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

Inquisitive

Dual Shooter 0/1
Dual Shooter
Ranks: 1 Cost: 2 AP Requires: 1 AP
While you have a Light or Heavy (non-repeating) Crossbow equipped, you instead fight with a Hand Crossbow in each hand, with each mimicking the damage and effects of your equipped Crossbow. +1 to Attack and Damage with Light and Heavy (non-repeating) crossbows.
Eye for Accuracy 0/3
Eye for Accuracy
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 to Attack with weapons
Conjure Bolts 0/3
Conjure Bolts
Ranks: 3 Cost: 1 AP Requires: 1 AP
Conjures a stack of 1000 bolts for use with a crossbow. These bolts have a +1 enhancement bonus. These bolts dissolve into nothingness after logout.
Law on your Side 0/1
Law on your Side
Ranks: 1 Cost: 2 AP Requires: 1 AP
Imbue Toggle: Your Light and Heavy (non-repeating) Crossbow attacks deal 1d10 Law damage on hit to Chaotic creatures and 1d6 Law damage on hit to all other creatures, scaling with 200% Ranged Power.
Inquisitive Skills 0/3
Inquisitive Skills
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 to Diplomacy, Intimidate, and Bluff.
Crossbow Adept 0/1
Crossbow Adept
Ranks: 1 Cost: 2 AP Requires: 5 AP
+1 to Attack and +2 to Damage with Light and Heavy (non-repeating) Crossbows
Wand and Scroll Mastery 0/3
Wand and Scroll Mastery
Ranks: 3 Cost: 1 AP Requires: 5 AP
+25% damage and healing of your wands, scrolls, and other items that cast spells. Adds +1 to the save DC's of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.
Observation 0/1
Observation
Ranks: 1 Cost: 2 AP Requires: 5 AP
When you use Diplomacy on a enemy, you gain one stack of Observation (+2 to Armor Class, +2 to PRR, +2 to MRR). Each stack lasts 20 seconds before being removed. This stacks up to 5 times.
Improved Law 0/1
Improved Law
Ranks: 1 Cost: 2 AP Requires: 5 AP
+1 bonus Imbue Dice
Action Boost: Skills 0/3
Action Boost: Skills
Ranks: 3 Cost: 1 AP Requires: 5 AP
Activate to gain a +2 Action Boost bonus to all skills for 20 seconds.
Crossbow Adept 0/1
Crossbow Adept
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 to Attack and +1 to Damage with Light and Heavy (non-repeating) Crossbows
What First? 0/1
What First?
Ranks: 1 Cost: 2 AP Requires: 10 AP
Pick a skill that you'd use to enter a room.
Improved Observation 0/1
Improved Observation
Ranks: 1 Cost: 1 AP Requires: 10 AP
Each stack of Observation now also grants you 5% Fortification Bypass.
Stop in the Name 0/1
Stop in the Name
Ranks: 1 Cost: 2 AP Requires: 10 AP
Active: Targeted enemy must save (DC Diplomacy+d20 vs. Will) or be Dazed for 10 seconds. Daze is removed on hit. Bosses are immune to Daze. 18 second cooldown.
Ability Score 0/1
Ability Score
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 Strength
Crossbow Adept 0/1
Crossbow Adept
Ranks: 1 Cost: 2 AP Requires: 20 AP
Crossbow Adept: +1 to Attack and +2 to Damage with Light and Heavy (non-repeating) Crossbows
What Later? 0/1
What Later?
Ranks: 1 Cost: 1 AP Requires: 20 AP
Take the followup skill to handle the situation.
Inquisition Style 0/1
Inquisition Style
Ranks: 1 Cost: 2 AP Requires: 20 AP
You count Light and Heavy (non-repeating) Crossbows as Favored Weapons, regardless of your Deity.
Greater Law 0/1
Greater Law
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 bonus Imbue Dice
Ability Score 0/1
Ability Score
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 Strength
No Holds Barred 0/1
No Holds Barred
Ranks: 1 Cost: 2 AP Requires: 30 AP
Action Boost: You may activate this ability to enchant your crossbow to instantly reload itself for 18 seconds. (Cooldown: 30 seconds. ) You must have a Crossbow equipped to use this skill. This shares charges and a cooldown with Endless Fusillade. If you also have Endless Fusillade, you gain +10 Ranged Power while No Holds Barred is active.

