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Divine Epic Destiny

Unyielding Sentinel

Ever Watchful 0/3
Ever Watchful
Ranks: 3 Cost: 1 AP Requires: 1 AP
+2 Spot, Listen & Intimidate.
Divine Energy Resistance 0/1
Divine Energy Resistance
Ranks: 1 Cost: 2 AP Requires: 1 AP
Spell-Like Ability: Grants 35 Resistance to Acid, Cold, Fire, Sonic, and Electric for 1 minute per Character Level to all allies in the standard area of effect, centered on the caster. This does not stack with the Resist Energy spell.
Unyielding Sentinel - Epic Strike 0/1
Unyielding Sentinel - Epic Strike
Ranks: 1 Cost: 2 AP Requires: 1 AP
Epic Strike: Melee Attack: +30 to hit. Adds 3000 Hate to target and slows their movement by 50% for 8 seconds. Hitting targets grants a stack of Battle Guard. If you are using a shield in combat you gain one extra stack regardless if you hit or miss. Battle Guard: Gain 10 PRR/MRR per stack. Stacks 5 times. Removes itself if you block for more than 3 seconds.

Every Epic Strike shares a cooldown with every other Epic Strike. Using this ability will put every Epic Strike onto this ability's cooldown.
Attack and Defend 0/3
Attack and Defend
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 to Attack.
Brace for Impact 0/3
Brace for Impact
Ranks: 3 Cost: 1 AP Requires: 1 AP
+10% Fortification.
Renewal 0/1
Renewal
Ranks: 1 Cost: 1 AP Requires: 5 AP
Active Ability: Heals 1d2 Hit Points per every 2 Character Levels you have every 2 seconds for 8 seconds. As a Spell-like ability, this benefits from Metamagic feats at no additional cost.
Mantle of the Sentinel 0/1
Mantle of the Sentinel
Ranks: 1 Cost: 2 AP Requires: 5 AP
Unyielding Sentinel Destiny Mantle: While this mantle is active you gain +15 Positive Healing Amplification, +15% Fire, Electric, Cold, Acid, Force, Sonic, Evil, and Chaos damage absorption. You are also immune to Mind-Altering Effects and Compulsions as per a Protection from Alignment spell.
Commanding Presence 0/3
Commanding Presence
Ranks: 3 Cost: 1 AP Requires: 5 AP
Increases hate generation by 150%.
Knight's Challenge 0/1
Knight's Challenge
Ranks: 1 Cost: 2 AP Requires: 5 AP
Active: Throw a spiritual version of your Shield at a single target for 1d20 Law Damage per Character Level, scaling with 200% Melee Power. Creatures struck by the shield reset their hate and are compelled to target you for 8 seconds. Grants the caster the Intimidating Presence effect which increases melee threat generation by 400%.

Requires a Shield equipped to activate.
Shield Prowess 0/3
Shield Prowess
Ranks: 3 Cost: 1 AP Requires: 5 AP
Your shield's AC contribution is increased by 15%.
Hands of the Sentinel 0/1
Hands of the Sentinel
Ranks: 1 Cost: 2 AP Requires: 10 AP
Gain the Lay on Hands feat. Using Lay on Hands now uses the highest of Charisma or Constitution score to determine its effect and also uses your total character level instead of Paladin level.
Rule of Law 0/3
Rule of Law
Ranks: 3 Cost: 1 AP Requires: 10 AP
Your Unyielding Sentinel Destiny Mantle now grants your Melee attacks a chance to create a wave of Lawful energy around you, dealing 1d3 Law damage per Character Level. This wave can occur once every 8 seconds. Scales with the highest of 200% Melee Power or Light Spell Power.
Legendary Shield Mastery 0/3
Legendary Shield Mastery
Ranks: 3 Cost: 1 AP Requires: 10 AP
While wearing a shield, you gain +5 Physical Resistance Rating.
Spark of Life 0/1
Spark of Life
Ranks: 1 Cost: 2 AP Requires: 10 AP
+25 Maximum Hit Points. Any armor you wear gains the Deathblock effect.
Into the Fray 0/3
Into the Fray
Ranks: 3 Cost: 1 AP Requires: 10 AP
When you first strike a foe with a Melee attack, you gain +2 Damage, +10 Physical Resistance Rating, and +10 Magical Resistance Rating for 5 seconds. This effect will not reoccur until you are out of combat for at least 10 seconds.
Endless Vigil 0/3
Endless Vigil
Ranks: 3 Cost: 1 AP Requires: 20 AP
+1 Lay On Hands use per rest. Lay On Hands now regenerates one use every 180 seconds.
Hardened 0/3
Hardened
Ranks: 3 Cost: 1 AP Requires: 20 AP
+5 bonus to Armor Class
Divine Bulwark 0/1
Divine Bulwark
Ranks: 1 Cost: 1 AP Requires: 20 AP
Gain +5 Physical Resistance Rating. If you have the Bulwark of Defense feat, you gain an additional +10 Physical Resistance Rating.
Throw the Boom 0/1
Throw the Boom
Ranks: 1 Cost: 2 AP Requires: 20 AP
Active: Throw a spiritual version of your Shield at a single target for 1d20 Law Damage per Character Level, scaling with 200% Melee Power. This resonates against its point of impact, striking all nearby enemies. Creatures struck by the shield reset their hate and are compelled to target you for 8 seconds and is stunned for 3 seconds. Grants the caster the Intimidating Presence effect which increases melee threat generation by 400%.

