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Arcanotechnician
Artificer Class Enhancement Tree

Arcanotechnician

Static Shock 0/3
Static Shock
Ranks: 3 Cost: 1 AP Requires: 1 AP
You may cast the spell Static Shock at will as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.

Static Shock: An electrical discharge strikes one target for 1d6 electricity damage per caster level up to a maximum damage of 10d6 at caster level 10. A succesful reflex save reduces the damage by half. On a failed reflex save, the target must then also make a will save or be dazed for 7 to 12 seconds, or until they take damage.
Energy of the Creator 0/3
Energy of the Creator
Ranks: 3 Cost: 1 AP Requires: 1 AP
Your studies have increased your maximum Spell Points by an additional 30.
Arcane Skills 0/3
Arcane Skills
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 to Spellcraft and Use Magic Device.
Spell Critical 0/1
Spell Critical
Ranks: 1 Cost: 2 AP Requires: 1 AP
Your Electric, Fire, and Force spells have an additional 1% chance to critically hit.
Wand and Scroll Mastery 0/3
Wand and Scroll Mastery
Ranks: 3 Cost: 1 AP Requires: 1 AP
+25% damage and healing from your wands, scrolls, and other items that cast spells, and +1 to the save DCs of your offensive wands.
Efficient Metamagic 0/3
Efficient Metamagic
Ranks: 3 Cost: 2 AP Requires: 5 AP
Using the Empower Spell Metamagic costs you 2 fewer Spell Points.
Imbue Defender 0/3
Imbue Defender
Ranks: 3 Cost: 1 AP Requires: 5 AP
Your Iron Defender gains +5 Physical Resistance and 5% Doublestrike.

Your experiences imbuing your Iron Defender grant you a passive +5 Electric Spell Power and +2 Universal Spell Power.
Spell Critical 0/1
Spell Critical
Ranks: 1 Cost: 2 AP Requires: 5 AP
Your Electric, Fire, and Force spells have an additional 1% chance to critically hit.
Shocking Vulnerability 0/3
Shocking Vulnerability
Ranks: 3 Cost: 1 AP Requires: 5 AP
Your studies of the arcane have taught you how to expose your enemies' hidden weaknesses. Each Electric spell you cast has a 5% chance of applying a stack of Vulnerable to each affected enemy.

Vulnerable (Target takes 2% more damage for 6 seconds. This effect stacks up to 10 times, and loses one stack on expiration.)
Lightning Sphere 0/3
Lightning Sphere
Ranks: 3 Cost: 1 AP Requires: 10 AP
You may cast the spell Lightning Sphere at will as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.

Lightning Sphere: Launches an electrical orb that explodes on impact, dealing 1 to 6 electrical damage per caster level (up to a max of 10 to 60 damage at caster level 10) to targets in the area. The targets of this spell will also be dazed for a short period of time or until they take damage. A successful Fortitude save reduces the damage by half and negates the daze. Unlike most other projectile spells, the caster can arc the orb if no target is selected.

D&D Dice: Electrical orb deals 1d6 electricity damage per caster levels.
Efficient Metamagic 0/3
Efficient Metamagic
Ranks: 3 Cost: 2 AP Requires: 10 AP
Using the Empower Spell Metamagic costs you 2 fewer Spell Points.
Repair Systems 0/3
Repair Systems
Ranks: 3 Cost: 1 AP Requires: 10 AP
You have installed automated repair systems in your Iron Defender. It repairs itself for 4d4+1 every 18 seconds.
Spell Critical 0/1
Spell Critical
Ranks: 1 Cost: 2 AP Requires: 10 AP
Your Electric, Fire, and Force spells have an additional 1% chance to critically hit.
Intelligence 0/1
Intelligence
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 Intelligence
Blast Rod 0/3
Blast Rod
Ranks: 3 Cost: 1 AP Requires: 20 AP
You may cast the spell Blast Rod at will as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.

Blast Rod: A blast of electricity bursts from your outstretched hand, dealing 3 to 9 electrical damage per caster level (up to a max of 30 to 90 damage at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half.

