Alternate Advancement - Archetype

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Archetype AA abilities are available to some or all classes, but have specific skill, feat, or other requirements. You can only purchase abilities that your build qualifies for.

**Active Skill Modifiers...**

Alternate Abilities that modify active skills in some way. Reducing cooldown, adding/modifying an existing effect, etc.

Ambush Predator [Cost: 6, 4 tiers]

* Requires AA: Shroud of Stealth.
* After entering Shroud of Stealth, you gain 5d10 negative energy damage per AA level for each attack within your first flurry upon attacking an enemy.

Booming Voice [Cost: 5, 3 tiers]

* Requires skill: Taunt (at least 40 base ranks) OR Intimidate (at least 40 base ranks)
* Increases the radius of Area Taunt and Demoralize Opponents by 2 meters per AA level, from the default 10 meter radius.

Brace for Impact [Cost: 6, 2 tiers]

* Requires skill: Taunt (at least 40 base ranks)
* When you successfully taunt an opponent using Area Taunt, you brace yourself for impact, gaining Temporary Hit Points equal to your Con mod \* AA rank for 6 seconds.

Hastened Demoralize [Cost: 4, 3 tiers]

* Requires skill: Intimidate (at least 40 base ranks)
* Reduce the cooldown of Demoralize Opponents by 1 second per rank.

Hastened Feint [Cost: 4, 3 tiers]

* Requires skill: Bluff (at least 40 base ranks)
* Reduce the cooldown of Feint by 1 second per rank.

Hastened Taunt [Cost: 4, 3 tiers]

* Requires skill: Taunt (at least 40 base ranks)
* Reduce the cooldown of Taunt by 1 second per rank.

Hastened Trapping [Cost: 4, 2 tiers]

* Requires skill: Craft Trap and Set Trap (at least 40 base ranks)
* Reduce the cooldown of Set Trap by 2 seconds per rank.

Improved Riposte [Cost: 5]

* Requires skill: Parry (at least 40 base ranks)
* Increases your chance to passively riposte by 5%.

Press the Advantage [Cost: 4, 2 tiers]

* Requires skill: Bluff (at least 40 base ranks)
* You gain +2 Attack Bonus per AA rank for 4 seconds when you successfully Feint a target. This stacks with similar effects from items.

Professional Mugger [Cost: 3]

* Requires skill: Bluff (at least 40 base ranks) and Pick Picket (at least 40 base ranks)
* You expand your skillset and can now also Pick Pocket during a Feint against the following types of enemies: Aberration, Dragon, Fey, Giant, and Outsider.

Shroud of Stealth [Cost: 9]

* Requires skill: Hide and Move Silently (at least 40 base ranks)
* Requires feats: Hide in Plain Sight, Skill Focus: Hide, Skill Focus: Move Silently, Epic Skill Focus: Hide, Epic Skill Focus: Move Silently
* You are as a ghost. A rumored phantom whispered on the trembling lips of your enemies. Stealth is your default state, now. When not attacking, after a delay of up to 6 seconds, you permanently become ethereal until you attack again.

**Advanced Skills...**

You may increase a skill by +4 per level, if you have 40 base ranks already.

Advanced Concentration [Cost: 3, 5 tiers]

* Requires skill: Concentration (at least 40 base ranks)
* You gain 4 ranks of skill in Concentration per level.

Advanced Deception [Cost: 3, 5 tiers]

* Requires skill: Bluff (at least 40 base ranks)
* You gain 4 ranks of skill in Bluff per level.

Advanced Heal [Cost: 3, 5 tiers]

* Requires skill: Heal (at least 40 base ranks)
* You gain 4 ranks of skill in Heal per level.

Advanced Intimidate [Cost: 3, 5 tiers]

* Requires skill: Intimidate (at least 40 base ranks)
* You gain 4 ranks of skill in Intimidate per level.

Advanced Parry [Cost: 3, 5 tiers]

* Requires skill: Parry (at least 40 base ranks)
* You gain 4 ranks of skill in Parry per level.

Advanced Spellcraft [Cost: 3, 5 tiers]

* Requires skill: Spellcraft (at least 40 base ranks)
* You gain 4 ranks of skill in Spellcraft per level.

