| Enhancement | Description |
|---|---|
Battle Engineer
|
Your equipped rune arm grants you +8 Universal Spell Power when it is charged to Charge Tier 1. |
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. |
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. |
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. |
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. |
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. |
| Enhancement | Description |
|---|---|
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. |
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. |
Field Scrapper
|
Rank 1 +1 to Sunder DCsRank 2 +2 to Sunder DCsRank 3 +3 to Sunder DCs |
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. |
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. |
| Enhancement | Description |
|---|---|
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. |
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 Damage scales with 200% melee power. Damage scales with 200% ranged power. Rank 2 Damage scales with 200% melee power. Damage scales with 200% ranged power. Rank 3 Damage scales with 200% melee power. Damage scales with 200% ranged power. |
Caustic Strike
|
Pick a Melee or Ranged version of this attack. Rank 1 Damage scales with 200% melee power. Damage scales with 200% ranged power. Rank 2 Damage scales with 200% melee power. Damage scales with 200% ranged power. Rank 3 Damage scales with 200% melee power. Damage scales with 200% ranged power. |
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. |
Action Boost
|
Choose between Action Boost: Attack and Action Boost: Power Rank 1 Rank 2 Rank 3 |
| Enhancement | Description |
|---|---|
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. |
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. |
Shatter Defenses
|
Pick a Melee or Ranged version of this attack. Rank 1 Rank 2 Rank 3 |
Thundershock Imbue
|
Imbue Toggle: Your weapons hum with Electricity, dealing an extra 1d6 Electric damage on each hit, scaling with Electric Spell Power. |
Strength
|
Select either Strength, Dexterity, or Intelligence. Gain +1 to the selected ability score. |
| Enhancement | Description |
|---|---|
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. |
Battle Mastery
|
Select either Action Boost: Haste or Endless Fusillade. |
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. |
Strength
|
Select either Strength, Dexterity, or Intelligence. Gain +1 to the selected ability score. |
| Enhancement | Description |
|---|---|
Reconstructed Armaments
|
Gain Critical Threat Range with your chosen set of weapons. You gain a 20% competence bonus to your Max Hit Points. You gain a 20% competence bonus to your Max Hit Points. |
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. |
Thunder-Shock Weapon
|
Pick a Melee or Ranged version of this attack. |
Unlock Potential
|
While wearing a Rune Arm, you gain +20 Melee and Ranged Power and +1 bonus Imbue Dice. |
Tactical Mobility
|
You gain a 10% Action Boost bonus to Movement Speed while wearing a Rune Arm. |