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Battle Engineer
Artificer Class Enhancement Tree

Battle Engineer

Weapon Training 0/1
Weapon Training
Ranks: 1 Cost: 2 AP Requires: 1 AP
Select either Crossbows, Hammers & Morningstar, or Hand and a Half Weapons. Gain bonuses to Attack and Damage Rolls with the selected weapon types.
Field Engineer 0/3
Field Engineer
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Concentration, Disable Device, and Open Locks.
Field Scrapper 0/3
Field Scrapper
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 to Sunder DCs
Thaumaturgical Conduits 0/3
Thaumaturgical Conduits
Ranks: 3 Cost: 1 AP Requires: 1 AP
You have made slight improvements to the efficiency of your rune arms. Your rune arms build charge 10% faster.
Item Defense 0/3
Item Defense
Ranks: 3 Cost: 1 AP Requires: 1 AP
You have a 25% chance to negate potential item wear.
Weapon Training 0/1
Weapon Training
Ranks: 1 Cost: 2 AP Requires: 5 AP
Select either Crossbows, Hammers & Morningstar, or Hand and a Half Weapons. Gain bonuses to Attack and Damage Rolls with the selected weapon types.
Wrack Construct 0/3
Wrack Construct
Ranks: 3 Cost: 1 AP Requires: 5 AP
Melee or Ranged Attack: On Damage: Deals extra damage to constructs and living constructs, and applies Wracked: This construct or living construct's fortification is reduced and loses its inherent immunity to sneak attack. This effect stacks multiple times.
Caustic Strike 0/3
Caustic Strike
Ranks: 3 Cost: 1 AP Requires: 5 AP
Pick a Melee or Ranged version of this attack.
Extra Action Boost 0/3
Extra Action Boost
Ranks: 3 Cost: 2 AP Requires: 5 AP
You can use each of your action boosts 1 additional time per rest.
Action Boost 0/3
Action Boost
Ranks: 3 Cost: 1 AP Requires: 5 AP
Choose between Action Boost: Attack and Action Boost: Power
Weapon Training 0/1
Weapon Training
Ranks: 1 Cost: 2 AP Requires: 10 AP
Select either Crossbows, Hammers & Morningstar, or Hand and a Half Weapons. Gain bonuses to Attack and Damage Rolls with the selected weapon types.
Disable Construct 0/3
Disable Construct
Ranks: 3 Cost: 1 AP Requires: 10 AP
Activate: Target construct or living construct is dazed for 10 seconds. This effect is removed on damage. Using this ability on a target already affected by it will extend the duration.
Shatter Defenses 0/3
Shatter Defenses
Ranks: 3 Cost: 1 AP Requires: 10 AP
Pick a Melee or Ranged version of this attack.
Thundershock Imbue 0/1
Thundershock Imbue
Ranks: 1 Cost: 2 AP Requires: 10 AP
Imbue Toggle: Your weapons hum with Electricity, dealing an extra 1d6 Electric damage on each hit, scaling with Electric Spell Power.
Strength 0/1
Strength
Ranks: 1 Cost: 2 AP Requires: 10 AP
Select either Strength, Dexterity, or Intelligence. Gain +1 to the selected ability score.
Weapon Training 0/1
Weapon Training
Ranks: 1 Cost: 2 AP Requires: 20 AP
Select either Crossbows, Hammers & Morningstar, or Hand and a Half Weapons. Gain bonuses to Attack and Damage Rolls with the selected weapon types.
Battle Mastery 0/1
Battle Mastery
Ranks: 1 Cost: 1 AP Requires: 20 AP
Select either Action Boost: Haste or Endless Fusillade.
Agility Engine 0/3
Agility Engine
Ranks: 3 Cost: 1 AP Requires: 20 AP
While wearing a Rune Arm, you gain 3% Doublestrike and Doubleshot and +1 bonus Imbue Dice.
Strength 0/1
Strength
Ranks: 1 Cost: 2 AP Requires: 20 AP
Select either Strength, Dexterity, or Intelligence. Gain +1 to the selected ability score.
Reconstructed Armaments 0/1
Reconstructed Armaments
Ranks: 1 Cost: 1 AP Requires: 30 AP
Gain Critical Threat Range with your chosen set of weapons.
Weapon Attachment 0/1
Weapon Attachment
Ranks: 1 Cost: 1 AP Requires: 30 AP
Activate to attach your currently equipped weapons to yourself, giving you superior control over them. Until you unequip these items or rest, they deal +0.5\ damage.
Thunder-Shock Weapon 0/1
Thunder-Shock Weapon
Ranks: 1 Cost: 1 AP Requires: 30 AP
Pick a Melee or Ranged version of this attack.
Unlock Potential 0/1
Unlock Potential
Ranks: 1 Cost: 1 AP Requires: 30 AP
While wearing a Rune Arm, you gain +20 Melee and Ranged Power and +1 bonus Imbue Dice.
Tactical Mobility 0/1
Tactical Mobility
Ranks: 1 Cost: 1 AP Requires: 30 AP
You gain a 10% Action Boost bonus to Movement Speed while wearing a Rune Arm.
Core Enhancements
Battle Engineer 0/1
Battle Engineer
Ranks: 1 Cost: 1 AP
Your equipped rune arm grants you +8 Universal Spell Power when it is charged to Charge Tier 1.
Infused Weapons 0/1
Infused Weapons
Ranks: 1 Cost: 1 AP Requires: 5 AP
Your equipped weapon in your main hand gains +1 to its Enhancement Bonus. Additionally, you gain +1 bonus to your attack roll to confirm a critical hit, and a +1 bonus to the damage of your critical hits (before multipliers).