Advanced Stealth [Cost: 5, 5 tiers]

* Requires skill: Hide and Move Silently (at least 40 base ranks)
* You gain 4 ranks of skill in Hide and Move Silently per level.

Advanced Taunt [Cost: 3, 5 tiers]

* Requires skill: Taunt (at least 40 base ranks)
* You gain 4 ranks of skill in Taunt per level.

Advanced Trapping [Cost: 7, 5 tiers]

* Requires skill: Craft Trap and Set Trap (at least 40 base ranks)
* You gain 4 ranks of skill in Craft Trap, Disable Trap, and Set Trap per level.

**Feat Modifiers...**

Alternate Abilities that modify feats in some way. Reducing cooldown, adding/modifying an existing effect, etc.

Hastened Chain Grapple [Cost: 4, 2 tiers]

* Requires feat: Chain Grapple
* Reduces the cooldown of Chain Grapple by 1 round per AA level.

Hastened (Mass) Mend Companion [Cost: 3, 5 tiers]

* Requires feat: Mend Companion OR Mass Mend Companion
* Reduces the cooldown of Mend Companion and Mass Mend Companion by 1 round per AA level.

Hastened Special Attacks [Cost: 3, 3 tiers]

* Requires feat: Any Special Attack
* Reduces the cooldown of all Special Attacks by 2 seconds per rank. This stacks with other such bonuses.

Improved Rapid Shot [Cost: 12]

* Requires feat: Rapid Shot.
* While Rapid Shot is activated, you gain +1 Attack Per Round.
* Special: Note that there is a hard cap of +5 Attacks Per Round (not including Haste or combat modes like Rapid Shot or Flurry of Blows). The base additional attack from Rapid Shot still does not count towards this cap, but the additional attack from this AA does count towards the cap.

Killing Spree [Cost: 9, 4 tiers]

* Requires feat: Epic Weapon Focus (any weapon type or unarmed).
* Every time you get the killing blow on a creature worth at least  750xp, you gain a damage bonus equal to (10 \* the rank of this AA) for 30 seconds.
* You must be the one to get the killing blow, not a group member or a summon or a cohort, etc.

Two-Weapon Defense [Cost: 5, 3 tiers]

* Requires feat: Improved Two-Weapon Fighting.
* You gain +1 Shield AC and +3 Parry skill ranks per AA level while dual-wielding. This stacks with other dual-wield bonuses granted from other sources.
* Note: If you equip another one-handed weapon in either hand when you already have a weapon equipped in that slot, the bonus will drop until you re-equip a weapon. When switching weapons, unequip a weapon and then equip the new weapon(s) to maintain the effect.

Persistent Divinity [Cost: 6]

* Requires feat: Divine Might or Divine Shield
* Increase the duration of Divine Shield and Divine Might from 1 minute per Cha mod to permanent. Once used they will last until rest or death.

Pinning Shot [Cost: 6, 2 tiers]

* Requires feat: Called Shot.
* When you use Called Shot: Leg, the target is rooted in place for 1 second per AA level.

**Spell Modifiers...**

Alternate Abilities that modify spells in some way. Reducing cooldown, adding/modifying an existing effect, etc.

Auto Empower Epic Spells [Cost: 12]

* Requires feat: Empower Spell and Greater Ruin or Hellball or Epic Warding
* Greater Ruin and Hellball deal +50% damage.
* Epic Warding absorbs 50% more damage, and improves from 50/+20 to 75/+20.

Auto Maximize Epic Spells [Cost: 12]

* Requires feat: Maximize Spell and Greater Ruin or Hellball
* Greater Ruin and Hellball damage is Maximized.

Expansive Magic [Cost: 6, 2 tiers]

* Increases the radius of AoE spells by 15% per level.
* This only affects spells, not other abilities like Guardian Symbols or Turn Undead, etc.
* This AA only affects instant AoE spells such as Fireball, Call Lightning, Bless, etc.
* This AA does NOT affect persistant AoE abilities like Incindiary Cloud, Chilling Tentacles, Storm of Vengeance, etc.

Hastened Epic Spells [Cost: 4, 5 tiers]

* Requires feat: Greater Ruin or Hellball or Epic Warding
* Reduce the cooldown of Epic Spells by 1 round per rank.

