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Kensei
Fighter Class Enhancement Tree

Kensei

Extra Action Boost 0/3
Extra Action Boost
Ranks: 3 Cost: 2 AP Requires: 1 AP
+1 extra action boost
Weapon Group Specialization 0/1
Weapon Group Specialization
Ranks: 1 Cost: 1 AP Requires: 1 AP
Grants bonuses to hit and damage with your selected Weapon Group.
Exotic Weapon Mastery 0/1
Exotic Weapon Mastery
Ranks: 1 Cost: 1 AP Requires: 1 AP
Adds exotic weapons to your Kensei Focus. Axes: Adds dwarven axe if you are not a dwarf. (This has no effect if you are a dwarf.) Crossbows: Adds great crossbows, heavy repeating crossbows, and light repeating crossbows. Heavy Blades: Adds bastard swords and khopesh.

Note that this does not grant Weapon Proficiency with these weapons.
Action Boost 0/3
Action Boost
Ranks: 3 Cost: 1 AP Requires: 1 AP
Choose an Action Boost
Reed in the Wind 0/3
Reed in the Wind
Ranks: 3 Cost: 1 AP Requires: 1 AP
Focus Melee Attack: If you successfully damage your target you gain a stack of Battle Guard: Gain +10 to MRR and PRR per stack. Stacks up to 5 times, lasts 12 seconds. If the player blocks for more than 3 seconds all stacks are removed.
Tactics 0/3
Tactics
Ranks: 3 Cost: 1 AP Requires: 5 AP
+1 to the DC’s of your Tactical abilities.

Antirequisite: This enhancement cannot be taken at the same time as Master Tactics in the Half-Elf tree.
Weapon Group Specialization 0/1
Weapon Group Specialization
Ranks: 1 Cost: 1 AP Requires: 5 AP
Grants bonuses to hit and damage with your selected Weapon Group.
Improved Dodge 0/3
Improved Dodge
Ranks: 3 Cost: 1 AP Requires: 5 AP
+1% Dodge when wearing light or no armor.
Ascetic Training 0/3
Ascetic Training
Ranks: 3 Cost: 1 AP Requires: 5 AP
Your rigorous training gives you various benefits.
Critical Mastery 0/3
Critical Mastery
Ranks: 3 Cost: 1 AP Requires: 10 AP
+1 to confirm critical hits and critical hit damage (before weapon multipliers)
Weapon Group Specialization 0/1
Weapon Group Specialization
Ranks: 1 Cost: 1 AP Requires: 10 AP
Grants bonuses to hit and damage with your selected Weapon Group.
Improved Mobility 0/3
Improved Mobility
Ranks: 3 Cost: 1 AP Requires: 10 AP
+1 Maximum Dexterity bonus and Dodge cap. –1 Armor Check Penalty.
Shattering Strike 0/3
Shattering Strike
Ranks: 3 Cost: 1 AP Requires: 10 AP
Select a melee or ranged special attack that deals extra damage and reduces an opponent's fortification.
Strength, Dexterity, or Wisdom 0/1
Strength, Dexterity, or Wisdom
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 Strength, Dexterity, or Wisdom
Opportunity Attack 0/1
Opportunity Attack
Ranks: 1 Cost: 2 AP Requires: 20 AP
2 Charges
Melee Attack: Deals +1\ Damage. On Damage: You gain 15 Melee Power for 6 Seconds. There is a 10% chance to regain an expended charge of this enhancement.
Weapon Group Specialization 0/1
Weapon Group Specialization
Ranks: 1 Cost: 1 AP Requires: 20 AP
Grants bonuses to hit and damage with your selected Weapon Group.
Liquid Courage 0/1
Liquid Courage
Ranks: 1 Cost: 1 AP Requires: 20 AP
TBD
Strike to the Heart 0/1
Strike to the Heart
Ranks: 1 Cost: 2 AP Requires: 20 AP
Your weapon attacks have the Improved Destruction effect.
Strength, Dexterity, or Wisdom 0/1
Strength, Dexterity, or Wisdom
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 Strength, Dexterity, or Wisdom
A Good Death 0/1
A Good Death
Ranks: 1 Cost: 1 AP Requires: 30 AP
Select a melee or ranged special attack that deals extra damage to targets at low health.
Weapon Master 0/1
Weapon Master
Ranks: 1 Cost: 1 AP Requires: 30 AP
+3 to hit and damage with all weapons.