You gain +5% Doublestrike and Doubleshot, and your equipped Rune Arm gains +1 Stable Charge Tier. In addition, it grants you an additional +8 Universal Spell Power when it is charged to Charge Tier 2, for a total of +16.
Infused Armor 0/1
Infused Armor
Ranks: 1 Cost: 1 AP Requires: 10 AP
Your equipped armor gains +1 to its Enhancement Bonus. Additionally, your equipped armor or docent grants you +5 Physical Resistance Rating and -10% Arcane Spell Failure. (Artificer Infusions are not affected by Arcane Spell Failure, but this assist with scroll use.)

Your equipped rune arm grants you an additional +8 Universal Spell Power when it is charged to Charge Tier 3, for a total of +24.
Infused Weapons 0/1
Infused Weapons
Ranks: 1 Cost: 1 AP Requires: 20 AP
You gain a +1 Competence Bonus Critical Multiplier with Crossbows, Bastard Swords, Dwarven Axes, Light Hammers, Warhammers, and Morningstars.

Your equipped weapon in your main hand gains an additional +1 to its Enhancement Bonus, for a total of +2. You also gain an additional +1 bonus to your attack roll to confirm a critical hit, and an additional +1 bonus to the damage of your critical hits (before multipliers), for a total of +2.

Your equipped rune arm gains +1 stable charge tier. In addition, it grants you an additional +8 Universal Spell Power when it is charged to Charge Tier 4, for a total of +32.
Infused Armor 0/1
Infused Armor
Ranks: 1 Cost: 1 AP Requires: 30 AP
Your equipped armor gains an additional +1 to its Enhancement Bonus, for a total of +2. Your equipped armor or docent also grants you an additional +5 Physical Resistance Rating, for a total of +10 and an additional -10% Arcane Spell Failure, for a total of -20%. (Artificer Infusions are not affected by Arcane Spell Failure, but this assist with scroll use.) You gain an additional +15 Physical and Magical Resistance Rating innately, regardless of your Armor.

