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Warpriest
Cleric Class Enhancement Tree

Warpriest

Divine Might 0/3
Divine Might
Ranks: 3 Cost: 1 AP Requires: 1 AP
Battle Trance: You gain an Insight bonus to Attack, Damage, and the DC of tactical feats equal to 1/2 of your Charisma modifier for 30 seconds.

Antirequisite: This ability can not be trained if you have any other Battle Trance abilities.
Toughness 0/3
Toughness
Ranks: 3 Cost: 1 AP Requires: 1 AP
Passive: +5 maximum Hit Points
Righteous Weapons 0/1
Righteous Weapons
Ranks: 1 Cost: 2 AP Requires: 1 AP
Passive: When wielding your religion's favored weapon in your main hand, you gain +1 to hit and damage, and +3 Universal Spell Power.
Sacred Touch 0/3
Sacred Touch
Ranks: 3 Cost: 1 AP Requires: 1 AP
Sacred Touch: When you heal allies (with positive energy damage spells) they gain a +1 Sacred bonus to Armor Class and Physical Resistance Rating for 12 seconds.
Awareness 0/3
Awareness
Ranks: 3 Cost: 1 AP Requires: 1 AP
Passive: +1 Listen, Search, and Spot.

(3rd rank: +1 saving throws vs. traps)
Smite Weakness 0/1
Smite Weakness
Ranks: 1 Cost: 2 AP Requires: 5 AP
When you strike an enemy with Smite Foe, they gain four to seven stacks of Vulnerable. (For each stack, the target takes 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.)
Wall of Steel 0/3
Wall of Steel
Ranks: 3 Cost: 1 AP Requires: 5 AP
Passive: +3 Physical Resistance Rating
Righteous Weapons 0/1
Righteous Weapons
Ranks: 1 Cost: 2 AP Requires: 5 AP
Passive: When wielding your religion's favored weapon in your main hand, you gain +1 to hit and damage, and +3 Universal Spell Power.
Inflame 0/3
Inflame
Ranks: 3 Cost: 1 AP Requires: 5 AP
You and your nearby allies gain a +2 Action Boost bonus to Armor Class, Attack Rolls, and Damage Rolls for 30 seconds.
Action Boost: Power 0/3
Action Boost: Power
Ranks: 3 Cost: 1 AP Requires: 5 AP
Activate to gain a +10 Action Boost bonus to Melee and Ranged Power for 20 seconds.
Magic Backlash 0/3
Magic Backlash
Ranks: 3 Cost: 1 AP Requires: 10 AP
Passive: When an enemy damages you with a spell, there is a 10% chance that they will be knocked down.
(Does not affect bosses, does not trigger from positive energy spells.)
Radiant Flourish 0/3
Radiant Flourish
Ranks: 3 Cost: 1 AP Requires: 10 AP
Choose between a Melee and Ranged attack.
Righteous Weapons 0/1
Righteous Weapons
Ranks: 1 Cost: 2 AP Requires: 10 AP
Passive: When wielding your religion's favored weapon in your main hand, you gain +1 to hit and damage, and +3 Universal Spell Power.
Inflame: Energy Absorption 0/3
Inflame: Energy Absorption
Ranks: 3 Cost: 1 AP Requires: 10 AP
Your Inflame now also grants a +2 Action Boost bonus to Saving Throws and a +5% Action Boost bonus to Acid, Cold, Electric, Fire, and Sonic Energy Absorption. (Energy Absorption reduces damage from that energy type by a percentage, after Energy Resistance has been taken into account.)
Wisdom, Strength, or Charisma 0/1
Wisdom, Strength, or Charisma
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 Wisdom, Strength, or Charisma
Ameliorating Strike 0/1
Ameliorating Strike
Ranks: 1 Cost: 2 AP Requires: 20 AP
When you strike an enemy with Smite Foe, you and your nearby allies are healed by 1d3 per character level, and benefit from the effects of the Lesser Restoration spell. (The heal from Ameliorating Strike is affected by your Positive Spell Power). You may only perform this AOE heal once per time you use this skill.
Fires of Fury 0/1
Fires of Fury
Ranks: 1 Cost: 2 AP Requires: 20 AP
Imbue Toggle: Your Favored Weapons deal an additional 1d6 Fire damage, scaling with your Fire Spell Power.
Righteous Weapons 0/1
Righteous Weapons
Ranks: 1 Cost: 2 AP Requires: 20 AP
Passive: When wielding your religion's favored weapon in your main hand, you gain +1 to hit and damage, and +3 Universal Spell Power.
Holy Striker 0/3
Holy Striker
Ranks: 3 Cost: 1 AP Requires: 20 AP
Choose between Doublestrike and Doubleshot
Wisdom, Strength, or Charisma 0/1
Wisdom, Strength, or Charisma
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 Wisdom, Strength, or Charisma
Divine Power 0/1
Divine Power
Ranks: 1 Cost: 1 AP Requires: 30 AP
Passive: Your god has imbued you with power and skill in combat, granting a +6 Sacred bonus to Strength, and a base attack bonus equal to a fighter of the same level.
Divine Vessel 0/1
Divine Vessel
Ranks: 1 Cost: 1 AP Requires: 30 AP
Melee Favored Weapon Cleave Attack: Make a sweeping weapon attack against all nearby enemies. Each affected enemy is hit by a meteor, taking 1 to 4 Fire and 1 to 4 Light damage per character level. (Damage from the meteor is affected by Fire and Light Spell Power)

