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Henshin Mystic
Monk Class Enhancement Tree

Henshin Mystic

Elemental Words (x4) 0/1
Elemental Words (x4)
Ranks: 1 Cost: 1 AP Requires: 1 AP
Gain four attacks that share a cooldown
Henshin Training 0/1
Henshin Training
Ranks: 1 Cost: 2 AP Requires: 1 AP
+1 to Attack and Damage while Centered.
Ki Shout 0/1
Ki Shout
Ranks: 1 Cost: 2 AP Requires: 1 AP
Ki Activate: Intimidates nearby enemies, encouraging them to attack you. This ability uses your Concentration skill, and shares a cooldown with the Intimidate skill.
Exemplar 0/3
Exemplar
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Heal and Intimidate. +5% Attack Speed with Quarterstaves.
Animal Forms 0/1
Animal Forms
Ranks: 1 Cost: 2 AP Requires: 1 AP
You emulate a creature of nature in your training.
Elemental Soul 0/1
Elemental Soul
Ranks: 1 Cost: 2 AP Requires: 5 AP
Taking this Enhancement grants you four Imbue Toggles, in Fire, Cold, Electric, and Acid. When toggled, you enhance your attacks with ki, dealing 1d6 (Element) damage on hit, and an additional 1d6 Force damage on crit. Your Ki Spells also apply the (Element) portion of this damage. This damage scales with 150% of the highest of Melee and Ranged Power.
Henshin Training 0/1
Henshin Training
Ranks: 1 Cost: 2 AP Requires: 5 AP
+1 to Attack and +2 Damage while Centered.
Elemental Ki Strikes 0/1
Elemental Ki Strikes
Ranks: 1 Cost: 2 AP Requires: 5 AP
Select one of four attacks that have secondary aftereffects.
Embrace the Void 0/3
Embrace the Void
Ranks: 3 Cost: 1 AP Requires: 5 AP
Gain +1 to Dodge Cap, 1 Meditation use per rest, and regenerate ki faster while meditating. While you are meditating, you generate a protective shield that can absorb up to 25 damage, and is refreshed every 3 seconds.
Contemplation 0/3
Contemplation
Ranks: 3 Cost: 1 AP Requires: 5 AP
+1 Concentration and Will Saves.
Mystic Kata 0/1
Mystic Kata
Ranks: 1 Cost: 2 AP Requires: 10 AP
Gain an ability depending on your Light or Dark Path
Henshin Training 0/1
Henshin Training
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 to Attack and +2 Damage while Centered.
Conditioning 0/3
Conditioning
Ranks: 3 Cost: 1 AP Requires: 10 AP
+1 Concentration and Fortitude Saves, +5 HP.
Clear Your Mind 0/3
Clear Your Mind
Ranks: 3 Cost: 1 AP Requires: 10 AP
Battle Trance: While Centered, you gain an Insight bonus to Attack, Damage and the DC of Tactical feats equal to 1/2 of your Wisdom modifier for 30 seconds. Cooldown: 20 seconds. The effects of this Trance are dispelled if you are no longer Centered.

Antirequisite: This ability can not be trained if you have any other Battle Trance ability (e.g. Know the Angles).
Ability Score 0/1
Ability Score
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 to any ability score
Mystic Kata 0/1
Mystic Kata
Ranks: 1 Cost: 1 AP Requires: 20 AP
Upgrade the Light or Dark Path Ability
Henshin Training 0/1
Henshin Training
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 to Attack and +2 Damage while Centered.
Mantra of Soul 0/3
Mantra of Soul
Ranks: 3 Cost: 1 AP Requires: 20 AP
+5 Magical Resistance Rating
Focus 0/1
Focus
Ranks: 1 Cost: 2 AP Requires: 20 AP
While centered, you and nearby party members gain a +10 Exceptional bonus to Universal Spell Power, a +5 Exceptional bonus to hit, and a +5 Exceptional bonus to Melee and Range Power.
Ability Score 0/1
Ability Score
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 to any ability score
Void Strike 0/1
Void Strike
Ranks: 1 Cost: 1 AP Requires: 30 AP
Ki Melee Attack: You have learned to make attacks backed by pure ki energy. On Hit: +30% damage, +1 Critical Threat Range, +1 Critical Damage Multiplier, and 10d6 Force damage that scales with Melee Power. On Vorpal: Your enemy is erased from existence.
Henshin Training 0/1
Henshin Training
Ranks: 1 Cost: 1 AP Requires: 30 AP
+3 to Attack and +3 Damage.
Mystic Honing 0/1
Mystic Honing
Ranks: 1 Cost: 1 AP Requires: 30 AP
You gain a +1 Competence bonus to Critical Damage Multiplier and Threat Range while Centered.
Self Defense 0/1
Self Defense
Ranks: 1 Cost: 1 AP Requires: 30 AP
You gain +5 Magic Resistance and Magic Resistance Cap