D&D Dice: Deals 1d6+3 electricity damage per caster level (max 10d6+30).
Efficient Heighten Spell 0/2
Efficient Heighten Spell
Ranks: 2 Cost: 2 AP Requires: 20 AP
Using the Heighten Spell Metamagic costs you 1 fewer Spell Point per heightened level.
Arcane Engine 0/3
Arcane Engine
Ranks: 3 Cost: 1 AP Requires: 20 AP
You have carved arcane symbols on the core engine of your Iron Defender, allowing you to channel Arcane energies through him. As long as you remain near your Iron Defender, he will provide you with 3 Universal Spell Power.

Your experiences imbuing your Iron Defender grant you a passive +5 Electric Spell Power and +2 Universal Spell Power.
Spell Critical 0/1
Spell Critical
Ranks: 1 Cost: 2 AP Requires: 20 AP
Your Electric, Fire, and Force spells have an additional 1% chance to critically hit.
Intelligence 0/1
Intelligence
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 Intelligence
Lightning Motes 0/3
Lightning Motes
Ranks: 3 Cost: 1 AP Requires: 30 AP
You may cast the spell Lightning Motes at will as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.

Lightning Motes: You create a nebulous cloud of electric motes that damages enemies that enter it. Any creatures that are hit by the cloud take 3 to 8 electric damage per caster level (up to a max of 30 to 80 damage at caster level 10). A successful Reflex save reduces this damage by half. Enemies hit by the cloud are also made temporarily more vulnerable to electric damage, taking 1.15 extra damage from any electric-based attacks.

D&D Dice: Deals 1d6+2 per caster level electric damage.
Recharged Recoil 0/1
Recharged Recoil
Ranks: 1 Cost: 2 AP Requires: 30 AP
Your Runearm shots now strip Electric Immunity from enemies, rendering them vulnerable to Electric spells if they were immune for 10 seconds.
Master Defender 0/3
Master Defender
Ranks: 3 Cost: 1 AP Requires: 30 AP
Your Iron Defender gains +2 to Strength, Dexterity, and Constitution. In addition, As long as you remain near your Iron Defender, he will provide you with 1% Dodge.
Evocation Focus 0/3
Evocation Focus
Ranks: 3 Cost: 1 AP Requires: 30 AP
You have trained extensively in Evocation magic, granting a +1 bonus to your spell DCs of that school.
Arcane Mechanism 0/3
Arcane Mechanism
Ranks: 3 Cost: 1 AP Requires: 30 AP
While wielding a Rune Arm, +10 Electric Spell Power, +5 Universal Spell Power
Core Enhancements
Arcanotechnician 0/1
Arcanotechnician
Ranks: 1 Cost: 1 AP
Each core ability you take in this tree grants +5 Electric, Fire, and Force Spell Power, and every point spent in total also provides you with +1 Universal Spell Power.
Palliative Admixture 0/1
Palliative Admixture
Ranks: 1 Cost: 1 AP Requires: 5 AP
Creating an infused potion of magical energy, you hurl it towards your target in an arc. The potion explodes in a small area that provides nearby allies with 20 Temporary Hit Points plus 2 per Artificer Level, and 10 Temporary Spell Points plus 1 for every 2 Artificer Levels. These last one minute, or until affected creatures rest.
Thaumaturgical Battery 0/1
Thaumaturgical Battery
Ranks: 1 Cost: 1 AP Requires: 10 AP
Whenever you cast an infusion or spell, you capture a portion of that infusion or spells’ energy as 1 Temporary Spell Point. This Temporary Spell Point lasts for one minute, until consumed by another infusion or spell, or until you rest.
Lightning Bolt 0/1
Lightning Bolt
Ranks: 1 Cost: 1 AP Requires: 20 AP
You may cast the spell Lightning Bolt at will as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost.

A powerful stroke of electrical energy deals 4 to 9 electricity damage per caster level to targets in its path. A successful Reflex save reduces the damage by half. For each enemy this spell strikes it has a 50% chance to fork, replicating the spell's effect on that target. This can only happen once. This spell is a bolt and has double range.