Shares its cooldown with the Great Cleave feat.
Righteous Weapons 0/1
Righteous Weapons
Ranks: 1 Cost: 2 AP Requires: 30 AP
Passive: When wielding your religion's favored weapon in your main hand, you gain +3 to hit and damage, and +9 Universal Spell Power. When you score a Vorpal Hit with your religion's favored weapon, you gain +3 bonus Imbue dice for the next 12 seconds, and your Fires of Fury Imbue Toggle changes its damage type from Fire to Light.
Divine Bastion 0/1
Divine Bastion
Ranks: 1 Cost: 2 AP Requires: 30 AP
While wearing Heavy armor (or in the Adamantine Body feat), you gain +10 PRR, +10 MRR, +10 AC.

Passive: +20% Competence bonus to Max Hit Points regardless of what armor worn.
Divine Intervention 0/1
Divine Intervention
Ranks: 1 Cost: 2 AP Requires: 30 AP
Active: Divine Intervention: Ward your target against fatal damage. Hit point damage cannot lower a warded ally's hit point total below -9. When a warded ally is incapacitated, this effect heals the target after a few seconds for 10 to 39 hit points and then fades.
Core Enhancements
Smite Foe 0/1
Smite Foe
Ranks: 1 Cost: 1 AP
Choose between a Melee and Ranged attack.
Resilience of Battle 0/1
Resilience of Battle
Ranks: 1 Cost: 1 AP Requires: 5 AP
Damage Reduction 5/-
+1 bonus Imbue Dice
Sanctuary 0/1
Sanctuary
Ranks: 1 Cost: 1 AP Requires: 10 AP
Activate: For 20 seconds, you gain +20 Sacred bonus to Physical Resistance.
Divine Protection: Blur 0/1
Divine Protection: Blur
Ranks: 1 Cost: 1 AP Requires: 20 AP
Blur is added to your spellbook as a level 2 spell. In addition, you permanently benefit from the effects of the Blur spell.
Passive:
+10% Sacred Bonus to Maximum Hit Points
+1 bonus Imbue Dice
Divine Speed: Haste 0/1
Divine Speed: Haste
Ranks: 1 Cost: 1 AP Requires: 30 AP
Haste is added to your spellbook as a level 3 spell.

Passive:
+1 Competence Bonus to Critical Threat Range with your Favored Weapon.
+1 bonus Imbue Dice
Implacable Foe 0/1
Implacable Foe
Ranks: 1 Cost: 1 AP Requires: 40 AP
Choose between Strength and Wisdom variants.
Core Enhancements
Enhancement Description
Smite Foe Smite Foe
Choose between a Melee and Ranged attack.
Smite FoeMelee Attack: Smite your enemy with a melee attack.

Passive: Each core ability you take in this tree grants the following bonuses:
+2 Armor Class
+5 Fire Spell Power
+5 Light Spell Power
Smite FoeRanged Attack: Smite your enemy with a ranged attack.