Your equipped rune arm grants you an additional +8 Universal Spell Power when it is charged to Charge Tier 5, for a total of +40.
Master Engineer 0/1
Master Engineer
Ranks: 1 Cost: 1 AP Requires: 40 AP
You gain +4 Intelligence. The Enhancement Bonus of your armor and your equipped weapon in your main hand are each increased by an additional +1, for a total of +3. Your equipped weapon in your main hand is now a Spellcasting Implement, providing a +3 Implement Bonus to Universal Spell Power for every +1 of Enhancement Bonus on the weapon.
Core Enhancements
Enhancement Description
Battle Engineer Battle Engineer
Your equipped rune arm grants you +8 Universal Spell Power when it is charged to Charge Tier 1.
AP Cost
1
Ranks
1
Progression
0
Prereqs
Artificer Level 1
Infused Weapons Infused Weapons
Your equipped weapon in your main hand gains +1 to its Enhancement Bonus. Additionally, you gain +1 bonus to your attack roll to confirm a critical hit, and a +1 bonus to the damage of your critical hits (before multipliers).

You gain +5% Doublestrike and Doubleshot, and your equipped Rune Arm gains +1 Stable Charge Tier. In addition, it grants you an additional +8 Universal Spell Power when it is charged to Charge Tier 2, for a total of +16.
AP Cost
1
Ranks
1
Progression
5
Prereqs
Battle Engineer, Artificer Level 3
Infused Armor Infused Armor
Your equipped armor gains +1 to its Enhancement Bonus. Additionally, your equipped armor or docent grants you +5 Physical Resistance Rating and -10% Arcane Spell Failure. (Artificer Infusions are not affected by Arcane Spell Failure, but this assist with scroll use.)

Your equipped rune arm grants you an additional +8 Universal Spell Power when it is charged to Charge Tier 3, for a total of +24.
AP Cost
1
Ranks
1
Progression
10
Prereqs
Infused Weapons, Artificer Level 6
Infused Weapons Infused Weapons
You gain a +1 Competence Bonus Critical Multiplier with Crossbows, Bastard Swords, Dwarven Axes, Light Hammers, Warhammers, and Morningstars.

Your equipped weapon in your main hand gains an additional +1 to its Enhancement Bonus, for a total of +2. You also gain an additional +1 bonus to your attack roll to confirm a critical hit, and an additional +1 bonus to the damage of your critical hits (before multipliers), for a total of +2.

Your equipped rune arm gains +1 stable charge tier. In addition, it grants you an additional +8 Universal Spell Power when it is charged to Charge Tier 4, for a total of +32.
AP Cost
1
Ranks
1
Progression
20
Prereqs
Infused Armor, Artificer Level 12
Infused Armor Infused Armor
Your equipped armor gains an additional +1 to its Enhancement Bonus, for a total of +2. Your equipped armor or docent also grants you an additional +5 Physical Resistance Rating, for a total of +10 and an additional -10% Arcane Spell Failure, for a total of -20%. (Artificer Infusions are not affected by Arcane Spell Failure, but this assist with scroll use.) You gain an additional +15 Physical and Magical Resistance Rating innately, regardless of your Armor.