D&D Dice: Deals 1d6+3 electricity damage per caster level (max 10d6+30).
Runic Efficiency 0/1
Runic Efficiency
Ranks: 1 Cost: 1 AP Requires: 30 AP
Passive: +2 to Caster Level and Max Caster Level of Electric Spells, +1 Evocation DCs, +2 Rune Arm DCs.
Arcane Empowerment 0/1
Arcane Empowerment
Ranks: 1 Cost: 1 AP Requires: 40 AP
The patterns of the most complex magical formulae are like children's drawings to you. You gain +4 Intelligence and +5 Spellcraft. You treat any non-scroll activated equipped item that casts spells (such as wands, rods, armor, or other activated items) as if they were staves, increasing their caster level to equal yours as well as increasing Save DC's to (10 + your Intelligence bonus + level of spell) if it would be an improvement. These increases are applied after Artificer Knowledge, so do not stack.
Core Enhancements
Enhancement Description
Arcanotechnician Arcanotechnician
Each core ability you take in this tree grants +5 Electric, Fire, and Force Spell Power, and every point spent in total also provides you with +1 Universal Spell Power.
AP Cost
1
Ranks
1
Progression
0
Prereqs
Artificer Level 1
Palliative Admixture Palliative Admixture
Creating an infused potion of magical energy, you hurl it towards your target in an arc. The potion explodes in a small area that provides nearby allies with 20 Temporary Hit Points plus 2 per Artificer Level, and 10 Temporary Spell Points plus 1 for every 2 Artificer Levels. These last one minute, or until affected creatures rest.
AP Cost
1
Ranks
1
Progression
5
Prereqs
Arcanotechnician, Artificer Level 3
Thaumaturgical Battery Thaumaturgical Battery
Whenever you cast an infusion or spell, you capture a portion of that infusion or spells’ energy as 1 Temporary Spell Point. This Temporary Spell Point lasts for one minute, until consumed by another infusion or spell, or until you rest.
AP Cost
1
Ranks
1
Progression
10
Prereqs
Palliative Admixture, Artificer Level 6
Lightning Bolt Lightning Bolt
You may cast the spell Lightning Bolt at will as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost.

A powerful stroke of electrical energy deals 4 to 9 electricity damage per caster level to targets in its path. A successful Reflex save reduces the damage by half. For each enemy this spell strikes it has a 50% chance to fork, replicating the spell's effect on that target. This can only happen once. This spell is a bolt and has double range.

D&D Dice: Deals 1d6+3 electricity damage per caster level (max 10d6+30).
AP Cost
1
Ranks
1
Progression
20
Prereqs
Thaumaturgical Battery, Artificer Level 12
Runic Efficiency Runic Efficiency
Passive: +2 to Caster Level and Max Caster Level of Electric Spells, +1 Evocation DCs, +2 Rune Arm DCs.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Lightning Bolt, Artificer Level 18
Arcane Empowerment Arcane Empowerment
The patterns of the most complex magical formulae are like children's drawings to you. You gain +4 Intelligence and +5 Spellcraft. You treat any non-scroll activated equipped item that casts spells (such as wands, rods, armor, or other activated items) as if they were staves, increasing their caster level to equal yours as well as increasing Save DC's to (10 + your Intelligence bonus + level of spell) if it would be an improvement. These increases are applied after Artificer Knowledge, so do not stack.
AP Cost
1
Ranks
1
Progression
40
Prereqs
Runic Efficiency, Artificer Level 20
Tier 1
Enhancement Description
Static Shock Static Shock
Rank 1
You may cast the spell Static Shock at will as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.

Static Shock: An electrical discharge strikes one target for 1d6 electricity damage per caster level up to a maximum damage of 10d6 at caster level 10. A succesful reflex save reduces the damage by half. On a failed reflex save, the target must then also make a will save or be dazed for 7 to 12 seconds, or until they take damage.
Rank 2
You may cast the spell Static Shock at will as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.

Static Shock: An electrical discharge strikes one target for 1d6 electricity damage per caster level up to a maximum damage of 10d6 at caster level 10. A succesful reflex save reduces the damage by half. On a failed reflex save, the target must then also make a will save or be dazed for 7 to 12 seconds, or until they take damage.
Rank 3
You may cast the spell Static Shock at will as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.