You gain a +25% Competence bonus to Max Hit Points.
Balance in Dawn 0/1
Balance in Dawn
Ranks: 1 Cost: 1 AP Requires: 30 AP
Select a melee attack that opposes your philosophy.
Core Enhancements
Riddle of Fire 0/1
Riddle of Fire
Ranks: 1 Cost: 1 AP
While you are Centered, you can use your Wisdom modifier to hit. Each Core Enhancement in the Henshin Mystic tree, including this one, grants you the following passive effects:

+3 Melee Power
+2 Fire Resistance
+3 PRR
+1 bonus Imbue Dice
Enemies have -2 Fire Resistance against your spells
Ki Bolt 0/1
Ki Bolt
Ranks: 1 Cost: 1 AP Requires: 5 AP
Ki Spell-Like Ability: You fire a ki blast that deals 1d6 fire and 1d4 force damage per Caster Level to an opponent. This damage scales with 3x Melee Power. The target also gains a stack of Weakened Will, Feeble Fortitude, and Reduced Reflexes. (-1 Saving Throws, 6 second duration. Can stack up to 5 times.) This ability has double normal spell range.

Passive: While you are Centered, you can use your Wisdom modifier to Damage and you gain +2 Ki each time you hit a creature with a melee attack. This stacks with all other sources of Ki generation.
Cauldron of Flame 0/1
Cauldron of Flame
Ranks: 1 Cost: 1 AP Requires: 10 AP
Fire Ki Spell-Like Ability: You will flame into the world around you. Enemies around you take 1d2 fire damage per Monk level every 2 seconds, increasing by an additional 1d2 fire damage per Monk level every 2 seconds that you remain standing in the flames. This damage scales with 2x Melee Power. If you leave the area of the flames, this effect ends. A successful Reflex save (DC 10+ Monk Level + Wisdom Modifier + Stunning Bonuses) reduces damage by half.
While you remain inside your Cauldron of Flames, you personally gain PRR equal to your Monk level, MRR equal to your Monk level, and Dodge that ignores Dodge Cap equal to 5 + half your Monk Level.
Incinerating Wave 0/1
Incinerating Wave
Ranks: 1 Cost: 1 AP Requires: 20 AP
Fire Ki Spell-Like Ability: You produce a wall of ki flame that travels away from you, dealing 1d6+3 fire and force damage per caster level every 2 seconds to all opponents near it. This damage scales with 3x Melee Power. A successful Reflex save (DC 10+ Monk Level + Wisdom Modifier + Stunning Bonuses) reduces damage by half.
Improved Cauldron 0/1
Improved Cauldron
Ranks: 1 Cost: 1 AP Requires: 30 AP
The cooldown timer on Cauldron of Flames is now halved. You may now move a small range outside your Cauldron without it collapsing.
Serenity 0/1
Serenity
Ranks: 1 Cost: 1 AP Requires: 40 AP
Your understanding of things has evolved to a level that defies description.

Passive:
+4 Wisdom
+10 Concentration
+1 Passive Ki Generation
+12 Melee Power (in addition to the +3 you get for each Core, for a total of +15)
While inside your Cauldron of Flame and Centered, +5 to Attack and Damage, +1 Critical Multiplier.
Core Enhancements
Enhancement Description
Riddle of Fire Riddle of Fire
While you are Centered, you can use your Wisdom modifier to hit. Each Core Enhancement in the Henshin Mystic tree, including this one, grants you the following passive effects:

+3 Melee Power
+2 Fire Resistance
+3 PRR
+1 bonus Imbue Dice
Enemies have -2 Fire Resistance against your spells
AP Cost
1
Ranks
1
Progression
0
Prereqs
Monk Level 1
Ki Bolt Ki Bolt
Ki Spell-Like Ability: You fire a ki blast that deals 1d6 fire and 1d4 force damage per Caster Level to an opponent. This damage scales with 3x Melee Power. The target also gains a stack of Weakened Will, Feeble Fortitude, and Reduced Reflexes. (-1 Saving Throws, 6 second duration. Can stack up to 5 times.) This ability has double normal spell range.