Passive: Each core ability you take in this tree grants the following bonuses:
+2 Armor Class
+5 Fire Spell Power
+5 Light Spell Power
AP Cost
1
Ranks
1
Progression
0
Prereqs
Cleric Level 1, Cleric Level 1
Resilience of Battle Resilience of Battle
Damage Reduction 5/-
+1 bonus Imbue Dice
AP Cost
1
Ranks
1
Progression
5
Prereqs
Smite Foe, Cleric Level 3
Sanctuary Sanctuary
Activate: For 20 seconds, you gain +20 Sacred bonus to Physical Resistance.
AP Cost
1
Ranks
1
Progression
10
Prereqs
Resilience of Battle, Cleric Level 6
Divine Protection: Blur Divine Protection: Blur
Blur is added to your spellbook as a level 2 spell. In addition, you permanently benefit from the effects of the Blur spell.
Passive:
+10% Sacred Bonus to Maximum Hit Points
+1 bonus Imbue Dice
AP Cost
1
Ranks
1
Progression
20
Prereqs
Sanctuary, Cleric Level 12
Divine Speed: Haste Divine Speed: Haste
Haste is added to your spellbook as a level 3 spell.

Passive:
+1 Competence Bonus to Critical Threat Range with your Favored Weapon.
+1 bonus Imbue Dice
AP Cost
1
Ranks
1
Progression
30
Prereqs
Divine Protection: Blur, Cleric Level 18
Implacable Foe Implacable Foe
Choose between Strength and Wisdom variants.
Implacable FoeActivate: You and nearby allies gain 100 Temporary Hit Points and their attacks will deal 10% additional damage. For the next 18 seconds, these bonuses will refresh every 3 seconds on you and each ally that remains in range. These effects will expire 5 seconds after they are no longer refreshed.

Passive: +2 Strength, +2 Constitution
Implacable FoeActivate: You and nearby allies gain 100 Temporary Hit Points and their attacks will deal 10% additional damage. For the next 18 seconds, these bonuses will refresh every 3 seconds on you and each ally that remains in range. These effects will expire 5 seconds after they are no longer refreshed.

Passive: +2 Constitution, +2 Wisdom
AP Cost
1
Ranks
1
Progression
40
Prereqs
Divine Speed: Haste, Cleric Level 20, Cleric Level 20
Tier 1
Enhancement Description
Divine Might Divine Might
Rank 1
Battle Trance: You gain an Insight bonus to Attack, Damage, and the DC of tactical feats equal to 1/2 of your Charisma modifier for 30 seconds.

Antirequisite: This ability can not be trained if you have any other Battle Trance abilities.
Rank 2
Battle Trance: You gain an Insight bonus to Attack, Damage, and the DC of tactical feats equal to 1/2 of your Charisma modifier for 60 seconds.

Antirequisite: This ability can not be trained if you have any other Battle Trance abilities.
Rank 3
Battle Trance: You gain an Insight bonus to Attack, Damage, and the DC of tactical feats equal to 1/2 of your Charisma modifier for 120 seconds.

Antirequisite: This ability can not be trained if you have any other Battle Trance abilities.
AP Cost
1
Ranks
3
Progression
1
Toughness Toughness
Rank 1
Passive: +5 maximum Hit Points
Rank 2
Passive: +10 maximum Hit Points
Rank 3
Passive: +15 maximum Hit Points
AP Cost
1
Ranks
3
Progression
1
Righteous Weapons Righteous Weapons
Passive: When wielding your religion's favored weapon in your main hand, you gain +1 to hit and damage, and +3 Universal Spell Power.
AP Cost
2
Ranks
1
Progression
1
Sacred Touch Sacred Touch
Rank 1
Sacred Touch: When you heal allies (with positive energy damage spells) they gain a +1 Sacred bonus to Armor Class and Physical Resistance Rating for 12 seconds.
Rank 2
Sacred Touch: When you heal allies (with positive energy damage spells) they gain a +2 Sacred bonus to Armor Class and Physical Resistance Rating for 12 seconds.
Rank 3
Sacred Touch: When you heal allies (with positive energy damage spells) they gain a +3 Sacred bonus to Armor Class and Physical Resistance Rating for 12 seconds.
AP Cost
1
Ranks
3
Progression
1
Awareness Awareness
Rank 1
Passive: +1 Listen, Search, and Spot.

(3rd rank: +1 saving throws vs. traps)
Rank 2
Passive: +2 Listen, Search, and Spot.

