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Angel of Vengeance
Favored Soul Class Enhancement Tree

Angel of Vengeance

Nimbus of Light 0/3
Nimbus of Light
Ranks: 3 Cost: 1 AP Requires: 1 AP
Spell-Like Ability: A glittering corona of light coalesces around your outstretched arm, dealing 1 to 6 points of light damage for every caster level This ray has double spell range.

D&D Dice: Deals 1d6 light damage for every caster level, max 15d6.
Scourge 0/3
Scourge
Ranks: 3 Cost: 1 AP Requires: 1 AP
Whenever you cast a Fire, Force, Light, or Physical damage spell, you gain +3 to your Fire, Force, Light, or Physical Spell Power for 6 seconds. This stacks up to 3 times. In addition, when you take damage you have a 20% chance to gain one stack of Scourge.
Smiting 0/1
Smiting
Ranks: 1 Cost: 2 AP Requires: 1 AP
Your Fire, Force, Light, and Physical damage spells have an additional 2% chance to critically hit.
Angelic Resistance 0/3
Angelic Resistance
Ranks: 3 Cost: 1 AP Requires: 1 AP
You gain +1 to all saving throws against Magic.
Inquisition 0/3
Inquisition
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Concentration, Intimidate, and Will Saves vs. Fear.
Wand and Scroll Mastery 0/3
Wand and Scroll Mastery
Ranks: 3 Cost: 1 AP Requires: 5 AP
+25% damage and healing from your wands, scrolls, and other items that cast spells, and +1 to the save DCs of your offensive wands.
Efficient Empower 0/3
Efficient Empower
Ranks: 3 Cost: 2 AP Requires: 5 AP
Choose between Empower Spell, Maximize Spell, Enlarge Spell, or Quicken Spell. Reduce the Spell Point cost of using that Metamagic.
Smiting 0/1
Smiting
Ranks: 1 Cost: 2 AP Requires: 5 AP
Your Fire, Force, Light, and Physical damage spells have an additional 2% chance to critically hit.
Just Reward 0/3
Just Reward
Ranks: 3 Cost: 1 AP Requires: 5 AP
When you critically hit with a Fire, Force, Light, or Physical damage spell, you gain 3 Sacred temporary spell points. Passive: Your deity's favored weapon is considered an Implement in your hands.
Action Boost Choice 0/3
Action Boost Choice
Ranks: 3 Cost: 1 AP Requires: 5 AP
Activate to gain a +10 Action Boost bonus to Spell Power for 20 seconds.
Sun Bolt 0/3
Sun Bolt
Ranks: 3 Cost: 1 AP Requires: 10 AP
Spell-Like Ability: A powerful bolt of light deals 4 to 9 light damage per caster level (up to a maximum of 60 to 135 damage at caster level 15) to targets in its path. A successful Reflex save reduces the damage by half.

This spell is a bolt and has double range.

