| Enhancement | Description |
|---|---|
Renegade Defender
|
Each core ability in this tree grants you +10 Maximum Hit Points, +5 Positive Spell Power and +5 Repair Spell Power. |
Alchemical Shield
|
While in Medium, Heavy, or Adamantine Body, your equipped armor grants you a +4 Alchemical bonus to AC and immunity to Magic Missiles. |
Curative Admixture: Cure Serious Wounds
|
Infuses a Cure Serious Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 3d6+6 plus 1 per caster level (maximum caster level 15) positive energy damage to nearby living allies and enemy undead. This infusion is affected by Artificer Knowledge: Potions. Passive: You gain +4 to the Maximum Caster Level of your Admixture spells. |
Constructive Conduit
|
+30 Repair Amplification. +50 Maximum Hit Points. While in Medium Armor, Heavy Armor, or Adamantine Body, +2 to Maximum Dexterity Bonus. You gain +6 to the Maximum Caster Level of your Admixture spells. |
Radiant Forcefield
|
Your target is surrounded in a sphere of magical force that reduces all damage (except for untyped damage) they take by 25% for a short period of time. |
Mass Unbreakable Forcefield
|
Active: For 6 seconds, your party takes -95% damage from all sources (except Untyped damage). 3 minute cooldown. Only works inside Dungeons. Passive: +2 CON, +2 INT. +10 PRR, +10 MRR. While in Medium Armor, Heavy Armor, or Adamantine Body, +3 to Maximum Dexterity Bonus. |
| Enhancement | Description |
|---|---|
Curative Admixture: Cure Light Wounds
|
Rank 1 Infuses a Cure Light Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 1d6+2 plus 1 per caster level (maximum caster level 5) positive energy damage to nearby living allies and enemy undead. This infusion is affected by Artificer Knowledge: Potions.Rank 2 Infuses a Cure Light Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 1d6+2 plus 1 per caster level (maximum caster level 5) positive energy damage to nearby living allies and enemy undead. This infusion is affected by Artificer Knowledge: Potions.Rank 3 Infuses a Cure Light Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 1d6+2 plus 1 per caster level (maximum caster level 5) positive energy damage to nearby living allies and enemy undead. This infusion is affected by Artificer Knowledge: Potions. |
Easily Fixed
|
+10 Healing Amp, +20 Repair Amp |
Supporting Construction
|
Rank 1 While in Medium or Heavy Armor, or with Adamantine Body: +2 PRR.Rank 2 While in Medium or Heavy Armor, or with Adamantine Body: +4 PRR.Rank 3 While in Medium or Heavy Armor, or with Adamantine Body: +6 PRR. |
Well-Rounded Maker
|
Rank 1 +1 Repair, Heal, and Balance.Rank 2 +2 Repair, Heal, and Balance.Rank 3 +3 Repair, Heal, and Balance. |
Toughness
|
Rank 1 +5 Maximum HitpointsRank 2 +10 Maximum HitpointsRank 3 +15 Maximum Hitpoints |
| Enhancement | Description |
|---|---|
Kinetic Discharge
|
Rank 1 Cleave Attack: On hit, deals 2d6 Force damage. This damage scales with 200% Melee Power.Rank 2 Cleave Attack: On hit, deals 2d6 Force damage. This damage scales with 200% Melee Power.Rank 3 Cleave Attack: On hit, deals 2d6 Force damage. This damage scales with 200% Melee Power. |
Mighty Slam
|
Rank 1 Melee Attack: Stuns your target for 6 seconds. Stunned creatures are considered helpless. A successful Fortitude save negates this effect. (DC: 10 + INT modifier + Half Artificer Level + Sunder Modifiers). This ability shares a cooldown with Stunning Blow. Must have a Rune Arm equipped to use.Rank 2 Melee Attack: Stuns your target for 6 seconds. Stunned creatures are considered helpless. A successful Fortitude save negates this effect. (DC: 10 + INT modifier + Half Artificer Level + Sunder Modifiers). This ability shares a cooldown with Stunning Blow. Must have a Rune Arm equipped to use.Rank 3 Melee Attack: Stuns your target for 6 seconds. Stunned creatures are considered helpless. A successful Fortitude save negates this effect. (DC: 10 + INT modifier + Half Artificer Level + Sunder Modifiers). This ability shares a cooldown with Stunning Blow. Must have a Rune Arm equipped to use. |
Armor Mastery
|
Rank 1 +1 Armor Class and Armor Maximum Dexterity BonusRank 2 +2 Armor Class and Armor Maximum Dexterity BonusRank 3 +3 Armor Class and Armor Maximum Dexterity Bonus |
Converter
|
Target player, hireling, or pet takes 100% base healing from Repair spells for the next 3 minutes (or until target dies). Has no effect on Constructs or NPC allies. This overrides their innate base healing from Repair spells for the duration. 3 minute cooldown. |