Requires a Shield equipped to activate.
The Best Defense 0/3
The Best Defense
Ranks: 3 Cost: 1 AP Requires: 20 AP
Blocking a Melee attack now grants a +1 bonus to Attack, Damage, and Critical Damage for 12 seconds. This can only occur once every 12 seconds.

Passive: +20 to Maximum Hit Points.
Resurrection 0/1
Resurrection
Ranks: 1 Cost: 1 AP Requires: 30 AP
You can now cast Resurrection as a spell-like ability.
Strength of Vitality 0/3
Strength of Vitality
Ranks: 3 Cost: 1 AP Requires: 30 AP
+3% Insight bonus to Maximum Hit Points.
Undying Vanguard 0/1
Undying Vanguard
Ranks: 1 Cost: 2 AP Requires: 30 AP
Epic Moment: Your body becomes like a towering fortress. Completely heal yourself, then gain 10,000 Temporary Hit Points, and +5 Weapon Dice for 30 seconds. You can use this while Crowd Controlled.
Deific Resilience 0/1
Deific Resilience
Ranks: 1 Cost: 1 AP Requires: 30 AP
You gain the Deific Warding feat. If you already have it, you gain +5% Quality bonus to Maximum Hit Points.
Light the Dark 0/1
Light the Dark
Ranks: 1 Cost: 1 AP Requires: 30 AP
Requires Lay On Hands: Lay On Hands is now an AoE, healing friends and damaging undead near the selected target. This effect scales with the highest of 200% Melee Power or 50% Spell Power.
Core Enhancements
Unyielding 0/1
Unyielding
Ranks: 1 Cost: 1 AP
You gain the Diehard feat.

Each Core Ability of this tree, including this one, grants the following:

+35 Maximum Hit Points
+20 Maximum Spell Points
+5 Melee Power
Ward against Darkness 0/1
Ward against Darkness
Ranks: 1 Cost: 1 AP Requires: 5 AP
You are protected by a ward against curses. This ward can only absorb one curse every 60 seconds. You take 10% less Evil damage.
Stand Against the Tide 0/1
Stand Against the Tide
Ranks: 1 Cost: 1 AP Requires: 10 AP
You are immune to most forms of Knockdown while wearing a shield.
Last Hope 0/1
Last Hope
Ranks: 1 Cost: 1 AP Requires: 20 AP
When you drop below 20% health you gain +50 Melee Power and Physical and Magical Resistance Rating for 8 seconds and you apply a heal spell yourself as the divine spell, four times over the duration of the effect. This can only occur once every 5 minutes, or if you have the Guardian Angel feat, once every 3 minutes.
Core Enhancements
Enhancement Description
Unyielding Unyielding
You gain the Diehard feat.

Each Core Ability of this tree, including this one, grants the following:

+35 Maximum Hit Points
+20 Maximum Spell Points
+5 Melee Power
AP Cost
1
Ranks
1
Progression
0
Ward against Darkness Ward against Darkness
You are protected by a ward against curses. This ward can only absorb one curse every 60 seconds. You take 10% less Evil damage.
AP Cost
1
Ranks
1
Progression
5
Stand Against the Tide Stand Against the Tide
You are immune to most forms of Knockdown while wearing a shield.
AP Cost
1
Ranks
1
Progression
10
Last Hope Last Hope
When you drop below 20% health you gain +50 Melee Power and Physical and Magical Resistance Rating for 8 seconds and you apply a heal spell yourself as the divine spell, four times over the duration of the effect. This can only occur once every 5 minutes, or if you have the Guardian Angel feat, once every 3 minutes.
AP Cost
1
Ranks
1
Progression
20
Tier 1
Enhancement Description
Ever Watchful Ever Watchful
Rank 1
+2 Spot, Listen & Intimidate.
Rank 2
+4 Spot, Listen & Intimidate.
Rank 3
+6 Spot, Listen & Intimidate. Rank 3: You gain Immunity to Blindness.
AP Cost
1
Ranks
3
Progression
1
Divine Energy Resistance Divine Energy Resistance
Spell-Like Ability: Grants 35 Resistance to Acid, Cold, Fire, Sonic, and Electric for 1 minute per Character Level to all allies in the standard area of effect, centered on the caster. This does not stack with the Resist Energy spell.
AP Cost
2
Ranks
1
Progression
1
Unyielding Sentinel - Epic Strike Unyielding Sentinel - Epic Strike
Celestial MandateEpic Strike: Melee Attack: +30 to hit. Adds 3000 Hate to target and slows their movement by 50% for 8 seconds. Hitting targets grants a stack of Battle Guard. If you are using a shield in combat you gain one extra stack regardless if you hit or miss. Battle Guard: Gain 10 PRR/MRR per stack. Stacks 5 times. Removes itself if you block for more than 3 seconds.