Passive: +5 Ranged Power, +10% Doubleshot
Arresting Assault 0/1
Arresting Assault
Ranks: 1 Cost: 1 AP Requires: 30 AP
Activated Ability: All nearby enemies take -10 Melee, Ranged, and Spell Power for 20 seconds and 5 stacks of Vulnerability. In addition, nearby enemies must save (DC Diplomacy+d20 vs. Will) or be subjected to a 10-second Daze. (Bosses are immune to the Daze, but not the Power reduction or Vulnerability). Daze is removed on hit. 1 minute cooldown.
Improved Uncanny Dodge 0/1
Improved Uncanny Dodge
Ranks: 1 Cost: 1 AP Requires: 30 AP
Activate this ability to gain a temporary 50% Dodge bonus and a +6 reflex save bonus. That feat also grants you a 1% passive bonus to Dodge at levels 4, 6, 8, 12, 16, and 20. This shares a cooldown with the Improved Uncanny Dodge feat.
Inquisitor's Path 0/1
Inquisitor's Path
Ranks: 1 Cost: 1 AP Requires: 30 AP
Which path will you follow?
Diplomatic Immunity 0/1
Diplomatic Immunity
Ranks: 1 Cost: 2 AP Requires: 30 AP
Toggle: While active, your attacks with Light and Heavy (non-repeating) Crossbows have a chance to automatically trigger Diplomacy around you.
Core Enhancements
Inquisitive 0/1
Inquisitive
Ranks: 1 Cost: 1 AP
+1 to Attack with all weapons. +1 to Diplomacy, Intimidate, and Bluff.
Hit the Streets 0/1
Hit the Streets
Ranks: 1 Cost: 1 AP Requires: 5 AP
You gain an additional copy of Diplomacy on a separate cooldown timer. This timer is shared with Half-Elven Social Grace's Diplomacy. Diplomacy allows you to attempt to encourage enemies to find targets other than yourself.

Passive: +5% Doubleshot, +2% Dodge, +3 Diplomacy skill. If you are a Half-Elf, this Diplomacy bonus is instead +10.
Mind Like Iron 0/1
Mind Like Iron
Ranks: 1 Cost: 1 AP Requires: 10 AP
+3 to Will Saving Throws. You no longer automatically fail Saving Throws for Fear, Enchantment, or Illusion effects on a Natural 1. You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, although this Search check occurs at a -4 penalty.
True Seeing 0/1
True Seeing
Ranks: 1 Cost: 1 AP Requires: 20 AP
You permanently gain the effects of the True Seeing spell. You gain +1 Competence Bonus to Critical Threat Range and Multiplier with Light and Heavy (non-repeating) Crossbows. In addition, you gain +1 bonus Imbue Dice.
Undaunted 0/1
Undaunted
Ranks: 1 Cost: 1 AP Requires: 30 AP
+3 to all Saving Throws, +4 to the Max Dex Bonus of equipped armor. You gain the Slippery Mind feat (You can wriggle free from magical effects that would otherwise control or compel you. You gain a second saving throw versus enchantments.) In addition, you gain +1 bonus Imbue Dice.
Master Inquisitive 0/1
Master Inquisitive
Ranks: 1 Cost: 1 AP Requires: 40 AP
+2 to all Ability Scores. +5 Ranged Power. While wielding a Light or Heavy (non-repeating) Crossbow, your Vorpal hits will knock down targets hit on a natural 20 + confirmation for 6 seconds without a saving throw, as a Great Crossbow. In addition, you gain +1 bonus Imbue Dice.
Core Enhancements
Enhancement Description
Inquisitive Inquisitive
+1 to Attack with all weapons. +1 to Diplomacy, Intimidate, and Bluff.
AP Cost
1
Ranks
1
Progression
0
Hit the Streets Hit the Streets
You gain an additional copy of Diplomacy on a separate cooldown timer. This timer is shared with Half-Elven Social Grace's Diplomacy. Diplomacy allows you to attempt to encourage enemies to find targets other than yourself.