If your weapon focus is with a melee weapon you gain a +25% competence bonus to Max Hit Points.
Centering Weapon 0/1
Centering Weapon
Ranks: 1 Cost: 1 AP Requires: 30 AP
Passive: +20 Melee and Ranged Power. Your melee Focus weapons are considered Centering. While Centered, you may gain various benefits from levels in Monk or as a Grandmaster of Flowers.
Deadly Strike 0/1
Deadly Strike
Ranks: 1 Cost: 1 AP Requires: 30 AP
Select a melee or ranged special attack that is automatically considered a critical threat if it hits.
Keen Edge 0/1
Keen Edge
Ranks: 1 Cost: 1 AP Requires: 30 AP
You gain a +1 Competence bonus to Critical Threat Range with your Focus weapons.
Core Enhancements
Kensei Focus 0/1
Kensei Focus
Ranks: 1 Cost: 1 AP
Select a group of weapons as your Kensei Focus. You gain +1 to hit with these weapons, and many Kensei abilities require that you use one of these weapons.
Spiritual Bond 0/1
Spiritual Bond
Ranks: 1 Cost: 1 AP Requires: 5 AP
When you have a weapon equipped in your main hand that is part of your Focus, it gains On Vorpal: If this weapon has fewer stacks of Battle Meditation than the number of Kensei Core Abilities you possess, it gains one stack of Battle Meditation: This weapon gains a +1 Insight bonus to Enhancement bonus for 20 seconds. This stacks up to 10 times. On timer expiration, 1 stack of Meditative Focus is removed at a time.
Strike With No Thought 0/1
Strike With No Thought
Ranks: 1 Cost: 1 AP Requires: 10 AP
Passive: Your weapons gain +1 Competence Bonus to Critical Damage Multiplier. When you have a weapon equipped in your main hand that is part of your Focus, you gain 1% Doublestrike or 1% Doubleshot (depending on whether your Focus is melee or ranged). Each additional Core Ability you acquire from this tree increases this bonus by 1%.

Doublestrike: Your mainhand melee attacks gain a percent change to strike twice.

Doubleshot: Your ranged attacks, including thrown attacks, gain a percent chance to attack with an extra projectile. Repeating Crossbows have a reduced chance to produce extra shots.
Power Surge 0/1
Power Surge
Ranks: 1 Cost: 1 AP Requires: 20 AP
Active: You gain a +8 Psionic bonus to all attributes for 60 seconds. If you possess the ability to generate Ki, you gain On Hit: +2 Ki. You may use this 5 times per Rest.
One Cut 0/1
One Cut
Ranks: 1 Cost: 1 AP Requires: 30 AP
Activate: Your currently equipped primary weapon gains x1 Critical Multiplier for 15 seconds, with a cooldown of 60 seconds.
Passive: Grants +20 Melee and Ranged Power.
+1 use of Power Surge per Rest.
Alacrity 0/1
Alacrity
Ranks: 1 Cost: 1 AP Requires: 40 AP
+2 to all ability scores.
+15% Doublestrike
+15% Doubleshot.
+4 Action Boost uses.
+2 to the DCs of all Tactical feats.
+2 uses of Power Surge per Rest.

Doublestrike: Your mainhand melee attacks gain a percent change to strike twice.

