must have spent 21 action points). Prerequisites: Barbarian Damage Boost II.
Barbarian Damage Reduction Boost III: Activate this ability to receive DR 12/- for 20 seconds. This effect does not stack with any inherent Barbarian DR. Action Points: 3 (must have spent 21 action points). Prerequisites: Barbarian Damage Reduction Boost II.
Barbarian Improved Damage Reduction II: You gain damage reduction 2/-, or improve your existing damage reduction by 2/-. Action Points: 4 (must have spent 20 action points). Prerequisites: Barbarian Improved Damage Reduction I.
Barbarian Sprint Boost III: Activate this ability to receive a running speed bonus for 20 seconds. Action Points: 3 (must have spent 21 action points). Prerequisites: Barbarian Sprint Boost II.
Barbarian Toughness III: Increases the total benefit you receive from the Toughness feat by 15. Action Points: 3 (must have spent 21 action points). Prerequisites: Barbarian Toughness II.
Barbarian Willpower III: You gain an additional +3 bonus to Will saves when raging. Action Points: 3 (must have spent 21 action points). Prerequisites: Barbarian Willpower II.
Level 8
Barbarian Extend Rage III: Your rage lasts 75% longer. Action Points: 3 (must have spent 25 action points). Prerequisites: Barbarian Extend Rage II.
Barbarian Intimidate III: Grants a +3 bonus to Intimidate skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Barbarian Intimidate II.
Barbarian Jump III: Grants a +3 bonus to Jump skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Barbarian Jump II.
Barbarian Listen III: Grants a +3 bonus to Listen skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Barbarian Listen II.
Barbarian Swim III: Grants a +3 bonus to Swim skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Barbarian Swim II.
Improved Trap Sense III: Grants an extra +3 bonus on saving throws against traps. Action Points: 3 (must have spent 25 action points). Prerequisites: Improved Trap Sense II.
Level 9
Barbarian Hardy Rage III: You gain an additional +3 Constitution when raging. Action Points: 3 (must have spent 29 action points). Prerequisites: Barbarian Hardy Rage II.
Barbarian Power Attack III: Power Attack does additional 3 bonus damage and -3 to hit. Action Points: 3 (must have spent 29 action points). Prerequisites: Barbarian Power Attack II.
Barbarian Power Rage III: You gain an additional +3 Strength when raging. Action Points: 3 (must have spent 29 action points). Prerequisites: Barbarian Power Rage II.
Barbarian Resist Disease III: Grants a +3 bonus on saving throws against disease. Action Points: 3 (must have spent 29 action points). Prerequisites: Barbarian Resist Disease II AND Warforged restricted.
Barbarian Resist Poison III: Grants a +3 bonus on saving throws against poison. Action Points: 3 (must have spent 29 action points). Prerequisites: Barbarian Resist Poison II AND Warforged restricted.
Level 10
Barbarian Constitution III: Grants a +3 increase to Constitution score. Action Points: 6 (must have spent 30 action points). Prerequisites: Barbarian Constitution II.
Barbarian Damage Boost IV: Activate this ability to receive a +5 bonus to weapon damage for 20 seconds. Action Points: 4 (must have spent 32 action points). Prerequisites: Barbarian Damage Boost III.
Barbarian Damage Reduction Boost IV: Activate this ability to receive DR 15/- for 20 seconds. This effect does not stack with any inherent Barbarian DR. Action Points: 4 (must have spent 32 action points). Prerequisites: Barbarian Damage Reduction Boost III.
Barbarian Desert Lore III: You gain energy resistance of 6 versus fire, or improve your existing resistance by 6. Action Points: 3 (must have spent 33 action points). Prerequisites: Barbarian Desert Lore II.
Barbarian Extra Rage III: You can rage three additional times between resting. Action Points: 3 (must have spent 33 action points). Prerequisites: Barbarian Extra Rage II.
Barbarian Sprint Boost IV: Activate this ability to receive a running speed bonus for 20 seconds. Action Points: 4 (must have spent 32 action points). Prerequisites: Barbarian Sprint Boost III.
Barbarian Swamp Lore III: You gain energy resistance of 6 versus acid, or improve your existing resistance by 6. Action Points: 3 (must have spent 33action points). Prerequisites: Barbarian Swamp Lore II.
Barbarian Toughness IV: Increases the total benefit you receive from the Toughness feat by 20. Action Points: 4 (must have spent 32 action points). Prerequisites: Barbarian Toughness III.
Barbarian Tundra Lore III: You gain energy resistance of 6 versus cold, or improve your existing resistance by 6. Action Points: 3 (must have spent 33 action points). Prerequisites: Barbarian Tundra Lore II.