(3rd rank: +1 saving throws vs. traps)
Rank 3
Passive: +3 Listen, Search, and Spot.
+1 saving throws vs. traps
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Smite Weakness Smite Weakness
When you strike an enemy with Smite Foe, they gain four to seven stacks of Vulnerable. (For each stack, the target takes 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.)
AP Cost
2
Ranks
1
Progression
5
Wall of Steel Wall of Steel
Rank 1
Passive: +3 Physical Resistance Rating
Rank 2
Passive: +6 Physical Resistance Rating
Rank 3
Passive: +10 Physical Resistance Rating
AP Cost
1
Ranks
3
Progression
5
Righteous Weapons Righteous Weapons
Passive: When wielding your religion's favored weapon in your main hand, you gain +1 to hit and damage, and +3 Universal Spell Power.
AP Cost
2
Ranks
1
Progression
5
Prereqs
Righteous Weapons
Inflame Inflame
Rank 1
You and your nearby allies gain a +2 Action Boost bonus to Armor Class, Attack Rolls, and Damage Rolls for 30 seconds.
Rank 2
You and your nearby allies gain a +3 Action Boost bonus to Armor Class, Attack Rolls, and Damage Rolls for 30 seconds.
Rank 3
You and your nearby allies gain a +4 Action Boost bonus to Armor Class, Attack Rolls, and Damage Rolls for 30 seconds.
AP Cost
1
Ranks
3
Progression
5
Action Boost: Power Action Boost: Power
Rank 1
Activate to gain a +10 Action Boost bonus to Melee and Ranged Power for 20 seconds.
Rank 2
Activate to gain a +20 Action Boost bonus to Melee and Ranged Power for 20 seconds.
Rank 3
Activate to gain a +30 Action Boost bonus to Melee and Ranged Power for 20 seconds.
AP Cost
1
Ranks
3
Progression
5
Tier 3
Enhancement Description
Magic Backlash Magic Backlash
Rank 1
Passive: When an enemy damages you with a spell, there is a 10% chance that they will be knocked down.
(Does not affect bosses, does not trigger from positive energy spells.)
Rank 2
Passive: When an enemy damages you with a spell, there is a 20% chance that they will be knocked down.
(Does not affect bosses.)
Rank 3
Passive: When an enemy damages you with a spell, there is a 30% chance that they will be knocked down.
(Does not affect bosses.)
AP Cost
1
Ranks
3
Progression
10
Radiant Flourish Radiant Flourish
Choose between a Melee and Ranged attack.
Rank 1
Radiant FlourishFavored Weapon Melee Attack: On Hit: Enemy takes 1d6 Light Damage. This damage scales at 200% with the higher of your Melee and Ranged Power. Non-boss enemies have a small chance to be blinded with no save. 6 second cooldown.
Radiant FlourishFavored Weapon Ranged Attack: On Hit: Enemy takes 1d6 Light Damage. This damage scales at 200% with the higher of your Melee and Ranged Power. Non-boss enemies have a small chance to be blinded with no save. 6 second cooldown.
Rank 2
Radiant FlourishFavored Weapon Melee Attack: On Hit: Enemy takes 2d6 Light Damage. This damage scales at 200% with the higher of your Melee and Ranged Power. Non-boss enemies have a small chance to be blinded with no save. 6 second cooldown.
Radiant FlourishFavored Weapon Ranged Attack: On Hit: Enemy takes 2d6 Light Damage. This damage scales at 200% with the higher of your Melee and Ranged Power. Non-boss enemies have a small chance to be blinded with no save. 6 second cooldown.
Rank 3
Radiant FlourishFavored Weapon Melee Attack: On Hit: Enemy takes 3d6 Light Damage. This damage scales at 200% with the higher of your Melee and Ranged Power. Non-boss enemies have a small chance to be blinded with no save. 6 second cooldown.
Radiant FlourishFavored Weapon Ranged Attack: On Hit: Enemy takes 3d6 Light Damage. This damage scales at 200% with the higher of your Melee and Ranged Power. Non-boss enemies have a small chance to be blinded with no save. 6 second cooldown.
AP Cost
1
Ranks
3
Progression
10
Righteous Weapons Righteous Weapons
Passive: When wielding your religion's favored weapon in your main hand, you gain +1 to hit and damage, and +3 Universal Spell Power.
AP Cost
2
Ranks
1
Progression
10
Prereqs
Righteous Weapons
Inflame: Energy Absorption Inflame: Energy Absorption
Rank 1
Your Inflame now also grants a +2 Action Boost bonus to Saving Throws and a +5% Action Boost bonus to Acid, Cold, Electric, Fire, and Sonic Energy Absorption. (Energy Absorption reduces damage from that energy type by a percentage, after Energy Resistance has been taken into account.)
Rank 2
Your Inflame now also grants a +3 Action Boost bonus to Saving Throws and a +10% Action Boost bonus to Acid, Cold, Electric, Fire, and Sonic Energy Absorption. (Energy Absorption reduces damage from that energy type by a percentage, after Energy Resistance has been taken into account.)
Rank 3
Your Inflame now also grants a +4 Action Boost bonus to Saving Throws and a +15% Action Boost bonus to Acid, Cold, Electric, Fire, and Sonic Energy Absorption. (Energy Absorption reduces damage from that energy type by a percentage, after Energy Resistance has been taken into account.)
AP Cost
1
Ranks
3
Progression
10
Prereqs
Inflame
Wisdom, Strength, or Charisma Wisdom, Strength, or Charisma
+1 Wisdom, Strength, or Charisma
Wisdom+1 Wisdom
Strength+1 Strength
Charisma+1 Charisma
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Ameliorating Strike Ameliorating Strike
When you strike an enemy with Smite Foe, you and your nearby allies are healed by 1d3 per character level, and benefit from the effects of the Lesser Restoration spell. (The heal from Ameliorating Strike is affected by your Positive Spell Power). You may only perform this AOE heal once per time you use this skill.
AP Cost
2
Ranks
1
Progression
20
Fires of Fury Fires of Fury
Imbue Toggle: Your Favored Weapons deal an additional 1d6 Fire damage, scaling with your Fire Spell Power.
AP Cost
2
Ranks
1
Progression
20
Righteous Weapons Righteous Weapons
Passive: When wielding your religion's favored weapon in your main hand, you gain +1 to hit and damage, and +3 Universal Spell Power.
AP Cost
2
Ranks
1
Progression
20
Prereqs
Righteous Weapons
Holy Striker Holy Striker
Choose between Doublestrike and Doubleshot
Rank 1
Holy Striker+3% Doublestrike.
Holy Sniper+3% Doubleshot.
Rank 2
Holy Striker+6% Doublestrike.
Holy Sniper+6% Doubleshot.
Rank 3
Holy Striker+10% Doublestrike.
Holy Sniper+10% Doubleshot.
AP Cost
1
Ranks
3
Progression
20
Wisdom, Strength, or Charisma Wisdom, Strength, or Charisma
+1 Wisdom, Strength, or Charisma
Wisdom+1 Wisdom
Strength+1 Strength
Charisma+1 Charisma
AP Cost
2
Ranks
1
Progression
20
Tier 5
Enhancement Description
Divine Power Divine Power
Passive: Your god has imbued you with power and skill in combat, granting a +6 Sacred bonus to Strength, and a base attack bonus equal to a fighter of the same level.
AP Cost
1
Ranks
1
Progression
30
Divine Vessel Divine Vessel
Divine Vessel (Melee Attack)Melee Favored Weapon Cleave Attack: Make a sweeping weapon attack against all nearby enemies. Each affected enemy is hit by a meteor, taking 1 to 4 Fire and 1 to 4 Light damage per character level. (Damage from the meteor is affected by Fire and Light Spell Power)

