| Enhancement | Description |
|---|---|
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. |
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. |
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. |
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). |
Runic Efficiency
|
Passive: +2 to Caster Level and Max Caster Level of Electric Spells, +1 Evocation DCs, +2 Rune Arm DCs. |
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. |
| Enhancement | Description |
|---|---|
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. |
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. |
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. |
Spell Critical
|
Your Electric, Fire, and Force spells have an additional 1% chance to critically hit. |
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. |
| Enhancement | Description |
|---|---|
Efficient Metamagic
|
Rank 1 Rank 2 Rank 3 |
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. |
Spell Critical
|
Your Electric, Fire, and Force spells have an additional 1% chance to critically hit. |
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.) |
| Enhancement | Description |
|---|---|
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. |
Efficient Metamagic
|
Rank 1 Rank 2 Rank 3 |
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. |
Spell Critical
|
Your Electric, Fire, and Force spells have an additional 1% chance to critically hit. |
Intelligence
|
+1 Intelligence |
| Enhancement | Description |
|---|---|
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). |
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. |
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. |
Spell Critical
|
Your Electric, Fire, and Force spells have an additional 1% chance to critically hit. |
Intelligence
|
+1 Intelligence |
| Enhancement | Description |
|---|---|
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. |
Recharged Recoil
|
Your Runearm shots now strip Electric Immunity from enemies, rendering them vulnerable to Electric spells if they were immune for 10 seconds. |
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. |
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. |
Arcane Mechanism
|
Rank 1 While wielding a Rune Arm, +10 Electric Spell Power, +5 Universal Spell PowerRank 2 While wielding a Rune Arm, +15 Electric Spell Power, +10 Universal Spell PowerRank 3 While wielding a Rune Arm, +20 Electric Spell Power, +15 Universal Spell Power |