Level 11
Barbarian Critical Rage I: Increases your threat range by 1 when raging, regardless of your weapon. Action Points: 2 (must have spent 38 action points).
Barbarian Extend Rage IV: Your rage lasts twice as long. Action Points: 4 (must have spent 36 action points). Prerequisites: Barbarian Extend Rage III.
Barbarian Extra Action Boost I: You can use each of your barbarian action boosts an additional time between resting. Action Points: 2 (must have spent 38 action points). Prerequisites: Barbarian Damage Boost IV OR Barbarian Damage Reduction Boost IV OR Barbarian Sprint Boost IV.
Improved Trap Sense IV: Grants an extra +4 bonus on saving throws against traps. Action Points: 4 (must have spent 36 action points). Prerequisites: Improved Trap Sense III.
Level 12
Barbarian Intimidate IV: Grants a +4 bonus to Intimidate skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Barbarian Intimidate III.
Barbarian Jump IV: Grants a +4 bonus to Jump skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Barbarian Jump III.
Barbarian Listen IV: Grants a +4 bonus to Listen skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Barbarian Listen III.
Barbarian Power Rage IV: You gain an additional +4 Strength when raging. Action Points: 4 (must have spent 40 action points). Prerequisites: Barbarian Power Rage III.
Barbarian Swim IV: Grants a +4 bonus to Swim skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Barbarian Swim III.
Bard
Level 1
Bard Balance I: Grants a +1 bonus to the Balance skill. Action Points: 1
Bard Bluff I: Grants a +1 bonus to Bluff skill. Action Points: 1
Bard Concentration I: Grants a +1 bonus to Concentration skill. Action Points: 1
Bard Diplomacy I: Grants a +1 bonus to Diplomacy skill. Action Points: 1
Bard Energy of Music I: Grants a 20 point increase to spell points. Action Points: 1
Bard Extra Song I: You gain the ability to perform 1 additional bard song before resting. Action Points: 1
Bard Haggle I: Grants a +1 bonus to Haggle skill. Action Points: 1
Bard Inspired Bravery I: The use of your inspire courage ability grants an additional +1 bonus to fear saves. Action Points: 1
Bard Perform I: Grants a +1 bonus to Perform skill. Action Points: 1
Bard Song Magic I: Grants a 10% increase to the effectiveness of your healing and sonic spells. Action Points: 1
Bard Tumble I: Grants a +1 bonus to Tumble skill. Action Points: 1
Level 2
Bard Charisma I: Grants a +1 increase to Charisma score. Action Points: 2 (must have spent 2 action points)
Bard Inspired Damage I: The use of your inspire courage ability grants an additional +1 damage bonus. Action Points: 1 (must have spent 3 action points)
Bard Lingering Song I: Your beneficial songs last 20% longer than normal. Action Points: 1 (must have spent 3 action points)
Bard Wand Mastery I: Grants a 10% increase to the effectiveness of your wands. Action Points: 1 (must have spent 3 action points)
Level 3
Bard Inspired Attack I: The use of your inspire courage ability grants an additional +1 attack bonus. Action Points: 2 (must have spent 6 action points)
Bard Lyric of Song I: Grants a 3% chance for healing and sonic spells to generate a critical result. Action Points: 1 (must have spent 7 action points)
Bard Wand Heightening I: You add +1 to the DC of your offensive wands. Action Points: 1 (must have spent 7 action points)
Level 4
Bard Balance II: Grants a +2 bonus to the Balance skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Bard Balance I
Bard Bluff II: Grants a +2 bonus to Bluff skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Bard Bluff I
Bard Concentration II: Grants a +2 bonus to Concentration skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Bard Concentration I
Bard Diplomacy II: Grants a +2 bonus to Diplomacy skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Bard Diplomacy I
Bard Extra Song II: You gain the ability to perform 2 additional bard songs before resting. Action Points: 2 (must have spent 10 action points). Prerequisites: Bard Extra Song I
Bard Haggle II: Grants a +2 bonus to Haggle skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Bard Haggle I
Bard Perform II: Grants a +2 bonus to Perform skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Bard Perform I
Bard Song Magic II: Grants a 20% increase to the effectiveness of your healing and sonic spells. Action Points: 2 (must have spent 10 action points). Prerequisites: Bard Song Magic I
Bard Tumble II: Grants a +2 bonus to Tumble skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Bard Tumble I
Level 5
Bard Energy of Music II: Grants a 40 point increase to spell points. Action Points: 2 (must have spent 14 action points). Prerequisites: Bard Energy of Music I
Bard Improved Spell Penetration I: You add +1 to your level to overcome an enemy's SR. Action Points: 2 (must have spent 14 action points)