D&D Dice: Deals 1d6+3 light damage per caster level (max 15d5+45).
Efficient Empower 0/3
Efficient Empower
Ranks: 3 Cost: 2 AP Requires: 10 AP
Choose between Empower Spell, Maximize Spell, Enlarge Spell, or Quicken Spell. Reduce the Spell Point cost of using that Metamagic.
Smiting 0/1
Smiting
Ranks: 1 Cost: 2 AP Requires: 10 AP
Your Fire, Force, Light, and Physical damage spells have an additional 2% chance to critically hit.
Spell Penetration 0/1
Spell Penetration
Ranks: 1 Cost: 2 AP Requires: 10 AP
You add +1 to your Caster Level check to overcome an enemy's Spell Resistance.
Ability Score 0/1
Ability Score
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 Charisma or Wisdom
Crown of Retribution 0/1
Crown of Retribution
Ranks: 1 Cost: 2 AP Requires: 20 AP
Toggle: You remove your Shield of Condemnation from yourself and transfer it to an ally. The Shield of Condemnation manifests itself on them while they remain within the area of your Aura of Menace. Enemies that strike your ally while this is active take an additional 1d8+1 points of light damage from your divine wrath.
This ability can only be used once per rest, and can only target another player or a hireling.
Duration: 10 Minutes
Efficient Heighten 0/2
Efficient Heighten
Ranks: 2 Cost: 2 AP Requires: 20 AP
Using the Heighten Spell Metamagic costs you 1 less Spell Point per heightened level.
Smiting 0/1
Smiting
Ranks: 1 Cost: 2 AP Requires: 20 AP
Your Fire, Force, Light, and Physical damage spells have an additional 2% chance to critically hit.
Intense Faith 0/3
Intense Faith
Ranks: 3 Cost: 2 AP Requires: 20 AP
Your Fire, Force, Light, Alignment, and Physical damage spells are cast at +1 caster level.
Ability Score 0/1
Ability Score
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 Charisma or Wisdom
Cometfall 0/3
Cometfall
Ranks: 3 Cost: 1 AP Requires: 30 AP
Spell-Like Ability: You conjure a bright, glowing comet, which appears in midair above your target, then strikes the ground with tremendous force. This spell does 4 to 9 points of bludgeon damage for every caster level. A successful Reflex save reduces the damage by half. The force of this comet can knock some creatures prone.

D&D Dice: Deals 1d6+3 bludgeon damage per caster level.
Unstoppable Magic 0/3
Unstoppable Magic
Ranks: 3 Cost: 1 AP Requires: 30 AP
Enemies within your Aura of Menace suffer a -1 penalty to Spell Resistance.
Evocation Focus 0/1
Evocation Focus
Ranks: 1 Cost: 2 AP Requires: 30 AP
You have trained extensively in Evocation magic, granting a +1 bonus to your spell DCs of that school.
Zealous Faith 0/3
Zealous Faith
Ranks: 3 Cost: 1 AP Requires: 30 AP
The maximum caster level of your Fire, Force, Light, Alignment, and Physical damage spells are increased by 1.
Archon's Fury 0/1
Archon's Fury
Ranks: 1 Cost: 1 AP Requires: 30 AP
Toggle: Your Lantern Archon's attacks will add a stack of Archon's Fury. (Archon's Fury: 2d6+2 Fire damage every 2 seconds for 10 seconds, stacks up to 10 times). While toggled on, every shot from your Archon costs 12 Spell Points.
Core Enhancements
Font of Power 0/1
Font of Power
Ranks: 1 Cost: 1 AP
For each action point spent in this tree, you gain +1 Universal Spell Power and +2 Spell Points.
Shield of Condemnation 0/1
Shield of Condemnation
Ranks: 1 Cost: 1 AP Requires: 5 AP
Toggle: Enemies that strike you have a chance of suffering divine condemnation for 20 seconds, increasing their vulnerability to light and alignment-based damage by 10%, and decreasing their fortification by 10%. This debuff stacks up to 5 times, and is dispelled by Bless effects.
Aura of Menace 0/1
Aura of Menace
Ranks: 1 Cost: 1 AP Requires: 10 AP
Toggle: You project a 15 meter Aura of Menace, decreasing the saving throws, attack, and armor class of nearby enemies by 2.
Summon Archon 0/1
Summon Archon
Ranks: 1 Cost: 1 AP Requires: 20 AP
Spell Like Ability: A small lantern archon hovers over your shoulder and attacks nearby enemies. This archon is indestructible, deals 1 to 3 + caster level light damage every 2 seconds, and uses your Light Spell Power and Spell Critical effects for its light beam attacks. The archon will only attack enemies that have already been damaged, will not attack fascinated or mesmerized foes, and always attacks the enemy with the fewest hit points in range. All threat generated by the archon is applied to you.
Vengeful Magic 0/1
Vengeful Magic
Ranks: 1 Cost: 1 AP Requires: 30 AP
Passive: +1 to Spell DCs and +20 Light and Alignment Spell Power.