Doubleshot: Your ranged attacks, including thrown attacks, gain a percent chance to attack with an extra projectile. Repeating Crossbows have a reduced chance to produce extra shots.
Core Enhancements
Enhancement Description
Kensei Focus Kensei Focus
Select a group of weapons as your Kensei Focus. You gain +1 to hit with these weapons, and many Kensei abilities require that you use one of these weapons.
Kensei Focus: Light BladesYou focus your Kensei training in the use of light blades. You gain +1 to hit with daggers, kukri, rapiers, shortswords, and throwing daggers. Many Kensei abilities require that you use one of these weapons. (These are labeled as 'Focus' abilities.)
Kensei Focus: Heavy BladesYou focus your Kensei training in the use of heavy blades. You gain +1 to hit with falchions, greatswords, longswords, and scimitars. (The Exotic Weapon Mastery enhancement will add bastard swords and khopeshes to this list of weapons.) Many Kensei abilities require that you use one of these weapons. (These are labeled as 'Focus' abilities.)
Kensei Focus: AxesYou focus your Kensei training in the use of axes. You gain +1 to hit with battleaxes, greataxes, handaxes, and throwing axes. Dwarves also receive this bonus with dwarven waraxes. (The Exotic Weapon Mastery enhancement will add dwarven waraxes to this list of weapons if you are not a dwarf.) Many Kensei abilities require that you use one of these weapons. (These are labeled as 'Focus' abilities.)
Kensei Focus: Maces and ClubsYou focus your Kensei training in the use of maces and clubs. You gain +1 to hit with clubs, light maces, heavy maces, greatclubs, morningstars, and quarterstaves. Many Kensei abilities require that you use one of these weapons. (These are labeled as 'Focus' abilities.)
Kensei Focus: Picks and HammersYou focus your Kensei training in the use of picks and hammers. You gain +1 to hit with light picks, heavy picks, light hammers, warhammers, mauls, and throwing hammers. Many Kensei abilities require that you use one of these weapons. (These are labeled as 'Focus' abilities.)
Kensei Focus: ArcheryYou focus your Kensei training in the use of bows. You gain +1 to hit with longbows and shortbows. Many Kensei abilities require that you use one of these weapons. (These are labeled as 'Focus' abilities.)
Kensei Focus: Druidic WeaponsYou focus your Kensei training in the use of druidic weapons. You gain +1 to hit with clubs, daggers, darts, quarterstaves, scimitars, sickles, and when using unarmed combat. Many Kensei abilities require that you use one of these weapons. (These are labeled as 'Focus' abilities.)
Kensei Focus: Martial ArtsYou focus your Kensei training in the use of monk weapons. You gain +1 to hit with handwraps, kama, quarterstaves, shuriken, and when using unarmed combat. Many Kensei abilities require that you use one of these weapons. (These are labeled as 'Focus' abilities.)
Kensei Focus: CrossbowsYou focus your Kensei training in the use of crossbows. You gain +1 to hit with heavy crossbows and light crossbows. (The Exotic Weapon Mastery enhancement will add great crossbows and repeating crossbows to this list of weapons.) Many Kensei abilities require that you use one of these weapons. (These are labeled as 'Focus' abilities.)
AP Cost
1
Ranks
1
Progression
0
Prereqs
Fighter Level 1, Fighter Level 1, Fighter Level 1, Fighter Level 1, Fighter Level 1, Fighter Level 1, Fighter Level 1, Fighter Level 1, Fighter Level 1
Spiritual Bond Spiritual Bond
When you have a weapon equipped in your main hand that is part of your Focus, it gains On Vorpal: If this weapon has fewer stacks of Battle Meditation than the number of Kensei Core Abilities you possess, it gains one stack of Battle Meditation: This weapon gains a +1 Insight bonus to Enhancement bonus for 20 seconds. This stacks up to 10 times. On timer expiration, 1 stack of Meditative Focus is removed at a time.
AP Cost
1
Ranks
1
Progression
5
Prereqs
Kensei Focus, Fighter Level 3
Strike With No Thought Strike With No Thought
Passive: Your weapons gain +1 Competence Bonus to Critical Damage Multiplier. When you have a weapon equipped in your main hand that is part of your Focus, you gain 1% Doublestrike or 1% Doubleshot (depending on whether your Focus is melee or ranged). Each additional Core Ability you acquire from this tree increases this bonus by 1%.

