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Falconry
Feydark Illusionist
Harper Agent
Horizon Walker
Inquisitive
Vistani Knife Fighter
Horizon Walker
Universal Enhancement Tree

Horizon Walker

Eye for Accuracy 0/3
Eye for Accuracy
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 to Attack with Weapons.
Opening Shot 0/3
Opening Shot
Ranks: 3 Cost: 1 AP Requires: 1 AP
Bow Attack: Deals 1d6 Force damage on hit. This damage scales with Ranged Power.
Planar Dodge 0/3
Planar Dodge
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1% Dodge.
Skills 0/3
Skills
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 to Tumble, Spot and Listen.
Conjure Arrow 0/1
Conjure Arrow
Ranks: 1 Cost: 2 AP Requires: 1 AP
Activate to create a stack of returning +1 arrows. These arrows are destroyed when you log out for an extended period of time.

Antirequisite: This enhancement cannot be taken at the same time as Conjure Arrows in other trees.
Walker Training I 0/1
Walker Training I
Ranks: 1 Cost: 1 AP Requires: 5 AP
+1 to Attack and +1 to Damage with Longbows and Shortbows.
Take the Opening 0/1
Take the Opening
Ranks: 1 Cost: 2 AP Requires: 5 AP
If Opening Shot hits a creature that is at 100% of their hitpoints, it deals an extra 1d10 Force damage per Character Level. This damage scales with 200% Ranged Power. Additionally, your Force damage from Opening Shot is now applied twice when used against Marked Targets.
Protection from Evil and Good 0/3
Protection from Evil and Good
Ranks: 3 Cost: 1 AP Requires: 5 AP
You permanently gain +2 deflection bonus to Armor Class and a +2 resistance bonus to saves versus attacks from Evil creatures.
Skilled Navigator 0/3
Skilled Navigator
Ranks: 3 Cost: 1 AP Requires: 5 AP
+2 to Saving Throws vs. Traps
Favored Enemy: Evil Outsider 0/1
Favored Enemy: Evil Outsider
Ranks: 1 Cost: 1 AP Requires: 5 AP
Favored Enemy: Evil Outsider
No Step Missed 0/3
No Step Missed
Ranks: 3 Cost: 1 AP Requires: 10 AP
Battle Trance: You gain an Insight bonus to damage and the DC of tactical feats equal to 1/2 of your Dexterity modifier for 30 seconds. On a Vorpal weapon hit, have a chance to restore 1 Charge.
Two Places at Once 0/1
Two Places at Once
Ranks: 1 Cost: 2 AP Requires: 10 AP
When you use Manyshot or Scattershot, you gain Displacement for 12 seconds.
Hunter's Focus 0/1
Hunter's Focus
Ranks: 1 Cost: 1 AP Requires: 10 AP
If Archer's Focus is enabled, remaining stationary for 6 seconds grants you 1d4+4 stacks of Archer's Focus. This can trigger once per time you remain stationary.
Tenacious Hunter 0/3
Tenacious Hunter
Ranks: 3 Cost: 1 AP Requires: 10 AP
Against Extraplanar creatures and Marked Targets (regardless of whether or not they are extraplanar), you deal an additional +2 damage with Longbows and Shortbows.
Ability Score 0/1
Ability Score
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 Dexterity
Walker Training II 0/1
Walker Training II
Ranks: 1 Cost: 1 AP Requires: 20 AP
+2 to Attack and +2 to Damage with Longbows and Shortbows.
Corner the Quarry 0/3
Corner the Quarry
Ranks: 3 Cost: 1 AP Requires: 20 AP
Bow Attack: If this is used against Marked Targets, they must make a Reflex Save (d20+your Listen skill) or be immobilized for 12 seconds. On a Vorpal hit, the target is instead Stunned with no save. On bosses, this does not immobilize or stun
Walker's Guidance 0/1
Walker's Guidance
Ranks: 1 Cost: 1 AP Requires: 20 AP
You and targeted ally gain Evasion, Improved Evasion, and +5 to Saving Throws vs. Traps for 12 seconds.
Scattershot 0/1
Scattershot
Ranks: 1 Cost: 2 AP Requires: 20 AP
AOE Ranged Bow Attack: Expend one charge to take a shot with +1 Critical Threat Range and Multiplier that shatters on impact, dealing your attack damage to all enemies in a small area around the enemy hit.

This feat has 3 charges, you regain 1 charge every 12 seconds you don't use Scattershot or Manyshot. (Requires a Longbow or Shortbow to use).