Your equipped rune arm grants you an additional +8 Universal Spell Power when it is charged to Charge Tier 5, for a total of +40.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Infused Weapons, Artificer Level 18
Master Engineer Master Engineer
You gain +4 Intelligence. The Enhancement Bonus of your armor and your equipped weapon in your main hand are each increased by an additional +1, for a total of +3. Your equipped weapon in your main hand is now a Spellcasting Implement, providing a +3 Implement Bonus to Universal Spell Power for every +1 of Enhancement Bonus on the weapon.
AP Cost
1
Ranks
1
Progression
40
Prereqs
Infused Armor, Artificer Level 20
Tier 1
Enhancement Description
Weapon Training Weapon Training
Select either Crossbows, Hammers & Morningstar, or Hand and a Half Weapons. Gain bonuses to Attack and Damage Rolls with the selected weapon types.
Crossbow Training+1 to attack rolls with all crossbows. +1 to damage rolls with all repeating crossbows, +2 to damage rolls with non-repeating crossbows when not dual shooting.
Hand and a Half Training+1 to attack and damage rolls with Bastard Swords and Dwarven Waraxes. +5% Strikethrough Chance.
Hammer and Morningstar Training+1 to attack and damage rolls with Light Hammers, Warhammers, and Morningstars.
AP Cost
2
Ranks
1
Progression
1
Field Engineer Field Engineer
Rank 1
+1 Concentration, Disable Device, and Open Locks.
Rank 2
+2 Concentration, Disable Device, and Open Locks.
Rank 3
+3 Concentration, Disable Device, and Open Locks, and +1 to Reflex Saves vs Traps.
AP Cost
1
Ranks
3
Progression
1
Field Scrapper Field Scrapper
Rank 1
+1 to Sunder DCs
Rank 2
+2 to Sunder DCs
Rank 3
+3 to Sunder DCs
AP Cost
1
Ranks
3
Progression
1
Thaumaturgical Conduits Thaumaturgical Conduits
Rank 1
You have made slight improvements to the efficiency of your rune arms. Your rune arms build charge 10% faster.
Rank 2
You have made some improvements to the efficiency of your rune arms. Your rune arms build charge 20% faster.
Rank 3
You have made significant improvements to the efficiency of your rune arms. Your rune arms build charge 33% faster.
AP Cost
1
Ranks
3
Progression
1
Item Defense Item Defense
Rank 1
You have a 25% chance to negate potential item wear.
Rank 2
You have a 50% chance to negate potential item wear.
Rank 3
You have a 75% chance to negate potential item wear.
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Weapon Training Weapon Training
Select either Crossbows, Hammers & Morningstar, or Hand and a Half Weapons. Gain bonuses to Attack and Damage Rolls with the selected weapon types.
Crossbow Training+1 to attack rolls with all crossbows. +1 to damage rolls with all repeating crossbows, +2 to damage rolls with non-repeating crossbows when not dual shooting.
Hand and a Half Training+1 to attack and damage rolls with Bastard Swords and Dwarven Waraxes. +5% Strikethrough Chance.
Hammer and Morningstar Training+1 to attack and damage rolls with Light Hammers, Warhammers, and Morningstars.
AP Cost
2
Ranks
1
Progression
5
Prereqs
Weapon Training
Wrack Construct Wrack Construct
Melee or Ranged Attack: On Damage: Deals extra damage to constructs and living constructs, and applies Wracked: This construct or living construct's fortification is reduced and loses its inherent immunity to sneak attack. This effect stacks multiple times.
Rank 1
Melee Wrack ConstructMelee Attack: On Damage: Deals 3d6 extra damage to constructs and living constructs, and applies Wracked: This construct or living construct's fortification is reduced by -10% and loses its inherent immunity to sneak attack. This effect stacks up to five times.

Damage scales with 200% melee power.
Ranged Wrack ConstructRanged Attack: On Damage: Deals 3d6 extra damage to constructs and living constructs, and applies Wracked: This construct or living construct's fortification is reduced by -10% and loses its inherent immunity to sneak attack. This effect stacks up to five times.

Damage scales with 200% ranged power.
Rank 2
Melee Wrack ConstructMelee Attack: On Damage: Deals 6d6 extra damage to constructs and living constructs, and applies Wracked: This construct or living construct's fortification is reduced by -10% and loses its inherent immunity to sneak attack. This effect stacks up to five times.

Damage scales with 200% melee power.
Ranged Wrack ConstructRanged Attack: On Damage: Deals 6d6 extra damage to constructs and living constructs, and applies Wracked: This construct or living construct's fortification is reduced by -10% and loses its inherent immunity to sneak attack. This effect stacks up to five times.

Damage scales with 200% ranged power.
Rank 3
Melee Wrack ConstructMelee Attack: On Damage: Deals 9d6 extra damage to constructs and living constructs, and applies Wracked: This construct or living construct's fortification is reduced by -10% and loses its inherent immunity to sneak attack. This effect stacks up to five times.