Doublestrike: Your mainhand melee attacks gain a percent change to strike twice.

Doubleshot: Your ranged attacks, including thrown attacks, gain a percent chance to attack with an extra projectile. Repeating Crossbows have a reduced chance to produce extra shots.
AP Cost
1
Ranks
1
Progression
10
Prereqs
Spiritual Bond, Fighter Level 6
Power Surge Power Surge
Active: You gain a +8 Psionic bonus to all attributes for 60 seconds. If you possess the ability to generate Ki, you gain On Hit: +2 Ki. You may use this 5 times per Rest.
AP Cost
1
Ranks
1
Progression
20
Prereqs
Strike With No Thought, Fighter Level 12
One Cut One Cut
Activate: Your currently equipped primary weapon gains x1 Critical Multiplier for 15 seconds, with a cooldown of 60 seconds.
Passive: Grants +20 Melee and Ranged Power.
+1 use of Power Surge per Rest.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Power Surge, Fighter Level 18
Alacrity Alacrity
+2 to all ability scores.
+15% Doublestrike
+15% Doubleshot.
+4 Action Boost uses.
+2 to the DCs of all Tactical feats.
+2 uses of Power Surge per Rest.

Doublestrike: Your mainhand melee attacks gain a percent change to strike twice.

Doubleshot: Your ranged attacks, including thrown attacks, gain a percent chance to attack with an extra projectile. Repeating Crossbows have a reduced chance to produce extra shots.
AP Cost
1
Ranks
1
Progression
40
Prereqs
One Cut, Fighter Level 20
Tier 1
Enhancement Description
Extra Action Boost Extra Action Boost
Rank 1
+1 extra action boost
Rank 2
+1 extra action boost
Rank 3
+1 extra action boost
AP Cost
2
Ranks
3
Progression
1
Weapon Group Specialization Weapon Group Specialization
Grants bonuses to hit and damage with your selected Weapon Group.
Kensei Weapon Specialization: Light BladesYou gain +1 to hit and damage with light blades.
Kensei Weapon Specialization: Heavy BladesYou gain +1 to hit and damage with heavy blades.
Kensei Weapon Specialization: AxesYou gain +1 to hit and damage with axes.
Kensei Weapon Specialization: Maces and ClubsYou gain +1 to hit and damage with maces and clubs.
Kensei Weapon Specialization: Picks and HammersYou gain +1 to hit and damage with picks and hammers.
Kensei Weapon Specialization: ArcheryYou gain +1 to hit and damage with bows.
Kensei Weapon Specialization: Druidic WeaponsYou gain +1 to hit and damage with druidic weapons.
Kensei Weapon Specialization: Martial ArtsYou gain +1 to hit and damage with martial arts weapons.
Kensei Weapon Specialization: CrossbowsYou gain +1 to hit and damage with non-repeating crossbows. If you possess Exotic Weapon Mastery, you gain +1 to hit with repeating crossbows.
AP Cost
1
Ranks
1
Progression
1
Exotic Weapon Mastery Exotic Weapon Mastery
Adds exotic weapons to your Kensei Focus. Axes: Adds dwarven axe if you are not a dwarf. (This has no effect if you are a dwarf.) Crossbows: Adds great crossbows, heavy repeating crossbows, and light repeating crossbows. Heavy Blades: Adds bastard swords and khopesh.