Every Epic Strike shares a cooldown with every other Epic Strike. Using this ability will put every Epic Strike onto this ability's cooldown.
Guard UpEpic Strike: Active: Gain a Sacred bonus to Temporary Hit Points equal to 300% of your Melee Power for 6 seconds. This ability may be used while under the effects of Crowd Control.

Every Epic Strike shares a cooldown with every other Epic Strike. Using this ability will put every Epic Strike onto this ability's cooldown.
AP Cost
2
Ranks
1
Progression
1
Attack and Defend Attack and Defend
Rank 1
+1 to Attack.
Rank 2
+2 to Attack.
Rank 3
+3 to Attack. Rank 3: If you are using Combat Expertise, this bonus is doubled.
AP Cost
1
Ranks
3
Progression
1
Brace for Impact Brace for Impact
Rank 1
+10% Fortification.
Rank 2
+25% Fortification.
Rank 3
+50% Fortification. Rank 3: +1 to all Saves.
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Renewal Renewal
Active Ability: Heals 1d2 Hit Points per every 2 Character Levels you have every 2 seconds for 8 seconds. As a Spell-like ability, this benefits from Metamagic feats at no additional cost.
AP Cost
1
Ranks
1
Progression
5
Mantle of the Sentinel Mantle of the Sentinel
Unyielding Sentinel Destiny Mantle: While this mantle is active you gain +15 Positive Healing Amplification, +15% Fire, Electric, Cold, Acid, Force, Sonic, Evil, and Chaos damage absorption. You are also immune to Mind-Altering Effects and Compulsions as per a Protection from Alignment spell.
AP Cost
2
Ranks
1
Progression
5
Commanding Presence Commanding Presence
Rank 1
Increases hate generation by 150%.
Rank 2
Increases hate generation by 300%.
Rank 3
Increases hate generation by 450%.
AP Cost
1
Ranks
3
Progression
5
Knight's Challenge Knight's Challenge
Active: Throw a spiritual version of your Shield at a single target for 1d20 Law Damage per Character Level, scaling with 200% Melee Power. Creatures struck by the shield reset their hate and are compelled to target you for 8 seconds. Grants the caster the Intimidating Presence effect which increases melee threat generation by 400%.