Shares charges and a cooldown with Manyshot.
Ability Score 0/1
Ability Score
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 Dexterity
Feywild Attunement 0/1
Feywild Attunement
Ranks: 1 Cost: 1 AP Requires: 30 AP
+1 Competence Bonus to Threat Range and Multiplier with Longbows and Shortbows. You have Base Attack Bonus equal to your Character Level while using Longbows and Shortbows.
Banish the Quarry 0/1
Banish the Quarry
Ranks: 1 Cost: 1 AP Requires: 30 AP
If Corner the Quarry is used against a Marked Target, they take an additional 1d10 Force Damage per Character Level. This damage scales with 200% Ranged Power. If the creature is Extraplanar, it must make a Will Save (d20+your Listen skill) or be Banished. (Bosses cannot be banished).
Misty Step 0/1
Misty Step
Ranks: 1 Cost: 1 AP Requires: 30 AP
Rush forward. You have +5 to Reflex Saves and 20% stacking incorporeality while Stepping. (Shares a cooldown with other abundant steps). Additionally, when you tumble or use Misty Step, you gain Ranged Power equal to your Character Level for 12 seconds.
Powershot 0/1
Powershot
Ranks: 1 Cost: 1 AP Requires: 30 AP
Whenever you Critically Hit an enemy with Manyshot or Scattershot, that enemy takes 1d10 Force damage per Character Level that scales with 200% Ranged Power.
Improved Archer's Focus 0/1
Improved Archer's Focus
Ranks: 1 Cost: 2 AP Requires: 30 AP
Your Archer's Focus stance can now stack up to 25 times instead of 15. Passive: +10% Doubleshot.
Core Enhancements
Mark Target 0/1
Mark Target
Ranks: 1 Cost: 1 AP
+1 to Spot and Listen. You gain the ability to Mark one target at a time. Targets you Mark have -2 AC. (Debuffs to Marked Targets from these Core abilities do not stack with other players' Marks - Only the highest set of debuffs will apply.)
Improved Marking 0/1
Improved Marking
Ranks: 1 Cost: 1 AP Requires: 5 AP
Your Marked Targets get -10% Fortification. The AC penalty your Marked Targets take increases to -4. You also gain +3 Maximum Dexterity Bonus while wearing Light Armor.
Haste 0/1
Haste
Ranks: 1 Cost: 1 AP Requires: 10 AP
Your exposure to planar energy allows you to cast a Spell-Like Ability of Haste for no Spell Points. Haste: Quickens allies, causing them to attack 15% faster than normal. In addition the recipient gains a +1 enhancement bonus to attack rolls, a +1 bonus to Reflex Saving Throws, and +1% Dodge.

Passive: Your Market Targets get -2 to Saving Throws. Their Fortification penalty increases to -20%, and AC penalty increases to -6.
Dauntless Marking 0/1
Dauntless Marking
Ranks: 1 Cost: 1 AP Requires: 20 AP
Your Marked Target's Saving Throw penalty increases to -4, Fortification penalty increases to -25%, and AC penalty increases to -10. You also gain +3 Maximum Dodge.
Dimension Door 0/1
Dimension Door
Ranks: 1 Cost: 1 AP Requires: 30 AP
Once per rest, you can cast Dimension Door.

Passive: Your Marked Targets get -20% to movement speed.
Horizon 0/1
Horizon
Ranks: 1 Cost: 1 AP Requires: 40 AP
+2 to all Ability Scores. +2 Maximum Manyshot charges. You gain Favored Enemy: Marked Target: You consider all Marked Targets to be Favored Enemies, dealing bonus damage against them.

(Note: If your Marked Target is also a Favored Enemy type you have from another Feat, you get Favored Enemy bonuses twice.)
Core Enhancements
Enhancement Description
Mark Target Mark Target
+1 to Spot and Listen. You gain the ability to Mark one target at a time. Targets you Mark have -2 AC. (Debuffs to Marked Targets from these Core abilities do not stack with other players' Marks - Only the highest set of debuffs will apply.)
AP Cost
1
Ranks
1
Progression
0
Improved Marking Improved Marking
Your Marked Targets get -10% Fortification. The AC penalty your Marked Targets take increases to -4. You also gain +3 Maximum Dexterity Bonus while wearing Light Armor.
AP Cost
1
Ranks
1
Progression
5
Haste Haste
Your exposure to planar energy allows you to cast a Spell-Like Ability of Haste for no Spell Points. Haste: Quickens allies, causing them to attack 15% faster than normal. In addition the recipient gains a +1 enhancement bonus to attack rolls, a +1 bonus to Reflex Saving Throws, and +1% Dodge.