Note that this does not grant Weapon Proficiency with these weapons.
AP Cost
1
Ranks
1
Progression
1
Prereqs
Weapon Group Specialization
Action Boost Action Boost
Choose an Action Boost
Rank 1
Attack BoostActivate to gain a +4 Action Boost bonus to hit and damage for 20 seconds.
Haste BoostActivate to gain a +10% Action Boost bonus to attack speed for 20 seconds.
Rank 2
Attack BoostActivate to gain a +6 Action Boost bonus to hit and damage for 20 seconds.
Haste BoostActivate to gain a +20% Action Boost bonus to attack speed for 20 seconds.
Rank 3
Attack BoostActivate to gain a +8 Action Boost bonus to hit and damage for 20 seconds.
Haste BoostActivate to gain a +30% Action Boost bonus to attack speed for 20 seconds.
AP Cost
1
Ranks
3
Progression
1
Reed in the Wind Reed in the Wind
Rank 1
Focus Melee Attack: If you successfully damage your target you gain a stack of Battle Guard: Gain +10 to MRR and PRR per stack. Stacks up to 5 times, lasts 12 seconds. If the player blocks for more than 3 seconds all stacks are removed.
Rank 2
Focus Melee Attack: If you successfully damage your target you gain a stack of Battle Guard: Gain +10 to MRR and PRR per stack. Stacks up to 5 times, lasts 12 seconds. If the player blocks for more than 3 seconds all stacks are removed.
Rank 3
Focus Melee Attack: If you successfully damage your target you gain a stack of Battle Guard: Gain +10 to MRR and PRR per stack. Stacks up to 5 times, lasts 12 seconds. If the player blocks for more than 3 seconds all stacks are removed.
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Tactics Tactics
Rank 1
+1 to the DC’s of your Tactical abilities.