Hastened Reanimation [Cost: 9]

* Requires feat: Epic Spell: Mummy Dust or Death Domain or Pale Master Animate Dead or Blackguard Create Dead
* Reduces the cooldown on feat-based undead summoning by 3 rounds per level.

Hastened Summoning [Cost: 9]

* Requires feat: Epic Spell: Dragon Knight or Blackguard Summon Fiend or Shadowdancer Summon Shadow
* Reduces the cooldown on feat-based summoning by 3 rounds per level.

Healing Boon [Cost: 12]

* Increases your critical heal chance by 5%. This stacks with similar effects from items or other AAs. This affects only spells/invocations that are associated with a class. Not custom weapon/item effects. Class-based spells cast from an item or weapon are affected, however.
* This will improve Cure X Wounds healing spells and potions, Inflict X Wounds spells, as well as class abilities such as Wholeness of Body and Lay Hands.
* Abilities NOT improved by this AA are regeneration effects, such as the Regeneration spell, or Bard Song (with Soothing Song AA).

Infinite Magic [Cost: 15]

* Requires class: Any spellbook-based spellcasting class.
* Increases the spell level that you can infinitely cast by 1. By itself, this would allow you to cast infinite level 1 spells. This bonus stacks with similar bonuses.

Overcasting [Cost: 12]

* Requires class: Any spellcasting or invoking class.
* You now add your casting stat (Wis, Int, or Cha) modifier to your Caster Level for the purposes of calculating base damage dice of spells/invocations.

Rapid Affliction [Cost: 9, 3 tiers]

* Damage over time effects from your spells and other abilities will tick faster.
* By default, damage over time abilities deal damage once per round (every 6 seconds). This ability reduces that time by 1 second per AA level (maximum reduction every 3 seconds). This does not reduce the duration of the DoT, just makes it do more total damage.
	+ Inflict X Wounds spells (and Cure X Wounds when used against Undead) tick every 3 seconds by default. This AA reduces that time by 0.5 seconds per level, reducing their tick time to 1.5 seconds at max level.
* Abilities improved by this AA include, but are not limited to, spells such as Melf's Acid Arrow, Flame Arrow, Combust. Invocations such as Brimstone Blast or Vitriolic Blast. Other abilities such as Curse Song (with Standing Wave), or Red Dragon Disciple's fire breath. Any spell or ability that places a damage over time effect on an enemy.
* This ability does NOT improve persistent AoE effects that deal damage every round to all targets in their area, such as Incendiary Cloud or Storm of Vengeance.

Rapid Curing [Cost: 9, 3 tiers]

* Heal over time effects from your spells and other abilities will tick faster.
* By default, most heal over time abilities heal every 3 seconds. This ability reduces that time by 0.5 second per AA level (maximum reduction every 1.5 seconds). This does not reduce the duration of the HoT, just makes it do more total healing.
* Abilities improved by this AA include, but are not limited to, cantrips such as Cure Minor Wounds, Inflict Minor Wounds (when healing undead), and the rest of the spells in those lines, as well as abilities such as Lay Hands and Wholeness of Body.
* This also improves Cure X Wounds healing potions.
* Abilities NOT improved by this AA are regeneration effects, such as the Regeneration spell, or Bard Song (with Soothing Song AA).

Spell Casting Fury [Cost: 12]

* Requires class: Any spellcasting or invoking class.
* Increases your critical blast chance by 5%. This stacks with similar effects from items or other AAs. This affects only spells/invocations that are associated with a class. Not custom weapon/item effects. Class-based spells cast from an item or weapon are affected, however.

Will to Power [Cost: 6, 3 tiers]

* Requires class: Bard, Cleric, Druid, Sorcerer, or Wizard.
* Further improves the power of your dominated creatures. While dominated, they gain +4 strength, dexterity, and constitution, +6 regen, and +2 Dodge AC per AA level.
* These bonuses stack with the bonuses gained per SF: Enchantment feat (or SF: Necromancy for Control Undead).
* This affects the following spells:
	+ Control Undead
	+ Dominate Animal
	+ Dominate Monster
	+ Dominate Person
	+ Blood Control
	+ Dirge of Domination