Static Shock: An electrical discharge strikes one target for 1d6 electricity damage per caster level up to a maximum damage of 10d6 at caster level 10. A succesful reflex save reduces the damage by half. On a failed reflex save, the target must then also make a will save or be dazed for 7 to 12 seconds, or until they take damage.
AP Cost
1
Ranks
3
Progression
1
Energy of the Creator Energy of the Creator
Rank 1
Your studies have increased your maximum Spell Points by an additional 30.
Rank 2
Your studies have increased your maximum Spell Points by an additional 60.
Rank 3
Your studies have increased your maximum Spell Points by an additional 90.
AP Cost
1
Ranks
3
Progression
1
Arcane Skills Arcane Skills
Rank 1
+1 to Spellcraft and Use Magic Device.
Rank 2
+2 to Spellcraft and Use Magic Device.
Rank 3
+3 to Spellcraft and Use Magic Device.
AP Cost
1
Ranks
3
Progression
1
Spell Critical Spell Critical
Your Electric, Fire, and Force spells have an additional 1% chance to critically hit.
AP Cost
2
Ranks
1
Progression
1
Wand and Scroll Mastery Wand and Scroll Mastery
Rank 1
+25% damage and healing from your wands, scrolls, and other items that cast spells, and +1 to the save DCs of your offensive wands.
Rank 2
+50% damage and healing from your wands, scrolls, and other items that cast spells, and +3 to the save DCs of your offensive wands.
Rank 3
+75% damage and healing from your wands, scrolls, and other items that cast spells, and +6 to the save DCs of your offensive wands.
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Efficient Metamagic Efficient Metamagic
Rank 1
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 2 fewer Spell Points.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 1 fewer Spell Point.
Rank 2
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 4 fewer Spell Points.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 2 fewer Spell Points.
Rank 3
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 6 fewer Spell Points.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 4 fewer Spell Points.
AP Cost
2
Ranks
3
Progression
5
Imbue Defender Imbue Defender
Rank 1
Your Iron Defender gains +5 Physical Resistance and 5% Doublestrike.

Your experiences imbuing your Iron Defender grant you a passive +5 Electric Spell Power and +2 Universal Spell Power.
Rank 2
Your Iron Defender gains +10 Physical Resistance and 10% Doublestrike.

Your experiences imbuing your Iron Defender grant you a passive +10 Electric Spell Power and +4 Universal Spell Power.
Rank 3
Your Iron Defender gains +15 Physical Resistance and 15% Doublestrike.

Your experiences imbuing your Iron Defender grant you a passive +15 Electric Spell Power and +6 Universal Spell Power.
AP Cost
1
Ranks
3
Progression
5
Spell Critical Spell Critical
Your Electric, Fire, and Force spells have an additional 1% chance to critically hit.
AP Cost
2
Ranks
1
Progression
5
Prereqs
Spell Critical
Shocking Vulnerability Shocking Vulnerability
Rank 1
Your studies of the arcane have taught you how to expose your enemies' hidden weaknesses. Each Electric spell you cast has a 5% chance of applying a stack of Vulnerable to each affected enemy.

Vulnerable (Target takes 2% more damage for 6 seconds. This effect stacks up to 10 times, and loses one stack on expiration.)
Rank 2
Your studies of the arcane have taught you how to expose your enemies' hidden weaknesses. Each Electric spell you cast has a 5% chance of applying 1-2 stacks of Vulnerable to each affected enemy.

Vulnerable (Target takes 2% more damage for 6 seconds. This effect stacks up to 10 times, and loses one stack on expiration.)
Rank 3
Your studies of the arcane have taught you how to expose your enemies' hidden weaknesses. Each Electric spell you cast has a 5% chance of applying 1-3 stacks of Vulnerable to each affected enemy.

Vulnerable (Target takes 2% more damage for 6 seconds. This effect stacks up to 10 times, and loses one stack on expiration.)
AP Cost
1
Ranks
3
Progression
5
Tier 3
Enhancement Description
Lightning Sphere Lightning Sphere
Rank 1
You may cast the spell Lightning Sphere at will as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.

Lightning Sphere: Launches an electrical orb that explodes on impact, dealing 1 to 6 electrical damage per caster level (up to a max of 10 to 60 damage at caster level 10) to targets in the area. The targets of this spell will also be dazed for a short period of time or until they take damage. A successful Fortitude save reduces the damage by half and negates the daze. Unlike most other projectile spells, the caster can arc the orb if no target is selected.

D&D Dice: Electrical orb deals 1d6 electricity damage per caster levels.
Rank 2
You may cast the spell Lightning Sphere at will as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.