Antirequisite: This enhancement cannot be taken at the same time as Master Tactics in the Half-Elf tree.
Rank 2
+2 to the DC’s of your Tactical abilities.
Rank 3
+3 to the DC’s of your Tactical abilities.
AP Cost
1
Ranks
3
Progression
5
Weapon Group Specialization Weapon Group Specialization
Grants bonuses to hit and damage with your selected Weapon Group.
Kensei Weapon Specialization: Light BladesYou gain +1 to hit and +2 damage with light blades.
Kensei Weapon Specialization: Heavy BladesYou gain +1 to hit and +2 damage with one handed heavy blades, and +1 to hit and +3 damage with two handed heavy blades.
Kensei Weapon Specialization: AxesYou gain +1 to hit and +2 damage with one handed axes, and +1 to hit and +3 damage with two handed axes.
Kensei Weapon Specialization: Maces and ClubsYou gain +1 to hit and +2 damage with maces and clubs, and +1 to hit and +3 damage with two handed maces and clubs.
Kensei Weapon Specialization: Picks and HammersYou gain +1 to hit and +2 damage with one handed picks and hammers, and +1 to hit and +3 damage with two handed picks and hammers.
Kensei Weapon Specialization: ArcheryYou gain +1 to hit and +2 damage with bows.
Kensei Weapon Specialization: Druidic WeaponsYou gain +1 to hit and +2 damage with one handed druidic weapons, and +1 to hit and +3 damage with two handed druidic weapons.
Kensei Weapon Specialization: Martial ArtsYou gain +1 to hit and +2 damage with one handed martial arts weapons, and +1 to hit and +3 damage with two handed martial arts weapons.
Kensei Weapon Specialization: CrossbowsYou gain +1 to hit and +3 damage with non-repeating crossbows. If you possess Exotic Weapon Mastery, you gain +1 to hit and +2 damage with repeating crossbows.
AP Cost
1
Ranks
1
Progression
5
Prereqs
Weapon Group Specialization
Improved Dodge Improved Dodge
Rank 1
+1% Dodge when wearing light or no armor.
Rank 2
+2% Dodge when wearing light or no armor.
Rank 3
+3% Dodge when wearing light or no armor.
AP Cost
1
Ranks
3
Progression
5
Ascetic Training Ascetic Training
Your rigorous training gives you various benefits.
Rank 1
Conditioning+1 Fortitude Saves, +5 HP, +5% Fortification
Agility+1 Concentration, Reflex Saves, and Dodge cap.
Contemplation+1 Concentration and Will Saves.
Rank 2
Conditioning+2 Fortitude Saves, +10 HP, +10% Fortification
Agility+2 Concentration, Reflex Saves, and Dodge cap.
Contemplation+2 Concentration and Will Saves.
Rank 3
Conditioning+3 Fortitude Saves, +15 HP, +15% Fortification
Agility+3 Concentration, Reflex Saves, and Dodge cap.
Contemplation+3 Concentration and Will Saves. Your passive ki regeneration is increased by 1.
AP Cost
1
Ranks
3
Progression
5
Tier 3
Enhancement Description
Critical Mastery Critical Mastery
Rank 1
+1 to confirm critical hits and critical hit damage (before weapon multipliers)
Rank 2
+2 to confirm critical hits and critical hit damage (before weapon multipliers)
Rank 3
+3 to confirm critical hits and critical hit damage (before weapon multipliers)
AP Cost
1
Ranks
3
Progression
10
Weapon Group Specialization Weapon Group Specialization
Grants bonuses to hit and damage with your selected Weapon Group.
Kensei Weapon Specialization: Light BladesYou gain +1 to hit and +2 damage with light blades.
Kensei Weapon Specialization: Heavy BladesYou gain +1 to hit and +2 damage with heavy blades.
Kensei Weapon Specialization: AxesYou gain +1 to hit and +2 damage with axes.
Kensei Weapon Specialization: Maces and ClubsYou gain +1 to hit and +2 damage with maces and clubs.
Kensei Weapon Specialization: Picks and HammersYou gain +1 to hit and +2 damage with picks and hammers.
Kensei Weapon Specialization: ArcheryYou gain +1 to hit and +2 damage with bows.
Kensei Weapon Specialization: Druidic WeaponsYou gain +1 to hit and +2 damage with druidic weapons.
Kensei Weapon Specialization: Martial ArtsYou gain +1 to hit and +2 damage with martial arts weapons.
Kensei Weapon Specialization: CrossbowsYou gain +1 to hit and +4 damage with non-repeating crossbows. If you possess Exotic Weapon Mastery, you gain +1 to hit and +2 damage with repeating crossbows.
AP Cost
1
Ranks
1
Progression
10
Prereqs
Weapon Group Specialization
Improved Mobility Improved Mobility
Rank 1
+1 Maximum Dexterity bonus and Dodge cap. –1 Armor Check Penalty.
Rank 2
+2 Maximum Dexterity bonus and Dodge cap. –2 Armor Check Penalty.
Rank 3
+3 Maximum Dexterity bonus and Dodge cap. –3 Armor Check Penalty.
AP Cost
1
Ranks
3
Progression
10
Prereqs
Improved Dodge
Shattering Strike Shattering Strike
Select a melee or ranged special attack that deals extra damage and reduces an opponent's fortification.
Rank 1
Shattering StrikeFocus Melee Attack: On Damage: Target loses 15% fortification for 10 seconds.