Passive: +5% Doubleshot, +2% Dodge, +3 Diplomacy skill. If you are a Half-Elf, this Diplomacy bonus is instead +10.
AP Cost
1
Ranks
1
Progression
5
Mind Like Iron Mind Like Iron
+3 to Will Saving Throws. You no longer automatically fail Saving Throws for Fear, Enchantment, or Illusion effects on a Natural 1. You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, although this Search check occurs at a -4 penalty.
AP Cost
1
Ranks
1
Progression
10
True Seeing True Seeing
You permanently gain the effects of the True Seeing spell. You gain +1 Competence Bonus to Critical Threat Range and Multiplier with Light and Heavy (non-repeating) Crossbows. In addition, you gain +1 bonus Imbue Dice.
AP Cost
1
Ranks
1
Progression
20
Undaunted Undaunted
+3 to all Saving Throws, +4 to the Max Dex Bonus of equipped armor. You gain the Slippery Mind feat (You can wriggle free from magical effects that would otherwise control or compel you. You gain a second saving throw versus enchantments.) In addition, you gain +1 bonus Imbue Dice.
AP Cost
1
Ranks
1
Progression
30
Master Inquisitive Master Inquisitive
+2 to all Ability Scores. +5 Ranged Power. While wielding a Light or Heavy (non-repeating) Crossbow, your Vorpal hits will knock down targets hit on a natural 20 + confirmation for 6 seconds without a saving throw, as a Great Crossbow. In addition, you gain +1 bonus Imbue Dice.
AP Cost
1
Ranks
1
Progression
40
Tier 1
Enhancement Description
Dual Shooter Dual Shooter
While you have a Light or Heavy (non-repeating) Crossbow equipped, you instead fight with a Hand Crossbow in each hand, with each mimicking the damage and effects of your equipped Crossbow. +1 to Attack and Damage with Light and Heavy (non-repeating) crossbows.
AP Cost
2
Ranks
1
Progression
1
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
Conjure Bolts Conjure Bolts
Rank 1
Conjures a stack of 1000 bolts for use with a crossbow. These bolts have a +1 enhancement bonus. These bolts dissolve into nothingness after logout.
Rank 2
Conjures a stack of 1000 bolts for use with a crossbow. These bolts have a +1 enhancement bonus. These bolts dissolve into nothingness after logout.
Rank 3
Conjures a stack of 1000 bolts for use with a crossbow. These bolts have a +1 enhancement bonus. These bolts dissolve into nothingness after logout.
AP Cost
1
Ranks
3
Progression
1
Law on your Side Law on your Side
Imbue Toggle: Your Light and Heavy (non-repeating) Crossbow attacks deal 1d10 Law damage on hit to Chaotic creatures and 1d6 Law damage on hit to all other creatures, scaling with 200% Ranged Power.
AP Cost
2
Ranks
1
Progression
1
Inquisitive Skills Inquisitive Skills
Rank 1
+1 to Diplomacy, Intimidate, and Bluff.
Rank 2
+2 to Diplomacy, Intimidate, and Bluff.
Rank 3
+3 to Diplomacy, Intimidate, and Bluff. +1 to Will Saving Throws.
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Crossbow Adept Crossbow Adept
+1 to Attack and +2 to Damage with Light and Heavy (non-repeating) Crossbows
AP Cost
2
Ranks
1
Progression
5
Wand and Scroll Mastery Wand and Scroll Mastery
Rank 1
+25% damage and healing of your wands, scrolls, and other items that cast spells. Adds +1 to the save DC's of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.
Rank 2
+50% damage and healing of your wands, scrolls, and other items that cast spells. Adds +3 to the save DC's of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.
Rank 3
+75% damage and healing of your wands, scrolls, and other items that cast spells. Adds +6 to the save DC's of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.
AP Cost
1
Ranks
3
Progression
5
Observation Observation
When you use Diplomacy on a enemy, you gain one stack of Observation (+2 to Armor Class, +2 to PRR, +2 to MRR). Each stack lasts 20 seconds before being removed. This stacks up to 5 times.
AP Cost
2
Ranks
1
Progression
5
Improved Law Improved Law
+1 bonus Imbue Dice
AP Cost
2
Ranks
1
Progression
5
Prereqs
Law on your Side
Action Boost: Skills Action Boost: Skills
Rank 1
Activate to gain a +2 Action Boost bonus to all skills for 20 seconds.
Rank 2
Activate to gain a +4 Action Boost bonus to all skills for 20 seconds.
Rank 3
Activate to gain a +6 Action Boost bonus to all skills for 20 seconds.
AP Cost
1
Ranks
3
Progression
5
Tier 3
Enhancement Description
Crossbow Adept Crossbow Adept
+1 to Attack and +1 to Damage with Light and Heavy (non-repeating) Crossbows
AP Cost
2
Ranks
1
Progression
10
Prereqs
Crossbow Adept
What First? What First?
Pick a skill that you'd use to enter a room.
Shoot FirstAOE Crossbow Attack: Fire your Crossbow, hitting every enemy in an area around where the shot hits. This attack can fire as many shots as your Crossbow fires normally. On successful damage, enemies take a stack of the Shot Wound effect. Shot Wound deals 1d6 damage per Character Level every 2 seconds for 12 seconds. This damage scales with 200% Ranged Power.
Ask Questions FirstActivate this skill to gain +20 to Diplomacy and a 10% reduction in the cooldown time of Social Skills for 60 seconds. When you use Diplomacy on a enemy while this is active, you gain a stack of Preparation ( +2% Dodge that ignores Dodge Cap ). Each stack of Preparation lasts 12 seconds, and acquiring a new stack resets the duration. Preparation can stack up to 5 times. (Cooldown: 2 minutes).
AP Cost
2
Ranks
1
Progression
10
Improved Observation Improved Observation
Each stack of Observation now also grants you 5% Fortification Bypass.
AP Cost
1
Ranks
1
Progression
10
Prereqs
Observation
Stop in the Name Stop in the Name
Active: Targeted enemy must save (DC Diplomacy+d20 vs. Will) or be Dazed for 10 seconds. Daze is removed on hit. Bosses are immune to Daze. 18 second cooldown.
AP Cost
2
Ranks
1
Progression
10
Ability Score Ability Score
Strength+1 Strength
Dexterity+1 Dexterity
Constitution+1 Constitution
Intelligence+1 Intelligence
Wisdom+1 Wisdom
Charisma+1 Charisma
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Crossbow Adept Crossbow Adept
Crossbow Adept: +1 to Attack and +2 to Damage with Light and Heavy (non-repeating) Crossbows
AP Cost
2
Ranks
1
Progression
20
Prereqs
Crossbow Adept
What Later? What Later?
Take the followup skill to handle the situation.
Ask Questions LaterRequires Shoot First. When you use Diplomacy on enemies who have at least one stack of Shot Wound, they take a Crushing Despair effect for 30 seconds.
Shoot LaterRequires Ask Questions First. AOE Crossbow Attack: Fire your Crossbow, hitting every enemy in an area around where the shot hits. This attack can fire as many shots as your Crossbow fires normally.
AP Cost
1
Ranks
1
Progression
20
Prereqs
What First?
Inquisition Style Inquisition Style
Divine InquisitionYou count Light and Heavy (non-repeating) Crossbows as Favored Weapons, regardless of your Deity.
Arcane InquisitionYou gain +15 Universal Spell Power while you have a Light or Heavy (non-repeating) Crossbows equipped.
Martial Inquisition+5% Doubleshot with Light and Heavy (non-repeating) Crossbows.
Dashing InquisitionYou can Swashbuckle while wielding a Light (non-repeating) Crossbow.
AP Cost
2
Ranks
1
Progression
20
Greater Law Greater Law
+1 bonus Imbue Dice
AP Cost
2
Ranks
1
Progression
20
Ability Score Ability Score
Strength+1 Strength
Dexterity+1 Dexterity
Constitution+1 Constitution
Intelligence+1 Intelligence
Wisdom+1 Wisdom
Charisma+1 Charisma
AP Cost
2
Ranks
1
Progression
20
Tier 5
Enhancement Description
No Holds Barred No Holds Barred
Action Boost: You may activate this ability to enchant your crossbow to instantly reload itself for 18 seconds. (Cooldown: 30 seconds. ) You must have a Crossbow equipped to use this skill. This shares charges and a cooldown with Endless Fusillade. If you also have Endless Fusillade, you gain +10 Ranged Power while No Holds Barred is active.

