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Bladeforged
Eladrin Chaosmancer
Dhampir Dark Bargainer
Deep Gnome
Duergar Mindcleaver
Morninglord
Purple Dragon Knight
Razorclaw Shifter
Tiefling Scoundrel
Aasimar: Scourge of the Dead
Shadar-kai
Tabaxi Trailblazer
Tiefling Scoundrel
Iconic Enhancement Tree

Tiefling Scoundrel

Hellish Rebuke 0/1
Hellish Rebuke
Ranks: 1 Cost: 1 AP Requires: 1 AP
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 0/3
Scoundrel's Skills
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Balance, Bluff, and Diplomacy
Dashing Weapons 0/1
Dashing Weapons
Ranks: 1 Cost: 2 AP Requires: 1 AP
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 0/3
Innate Protection
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 to Saves vs Spells
Obscuring Darkness 0/1
Obscuring Darkness
Ranks: 1 Cost: 2 AP Requires: 1 AP
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.
Hellish Reverberation 0/1
Hellish Reverberation
Ranks: 1 Cost: 1 AP Requires: 5 AP
While Hellish Rebuke is active, enemies that strike you have a chance to be dazed with no save.
Infernal Resistance 0/1
Infernal Resistance
Ranks: 1 Cost: 2 AP Requires: 5 AP
You gain Cold Resistance equal to your Character Level.
Improved Dashing Weapons 0/1
Improved Dashing Weapons
Ranks: 1 Cost: 1 AP Requires: 5 AP
+1 to Hit and Damage with your Dashing Weapons
Traditionalist Caster 0/3
Traditionalist Caster
Ranks: 3 Cost: 1 AP Requires: 5 AP
+3 Universal Spell Power while wielding an Orb or Staff
Lasting Darkness 0/1
Lasting Darkness
Ranks: 1 Cost: 1 AP Requires: 5 AP
Enemies that enter your Obscuring Darkness have a chance to be blinded with no save.
Ash Imprisonment 0/1
Ash Imprisonment
Ranks: 1 Cost: 1 AP Requires: 10 AP
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 0/1
Infernal Resistance
Ranks: 1 Cost: 1 AP Requires: 10 AP
You gain Cold Resistance equal to your Character Level.
Greater Dashing Weapons 0/1
Greater Dashing Weapons
Ranks: 1 Cost: 1 AP Requires: 10 AP
+2 to Hit and Damage with your Dashing Weapons, +1 Sneak Attack Die
Scoundrel's Inspiration 0/3
Scoundrel's Inspiration
Ranks: 3 Cost: 1 AP Requires: 10 AP
Your Bardic Ballad grants an additional 1 to Attack and 3 to Universal Spell Power.
Dance in the Darkness 0/1
Dance in the Darkness
Ranks: 1 Cost: 2 AP Requires: 10 AP
While in Obscuring Darkness, you gain +3 Saving Throws, +3 Magical Resistance Rating, and +15 Magical Resistance Cap.
Staccato Sovereign 0/1
Staccato Sovereign
Ranks: 1 Cost: 2 AP Requires: 15 AP
You use your Fire Spell Power in place of your Sonic Spell Power if it is higher, and vice versa.
Charm Hearts 0/1
Charm Hearts
Ranks: 1 Cost: 2 AP Requires: 15 AP
Enemies that attack you have a 10% chance to be subjegated to a Fascinate effect (Will Save vs 1d20 + Perform Skill negates).
Enthralling Weapons 0/1
Enthralling Weapons
Ranks: 1 Cost: 2 AP Requires: 15 AP
+2 to Hit and Damage, +1 Sneak Attack Die, and +1 Enchantment DC while using a Dashing Weapons
Magic of Melodies 0/1
Magic of Melodies
Ranks: 1 Cost: 2 AP Requires: 15 AP
+1 Enchantment DC, +1 Caster Level and +1 Max Caster Level with Enchantment Spells
Sonata of Darkness 0/1
Sonata of Darkness
Ranks: 1 Cost: 2 AP Requires: 15 AP
While in Obscuring Darkness, you gain Displacement, +5% Dodge, and +2 Enchantment DCs.
Core Enhancements
Bloodsong 0/1
Bloodsong
Ranks: 1 Cost: 1 AP
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 0/1
Charisma
Ranks: 1 Cost: 2 AP
+1 Charisma
Bloodsong 0/1
Bloodsong
Ranks: 1 Cost: 1 AP
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 0/1
Charisma
Ranks: 1 Cost: 2 AP
+1 Charisma
Bloodsong 0/1
Bloodsong
Ranks: 1 Cost: 1 AP
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
Core Enhancements
Enhancement Description
Bloodsong 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
AP Cost
1
Ranks
1
Progression
0
Charisma Charisma
+1 Charisma
AP Cost
2
Ranks
1
Progression
0
Prereqs
Bloodsong
Bloodsong 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
AP Cost
1
Ranks
1
Progression
0
Prereqs
Charisma
Charisma Charisma
+1 Charisma
AP Cost
2
Ranks
1
Progression
0
Prereqs
Bloodsong
Bloodsong 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
AP Cost
1
Ranks
1
Progression
0
Prereqs
Charisma
Tier 1
Enhancement Description
Hellish Rebuke 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.