When you fall below 80% health, you gain a +1% Sacred bonus to Spell Critical chance for 20 seconds.

When you fall below 60% health, you gain +1 Sacred bonus to your spell DCs for 20 seconds.When you fall below 40% health, you gain +50% Sacred bonus to Spell Critical Damage Multiplier with Fire, Force, Light, and Physical damage spells for 20 seconds.

Each of these effects persist even if you are then healed above their health thresholds, but each can only trigger once every two minutes.
Ascendancy: Shine Bright 0/1
Ascendancy: Shine Bright
Ranks: 1 Cost: 1 AP Requires: 40 AP
Choose between Wisdom and Charisma variants
Core Enhancements
Enhancement Description
Font of Power Font of Power
For each action point spent in this tree, you gain +1 Universal Spell Power and +2 Spell Points.
AP Cost
1
Ranks
1
Progression
0
Prereqs
Favored Soul Level 1
Shield of Condemnation Shield of Condemnation
Toggle: Enemies that strike you have a chance of suffering divine condemnation for 20 seconds, increasing their vulnerability to light and alignment-based damage by 10%, and decreasing their fortification by 10%. This debuff stacks up to 5 times, and is dispelled by Bless effects.
AP Cost
1
Ranks
1
Progression
5
Prereqs
Font of Power, Favored Soul Level 3
Aura of Menace Aura of Menace
Toggle: You project a 15 meter Aura of Menace, decreasing the saving throws, attack, and armor class of nearby enemies by 2.
AP Cost
1
Ranks
1
Progression
10
Prereqs
Shield of Condemnation, Favored Soul Level 6
Summon Archon Summon Archon
Spell Like Ability: A small lantern archon hovers over your shoulder and attacks nearby enemies. This archon is indestructible, deals 1 to 3 + caster level light damage every 2 seconds, and uses your Light Spell Power and Spell Critical effects for its light beam attacks. The archon will only attack enemies that have already been damaged, will not attack fascinated or mesmerized foes, and always attacks the enemy with the fewest hit points in range. All threat generated by the archon is applied to you.
AP Cost
1
Ranks
1
Progression
20
Prereqs
Aura of Menace, Favored Soul Level 12
Vengeful Magic Vengeful Magic
Passive: +1 to Spell DCs and +20 Light and Alignment Spell Power.

When you fall below 80% health, you gain a +1% Sacred bonus to Spell Critical chance for 20 seconds.

When you fall below 60% health, you gain +1 Sacred bonus to your spell DCs for 20 seconds.When you fall below 40% health, you gain +50% Sacred bonus to Spell Critical Damage Multiplier with Fire, Force, Light, and Physical damage spells for 20 seconds.

Each of these effects persist even if you are then healed above their health thresholds, but each can only trigger once every two minutes.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Summon Archon, Favored Soul Level 18
Ascendancy: Shine Bright Ascendancy: Shine Bright
Choose between Wisdom and Charisma variants
Ascendancy: Shine Bright (Wisdom)Passive: You gain +4 to Wisdom, +20 Universal Spell Power, +2 to Spell DCs, and +2 to all skills. Active: You are able to cast the spell Searing Light at will without using spell points.
Ascendancy: Shine Bright (Charisma)Passive: You gain +4 to Charisma, +20 Universal Spell Power, +2 to Spell DCs, and +2 to all skills. Active: You are able to cast the spell Searing Light at will without using spell points.
AP Cost
1
Ranks
1
Progression
40
Prereqs
Vengeful Magic, Favored Soul Level 20, Favored Soul Level 20
Tier 1
Enhancement Description
Nimbus of Light Nimbus of Light
Rank 1
Spell-Like Ability: A glittering corona of light coalesces around your outstretched arm, dealing 1 to 6 points of light damage for every caster level This ray has double spell range.