Passive: +5 Ranged Power, +10% Doubleshot
AP Cost
2
Ranks
1
Progression
30
Arresting Assault Arresting Assault
Activated Ability: All nearby enemies take -10 Melee, Ranged, and Spell Power for 20 seconds and 5 stacks of Vulnerability. In addition, nearby enemies must save (DC Diplomacy+d20 vs. Will) or be subjected to a 10-second Daze. (Bosses are immune to the Daze, but not the Power reduction or Vulnerability). Daze is removed on hit. 1 minute cooldown.
AP Cost
1
Ranks
1
Progression
30
Improved Uncanny Dodge Improved Uncanny Dodge
Activate this ability to gain a temporary 50% Dodge bonus and a +6 reflex save bonus. That feat also grants you a 1% passive bonus to Dodge at levels 4, 6, 8, 12, 16, and 20. This shares a cooldown with the Improved Uncanny Dodge feat.
AP Cost
1
Ranks
1
Progression
30
Inquisitor's Path Inquisitor's Path
Which path will you follow?
Optimistic+2 bonus Imbue Dice.

+15% Attack Speed with Light and Heavy (non-Repeating) Crossbows, +15% Doubleshot with Light and Heavy (non-Repeating) Crossbows.
Jaded+1 bonus Imbue Dice. Damage from Law on your Side is now 1d10 Law damage and now applies to all creatures.

+15% Attack Speed with Light and Heavy (non-Repeating) Crossbows, +15% Doubleshot with Light and Heavy (non-Repeating) Crossbows.
Vigilante+1 bonus Imbue Dice. Damage from Law on your Side is now 1d10 Chaos damage and now applies to all creatures.

+15% Attack Speed with Light and Heavy (non-Repeating) Crossbows, +15% Doubleshot with Light and Heavy (non-Repeating) Crossbows.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Greater Law
Diplomatic Immunity Diplomatic Immunity
Toggle: While active, your attacks with Light and Heavy (non-repeating) Crossbows have a chance to automatically trigger Diplomacy around you.
AP Cost
2
Ranks
1
Progression
30