Shattering ShotFocus Ranged Attack: On Damage: Target loses 15% fortification for 10 seconds.
Rank 2
Shattering StrikeFocus Melee Attack: On Damage: Target loses 15% fortification for 10 seconds.
Shattering ShotFocus Ranged Attack: On Damage: Target loses 15% fortification for 10 seconds.
Rank 3
Shattering StrikeFocus Melee Attack: On Damage: Target loses 15% fortification for 10 seconds.
Shattering ShotFocus Ranged Attack: On Damage: Target loses 15% fortification for 10 seconds.
AP Cost
1
Ranks
3
Progression
10
Strength, Dexterity, or Wisdom Strength, Dexterity, or Wisdom
+1 Strength, Dexterity, or Wisdom
Dexterity+1 Dexterity
Strength+1 Strength
Wisdom+1 Wisdom
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Opportunity Attack Opportunity Attack
2 Charges
Melee Attack: Deals +1\ Damage. On Damage: You gain 15 Melee Power for 6 Seconds. There is a 10% chance to regain an expended charge of this enhancement.
2 Charges
Melee Attack: Consumes 1 charge. On Damage: You gain 20 Melee Power for 6 Seconds, and there is a 10% chance to regain an expended charge of this enhancement.
AP Cost
2
Ranks
1
Progression
20
Weapon Group Specialization Weapon Group Specialization
Grants bonuses to hit and damage with your selected Weapon Group.
Kensei Weapon Specialization: Light BladesYou gain +1 to hit and +2 damage with light blades.
Kensei Weapon Specialization: Heavy BladesYou gain +1 to hit and +2 damage with one handed heavy blades, and +1 to hit and +4 damage with two handed heavy blades.
Kensei Weapon Specialization: AxesYou gain +1 to hit and +2 damage with one handed axes, and +1 to hit and +4 damage with two handed axes.
Kensei Weapon Specialization: Maces and ClubsYou gain +1 to hit and +2 damage with maces and clubs, and +1 to hit and +4 damage with two handed maces and clubs.
Kensei Weapon Specialization: Picks and HammersYou gain +1 to hit and +2 damage with one handed picks and hammers, and +1 to hit and +4 damage with two handed picks and hammers.
Kensei Weapon Specialization: ArcheryYou gain +1 to hit and +2 damage with bows.
Kensei Weapon Specialization: Druidic WeaponsYou gain +1 to hit and +2 damage with one handed druidic weapons, and +1 to hit and +4 damage with two handed druidic weapons.
Kensei Weapon Specialization: Martial ArtsYou gain +1 to hit and +2 damage with one handed martial arts weapons, and +1 to hit and +4 damage with two handed martial arts weapons.
Kensei Weapon Specialization: CrossbowsYou gain +1 to hit and +4 damage with non-repeating crossbows. If you possess Exotic Weapon Mastery, you gain +1 to hit and +2 damage with repeating crossbows.
AP Cost
1
Ranks
1
Progression
20
Prereqs
Weapon Group Specialization
Liquid Courage Liquid Courage
TBD
After drinking, you will receive +50 Healing and Repair Amplification for 30 seconds.
AP Cost
1
Ranks
1
Progression
20
Strike to the Heart Strike to the Heart
Your weapon attacks have the Improved Destruction effect.
AP Cost
2
Ranks
1
Progression
20
Strength, Dexterity, or Wisdom Strength, Dexterity, or Wisdom
+1 Strength, Dexterity, or Wisdom
Dexterity+1 Dexterity
Strength+1 Strength
Wisdom+1 Wisdom
AP Cost
2
Ranks
1
Progression
20
Prereqs
Strength, Dexterity, or Wisdom
Tier 5
Enhancement Description
A Good Death A Good Death
Select a melee or ranged special attack that deals extra damage to targets at low health.
A Good DeathFocus Melee Attack: On Damage: If the target is below 30% health, deal 500 damage that scales with 400% Melee Power.
A Good DeathFocus Ranged Attack: On Damage: If the target is below 30% health, deal 500 damage that scales with 400% Ranged Power.
AP Cost
1
Ranks
1
Progression
30
Weapon Master Weapon Master
+3 to hit and damage with all weapons.

If your weapon focus is with a melee weapon you gain a +25% competence bonus to Max Hit Points.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Weapon Group Specialization
Centering Weapon Centering Weapon
Passive: +20 Melee and Ranged Power. Your melee Focus weapons are considered Centering. While Centered, you may gain various benefits from levels in Monk or as a Grandmaster of Flowers.
AP Cost
1
Ranks
1
Progression
30
Deadly Strike Deadly Strike
Select a melee or ranged special attack that is automatically considered a critical threat if it hits.
Deadly StrikeFocus Melee Attack: Attack to perform a melee attack that is automatically considered a critical threat. On Vorpal: 500 damage which scales with Melee Power.
Deadly ShotFocus Ranged Attack: Attack to perform a ranged attack that is automatically considered a critical threat. On Vorpal: 500 damage which scales with Ranged Power.
AP Cost
1
Ranks
1
Progression
30
Keen Edge Keen Edge
You gain a +1 Competence bonus to Critical Threat Range with your Focus weapons.
AP Cost
1
Ranks
1
Progression
30