Passive: Your Market Targets get -2 to Saving Throws. Their Fortification penalty increases to -20%, and AC penalty increases to -6.
AP Cost
1
Ranks
1
Progression
10
Dauntless Marking Dauntless Marking
Your Marked Target's Saving Throw penalty increases to -4, Fortification penalty increases to -25%, and AC penalty increases to -10. You also gain +3 Maximum Dodge.
AP Cost
1
Ranks
1
Progression
20
Dimension Door Dimension Door
Once per rest, you can cast Dimension Door.

Passive: Your Marked Targets get -20% to movement speed.
AP Cost
1
Ranks
1
Progression
30
Horizon Horizon
+2 to all Ability Scores. +2 Maximum Manyshot charges. You gain Favored Enemy: Marked Target: You consider all Marked Targets to be Favored Enemies, dealing bonus damage against them.

(Note: If your Marked Target is also a Favored Enemy type you have from another Feat, you get Favored Enemy bonuses twice.)
AP Cost
1
Ranks
1
Progression
40
Tier 1
Enhancement Description
Eye for Accuracy Eye for Accuracy
Rank 1
+1 to Attack with Weapons.
Rank 2
+2 to Attack with Weapons.
Rank 3
+3 to Attack with Weapons.
AP Cost
1
Ranks
3
Progression
1
Opening Shot Opening Shot
Rank 1
Bow Attack: Deals 1d6 Force damage on hit. This damage scales with Ranged Power.
Rank 2
Bow Attack: Deals 2d6 Force damage on hit. This damage scales with Ranged Power.
Rank 3
Bow Attack: Deals 3d6 Force damage on hit. This damage scales with Ranged Power.
AP Cost
1
Ranks
3
Progression
1
Planar Dodge Planar Dodge
Rank 1
+1% Dodge.
Rank 2
+2% Dodge.
Rank 3
+3% Dodge
AP Cost
1
Ranks
3
Progression
1
Skills Skills
Rank 1
+1 to Tumble, Spot and Listen.
Rank 2
+2 to Tumble, Spot and Listen.
Rank 3
+3 to Tumble, Spot and Listen. +1 Reflex Saving Throw
AP Cost
1
Ranks
3
Progression
1
Conjure Arrow Conjure Arrow
Activate to create a stack of returning +1 arrows. These arrows are destroyed when you log out for an extended period of time.