Action Boost Choice
|
Choose between Action Boost: Defense and Action Boost: Saves Rank 1 Rank 2 Rank 3 |
| Enhancement | Description |
|---|---|
Battlefist
|
Melee Attack: You've attuned your Rune Arm to deal a devastating strike. If the target is under the effect of Mighty Slam, it takes 1d3 Sonic Damage per Artificer level, 1d3 Force Damage per Artificer level, and is knocked down for 10 seconds with no save. This damage scales with 100% Melee Power. Must have a Rune Arm equipped to use. |
Reinforced Armor
|
Rank 1 The Armor Class bonus you gain from Armor or Docents is increased by 15%Rank 2 The Armor Class bonus you gain from Armor or Docents is increased by 30%Rank 3 The Armor Class bonus you gain from Armor or Docents is increased by 50% |
Shielding Construct
|
You create a drone set to shield your allies. When activated, you and allies nearby (at the time of activation) gain the effects of the Shield spell for 2 minutes, granting a +4 Shield bonus to Armor Class and protection from Magic Missiles. The force shield created by this reduces grazing hits by 10%, as if it were a small shield. This effect is dispelled by death and antimagic. |
Ability Score
|
Choose between Intelligence and Constitution |
| Enhancement | Description |
|---|---|
Kinetic Charge
|
You charge up energy through successive hits with your melee attacks. Passive: Any time you hit an opponent in melee, you have a chance of gaining a stack of Kinetic Charge. Each stack grants a +1 Shield Bonus to AC per 3 Artificer levels (stacks up to to 5 times). Stacks decrement by 1 every 15 seconds, and gaining a new stack resets the duration. Equipping a ranged weapon clears all stacks immediately. Active:When this ability is toggled on, using Kinetic Discharge will clear all stacks of Kinetic Charge and slow all affected enemies by 10% per cleared stack for 10 seconds. |
Reconstruct
|
Rank 1 Greatly repairs an ally construct, restoring 10 hit points per caster level (max 150hp), while simultaneously granting it an increase in attack speed for a short time.D&D Dice: Repairs constructs 10 hp per caster level (max 150). Rank 2 Greatly repairs an ally construct, restoring 10 hit points per caster level (max 150hp), while simultaneously granting it an increase in attack speed for a short time.D&D Dice: Repairs constructs 10 hp per caster level (max 150). Rank 3 Greatly repairs an ally construct, restoring 10 hit points per caster level (max 150hp), while simultaneously granting it an increase in attack speed for a short time.D&D Dice: Repairs constructs 10 hp per caster level (max 150). |
Embed Component
|
Rank 1 Construct Essence or Warforged Required. +5 MRR, +2 Constitution. You can no longer use Evasion or Druid's Wild Shape feats.Rank 2 Construct Essence or Warforged Required. +10 MRR, +4 Constitution. You can no longer use Evasion or Druid's Wild Shape feats.Rank 3 Construct Essence or Warforged Required. +15 MRR, +6 Constitution. You can no longer use Evasion or Druid's Wild Shape feats. |
Warding Construct
|
You create a drone set to counter magical spells. Every 10 seconds, you and nearby allies gain a +3 Alchemical bonus to Saving Throws vs. Magic and +3 Alchemical bonus to Saving Throws vs. Traps that lasts for 10 seconds. This effect is dispelled by death and antimagic. |
Ability Score
|
Choose between Intelligence and Constitution |
| Enhancement | Description |
|---|---|
Curative Admixture: Cure Critical Wounds
|
Infuses a Cure Critical Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 4d6+8 plus 1 per caster level (Maximum caster level 20) positive energy damage to nearby living allies and enemy undead. This infusion is affected by Artificer Knowledge: Potions. |
Unbreakable Forcefields
|
Choose between two different kinds of Unbreakable Forcefield |
Paragon Body
|
You no longer suffer Arcane Spell Failure from armor. You gain +4 to Fortitude Saves and +10% Quality bonus to maximum hit points. |
Regeneration Construct
|
You are surrounded by arcane energy capable of repairing damage. Allies (equal to your Artificer level) are Repaired for 1 hit point per 3 Artificer levels as long as they are near you. This lasts for 30 minutes, but is dispelled by death and antimagic. |
Mastermaker
|
Your Repair Wounds spells have no maximum caster level and you gain a 20% Competence bonus to Max Hit Points. |