Shares its cooldown with the Great Cleave feat.
Divine Vessel (Ranged Attack)AOE Ranged Favored Weapon Attack: Fire a single shot, hitting every enemy in an area around where the shot hits. Each affected enemy is hit by a meteor, taking 1 to 4 Fire and 1 to 4 Light damage per character level. (Damage from the meteor is affected by Fire and Light Spell Power)

Shares its cooldown with the Great Cleave feat.
AP Cost
1
Ranks
1
Progression
30
Righteous Weapons Righteous Weapons
Passive: When wielding your religion's favored weapon in your main hand, you gain +3 to hit and damage, and +9 Universal Spell Power. When you score a Vorpal Hit with your religion's favored weapon, you gain +3 bonus Imbue dice for the next 12 seconds, and your Fires of Fury Imbue Toggle changes its damage type from Fire to Light.
AP Cost
2
Ranks
1
Progression
30
Prereqs
Righteous Weapons
Divine Bastion Divine Bastion
While wearing Heavy armor (or in the Adamantine Body feat), you gain +10 PRR, +10 MRR, +10 AC.

Passive: +20% Competence bonus to Max Hit Points regardless of what armor worn.
AP Cost
2
Ranks
1
Progression
30
Divine Intervention Divine Intervention
Active: Divine Intervention: Ward your target against fatal damage. Hit point damage cannot lower a warded ally's hit point total below -9. When a warded ally is incapacitated, this effect heals the target after a few seconds for 10 to 39 hit points and then fades.
AP Cost
2
Ranks
1
Progression
30