Lightning Sphere: Launches an electrical orb that explodes on impact, dealing 1 to 6 electrical damage per caster level (up to a max of 10 to 60 damage at caster level 10) to targets in the area. The targets of this spell will also be dazed for a short period of time or until they take damage. A successful Fortitude save reduces the damage by half and negates the daze. Unlike most other projectile spells, the caster can arc the orb if no target is selected.

D&D Dice: Electrical orb deals 1d6 electricity damage per caster levels.
Rank 3
You may cast the spell Lightning Sphere at will as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.

Lightning Sphere: Launches an electrical orb that explodes on impact, dealing 1 to 6 electrical damage per caster level (up to a max of 10 to 60 damage at caster level 10) to targets in the area. The targets of this spell will also be dazed for a short period of time or until they take damage. A successful Fortitude save reduces the damage by half and negates the daze. Unlike most other projectile spells, the caster can arc the orb if no target is selected.

D&D Dice: Electrical orb deals 1d6 electricity damage per caster levels.
AP Cost
1
Ranks
3
Progression
10
Prereqs
Static Shock
Efficient Metamagic Efficient Metamagic
Rank 1
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 2 fewer Spell Points.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 1 fewer Spell Point.
Rank 2
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 4 fewer Spell Points.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 2 fewer Spell Points.
Rank 3
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 6 fewer Spell Points.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 4 fewer Spell Points.
AP Cost
2
Ranks
3
Progression
10
Prereqs
Efficient Metamagic
Repair Systems Repair Systems
Rank 1
You have installed automated repair systems in your Iron Defender. It repairs itself for 4d4+1 every 18 seconds.
Rank 2
You have installed automated repair systems in your Iron Defender. It repairs itself for 4d4+1 every 12 seconds. In addition, every six seconds, your Iron Defender will repair you for 4d4+1.
Rank 3
You have installed automated repair systems in your Iron Defender. It repairs itself for 4d4+1 every 6 seconds. In addition, every six seconds, your Iron Defender will repair you and any nearby allies for 4d4+1.
AP Cost
1
Ranks
3
Progression
10
Spell Critical Spell Critical
Your Electric, Fire, and Force spells have an additional 1% chance to critically hit.
AP Cost
2
Ranks
1
Progression
10
Prereqs
Spell Critical
Intelligence Intelligence
+1 Intelligence
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Blast Rod Blast Rod
Rank 1
You may cast the spell Blast Rod at will as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.

Blast Rod: A blast of electricity bursts from your outstretched hand, dealing 3 to 9 electrical damage per caster level (up to a max of 30 to 90 damage at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half.

D&D Dice: Deals 1d6+3 electricity damage per caster level (max 10d6+30).
Rank 2
You may cast the spell Blast Rod at will as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.

Blast Rod: A blast of electricity bursts from your outstretched hand, dealing 3 to 9 electrical damage per caster level (up to a max of 30 to 90 damage at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half.

D&D Dice: Deals 1d6+3 electricity damage per caster level (max 10d6+30).
Rank 3
You may cast the spell Blast Rod at will as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.

Blast Rod: A blast of electricity bursts from your outstretched hand, dealing 3 to 9 electrical damage per caster level (up to a max of 30 to 90 damage at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half.

D&D Dice: Deals 1d6+3 electricity damage per caster level (max 10d6+30).
AP Cost
1
Ranks
3
Progression
20
Prereqs
Lightning Sphere
Efficient Heighten Spell Efficient Heighten Spell
Rank 1
Using the Heighten Spell Metamagic costs you 1 fewer Spell Point per heightened level.
Rank 2
Using the Heighten Spell Metamagic costs you 2 fewer Spell Points per heightened level.
AP Cost
2
Ranks
2
Progression
20
Prereqs
Efficient Metamagic
Arcane Engine Arcane Engine
Rank 1
You have carved arcane symbols on the core engine of your Iron Defender, allowing you to channel Arcane energies through him. As long as you remain near your Iron Defender, he will provide you with 3 Universal Spell Power.

Your experiences imbuing your Iron Defender grant you a passive +5 Electric Spell Power and +2 Universal Spell Power.
Rank 2
You have carved arcane symbols on the core engine of your Iron Defender, allowing you to channel Arcane energies through him. As long as you remain near your Iron Defender, he will provide you with 6 Universal Spell Power.