Antirequisite: This enhancement cannot be taken at the same time as Conjure Arrows in other trees.
AP Cost
2
Ranks
1
Progression
1
Tier 2
Enhancement Description
Walker Training I Walker Training I
+1 to Attack and +1 to Damage with Longbows and Shortbows.
AP Cost
1
Ranks
1
Progression
5
Take the Opening Take the Opening
If Opening Shot hits a creature that is at 100% of their hitpoints, it deals an extra 1d10 Force damage per Character Level. This damage scales with 200% Ranged Power. Additionally, your Force damage from Opening Shot is now applied twice when used against Marked Targets.
AP Cost
2
Ranks
1
Progression
5
Prereqs
Opening Shot
Protection from Evil and Good Protection from Evil and Good
Rank 1
You permanently gain +2 deflection bonus to Armor Class and a +2 resistance bonus to saves versus attacks from Evil creatures.
Rank 2
You permanently gain +2 deflection bonus to Armor Class and a +2 resistance bonus to saves versus attacks from Evil and Good creatures.
Rank 3
You permanently gain +2 deflection bonus to Armor Class and a +2 resistance bonus to saves versus attacks from Evil and Good creatures. You are also warded from magical mental control and compulsions.
AP Cost
1 / 1 / 2
Ranks
3
Progression
5
Skilled Navigator Skilled Navigator
Rank 1
+2 to Saving Throws vs. Traps
Rank 2
+4 to Saving Throws vs. Traps
Rank 3
+6 to Saving Throws vs. Traps
AP Cost
1
Ranks
3
Progression
5
Favored Enemy: Evil Outsider Favored Enemy: Evil Outsider
Favored Enemy: Evil Outsider
AP Cost
1
Ranks
1
Progression
5
Tier 3
Enhancement Description
No Step Missed No Step Missed
Rank 1
Battle Trance: You gain an Insight bonus to damage and the DC of tactical feats equal to 1/2 of your Dexterity modifier for 30 seconds. On a Vorpal weapon hit, have a chance to restore 1 Charge.
Rank 2
Battle Trance: You gain an Insight bonus to damage and the DC of tactical feats equal to 1/2 of your Dexterity modifier for 60 seconds. On a Vorpal weapon hit, have a chance to restore 1 Charge.
Rank 3
Battle Trance: You gain an Insight bonus to damage and the DC of tactical feats equal to 1/2 of your Dexterity modifier for 120 seconds. On a Vorpal weapon hit, have a chance to restore 1 Charge.
AP Cost
1
Ranks
3
Progression
10
Two Places at Once Two Places at Once
When you use Manyshot or Scattershot, you gain Displacement for 12 seconds.
AP Cost
2
Ranks
1
Progression
10
Hunter's Focus Hunter's Focus
If Archer's Focus is enabled, remaining stationary for 6 seconds grants you 1d4+4 stacks of Archer's Focus. This can trigger once per time you remain stationary.
AP Cost
1
Ranks
1
Progression
10
Tenacious Hunter Tenacious Hunter
Rank 1
Against Extraplanar creatures and Marked Targets (regardless of whether or not they are extraplanar), you deal an additional +2 damage with Longbows and Shortbows.
Rank 2
Against Extraplanar creatures and Marked Targets (regardless of whether or not they are extraplanar), you deal an additional +4 damage with Longbows and Shortbows.
Rank 3
Against Extraplanar creatures and Marked Targets (regardless of whether or not they are extraplanar), you deal an additional +6 damage with Longbows and Shortbows.
AP Cost
1
Ranks
3
Progression
10
Ability Score Ability Score
Dexterity+1 Dexterity
Wisdom+1 Wisdom
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Walker Training II Walker Training II
+2 to Attack and +2 to Damage with Longbows and Shortbows.
AP Cost
1
Ranks
1
Progression
20
Corner the Quarry Corner the Quarry
Rank 1
Bow Attack: If this is used against Marked Targets, they must make a Reflex Save (d20+your Listen skill) or be immobilized for 12 seconds. On a Vorpal hit, the target is instead Stunned with no save. On bosses, this does not immobilize or stun
Rank 2
Bow Attack: If this is used against Marked Targets, they must make a Reflex Save (d20+your Listen skill) or be immobilized for 12 seconds. On a Vorpal hit, the target is instead Stunned with no save. On bosses, this does not immobilize or stun
Rank 3
Bow Attack: If this is used against Marked Targets, they must make a Reflex Save (d20+your Listen skill) or be immobilized for 12 seconds. On a Vorpal hit, the target is instead Stunned with no save. On bosses, this does not immobilize or stun
AP Cost
1
Ranks
3
Progression
20
Walker's Guidance Walker's Guidance
You and targeted ally gain Evasion, Improved Evasion, and +5 to Saving Throws vs. Traps for 12 seconds.
AP Cost
1
Ranks
1
Progression
20
Scattershot Scattershot
AOE Ranged Bow Attack: Expend one charge to take a shot with +1 Critical Threat Range and Multiplier that shatters on impact, dealing your attack damage to all enemies in a small area around the enemy hit.

This feat has 3 charges, you regain 1 charge every 12 seconds you don't use Scattershot or Manyshot. (Requires a Longbow or Shortbow to use).

Shares charges and a cooldown with Manyshot.
AP Cost
2
Ranks
1
Progression
20
Ability Score Ability Score
Dexterity+1 Dexterity
Wisdom+1 Wisdom
AP Cost
2
Ranks
1
Progression
20
Tier 5
Enhancement Description
Feywild Attunement Feywild Attunement
+1 Competence Bonus to Threat Range and Multiplier with Longbows and Shortbows. You have Base Attack Bonus equal to your Character Level while using Longbows and Shortbows.
AP Cost
1
Ranks
1
Progression
30
Banish the Quarry Banish the Quarry
If Corner the Quarry is used against a Marked Target, they take an additional 1d10 Force Damage per Character Level. This damage scales with 200% Ranged Power. If the creature is Extraplanar, it must make a Will Save (d20+your Listen skill) or be Banished. (Bosses cannot be banished).
AP Cost
1
Ranks
1
Progression
30
Prereqs
Corner the Quarry
Misty Step Misty Step
Rush forward. You have +5 to Reflex Saves and 20% stacking incorporeality while Stepping. (Shares a cooldown with other abundant steps). Additionally, when you tumble or use Misty Step, you gain Ranged Power equal to your Character Level for 12 seconds.
AP Cost
1
Ranks
1
Progression
30
Powershot Powershot
Whenever you Critically Hit an enemy with Manyshot or Scattershot, that enemy takes 1d10 Force damage per Character Level that scales with 200% Ranged Power.
AP Cost
1
Ranks
1
Progression
30
Improved Archer's Focus Improved Archer's Focus
Your Archer's Focus stance can now stack up to 25 times instead of 15. Passive: +10% Doubleshot.
AP Cost
2
Ranks
1
Progression
30