Damage scales with 200% melee power.
Ranged Wrack ConstructRanged Attack: On Damage: Deals 9d6 extra damage to constructs and living constructs, and applies Wracked: This construct or living construct's fortification is reduced by -10% and loses its inherent immunity to sneak attack. This effect stacks up to five times.

Damage scales with 200% ranged power.
AP Cost
1
Ranks
3
Progression
5
Caustic Strike Caustic Strike
Pick a Melee or Ranged version of this attack.
Rank 1
Caustic StrikeMelee Attack: On Damage: Deals 3d6 extra Acid damage and 6d6 extra Rust damage.

Damage scales with 200% melee power.
Caustic ShotRanged Crossbow Attack: On Damage: Deals 3d6 extra Acid damage and 6d6 extra Rust damage.

Damage scales with 200% ranged power.
Rank 2
Caustic StrikeMelee Attack: On Damage: Deals 3d6 extra Acid damage and 6d6 extra Rust damage.

Damage scales with 200% melee power.
Caustic ShotRanged Crossbow Attack: On Damage: Deals 3d6 extra Acid damage and 6d6 extra Rust damage.

Damage scales with 200% ranged power.
Rank 3
Caustic StrikeMelee Attack: On Damage: Deals 3d6 extra Acid damage and 6d6 extra Rust damage.

Damage scales with 200% melee power.
Caustic ShotRanged Crossbow Attack: On Damage: Deals 3d6 extra Acid damage and 6d6 extra Rust damage.