Requires a Shield equipped to activate.
AP Cost
2
Ranks
1
Progression
5
Shield Prowess Shield Prowess
Rank 1
Your shield's AC contribution is increased by 15%.
Rank 2
Your shield's AC contribution is increased by 30%.
Rank 3
Your shield's AC contribution is increased by 50%.
AP Cost
1
Ranks
3
Progression
5
Tier 3
Enhancement Description
Hands of the Sentinel Hands of the Sentinel
Gain the Lay on Hands feat. Using Lay on Hands now uses the highest of Charisma or Constitution score to determine its effect and also uses your total character level instead of Paladin level.
AP Cost
2
Ranks
1
Progression
10
Rule of Law Rule of Law
Rank 1
Your Unyielding Sentinel Destiny Mantle now grants your Melee attacks a chance to create a wave of Lawful energy around you, dealing 1d3 Law damage per Character Level. This wave can occur once every 8 seconds. Scales with the highest of 200% Melee Power or Light Spell Power.
Rank 2
Your Unyielding Sentinel Destiny Mantle now grants your Melee attacks a chance to create a wave of Lawful energy around you, dealing 1d4 Law damage per Character Level. This wave can occur once every 8 seconds. Scales with the highest of 200% Melee Power or Light Spell Power.
Rank 3
Your Unyielding Sentinel Destiny Mantle now grants your Melee attacks a chance to create a wave of Lawful energy around you, dealing 1d6 Law damage per Character Level. This wave can occur once every 8 seconds. Scales with the highest of 200% Melee Power or Light Spell Power.
AP Cost
1
Ranks
3
Progression
10
Prereqs
Mantle of the Sentinel
Legendary Shield Mastery Legendary Shield Mastery
Rank 1
While wearing a shield, you gain +5 Physical Resistance Rating.
Rank 2
While wearing a shield, you gain +10 Physical Resistance Rating.
Rank 3
While wearing a shield, you gain +15 Physical Resistance Rating as well as 6% Doublestrike.
AP Cost
1
Ranks
3
Progression
10
Spark of Life Spark of Life
+25 Maximum Hit Points. Any armor you wear gains the Deathblock effect.
AP Cost
2
Ranks
1
Progression
10
Into the Fray Into the Fray
Rank 1
When you first strike a foe with a Melee attack, you gain +2 Damage, +10 Physical Resistance Rating, and +10 Magical Resistance Rating for 5 seconds. This effect will not reoccur until you are out of combat for at least 10 seconds.
Rank 2
When you first strike a foe with a Melee attack, you gain +4 Damage, +15 Physical Resistance Rating, and +15 Magical Resistance Rating for 5 seconds. This effect will not reoccur until you are out of combat for at least 10 seconds.
Rank 3
When you first strike a foe with a Melee attack, you gain +6 Damage, +25 Physical Resistance Rating, and +25 Magical Resistance Rating for 5 seconds. This effect will not reoccur until you are out of combat for at least 10 seconds.
AP Cost
1
Ranks
3
Progression
10
Tier 4
Enhancement Description
Endless Vigil Endless Vigil
Rank 1
+1 Lay On Hands use per rest. Lay On Hands now regenerates one use every 180 seconds.
Rank 2
+2 Lay On Hands use per rest. Lay On Hands now regenerates one use every 160 seconds.
Rank 3
+3 Lay On Hands use per rest. Lay On Hands now regenerates one use every 145 seconds.
AP Cost
1
Ranks
3
Progression
20
Hardened Hardened
Rank 1
+5 bonus to Armor Class
Rank 2
+10 bonus to Armor Class
Rank 3
+15 bonus to Armor Class. Rank 3: Increases the Absorption of your Mantle of the Sentinel by 10%.
AP Cost
1
Ranks
3
Progression
20
Divine Bulwark Divine Bulwark
Gain +5 Physical Resistance Rating. If you have the Bulwark of Defense feat, you gain an additional +10 Physical Resistance Rating.
AP Cost
1
Ranks
1
Progression
20
Throw the Boom Throw the Boom
Active: Throw a spiritual version of your Shield at a single target for 1d20 Law Damage per Character Level, scaling with 200% Melee Power. This resonates against its point of impact, striking all nearby enemies. Creatures struck by the shield reset their hate and are compelled to target you for 8 seconds and is stunned for 3 seconds. Grants the caster the Intimidating Presence effect which increases melee threat generation by 400%.

Requires a Shield equipped to activate.
AP Cost
2
Ranks
1
Progression
20
The Best Defense The Best Defense
Rank 1
Blocking a Melee attack now grants a +1 bonus to Attack, Damage, and Critical Damage for 12 seconds. This can only occur once every 12 seconds.

Passive: +20 to Maximum Hit Points.
Rank 2
Blocking a Melee attack now grants a +2 bonus to Attack, Damage, and Critical Damage for 12 seconds. This can only occur once every 12 seconds.

Passive: +40 to Maximum Hit Points.
Rank 3
Blocking a Melee attack now grants a +4 bonus to Attack, Damage, and Critical Damage for 12 seconds. This can only occur once every 12 seconds.

Passive: +60 to Maximum Hit Points.
AP Cost
1
Ranks
3
Progression
20
Tier 5
Enhancement Description
Resurrection Resurrection
You can now cast Resurrection as a spell-like ability.
AP Cost
1
Ranks
1
Progression
30
Strength of Vitality Strength of Vitality
Rank 1
+3% Insight bonus to Maximum Hit Points.
Rank 2
+6% Insight bonus to Maximum Hit Points.
Rank 3
+10% Insight bonus to Maximum Hit Points. Double this bonus if you are using the Unyielding Sentinel Destiny Mantle.
AP Cost
1
Ranks
3
Progression
30
Undying Vanguard Undying Vanguard
Epic Moment: Your body becomes like a towering fortress. Completely heal yourself, then gain 10,000 Temporary Hit Points, and +5 Weapon Dice for 30 seconds. You can use this while Crowd Controlled.
AP Cost
2
Ranks
1
Progression
30
Deific Resilience Deific Resilience
You gain the Deific Warding feat. If you already have it, you gain +5% Quality bonus to Maximum Hit Points.
AP Cost
1
Ranks
1
Progression
30
Light the Dark Light the Dark
Requires Lay On Hands: Lay On Hands is now an AoE, healing friends and damaging undead near the selected target. This effect scales with the highest of 200% Melee Power or 50% Spell Power.
AP Cost
1
Ranks
1
Progression
30