D&D Dice: Deals 1d6 light damage for every caster level, max 15d6.
Rank 2
Spell-Like Ability: A glittering corona of light coalesces around your outstretched arm, dealing 1 to 6 points of light damage for every caster level This ray has double spell range.

D&D Dice: Deals 1d6 light damage for every caster level, max 15d6.
Rank 3
Spell-Like Ability: A glittering corona of light coalesces around your outstretched arm, dealing 1 to 6 points of light damage for every caster level This ray has double spell range.

D&D Dice: Deals 1d6 light damage for every caster level, max 15d6.
AP Cost
1
Ranks
3
Progression
1
Scourge Scourge
Rank 1
Whenever you cast a Fire, Force, Light, or Physical damage spell, you gain +3 to your Fire, Force, Light, or Physical Spell Power for 6 seconds. This stacks up to 3 times. In addition, when you take damage you have a 20% chance to gain one stack of Scourge.
Rank 2
Whenever you cast a Fire, Force, Light, or Physical damage spell, you gain +3 to your Fire, Force, Light, or Physical Spell Power for 6 seconds. This stacks up to 6 times. In addition, when you take damage you have a 50% chance to gain one stack of Scourge.
Rank 3
Whenever you cast a Fire, Force, Light, or Physical damage spell, you gain +3 to your Fire, Force, Light, or Physical Spell Power for 6 seconds. This stacks up to 10 times. In addition, when you take damage you gain one stack of Scourge.
AP Cost
1
Ranks
3
Progression
1
Smiting Smiting
Your Fire, Force, Light, and Physical damage spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
1
Angelic Resistance Angelic Resistance
Rank 1
You gain +1 to all saving throws against Magic.
Rank 2
You gain +2 to all saving throws against Magic.
Rank 3
You gain +3 to all saving throws against Magic.
AP Cost
1
Ranks
3
Progression
1
Inquisition Inquisition
Rank 1
+1 Concentration, Intimidate, and Will Saves vs. Fear.
Rank 2
+2 Concentration, Intimidate, and Will Saves vs. Fear.
Rank 3
+3 Concentration, Intimidate, and Will Saves vs. Fear.
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Wand and Scroll Mastery Wand and Scroll Mastery
Rank 1
+25% damage and healing from your wands, scrolls, and other items that cast spells, and +1 to the save DCs of your offensive wands.
Rank 2
+50% damage and healing from your wands, scrolls, and other items that cast spells, and +3 to the save DCs of your offensive wands.
Rank 3
+75% damage and healing from your wands, scrolls, and other items that cast spells, and +6 to the save DCs of your offensive wands.
AP Cost
1
Ranks
3
Progression
5
Efficient Empower Efficient Empower
Choose between Empower Spell, Maximize Spell, Enlarge Spell, or Quicken Spell. Reduce the Spell Point cost of using that Metamagic.
Rank 1
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 2 fewer Spell Points.
Efficient Metamagic: MaximizeUsing the Maximize Spell Metamagic costs you 3 fewer Spell Points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell Metamagic costs you 1 less Spell Point.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 1 less Spell Point.
Rank 2
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 4 fewer Spell Points.
Efficient Metamagic: MaximizeUsing the Maximize Spell Metamagic costs you 6 fewer Spell Points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell Metamagic costs you 2 fewer Spell Points.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 2 fewer Spell Points.
Rank 3
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 6 fewer Spell Points.
Efficient Metamagic: MaximizeUsing the Maximize Spell Metamagic costs you 9 fewer Spell Points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell Metamagic costs you 4 fewer Spell Points.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 4 fewer Spell Points.
AP Cost
2
Ranks
3
Progression
5
Smiting Smiting
Your Fire, Force, Light, and Physical damage spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
5
Prereqs
Smiting
Just Reward Just Reward
Rank 1
When you critically hit with a Fire, Force, Light, or Physical damage spell, you gain 3 Sacred temporary spell points. Passive: Your deity's favored weapon is considered an Implement in your hands.
Rank 2
When you critically hit with a Fire, Force, Light, or Physical damage spell, you gain 6 Sacred temporary spell points. Passive: Your deity's favored weapon is considered an Implement in your hands.
Rank 3
When you critically hit with a Fire, Force, Light, or Physical damage spell, you gain 10 Sacred temporary spell points. Passive: Your deity's favored weapon is considered an Implement in your hands.
AP Cost
1
Ranks
3
Progression
5
Action Boost Choice Action Boost Choice
Rank 1
Activate to gain a +10 Action Boost bonus to Spell Power for 20 seconds.
Rank 2
Activate to gain a +20 Action Boost bonus to Spell Power for 20 seconds.
Rank 3
Activate to gain a +30 Action Boost bonus to Spell Power for 20 seconds.
AP Cost
1
Ranks
3
Progression
5
Tier 3
Enhancement Description
Sun Bolt Sun Bolt
Rank 1
Spell-Like Ability: A powerful bolt of light deals 4 to 9 light damage per caster level (up to a maximum of 60 to 135 damage at caster level 15) to targets in its path. A successful Reflex save reduces the damage by half.