Passive: While you are Centered, you can use your Wisdom modifier to Damage and you gain +2 Ki each time you hit a creature with a melee attack. This stacks with all other sources of Ki generation.
AP Cost
1
Ranks
1
Progression
5
Prereqs
Riddle of Fire, Monk Level 3
Cauldron of Flame Cauldron of Flame
Fire Ki Spell-Like Ability: You will flame into the world around you. Enemies around you take 1d2 fire damage per Monk level every 2 seconds, increasing by an additional 1d2 fire damage per Monk level every 2 seconds that you remain standing in the flames. This damage scales with 2x Melee Power. If you leave the area of the flames, this effect ends. A successful Reflex save (DC 10+ Monk Level + Wisdom Modifier + Stunning Bonuses) reduces damage by half.
While you remain inside your Cauldron of Flames, you personally gain PRR equal to your Monk level, MRR equal to your Monk level, and Dodge that ignores Dodge Cap equal to 5 + half your Monk Level.
AP Cost
1
Ranks
1
Progression
10
Prereqs
Ki Bolt, Monk Level 6
Incinerating Wave Incinerating Wave
Fire Ki Spell-Like Ability: You produce a wall of ki flame that travels away from you, dealing 1d6+3 fire and force damage per caster level every 2 seconds to all opponents near it. This damage scales with 3x Melee Power. A successful Reflex save (DC 10+ Monk Level + Wisdom Modifier + Stunning Bonuses) reduces damage by half.
AP Cost
1
Ranks
1
Progression
20
Prereqs
Cauldron of Flame, Monk Level 12
Improved Cauldron Improved Cauldron
The cooldown timer on Cauldron of Flames is now halved. You may now move a small range outside your Cauldron without it collapsing.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Incinerating Wave, Monk Level 18
Serenity Serenity
Your understanding of things has evolved to a level that defies description.

Passive:
+4 Wisdom
+10 Concentration
+1 Passive Ki Generation
+12 Melee Power (in addition to the +3 you get for each Core, for a total of +15)
While inside your Cauldron of Flame and Centered, +5 to Attack and Damage, +1 Critical Multiplier.
AP Cost
1
Ranks
1
Progression
40
Prereqs
Improved Cauldron, Monk Level 20
Tier 1
Enhancement Description
Elemental Words (x4) Elemental Words (x4)
Gain four attacks that share a cooldown
Ki Melee Attack: You strike your opponent and speak the secret words that cause them to draw acid in like a sponge. On Hit: Target takes 1d6 Acid Damage + 1 Acid Damage per Monk level, and takes 10% more Acid Damage for 30 seconds.

