| Enhancement | Description |
|---|---|
Bloodsong
|
Imbue Toggle: Your weapon attacks deal an additional 1d4 Sonic damage to enemies under 75% HP. This damage scales with 100% Spell Power. Passive: +5 Fire and Sonic Spell Power |
Charisma
|
+1 Charisma |
Bloodsong
|
Your Bloodsong Imbue Toggle is increased to 1d6 Sonic damage against enemies under 50% HP. This damage scales with 100% Spell Power. Passive: +10 Fire and Sonic Spell Power |
Charisma
|
+1 Charisma |
Bloodsong
|
Your Bloodsong Imbue Toggle is increased to 1d8 Sonic damage against enemies under 25% HP. This damage scales with 100% Spell Power. Passive: +20 Fire and Sonic Spell Power |
| Enhancement | Description |
|---|---|
Hellish Rebuke
|
Enveloped in a cloak of infernal flame, you have a chance to deal fire damage to foes that strike you in melee range. Enemies have a chance to take 1d10 Fire Damage +1 per Character Level, max 30. This damage scales with Fire Spell Power. |
Scoundrel's Skills
|
Rank 1 +1 Balance, Bluff, and DiplomacyRank 2 +2 Balance, Bluff, and DiplomacyRank 3 +3 Balance, Bluff, and Diplomacy |
Dashing Weapons
|
You are trained in the art of fine weaponry. You have +1 to Hit and Damage with the following weapons: Shortsword Rapier Handaxe Light Hammer Light Crossbow |
Innate Protection
|
Rank 1 +1 to Saves vs SpellsRank 2 +2 to Saves vs SpellsRank 3 +3 to Saves vs Spells |
Obscuring Darkness
|
You can channel your fiendish nature to manifest a zone of Obscuring Darkness at will for 30 seconds. Foes inside the darkness suffer a 20% chance of missing any attack they make due to concealment. This does not apply to attacking misted targets from outside. Further Enhancements can modify how Obscuring Darkness can affect both you and your enemies. |
| Enhancement | Description |
|---|---|
Hellish Reverberation
|
While Hellish Rebuke is active, enemies that strike you have a chance to be dazed with no save. |
Infernal Resistance
|
|
Improved Dashing Weapons
|
+1 to Hit and Damage with your Dashing Weapons |
Traditionalist Caster
|
Rank 1 +3 Universal Spell Power while wielding an Orb or StaffRank 2 +6 Universal Spell Power while wielding an Orb or StaffRank 3 +10 Universal Spell Power while wielding an Orb or Staff |
Lasting Darkness
|
Enemies that enter your Obscuring Darkness have a chance to be blinded with no save. |
| Enhancement | Description |
|---|---|
Ash Imprisonment
|
Your Fiendish Arpeggio attempts to turn your target to burning Ash. This acts similarly to a Flesh to Stone spell, and affects anything your Fascinate can affect. Bosses are Immune, and instead take -4 Armor Class and -25% Fortification for the duration. DC: (1d20 + Perform Skill) vs Will Duration: 20 seconds |
Infernal Resistance
|
|
Greater Dashing Weapons
|
+2 to Hit and Damage with your Dashing Weapons, +1 Sneak Attack Die |
Scoundrel's Inspiration
|
Rank 1 Your Bardic Ballad grants an additional 1 to Attack and 3 to Universal Spell Power.Rank 2 Your Bardic Ballad grants an additional 2 to Attack and 6 to Universal Spell Power.Rank 3 Your Bardic Ballad grants an additional 3 to Attack and 9 to Universal Spell Power. |
Dance in the Darkness
|
While in Obscuring Darkness, you gain +3 Saving Throws, +3 Magical Resistance Rating, and +15 Magical Resistance Cap. |
| Enhancement | Description |
|---|---|
Staccato Sovereign
|
You use your Fire Spell Power in place of your Sonic Spell Power if it is higher, and vice versa. |
Charm Hearts
|
Enemies that attack you have a 10% chance to be subjegated to a Fascinate effect (Will Save vs 1d20 + Perform Skill negates). |
Enthralling Weapons
|
+2 to Hit and Damage, +1 Sneak Attack Die, and +1 Enchantment DC while using a Dashing Weapons |
Magic of Melodies
|
+1 Enchantment DC, +1 Caster Level and +1 Max Caster Level with Enchantment Spells |
Sonata of Darkness
|
While in Obscuring Darkness, you gain Displacement, +5% Dodge, and +2 Enchantment DCs. |