This spell is a bolt and has double range.

D&D Dice: Deals 1d6+3 light damage per caster level (max 15d5+45).
Rank 2
Spell-Like Ability: A powerful bolt of light deals 4 to 9 light damage per caster level (up to a maximum of 60 to 135 damage at caster level 15) to targets in its path. A successful Reflex save reduces the damage by half.

This spell is a bolt and has double range.

D&D Dice: Deals 1d6+3 light damage per caster level (max 15d5+45).
Rank 3
Spell-Like Ability: A powerful bolt of light deals 4 to 9 light damage per caster level (up to a maximum of 60 to 135 damage at caster level 15) to targets in its path. A successful Reflex save reduces the damage by half.

This spell is a bolt and has double range.

D&D Dice: Deals 1d6+3 light damage per caster level (max 15d5+45).
AP Cost
1
Ranks
3
Progression
10
Efficient Empower Efficient Empower
Choose between Empower Spell, Maximize Spell, Enlarge Spell, or Quicken Spell. Reduce the Spell Point cost of using that Metamagic.
Rank 1
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 2 fewer Spell Points.
Efficient Metamagic: MaximizeUsing the Maximize Spell Metamagic costs you 3 fewer Spell Points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell Metamagic costs you 1 less Spell Point.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 1 less Spell Point.
Rank 2
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 4 fewer Spell Points.
Efficient Metamagic: MaximizeUsing the Maximize Spell Metamagic costs you 6 fewer Spell Points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell Metamagic costs you 2 fewer Spell Points.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 2 fewer Spell Points.
Rank 3
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 6 fewer Spell Points.
Efficient Metamagic: MaximizeUsing the Maximize Spell Metamagic costs you 9 fewer Spell Points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell Metamagic costs you 4 fewer Spell Points.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 4 fewer Spell Points.
AP Cost
2
Ranks
3
Progression
10
Prereqs
Efficient Empower
Smiting Smiting
Your Fire, Force, Light, and Physical damage spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
10
Prereqs
Smiting
Spell Penetration Spell Penetration
You add +1 to your Caster Level check to overcome an enemy's Spell Resistance.
AP Cost
2
Ranks
1
Progression
10
Ability Score Ability Score
+1 Charisma or Wisdom
Charisma+1 Charisma
Wisdom+1 Wisdom
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Crown of Retribution Crown of Retribution
Toggle: You remove your Shield of Condemnation from yourself and transfer it to an ally. The Shield of Condemnation manifests itself on them while they remain within the area of your Aura of Menace. Enemies that strike your ally while this is active take an additional 1d8+1 points of light damage from your divine wrath.
This ability can only be used once per rest, and can only target another player or a hireling.
Duration: 10 Minutes
AP Cost
2
Ranks
1
Progression
20
Efficient Heighten Efficient Heighten
Rank 1
Using the Heighten Spell Metamagic costs you 1 less Spell Point per heightened level.
Rank 2
Using the Heighten Spell Metamagic costs you 2 fewer Spell Points per heightened level.
AP Cost
2
Ranks
2
Progression
20
Prereqs
Efficient Empower
Smiting Smiting
Your Fire, Force, Light, and Physical damage spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
20
Prereqs
Smiting
Intense Faith Intense Faith
Rank 1
Your Fire, Force, Light, Alignment, and Physical damage spells are cast at +1 caster level.
Rank 2
Your Fire, Force, Light, Alignment, and Physical damage spells are cast at +2 caster level.
Rank 3
Your Fire, Force, Light, Alignment, and Physical damage spells are cast at +3 caster level.
AP Cost
2
Ranks
3
Progression
20
Ability Score Ability Score
+1 Charisma or Wisdom
Charisma+1 Charisma
Wisdom+1 Wisdom
AP Cost
2
Ranks
1
Progression
20
Prereqs
Ability Score
Tier 5
Enhancement Description
Cometfall Cometfall
Rank 1
Spell-Like Ability: You conjure a bright, glowing comet, which appears in midair above your target, then strikes the ground with tremendous force. This spell does 4 to 9 points of bludgeon damage for every caster level. A successful Reflex save reduces the damage by half. The force of this comet can knock some creatures prone.