Damage scales with 200% ranged power.
AP Cost
1
Ranks
3
Progression
5
Extra Action Boost Extra Action Boost
Rank 1
You can use each of your action boosts 1 additional time per rest.
Rank 2
You can use each of your action boosts 1 additional time per rest, bringing the total increase to 2.
Rank 3
You can use each of your action boosts 1 additional time per rest, bringing the total increase to 3.
AP Cost
2
Ranks
3
Progression
5
Action Boost Action Boost
Choose between Action Boost: Attack and Action Boost: Power
Rank 1
Action Boost: PowerActivate to gain a +10 Action Boost bonus to Melee and Ranged Power for 20 seconds.
Attack BoostActivate this ability to gain a +4 Action Boost bonus to your attack rolls for 20 seconds.
Rank 2
Action Boost: PowerActivate to gain a +20 Action Boost bonus to Melee and Ranged Power for 20 seconds.
Attack BoostActivate this ability to gain a +6 Action Boost bonus to your attack rolls for 20 seconds.
Rank 3
Action Boost: PowerActivate to gain a +30 Action Boost bonus to Melee and Ranged Power for 20 seconds.
Attack BoostActivate this ability to gain a +8 Action Boost bonus to your attack rolls for 20 seconds.
AP Cost
1
Ranks
3
Progression
5
Tier 3
Enhancement Description
Weapon Training Weapon Training
Select either Crossbows, Hammers & Morningstar, or Hand and a Half Weapons. Gain bonuses to Attack and Damage Rolls with the selected weapon types.
Crossbow Training+1 to attack rolls with all crossbows. +1 to damage rolls with all non-repeating crossbows when not dual shooting.
Hand and a Half Training+1 to attack and damage rolls with Bastard Swords and Dwarven Waraxes. +5% Strikethrough Chance.
Hammer and Morningstar Training+1 to attack and damage rolls with Light Hammers, Warhammers, and Morningstars.
AP Cost
2
Ranks
1
Progression
10
Prereqs
Weapon Training
Disable Construct Disable Construct
Rank 1
Activate: Target construct or living construct is dazed for 10 seconds. This effect is removed on damage. Using this ability on a target already affected by it will extend the duration.
Rank 2
Activate: Target construct or living construct is dazed for 20 seconds. This effect is removed on damage. Using this ability on a target already affected by it will extend the duration.
Rank 3
Activate: Target construct or living construct is dazed for 30 seconds. This effect is removed on damage. Using this ability on a target already affected by it will extend the duration.
AP Cost
1
Ranks
3
Progression
10
Shatter Defenses Shatter Defenses
Pick a Melee or Ranged version of this attack.
Rank 1
Shatter Defenses (Melee)Tactical Melee Attack: On Hit: Reduces the target's Armor Class by 5 and lowers Fortification by 10%. A successful Fortitude save negates this effect. (DC 10 + INT mod + Half Artificer Level + Sunder Bonuses). Regardless of saving throw result target will suffer the Trauma effect, -3 penalty to Fortitude saves due to shock, stacks 5 times. Lasts 24 seconds. This ability shares a cooldown with Sunder.
Shatter Defenses (Crossbow)AOE Tactical Ranged Crossbow Attack: Fire your Crossbow, hitting every enemy in an area around where the shot hits. This attack can fire as many shots as your Crossbow fires normally. On Hit: Reduces the target's Armor Class by 5 and lowers Fortification by 10%. A successful Fortitude save negates this effect. (DC 10 + INT mod + Half Artificer Level + Sunder Bonuses). Regardless of saving throw result target will suffer the Trauma effect, -3 penalty to Fortitude saves due to shock, stacks 5 times. Lasts 24 seconds. This ability shares a cooldown with Sunder.
Rank 2
Shatter Defenses (Melee)Tactical Melee Attack: On Hit: Reduces the target's Armor Class by 5 and lowers Fortification by 10%. A successful Fortitude save negates this effect. (DC 12 + INT mod + Half Artificer Level + Sunder Bonuses). Regardless of saving throw result target will suffer the Trauma effect, -3 penalty to Fortitude saves due to shock, stacks 5 times. Lasts 24 seconds. This ability shares a cooldown with Sunder.
Shatter Defenses (Crossbow)AOE Tactical Ranged Crossbow Attack: Fire your Crossbow, hitting every enemy in an area around where the shot hits. This attack can fire as many shots as your Crossbow fires normally. On Hit: Reduces the target's Armor Class by 5 and lowers Fortification by 10%. A successful Fortitude save negates this effect. (DC 12 + INT mod + Half Artificer Level + Sunder Bonuses). Regardless of saving throw result target will suffer the Trauma effect, -3 penalty to Fortitude saves due to shock, stacks 5 times. Lasts 24 seconds. This ability shares a cooldown with Sunder.
Rank 3
Shatter Defenses (Melee)Tactical Melee Attack: On Hit: Reduces the target's Armor Class by 5 and lowers Fortification by 10%. A successful Fortitude save negates this effect. (DC 14 + INT mod + Half Artificer Level + Sunder Bonuses). Regardless of saving throw result target will suffer the Trauma effect, -3 penalty to Fortitude saves due to shock, stacks 5 times. Lasts 24 seconds. This ability shares a cooldown with Sunder.
Shatter Defenses (Crossbow)AOE Tactical Ranged Crossbow Attack: Fire your Crossbow, hitting every enemy in an area around where the shot hits. This attack can fire as many shots as your Crossbow fires normally. On Hit: Reduces the target's Armor Class by 5 and lowers Fortification by 10%. A successful Fortitude save negates this effect. (DC 14 + INT mod + Half Artificer Level + Sunder Bonuses). Regardless of saving throw result target will suffer the Trauma effect, -3 penalty to Fortitude saves due to shock, stacks 5 times. Lasts 24 seconds. This ability shares a cooldown with Sunder.
AP Cost
1
Ranks
3
Progression
10
Prereqs
Caustic Strike
Thundershock Imbue Thundershock Imbue
Imbue Toggle: Your weapons hum with Electricity, dealing an extra 1d6 Electric damage on each hit, scaling with Electric Spell Power.
AP Cost
2
Ranks
1
Progression
10
Strength Strength
Select either Strength, Dexterity, or Intelligence. Gain +1 to the selected ability score.
Strength+1 Strength
Dexterity+1 Dexterity
Intelligence+1 Intelligence
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Weapon Training Weapon Training
Select either Crossbows, Hammers & Morningstar, or Hand and a Half Weapons. Gain bonuses to Attack and Damage Rolls with the selected weapon types.
Crossbow Training+1 to attack rolls with all crossbows. +1 to damage rolls with all repeating crossbows, +2 to damage rolls with non-repeating crossbows when not dual shooting.
Hand and a Half Training+1 to attack and damage rolls with Bastard Swords and Dwarven Waraxes. +5% Strikethrough Chance.
Hammer and Morningstar Training+1 to attack and damage rolls with Light Hammers, Warhammers, and Morningstars.
AP Cost
2
Ranks
1
Progression
20
Prereqs
Weapon Training
Battle Mastery Battle Mastery
Select either Action Boost: Haste or Endless Fusillade.
Haste BoostActivate this ability to receive a 30% Action Boost attack speed bonus for 20 seconds.
Endless FusilladeAction Boost: You may activate this ability to enchant your Crossbow to instantly reload itself for eighteen seconds. You must have a Crossbow equipped to activate this skill.
AP Cost
1
Ranks
1
Progression
20
Prereqs
Weapon Training
Agility Engine Agility Engine
Rank 1
While wearing a Rune Arm, you gain 3% Doublestrike and Doubleshot and +1 bonus Imbue Dice.
Rank 2
While wearing a Rune Arm, you gain 6% Doublestrike and Doubleshot and +2 bonus Imbue Dice.
Rank 3
While wearing a Rune Arm, you gain 10% Doublestrike and Doubleshot and +3 bonus Imbue Dice.
AP Cost
1
Ranks
3
Progression
20
Strength Strength
Select either Strength, Dexterity, or Intelligence. Gain +1 to the selected ability score.
Strength+1 Strength
Dexterity+1 Dexterity
Intelligence+1 Intelligence
AP Cost
2
Ranks
1
Progression
20
Prereqs
Strength
Tier 5
Enhancement Description
Reconstructed Armaments Reconstructed Armaments
Gain Critical Threat Range with your chosen set of weapons.
Reconstructed Crossbows+1 Competence Bonus to Critical Threat Range with Crossbows.
Reconstructed Edges+1 Competence Bonus to Critical Threat Range with Bastard Swords and Dwarven Axes.