AP Cost
1
Ranks
1
Progression
1
Scoundrel's Skills Scoundrel's Skills
Rank 1
+1 Balance, Bluff, and Diplomacy
Rank 2
+2 Balance, Bluff, and Diplomacy
Rank 3
+3 Balance, Bluff, and Diplomacy
AP Cost
1
Ranks
3
Progression
1
Dashing Weapons 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
AP Cost
2
Ranks
1
Progression
1
Innate Protection Innate Protection
Rank 1
+1 to Saves vs Spells
Rank 2
+2 to Saves vs Spells
Rank 3
+3 to Saves vs Spells
AP Cost
1
Ranks
3
Progression
1
Obscuring Darkness 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.
AP Cost
2
Ranks
1
Progression
1
Tier 2
Enhancement Description
Hellish Reverberation Hellish Reverberation
While Hellish Rebuke is active, enemies that strike you have a chance to be dazed with no save.
AP Cost
1
Ranks
1
Progression
5
Prereqs
Hellish Rebuke
Infernal Resistance Infernal Resistance
Infernal Resistance (Cold)You gain Cold Resistance equal to your Character Level.
Infernal Resistance (Acid)You gain Acid Resistance equal to your Character Level.
AP Cost
2
Ranks
1
Progression
5
Improved Dashing Weapons Improved Dashing Weapons
+1 to Hit and Damage with your Dashing Weapons
AP Cost
1
Ranks
1
Progression
5
Prereqs
Dashing Weapons
Traditionalist Caster Traditionalist Caster
Rank 1
+3 Universal Spell Power while wielding an Orb or Staff
Rank 2
+6 Universal Spell Power while wielding an Orb or Staff
Rank 3
+10 Universal Spell Power while wielding an Orb or Staff
AP Cost
1
Ranks
3
Progression
5
Lasting Darkness Lasting Darkness
Enemies that enter your Obscuring Darkness have a chance to be blinded with no save.
AP Cost
1
Ranks
1
Progression
5
Prereqs
Obscuring Darkness
Tier 3
Enhancement Description
Ash Imprisonment 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
AP Cost
1
Ranks
1
Progression
10
Infernal Resistance Infernal Resistance
Infernal Resistance (Cold)You gain Cold Resistance equal to your Character Level.
Infernal Resistance (Acid)You gain Acid Resistance equal to your Character Level.
AP Cost
1
Ranks
1
Progression
10
Prereqs
Infernal Resistance
Greater Dashing Weapons Greater Dashing Weapons
+2 to Hit and Damage with your Dashing Weapons, +1 Sneak Attack Die
AP Cost
1
Ranks
1
Progression
10
Prereqs
Improved Dashing Weapons
Scoundrel's Inspiration 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.
AP Cost
1
Ranks
3
Progression
10
Dance in the Darkness Dance in the Darkness
While in Obscuring Darkness, you gain +3 Saving Throws, +3 Magical Resistance Rating, and +15 Magical Resistance Cap.
AP Cost
2
Ranks
1
Progression
10
Prereqs
Lasting Darkness
Tier 4
Enhancement Description
Staccato Sovereign Staccato Sovereign
You use your Fire Spell Power in place of your Sonic Spell Power if it is higher, and vice versa.
AP Cost
2
Ranks
1
Progression
15
Charm Hearts Charm Hearts
Enemies that attack you have a 10% chance to be subjegated to a Fascinate effect (Will Save vs 1d20 + Perform Skill negates).
AP Cost
2
Ranks
1
Progression
15
Enthralling Weapons Enthralling Weapons
+2 to Hit and Damage, +1 Sneak Attack Die, and +1 Enchantment DC while using a Dashing Weapons
AP Cost
2
Ranks
1
Progression
15
Prereqs
Greater Dashing Weapons
Magic of Melodies Magic of Melodies
+1 Enchantment DC, +1 Caster Level and +1 Max Caster Level with Enchantment Spells
AP Cost
2
Ranks
1
Progression
15
Sonata of Darkness Sonata of Darkness
While in Obscuring Darkness, you gain Displacement, +5% Dodge, and +2 Enchantment DCs.
AP Cost
2
Ranks
1
Progression
15
Prereqs
Dance in the Darkness