D&D Dice: Deals 1d6+3 bludgeon damage per caster level.
Rank 2
Spell-Like Ability: You conjure a bright, glowing comet, which appears in midair above your target, then strikes the ground with tremendous force. This spell does 4 to 9 points of bludgeon damage for every caster level. A successful Reflex save reduces the damage by half. The force of this comet can knock some creatures prone.

D&D Dice: Deals 1d6+3 bludgeon damage per caster level.
Rank 3
Spell-Like Ability: You conjure a bright, glowing comet, which appears in midair above your target, then strikes the ground with tremendous force. This spell does 4 to 9 points of bludgeon damage for every caster level. A successful Reflex save reduces the damage by half. The force of this comet can knock some creatures prone.

D&D Dice: Deals 1d6+3 bludgeon damage per caster level.
AP Cost
1
Ranks
3
Progression
30
Unstoppable Magic Unstoppable Magic
Rank 1
Enemies within your Aura of Menace suffer a -1 penalty to Spell Resistance.
Rank 2
Enemies within your Aura of Menace suffer a -2 penalty to Spell Resistance.
Rank 3
Enemies within your Aura of Menace suffer a -3 penalty to Spell Resistance.
AP Cost
1
Ranks
3
Progression
30
Evocation Focus Evocation Focus
You have trained extensively in Evocation magic, granting a +1 bonus to your spell DCs of that school.
AP Cost
2
Ranks
1
Progression
30
Zealous Faith Zealous Faith
Rank 1
The maximum caster level of your Fire, Force, Light, Alignment, and Physical damage spells are increased by 1.
Rank 2
The maximum caster level of your Fire, Force, Light, Alignment, and Physical damage spells are increased by 2.
Rank 3
The maximum caster level of your Fire, Force, Light, Alignment, and Physical damage spells are increased by 3.
AP Cost
1
Ranks
3
Progression
30
Prereqs
Intense Faith
Archon's Fury Archon's Fury
Toggle: Your Lantern Archon's attacks will add a stack of Archon's Fury. (Archon's Fury: 2d6+2 Fire damage every 2 seconds for 10 seconds, stacks up to 10 times). While toggled on, every shot from your Archon costs 12 Spell Points.
AP Cost
1
Ranks
1
Progression
30