Bard Inspired Bravery II: The use of your inspire courage ability grants an additional +2 bonus to fear saves. Action Points: 2 (must have spent 14 action points). Prerequisites: Bard Inspired Bravery I
Bard Lyric of Incredible Song I: When your healing and sonic spells generate a critical result, they heal for 1.25 times more than the normal amount. Action Points: 1 (must have spent 15 action points). Prerequisites: Bard Lyric of Song I
Bard Wand Mastery II: Grants a 20% increase to the effectiveness of your wands. Action Points: 2 (must have spent 14 action points). Prerequisites: Bard Wand Mastery I
Level 6
Bard Charisma II: Grants a +2 increase to Charisma score. Action Points: 4 (must have spent 16 action points). Prerequisites: Bard Charisma I
Bard Lingering Song II: Your beneficial songs last 40% longer than normal.. Action Points: 2 (must have spent 18 action points). Prerequisites: Bard Lingering Song I
Level 7
Bard Extra Song III: You gain the ability to perform 3 additional bard songs before resting. Action Points: 3 (must have spent 21 action points). Prerequisites: Bard Extra Song II
Bard Inspired Damage II: The use of your inspire courage ability grants an additional +2 damage bonus. Action Points: 2 (must have spent 22 action points). Prerequisites: Bard Inspired Damage I
Bard Lyric of Song II: Grants a 6% chance for healing and sonic spells to generate a critical result. Action Points: 2 (must have spent 22 action points). Prerequisites: Bard Lyric of Song I
Bard Song Magic III: Grants a 30% increase to the effectiveness of your healing and sonic spells. Action Points: 3 (must have spent 21 action points). Prerequisites: Bard Song Magic II
Bard Wand Heightening II: You add +2 to the DC of your offensive wands. Action Points: 2 (must have spent 22 action points). Prerequisites: Bard Wand Heightening I
Level 8
Bard Balance III: Grants a +3 bonus to the Balance skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Bard Balance II
Bard Bluff III: Grants a +3 bonus to Bluff skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Bard Bluff II
Bard Concentration III: Grants a +3 bonus to Concentration skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Bard Concentration II
Bard Diplomacy III: Grants a +3 bonus to Diplomacy skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Bard Diplomacy II
Bard Haggle III: Grants a +3 bonus to Haggle skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Bard Haggle II
Bard Inspired Attack II: The use of your inspire courage ability grants an additional +2 attack bonus. Action Points: 4 (must have spent 24 action points). Prerequisites: Bard Inspired Attack I
Bard Perform III: Grants a +3 bonus to Perform skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Bard Perform II
Bard Tumble III: Grants a +3 bonus to Tumble skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Bard Tumble II
Bard Wand Mastery III: Grants a 30% increase to the effectiveness of your wands. Action Points: 3 (must have spent 25 action points). Prerequisites: Bard Wand Mastery II
Level 9
Bard Energy of Music III: Grants a 60 point increase to spell points. Action Points: 3 (must have spent 29 action points). Prerequisites: Bard Energy of Music II
Bard Improved Spell Penetration II: You add +2 to your level to overcome an enemy's SR. Action Points: 4 (must have spent 28 action points). Prerequisites: Bard Improved Spell Penetration I
Bard Inspired Bravery III: The use of your inspire courage ability grants an additional +3 bonus to fear saves. Action Points: 3 (must have spent 29 action points). Prerequisites: Bard Inspired Bravery II
Bard Lyric of Incredible Song II: When your healing and sonic spells generate a critical result, they heal for 1.5 times more than the normal amount. Action Points: 2 (must have spent 30 action points). Prerequisites: Bard Lyric of Incredible Song I
Level 10
Bard Charisma III: Grants a +3 increase to Charisma score. Action Points: 6 (must have spent 30 action points). Prerequisites: Bard Charisma II
Bard Extra Song IV: You gain the ability to perform 4 additional bard songs before resting. Action Points: 4 (must have spent 32 action points). Prerequisites: Bard Extra Song III
Bard Lingering Song III: Your beneficial songs last 60% longer than normal. Action Points: 3 (must have spent 33 action points). Prerequisites: Bard Lingering Song II
Bard Song Magic IV: Grants a 40% increase to the effectiveness of your healing and sonic spells. Action Points: 4 (must have spent 32 action points). Prerequisites: Bard Song Magic III
Level 11
Bard Lyric of Song III: Grants a 9% chance for healing and sonic spells to generate a critical result. Action Points: 3 (must have spent 37 action points). Prerequisites: Bard Lyric of Song II
Bard Music of Makers: You can use this ability to fascinate constructs. Action Points: 2 (must have spent 38 action points). Prerequisites: Bard Extra Song IV