You gain a 20% competence bonus to your Max Hit Points.
Reconstructed Arms+1 Competence Bonus to Critical Threat Range with Light Hammers, Warhammers, and Morningstars.

You gain a 20% competence bonus to your Max Hit Points.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Weapon Training
Weapon Attachment Weapon Attachment
Activate to attach your currently equipped weapons to yourself, giving you superior control over them. Until you unequip these items or rest, they deal +0.5\ damage.
AP Cost
1
Ranks
1
Progression
30
Thunder-Shock Weapon Thunder-Shock Weapon
Pick a Melee or Ranged version of this attack.
Thunder-Shock Weapon (Melee)Tactical Melee Attack: On Damage: Deals 6d6 extra Electric damage that scales with 200% Melee Power, and Trips the target. A successful Strength or Dexterity save negates the Trip effect. (DC 14 + INT mod + Half Artificer Level + Sunder Bonuses).
Thunder-Shock Weapon (Crossbow)AOE Tactical Ranged Crossbow Attack: Fire your Crossbow, hitting every enemy in an area around where each shot hits. This attack can fire as many shots as your Crossbow fires normally. On Damage: Deals 6d6 extra Electric damage that scales with 200% Ranged Power, and Trips the target. A successful Strength or Dexterity save negates the Trip effect. (DC 14 + INT mod + Half Artificer Level + Sunder Bonuses).
AP Cost
1
Ranks
1
Progression
30
Prereqs
Shatter Defenses
Unlock Potential Unlock Potential
While wearing a Rune Arm, you gain +20 Melee and Ranged Power and +1 bonus Imbue Dice.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Agility Engine
Tactical Mobility Tactical Mobility
You gain a 10% Action Boost bonus to Movement Speed while wearing a Rune Arm.
AP Cost
1
Ranks
1
Progression
30