Taking this ability grants you Fire, Cold, and Electric variants of Elemental Words, which share a single cooldown.
AP Cost
1
Ranks
1
Progression
1
Henshin Training Henshin Training
+1 to Attack and Damage while Centered.
AP Cost
2
Ranks
1
Progression
1
Ki Shout Ki Shout
Ki Activate: Intimidates nearby enemies, encouraging them to attack you. This ability uses your Concentration skill, and shares a cooldown with the Intimidate skill.
AP Cost
2
Ranks
1
Progression
1
Exemplar Exemplar
Rank 1
+1 Heal and Intimidate. +5% Attack Speed with Quarterstaves.
Rank 2
+2 Heal and Intimidate. +10% Attack Speed with Quarterstaves.
Rank 3
+3 Heal and Intimidate. +15% Attack Speed with Quarterstaves.
AP Cost
1
Ranks
3
Progression
1
Animal Forms Animal Forms
You emulate a creature of nature in your training.
Way of the Clever MonkeyLike a monkey, no trap in the world can catch you. You gain +1 to your haggle skill and all saves against traps, as well as energy resistance 2. At monk levels 3, 9, and 15, the skill and save bonuses increase by 1 and energy resistance increases by 2.
Way of the Elegant CraneLike a crane, you strike with precision and elegance. You gain +1 to your Diplomacy skill, and generate 1 additional Ki on critical hits. Your training has left you more fragile than normal, however, and have a –1 penalty to Fortitude saves. At monk levels 3, 9, and 15, these bonuses and penalties increase by 1.
Way of the Faithful HoundLike a hound, you are ever vigilant and at home amidst the pack. You gain +1 to your Listen skill and a +2 bonus to hit flanked opponents. At monk levels 3, 9, and 15, the bonuses increase by 1.
Way of the Patient TortoiseLike a tortoise, you are calm at heart and worries wash over you. You gain +1 to your Concentration skill and 5 additional hit points. At monk levels 3, 9, and 15, the skill bonus increases by 1 and hit point bonus increases by 5.
Way of the Tenacious BadgerLike a badger, you are most dangerous when grievously injured. You gain +1 to your Intimidate skill, and whenever you are below 50% health, your passive Ki regen is increased by 1 and you deal +0.25\ additional damage. Your patience has suffered however, and you generate Ki slower when meditating. At monk levels 3, 9, and 15, the skill bonus increases by 1 and the damage bonus increases by +0.25\.
AP Cost
2
Ranks
1
Progression
1
Tier 2
Enhancement Description
Elemental Soul Elemental Soul
Taking this Enhancement grants you four Imbue Toggles, in Fire, Cold, Electric, and Acid. When toggled, you enhance your attacks with ki, dealing 1d6 (Element) damage on hit, and an additional 1d6 Force damage on crit. Your Ki Spells also apply the (Element) portion of this damage. This damage scales with 150% of the highest of Melee and Ranged Power.
AP Cost
2
Ranks
1
Progression
5
Henshin Training Henshin Training
+1 to Attack and +2 Damage while Centered.
AP Cost
2
Ranks
1
Progression
5
Prereqs
Henshin Training
Elemental Ki Strikes Elemental Ki Strikes
Select one of four attacks that have secondary aftereffects.
Knock on the SkyKi Melee Attack: You strike your opponent, deflecting their momentum. Your enemy deals 4% less physical damage for 30 seconds. This effect can stack up to 5 times.
Fists of IronKi Melee Attack: You have imbued your attacks with extra force.
Eagle Claw AttackKi Melee Attack: Your attacks can shatter objects. You strike at weak points in your opponent's armor or hide, applying four stacks of Armor Destruction. (Each stack reduces Armor Class by 1 and Fortification by 1% for 20 seconds. This effect can stack up to 15 times.)
Unbalancing StrikeKi Melee Attack: You have learned several joint strikes. You can attack these weak points of your opponent, throwing them off balance for a short period of time. This reduces their armor class by 2, applies a -10 penalty to their Balance skill, and renders them vulnerable to sneak attacks. A successful Reflex save negates this effect. (DC 10 + Half Monk Level + Wisdom mod + Trip modifiers) The target receives periodic saves to attempt to break free of this effect.
AP Cost
2
Ranks
1
Progression
5
Embrace the Void Embrace the Void
Rank 1
Gain +1 to Dodge Cap, 1 Meditation use per rest, and regenerate ki faster while meditating. While you are meditating, you generate a protective shield that can absorb up to 25 damage, and is refreshed every 3 seconds.
Rank 2
Gain +2 to Dodge Cap, 2 Meditation uses per rest, and regenerate ki faster while meditating. While you are meditating, you generate a protective shield that can absorb up to 50 damage, and is refreshed every 3 seconds.
Rank 3
Gain +3 to Dodge Cap, 3 Meditation uses per rest, and regenerate ki faster while meditating. While you are meditating, you generate a protective shield that can absorb up to 100 damage, and is refreshed every 3 seconds.
AP Cost
1
Ranks
3
Progression
5
Contemplation Contemplation
Rank 1
+1 Concentration and Will Saves.
Rank 2
+2 Concentration and Will Saves.
Rank 3
+3 Concentration and Will Saves. Your passive ki regeneration is increased by 1.
AP Cost
1
Ranks
3
Progression
5
Tier 3
Enhancement Description
Mystic Kata Mystic Kata
Gain an ability depending on your Light or Dark Path
Kata of WindActivate to grant you and nearby allies 20% Concealment for 60 seconds. You must be Centered to use this ability.
Kata of IceYou perform a Melee attack that encases a tainted target in ice on a failed Fortitude save for 10 seconds. (DC = 10 + STR/DEX/WIS modifier + Monk level + Stunning DC boosts). You must be Centered to use this ability.
AP Cost
2
Ranks
1
Progression
10
Henshin Training Henshin Training
+1 to Attack and +2 Damage while Centered.
AP Cost
2
Ranks
1
Progression
10
Prereqs
Henshin Training
Conditioning Conditioning
Rank 1
+1 Concentration and Fortitude Saves, +5 HP.
Rank 2
+2 Concentration and Fortitude Saves, +10 HP.
Rank 3
+3 Concentration and Fortitude Saves, +15 HP.
AP Cost
1
Ranks
3
Progression
10
Clear Your Mind Clear Your Mind
Rank 1
Battle Trance: While Centered, you gain an Insight bonus to Attack, Damage and the DC of Tactical feats equal to 1/2 of your Wisdom modifier for 30 seconds. Cooldown: 20 seconds. The effects of this Trance are dispelled if you are no longer Centered.