Bard Music of the Dead: You can use this ability to fascinate undead. Action Points: 2 (must have spent 38 action points). Prerequisites: Bard Extra Song IV
Bard Wand Heightening III: You add +3 to the DC of your offensive wands. Action Points: 3 (must have spent 37 action points). Prerequisites: Bard Wand Heightening II
Bard Wand Mastery IV: Grants a 40% increase to the effectiveness of your wands. Action Points: 4 (must have spent 36 action points). Prerequisites: Bard Wand Mastery III
Level 12
Bard Balance IV: Grants a +4 bonus to the Balance skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Bard Balance III
Bard Bluff IV: Grants a +4 bonus to Bluff skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Bard Bluff III
Bard Concentration IV: Grants a +4 bonus to Concentration skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Bard Concentration III
Bard Diplomacy IV: Grants a +4 bonus to Diplomacy skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Bard Diplomacy III
Bard Haggle IV: Grants a +4 bonus to Haggle skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Bard Haggle III
Bard Inspired Damage III The use of your inspire courage ability grants an additional +3 damage bonus. Action Points: 3 (must have spent 41 action points). Prerequisites: Bard Inspired Damage II
Bard Perform IV: Grants a +4 bonus to Perform skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Bard Perform III
Bard Tumble IV: Grants a +4 bonus to Tumble skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Bard Tumble III
Clerics
Level 1
Cleric Concentration I: Grants a +1 bonus to Concentration skill. Action Points: 1
Cleric Diplomacy I: Grants a +1 bonus to Diplomacy skill. Action Points: 1
Cleric Divine Vitality I: Activate this ability to restore 3d4+10 spellpoints to another character. Consumes a use of turn undead for the day. Action Points: 1
Cleric Energy of the Zealot I: Grants a 20 point increase to spell points. Action Points: 1
Cleric Extra Turning I: You gain the ability to perform 1 additional turn undead attempts before resting. Action Points: 1
Cleric Heal I: Grants a +1 bonus to Heal skill. Action Points: 1
Cleric Life Magic I: Grants a 10% increase to the effectiveness of your healing and negative energy spells. Action Points: 1
Cleric Smiting I: Grants a 10% increase to the effectiveness of your light and good spells. Action Points: 1
Level 2
Cleric Divine Cleansing I: Activate this ability to grant another character a +4 morale bonus on Fortitude saves for a short time and remove any poison or disease effects. Consumes a use of turn undead for the day. Action Points: 1 (must have spent 3 action points)
Cleric Improved Empower Healing I: Using Empower Heal feat costs you 10% fewer spell points for each spell cast while in that mode. Action Points: 2 (must have spent 2 action points). Prerequisites: Empower Healing Spell
Cleric Wand Mastery I: Grants a 10% increase to the effectiveness of your wands. Action Points: 1 (must have spent 3 action points)
Cleric Wisdom I: Grants a +1 increase to Wisdom score. Action Points: 2 (must have spent 2 action points)
Level 3
Cleric Divine Healing I: Activate this ability to give another character 1d3 healing every 2 seconds for 30 seconds. Consumes a use of turn undead for the day. Action Points: 1 (must have spent 7 action points)
Cleric Prayer of Life I: Grants a 3% chance for healing and negative energy spells to generate a critical result. Action Points: 1 (must have spent 7 action points)
Cleric Prayer of Smiting I: Grants a 3% chance for light and good spells to generate a critical result. Action Points: 1 (must have spent 7 action points)
Level 4
Cleric Charisma I: Grants a +1 increase to Charisma score. Action Points: 2 (must have spent 10 action points)
Cleric Concentration II: Grants a +2 bonus to Concentration skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Cleric Concentration I
Cleric Diplomacy II: Grants a +2 bonus to Diplomacy skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Cleric Diplomacy I
Cleric Divine Light I: Activate this ability to deal 4d6 points of light damage to all nearby undead creatures instead of attempting to turn them. Consumes a use of turn undead for the day. (A successful DC 10 + Cleric Level + Charisma Mod Will save reduces the damage by half.). Action Points: 1 (must have spent 11 action points)
Cleric Extra Turning II: You gain the ability to perform 2 additional turn undead attempts before resting. Action Points: 2 (must have spent 10 action points). Prerequisites: Cleric Extra Turning I
Cleric Heal II: Grants a +2 bonus to Heal skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Cleric Heal I
Cleric Life Magic II: Grants a 20% increase to the effectiveness of your healing and negative energy spells. Action Points: 2 (must have spent 10 action points). Prerequisites: Cleric Life Magic I