Your experiences imbuing your Iron Defender grant you a passive +10 Electric Spell Power and +4 Universal Spell Power.
Rank 3
You have carved arcane symbols on the core engine of your Iron Defender, allowing you to channel Arcane energies through him. As long as you remain near your Iron Defender, he will provide you with 10 Universal Spell Power.

Your experiences imbuing your Iron Defender grant you a passive +15 Electric Spell Power and +6 Universal Spell Power.
AP Cost
1
Ranks
3
Progression
20
Spell Critical Spell Critical
Your Electric, Fire, and Force spells have an additional 1% chance to critically hit.
AP Cost
2
Ranks
1
Progression
20
Prereqs
Spell Critical
Intelligence Intelligence
+1 Intelligence
AP Cost
2
Ranks
1
Progression
20
Prereqs
Intelligence
Tier 5
Enhancement Description
Lightning Motes Lightning Motes
Rank 1
You may cast the spell Lightning Motes at will as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.

Lightning Motes: You create a nebulous cloud of electric motes that damages enemies that enter it. Any creatures that are hit by the cloud take 3 to 8 electric damage per caster level (up to a max of 30 to 80 damage at caster level 10). A successful Reflex save reduces this damage by half. Enemies hit by the cloud are also made temporarily more vulnerable to electric damage, taking 1.15 extra damage from any electric-based attacks.

D&D Dice: Deals 1d6+2 per caster level electric damage.
Rank 2
You may cast the spell Lightning Motes at will as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.

Lightning Motes: You create a nebulous cloud of electric motes that damages enemies that enter it. Any creatures that are hit by the cloud take 3 to 8 electric damage per caster level (up to a max of 30 to 80 damage at caster level 10). A successful Reflex save reduces this damage by half. Enemies hit by the cloud are also made temporarily more vulnerable to electric damage, taking 1.15 extra damage from any electric-based attacks.

D&D Dice: Deals 1d6+2 per caster level electric damage.
Rank 3
You may cast the spell Lightning Motes at will as a Spell-Like Ability. You may use Metamagic Feats with Spell-Like Abilities at no additional cost. Further points spent in this enhancement will reduce the cooldown and Spell Point Cost of this Spell-Like Ability.

Lightning Motes: You create a nebulous cloud of electric motes that damages enemies that enter it. Any creatures that are hit by the cloud take 3 to 8 electric damage per caster level (up to a max of 30 to 80 damage at caster level 10). A successful Reflex save reduces this damage by half. Enemies hit by the cloud are also made temporarily more vulnerable to electric damage, taking 1.15 extra damage from any electric-based attacks.

D&D Dice: Deals 1d6+2 per caster level electric damage.
AP Cost
1
Ranks
3
Progression
30
Prereqs
Blast Rod
Recharged Recoil Recharged Recoil
Your Runearm shots now strip Electric Immunity from enemies, rendering them vulnerable to Electric spells if they were immune for 10 seconds.
AP Cost
2
Ranks
1
Progression
30
Master Defender Master Defender
Rank 1
Your Iron Defender gains +2 to Strength, Dexterity, and Constitution. In addition, As long as you remain near your Iron Defender, he will provide you with 1% Dodge.
Rank 2
Your Iron Defender gains +4 to Strength, Dexterity, and Constitution. In addition, As long as you remain near your Iron Defender, he will provide you with 2% Dodge.
Rank 3
Your Iron Defender gains +6 to Strength, Dexterity, and Constitution. In addition, As long as you remain near your Iron Defender, he will provide you with 3% Dodge.
AP Cost
1
Ranks
3
Progression
30
Evocation Focus Evocation Focus
Rank 1
You have trained extensively in Evocation magic, granting a +1 bonus to your spell DCs of that school.
Rank 2
You have trained extensively in Evocation magic, granting a +2 bonus to your spell DCs of that school.
Rank 3
You have trained extensively in Evocation magic, granting a +3 bonus to your spell DCs of that school.
AP Cost
1
Ranks
3
Progression
30
Arcane Mechanism Arcane Mechanism
Rank 1
While wielding a Rune Arm, +10 Electric Spell Power, +5 Universal Spell Power
Rank 2
While wielding a Rune Arm, +15 Electric Spell Power, +10 Universal Spell Power
Rank 3
While wielding a Rune Arm, +20 Electric Spell Power, +15 Universal Spell Power
AP Cost
1
Ranks
3
Progression
30