Antirequisite: This ability can not be trained if you have any other Battle Trance ability (e.g. Know the Angles).
Rank 2
Battle Trance: While Centered, you gain an Insight bonus to Attack, Damage and the DC of Tactical feats equal to 1/2 of your Wisdom modifier for 60 seconds. Cooldown: 20 seconds. The effects of this Trance are dispelled if you are no longer Centered.

Antirequisite: This ability can not be trained if you have any other Battle Trance ability (e.g. Know the Angles).
Rank 3
Battle Trance: While Centered, you gain an Insight bonus to Attack, Damage and the DC of Tactical feats equal to 1/2 of your Wisdom modifier for 120 seconds. Cooldown: 20 seconds. The effects of this Trance are dispelled if you are no longer Centered.

Antirequisite: This ability can not be trained if you have any other Battle Trance ability (e.g. Know the Angles).
AP Cost
1
Ranks
3
Progression
10
Ability Score Ability Score
+1 to any 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
Mystic Kata Mystic Kata
Upgrade the Light or Dark Path Ability
Kata of Deep MagicWhen you use Kata of Wind, you grant you and other allies a 25% reduction in Spell Point Cost for 60 seconds.
Kata of Dark StarsYou use the power of the stars to set up harmonic vibrations within your enemy that force them to dance for 12 seconds unless they make a Will saving throw (DC = 10 + STR/DEX/WIS modifier + Monk level + Stunning DC boosts). You must be Centered to use this ability.
AP Cost
1
Ranks
1
Progression
20
Prereqs
Mystic Kata
Henshin Training Henshin Training
+1 to Attack and +2 Damage while Centered.
AP Cost
2
Ranks
1
Progression
20
Prereqs
Henshin Training
Mantra of Soul Mantra of Soul
Rank 1
+5 Magical Resistance Rating
Rank 2
+10 Magical Resistance Rating
Rank 3
+20 Magical Resistance Rating
AP Cost
1
Ranks
3
Progression
20
Focus Focus
While centered, you and nearby party members gain a +10 Exceptional bonus to Universal Spell Power, a +5 Exceptional bonus to hit, and a +5 Exceptional bonus to Melee and Range Power.
AP Cost
2
Ranks
1
Progression
20
Ability Score Ability Score
+1 to any 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
Prereqs
Ability Score
Tier 5
Enhancement Description
Void Strike Void Strike
Ki Melee Attack: You have learned to make attacks backed by pure ki energy. On Hit: +30% damage, +1 Critical Threat Range, +1 Critical Damage Multiplier, and 10d6 Force damage that scales with Melee Power. On Vorpal: Your enemy is erased from existence.
AP Cost
1
Ranks
1
Progression
30
Henshin Training Henshin Training
+3 to Attack and +3 Damage.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Henshin Training
Mystic Honing Mystic Honing
You gain a +1 Competence bonus to Critical Damage Multiplier and Threat Range while Centered.
AP Cost
1
Ranks
1
Progression
30
Self Defense Self Defense
You gain +5 Magic Resistance and Magic Resistance Cap

You gain a +25% Competence bonus to Max Hit Points.
AP Cost
1
Ranks
1
Progression
30
Balance in Dawn Balance in Dawn
Select a melee attack that opposes your philosophy.
Every Light Casts a ShadowKi Melee Attack: On Damage: Target suffers 1d4 Negative Levels. All nearby enemies suffer 1d2 Negative Levels.
Shadows Cannot Exist Without LightKi Melee Attack: On Damage: Target suffers 1d6 light damage every 2 seconds for 10 seconds. This can stack up to 10 times. All allies around you receive 100 Positive Energy healing. (This healing effect is unaffected by Spell Power.)
AP Cost
1
Ranks
1
Progression
30