Cleric Smiting II: Grants a 20% increase to the effectiveness of your light and good spells. Action Points: 2 (must have spent 10 action points). Prerequisites: Cleric Smiting I
Level 5
Cleric Divine Vitality II: Activate this ability to restore 5d4+10 spellpoints to another character. Consumes a use of turn undead for the day. Action Points: 2 (must have spent 14 action points). Prerequisites: Cleric Divine Vitality I
Cleric Energy of the Zealot II: Grants a 50 point increase to spell points. Action Points: 2 (must have spent 14 action points). Prerequisites: Cleric Energy of the Zealot I
Cleric Improved Spell Penetration I: You add +1 to your level to overcome an enemy's SR. Action Points: 2 (must have spent 14 action points)
Cleric Improved Turning I: You increase your cleric level for the purposes of turning undead by 1. Action Points: 2 (must have spent 14 action points)
Cleric Prayer of Incredible Life I: When your healing and negative energy spells generate a critical result, they heal for 1.25 times more than the normal amount. Action Points: 1 (must have spent 15 action points). Prerequisites: Cleric Prayer of Life I
Cleric Prayer of Incredible Smiting I: When your light and good spells generate a critical result, they do 1.25 times more than the normal amount. Action Points: 1 (must have spent 15 action points). Prerequisites: Cleric Prayer of Smiting I
Cleric Wand Mastery II: Grants a 20% increase to the effectiveness of your wands. Action Points: 2 (must have spent 14 action points)
Prerequisites: Cleric Wand Mastery I
Level 6
Cleric Divine Cleansing II: Activate this ability to grant another character a +6 morale bonus on Fortitude saves for a short time and remove any poison, disease, curse, or blindness effects. Consumes a use of turn undead for the day. Action Points: 2 (must have spent 18 action points). Prerequisites: Cleric Divine Cleansing I
Cleric Improved Empower Healing II : Using Empower Heal feat costs you 15% fewer spell points for each spell cast while in that mode. Action Points: 4 (must have spent 16 action points). Prerequisites: Cleric Improved Empower Healing I
Cleric Wisdom II: Grants a +2 increase to Wisdom score. Action Points: 4 (must have spent 16 action points). Prerequisites: Cleric Wisdom I
Level 7
Cleric Divine Healing II: Activate this ability to give another character 2d3 healing every 2 seconds for 30 seconds. Consumes a use of turn undead for the day. Action Points: 2 (must have spent 22 action points). Prerequisites: Cleric Divine Healing I
Cleric Extra Turning III: You gain the ability to perform 3 additional turn undead attempts before resting. Action Points: 3 (must have spent 21 action points). Prerequisites: Cleric Extra Turning II
Cleric Life Magic III: Grants a 30% increase to the effectiveness of your healing and negative energy spells. Action Points: 3 (must have spent 21 action points). Prerequisites: Cleric Life Magic II
Cleric Prayer of Life II: Grants a 6% chance for healing and negative energy spells to generate a critical result. Action Points: 2 (must have spent 22 action points). Prerequisites: Cleric Prayer of Life I
Cleric Prayer of Smiting II: Grants a 6% chance for light and good spells to generate a critical result. Action Points: 2 (must have spent 22 action points). Prerequisites: Cleric Prayer of Smiting I
Cleric Smiting III: Grants a 30% increase to the effectiveness of your light and good spells. Action Points: 3 (must have spent 21 action points). Prerequisites: Cleric Smiting II
Level 8
Cleric Charisma II: Grants a +2 increase to Charisma score. Action Points: 4 (must have spent 24 action points). Prerequisites: Cleric Charisma I
Cleric Concentration III: Grants a +3 bonus to Concentration skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Cleric Concentration II
Cleric Diplomacy III: Grants a +3 bonus to Diplomacy skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Cleric Diplomacy II
Cleric Divine Light II: Activate this ability to deal 8d6 points of light damage to all nearby undead creatures instead of attempting to turn them. Consumes a use of turn undead for the day. (A successful DC 10 + Cleric Level + Charisma Mod Will save reduces the damage by half.). Action Points: 2 (must have spent 26 action points). Prerequisites: Cleric Divine Light I
Cleric Heal III: Grants a +3 bonus to Heal skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Cleric Heal II
Cleric Wand Mastery III: Grants a 30% increase to the effectiveness of your wands. Action Points: 3 (must have spent 25 action points). Prerequisites: Cleric Wand Mastery II
Level 9
Cleric Divine Vitality III: Activate this ability to restore 7d4+10 spellpoints to another character. Consumes a use of turn undead for the day. Action Points: 3 (must have spent 29 action points). Prerequisites: Cleric Divine Vitality II
Cleric Energy of the Zealot III: Grants a 80 point increase to spell points. Action Points: 3 (must have spent 29 action points). Prerequisites: Cleric Energy of the Zealot II
Cleric Improved Spell Penetration II: You add +2 to your level to overcome an enemy's SR. Action Points: 4 (must have spent 28 action points). Prerequisites: Cleric Improved Spell Penetration I
Cleric Improved Turning II: You increase your cleric level for the purposes of turning undead by 2. Action Points: 4 (must have spent 28 action points). Prerequisites: Cleric Improved Turning I
Cleric Prayer of Incredible Life II: When your healing and negative energy spells generate a critical result, they heal for 1.5 times more than the normal amount. Action Points: 2 (must have spent 30 action points). Prerequisites: Cleric Prayer of Incredible Life I
Cleric Prayer of Incredible Smiting II: When your light and good spells generate a critical result, they do 1.5 times more than the normal amount. Action Points: 2 (must have spent 30 action points). Prerequisites: Cleric Prayer of Incredible Smiting I
Level 10
Cleric Divine Cleansing III: Activate this ability to grant another character a +8 morale bonus on Fortitude saves for a short time and remove any poison, disease, curse, blindness, paralysis, or petrification effects. Consumes a use of turn undead for the day. Action Points: 3 (must have spent 33 action points). Prerequisites: Cleric Divine Cleansing II
Cleric Extra Turning IV: You gain the ability to perform 4 additional turn undead attempts before resting. Action Points: 4 (must have spent 32 action points). Prerequisites: Cleric Extra Turning III
Cleric Improved Empower Healing III: Using Empower Heal feat costs you 20% fewer spell points for each spell cast while in that mode. Action Points: 6 (must have spent 30 action points). Prerequisites: Cleric Improved Empower Healing II
Cleric Life Magic IV: Grants a 40% increase to the effectiveness of your healing and negative energy spells. Action Points: 4 (must have spent 32 action points). Prerequisites: Cleric Life Magic III
Cleric Smiting IV: Grants a 40% increase to the effectiveness of your light and good spells. Action Points: 4 (must have spent 32 action points). Prerequisites: Cleric Smiting III
Cleric Wisdom III: Grants a +3 increase to Wisdom score. Action Points: 6 (must have spent 30 action points). Prerequisites: Cleric Wisdom II
Level 11
Cleric Divine Healing III: Activate this ability to give another character 3d3 healing every 2 seconds for 30 seconds. Consumes a use of turn undead for the day. Action Points: 3 (must have spent 37 action points). Prerequisites: Cleric Divine Healing II
Cleric Prayer of Life III: Grants a 9% chance for healing and negative energy spells to generate a critical result. Action Points: 3 (must have spent 37 action points). Prerequisites: Cleric Prayer of Life II
Cleric Prayer of Smiting III: Grants a 9% chance for light and good spells to generate a critical result. Action Points: 3 (must have spent 37 action points). Prerequisites: Cleric Prayer of Smiting II
Cleric Wand Mastery IV: Grants a 40% increase to the effectiveness of your wands. Action Points: 4 (must have spent 36 action points). Prerequisites: Cleric Wand Mastery III
Level 12
Cleric Concentration IV: Grants a +4 bonus to Concentration skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Cleric Concentration III
Cleric Diplomacy IV: Grants a +4 bonus to Diplomacy skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Cleric Diplomacy III
Cleric Divine Light III: Activate this ability to deal 14d6 points of light damage to all nearby undead creatures instead of attempting to turn them. Consumes a use of turn undead for the day. (A successful DC 10 + Cleric Level + Charisma Mod Will save reduces the damage by half.) Action Points: 3 (must have spent 41 action points). Prerequisites: Cleric Divine Light II
Cleric Heal IV: Grants a +4 bonus to Heal skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Cleric Heal III
Fighter
Level 1
Fighter Armor Class Boost I: Activate this ability to receive a +2 bonus to Armor Class for 20 seconds. Action Points: 1
Fighter Armored Agility I: Reduces the armor check penalty that applies to many of your skills by 1, regardless of armor worn. Action Points: 1
Fighter Attack Boost I: Activate this ability to receive a +2 bonus to attack for 20 seconds. Action Points: 1
Fighter Critical Accuracy I: Grants +2 bonus to confirm critical hits. Action Points: 1
Fighter Haste Boost I: Activate this ability to receive a 15% attack speed bonus for 20 seconds. Action Points: 1
Fighter Intimidate I: Grants a +1 bonus to Intimidate skill. Action Points: 1
Fighter Item Defense I: You are skilled at protecting your gear against damage, granting you a 25% chance to negate potential item wear before it occurs. Action Points: 1
Fighter Jump I: Grants a +1 bonus to Jump skill. Action Points: 1
Fighter Repair I: Grants a +1 bonus to Repair skill. Action Points: 1
Fighter Strategy (Stunning Blow) I: Grants +1 to the DC of your Stunning Blow. Action Points: 1 Prerequisites: Stunning Blow Feat
Fighter Strategy (Sunder) I: Grants +1 to the DC of your Sunder and Improved Sunder abilities. Action Points: 1
Fighter Strategy (Trip) I: Grants +1 to the DC of your Trip and Improved Trip abilities. Action Points: 1
Fighter Swim I: Grants a +1 bonus to Swim skill. Action Points: 1
Fighter Toughness I: Increases the total benefit you receive from the Toughness feat by 5. Action Points: 1. Prerequisites: Toughness
Level 2
Fighter Strength I: Grants a +1 increase to Strength score. Action Points: 2 (must have spent 2 action points)
Level 3
Fighter Armor Mastery I: Grants +1 to the max Dex bonus on your armor. Action Points: 2 (must have spent 6 action points)
Fighter Flanking Mastery I: You gain an additional +1 bonus to attack rolls when flanking an enemy. Action Points: 2 (must have spent 6 action points)
Fighter Mobility I: Mobility grants you an additional +2 Armor Class bonus while tumbling. Action Points: 1 (must have spent 7 action points). Prerequisites: Mobility
Fighter Tower Shield Mastery I: Grants +1 to the max Dex bonus on your tower shield. Action Points: 2 (must have spent 6 action points)
Level 4
Fighter Armor Class Boost II: Activate this ability to receive a +3 bonus to Armor Class for 20 seconds. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Armor Class Boost I
Fighter Attack Boost II: Activate this ability to receive a +3 bonus to attack for 20 seconds. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Attack Boost I
Fighter Critical Accuracy II: Grants +4 bonus to confirm critical hits. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Critical Accuracy I
Fighter Haste Boost II: Activate this ability to receive a 20% attack speed bonus for 20 seconds. Action Points: 2 (must have spent 10 action points) Prerequisites: Fighter Haste Boost I
Fighter Intimidate II: Grants a +2 bonus to Intimidate skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Intimidate I
Fighter Jump II: Grants a +2 bonus to Jump skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Jump I
Fighter Repair II: Grants a +2 bonus to Repair skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Repair I
Fighter Strategy (Stunning Blow) II: Grants +2 to the DC of your Stunning Blow. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Strategy (Stunning Blow) I
Fighter Strategy (Sunder) II: Grants +2 to the DC of your Sunder and Improved Sunder abilities. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Strategy (Sunder) I
Fighter Strategy (Trip) II: Grants +2 to the DC of your Trip and Improved Trip abilities. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Strategy (Trip) I
Fighter Swim II: Grants a +2 bonus to Swim skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Swim I
Fighter Toughness II: Increases the total benefit you receive from the Toughness feat by 10. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Toughness I
Level 5
Fighter Armored Agility II: Reduces the armor check penalty that applies to many of your skills by 2, regardless of armor worn. Action Points: 2 (must have spent 14 action points). Prerequisites: Fighter Armored Agility I
Fighter Item Defense II: You are skilled at protecting your gear against damage, granting you a 33% chance to negate potential item wear before it occurs. Action Points: 2 (must have spent 14 action points). Prerequisites: Fighter Item Defense I
Level 6
Fighter Strength II: Grants a +2 increase to Strength score. Action Points: 4 (must have spent 16 action points). Prerequisites: Fighter Strength I
Level 7
Fighter Armor Class Boost III: Activate this ability to receive a +4 bonus to Armor Class for 20 seconds. Action Points: 3 (must have spent 21 action points) Prerequisites: Fighter Armor Class Boost II
Fighter Armor Mastery II: Grants +2 to the max Dex bonus on your armor. Action Points: 4 (must have spent 20 action points). Prerequisites: Fighter Armor Mastery I
Fighter Attack Boost III: Activate this ability to receive a +4 bonus to attack for 20 seconds. Action Points: 3 (must have spent 21 action points). Prerequisites: Fighter Attack Boost II
Fighter Critical Accuracy III: Grants +6 bonus to confirm critical hits. Action Points: 3 (must have spent 21 action points). Prerequisites: Fighter Critical Accuracy II
Fighter Haste Boost III: Activate this ability to receive a 25% attack speed bonus for 20 seconds. Action Points: 3 (must have spent 21 action points). Prerequisites: Fighter Haste Boost II
Fighter Mobility II: Mobility grants you an additional +4 Armor Class bonus while tumbling. Action Points: 3 (must have spent 21 action points). Prerequisites: Fighter Mobility I
Fighter Strategy (Stunning Blow) III: Grants +3 to the DC of your Stunning Blow. Action Points: 3 (must have spent 21 action points). Prerequisites: Fighter Strategy (Stunning Blow) II
Fighter Strategy (Sunder) III: Grants +3 to the DC of your Sunder and Improved Sunder abilities. Action Points: 3 (must have spent 21 action points). Prerequisites: Fighter Strategy (Sunder) II
Fighter Strategy (Trip) III: Grants +3 to the DC of your Trip and Improved Trip abilities. Action Points: 3 (must have spent 21 action points). Prerequisites: Fighter Strategy (Trip) II
Fighter Toughness III: Increases the total benefit you receive from the Toughness feat by 15. Action Points: 3 (must have spent 21 action points), Prerequisites: Fighter Toughness II
Fighter Tower Shield Mastery II: Grants +2 to the max Dex bonus on your tower shield. Action Points: 4 (must have spent 20 action points). Prerequisites: Fighter Tower Shield Mastery I
Level 8
Fighter Flanking Mastery II: You gain an additional +2 bonus to attack rolls when flanking an enemy. Action Points: 4 (must have spent 24 action points). Prerequisites: Fighter Flanking Mastery I
Fighter Intimidate III: Grants a +3 bonus to Intimidate skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Fighter Intimidate II
Fighter Jump III: Grants a +3 bonus to Jump skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Fighter Jump II
Fighter Repair III: Grants a +3 bonus to Repair skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Fighter Repair II
Fighter Swim III: Grants a +3 bonus to Swim skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Fighter Swim II
Level 9
Fighter Armored Agility III: Reduces the armor check penalty that applies to many of your skills by 3, regardless of armor worn. Action Points: 3 (must have spent 29 action points). Prerequisites: Fighter Armored Agility II
Fighter Item Defense III: You are skilled at protecting your gear against damage, granting you a 50% chance to negate potential item wear before it occurs. Action Points: 3 (must have spent 29 action points). Prerequisites: Fighter Item Defense II
Level 10
Fighter Armor Class Boost IV: Activate this ability to receive a +5 bonus to Armor Class for 20 seconds. Action Points: 4 (must have spent 32 action points). Prerequisites: Fighter Armor Class Boost III
Fighter Attack Boost IV: Activate this ability to receive a +5 bonus to attack for 20 seconds. Action Points: 4 (must have spent 32 action points). Prerequisites: Fighter Attack Boost III
Fighter Critical Accuracy IV: Grants +8 bonus to confirm critical hits. Action Points: 4 (must have spent 32 action points). Prerequisites: Fighter Critical Accuracy III
Fighter Haste Boost IV: Activate this ability to receive a 30% attack speed bonus for 20 seconds. Action Points: 4 (must have spent 32 action points). Prerequisites: Fighter Haste Boost III
Fighter Strategy (Stunning Blow) IV: Grants +4 to the DC of your Stunning Blow. Action Points: 4 (must have spent 32 action points). Prerequisites: Fighter Strategy (Stunning Blow) III
Fighter Strategy (Sunder) IV: Grants +4 to the DC of your Sunder and Improved Sunder abilities. Action Points: 4 (must have spent 32 action points). Prerequisites: Fighter Strategy (Sunder) III
Fighter Strategy (Trip) IV: Grants +4 to the DC of your Trip and Improved Trip abilities. Action Points: 4 (must have spent 32 action points) Prerequisites: Fighter Strategy (Trip) III
Fighter Strength III: Grants a +3 increase to Strength score. Action Points: 6 (must have spent 30 action points). Prerequisites: Fighter Strength II
Fighter Toughness IV: Increases the total benefit you receive from the Toughness feat by 20. Action Points: 4 (must have spent 32 action points) Prerequisites: Fighter Toughness III
Level 11
Fighter Armor Mastery III: Grants +3 to the max Dex bonus on your armor. Action Points: 6 (must have spent 34 action points). Prerequisites: Fighter Armor Mastery II
Fighter Extra Action Boost I: You can use each of your Fighter action boosts an additional time between resting. Action Points: 2 (must have spent 38 action points). Prerequisites: Fighter Attack Boost IV OR Fighter Armor Class Boost IV OR Fighter Haste Boost IV
Fighter Mobility III: Mobility grants you an additional +6 Armor Class bonus while tumbling. Action Points: 6 (must have spent 34 action points). Prerequisites: Fighter Mobility II
Fighter Tower Shield Mastery III: Grants +3 to the max Dex bonus on your tower shield. Action Points: 6 (must have spent 34 action points). Prerequisites: Fighter Tower Shield Mastery II
Level 12
Fighter Intimidate IV: Grants a +4 bonus to Intimidate skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Fighter Intimidate III
Fighter Jump IV: Grants a +4 bonus to Jump skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Fighter Jump III
Fighter Repair IV: Grants a +4 bonus to Repair skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Fighter Repair III
Fighter Swim IV: Grants a +4 bonus to Swim skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Fighter Swim III