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Renegade Mastermaker
Artificer Class Enhancement Tree

Renegade Mastermaker

Curative Admixture: Cure Light Wounds 0/3
Curative Admixture: Cure Light Wounds
Ranks: 3 Cost: 1 AP Requires: 1 AP
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 0/1
Easily Fixed
Ranks: 1 Cost: 1 AP Requires: 1 AP
+10 Healing Amp, +20 Repair Amp
Supporting Construction 0/3
Supporting Construction
Ranks: 3 Cost: 1 AP Requires: 1 AP
While in Medium or Heavy Armor, or with Adamantine Body: +2 PRR.
Well-Rounded Maker 0/3
Well-Rounded Maker
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Repair, Heal, and Balance.
Toughness 0/3
Toughness
Ranks: 3 Cost: 1 AP Requires: 1 AP
+5 Maximum Hitpoints
Kinetic Discharge 0/3
Kinetic Discharge
Ranks: 3 Cost: 1 AP Requires: 5 AP
Cleave Attack: On hit, deals 2d6 Force damage. This damage scales with 200% Melee Power.
Mighty Slam 0/3
Mighty Slam
Ranks: 3 Cost: 1 AP Requires: 5 AP
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 0/3
Armor Mastery
Ranks: 3 Cost: 1 AP Requires: 5 AP
+1 Armor Class and Armor Maximum Dexterity Bonus
Converter 0/1
Converter
Ranks: 1 Cost: 1 AP Requires: 5 AP
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 0/3
Action Boost Choice
Ranks: 3 Cost: 1 AP Requires: 5 AP
Choose between Action Boost: Defense and Action Boost: Saves
Battlefist 0/1
Battlefist
Ranks: 1 Cost: 1 AP Requires: 10 AP
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 0/3
Reinforced Armor
Ranks: 3 Cost: 1 AP Requires: 10 AP
The Armor Class bonus you gain from Armor or Docents is increased by 15%
Shielding Construct 0/1
Shielding Construct
Ranks: 1 Cost: 1 AP Requires: 10 AP
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 0/1
Ability Score
Ranks: 1 Cost: 2 AP Requires: 10 AP
Choose between Intelligence and Constitution
Kinetic Charge 0/1
Kinetic Charge
Ranks: 1 Cost: 1 AP Requires: 20 AP
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 0/3
Reconstruct
Ranks: 3 Cost: 2 AP Requires: 20 AP
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 0/3
Embed Component
Ranks: 3 Cost: 1 AP Requires: 20 AP
Construct Essence or Warforged Required. +5 MRR, +2 Constitution. You can no longer use Evasion or Druid's Wild Shape feats.
Warding Construct 0/1
Warding Construct
Ranks: 1 Cost: 1 AP Requires: 20 AP
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 0/1
Ability Score
Ranks: 1 Cost: 2 AP Requires: 20 AP
Choose between Intelligence and Constitution
Curative Admixture: Cure Critical Wounds 0/1
Curative Admixture: Cure Critical Wounds
Ranks: 1 Cost: 1 AP Requires: 30 AP
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 0/1
Unbreakable Forcefields
Ranks: 1 Cost: 1 AP Requires: 30 AP
Choose between two different kinds of Unbreakable Forcefield
Paragon Body 0/1
Paragon Body
Ranks: 1 Cost: 1 AP Requires: 30 AP
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 0/1
Regeneration Construct
Ranks: 1 Cost: 1 AP Requires: 30 AP
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 0/1
Mastermaker
Ranks: 1 Cost: 1 AP Requires: 30 AP
Your Repair Wounds spells have no maximum caster level and you gain a 20% Competence bonus to Max Hit Points.
Core Enhancements
Renegade Defender 0/1
Renegade Defender
Ranks: 1 Cost: 1 AP
Each core ability in this tree grants you +10 Maximum Hit Points, +5 Positive Spell Power and +5 Repair Spell Power.
Alchemical Shield 0/1
Alchemical Shield
Ranks: 1 Cost: 1 AP Requires: 5 AP
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 0/1
Curative Admixture: Cure Serious Wounds
Ranks: 1 Cost: 1 AP Requires: 10 AP
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 0/1
Constructive Conduit
Ranks: 1 Cost: 1 AP Requires: 20 AP
+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 0/1
Radiant Forcefield
Ranks: 1 Cost: 1 AP Requires: 30 AP
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 0/1
Mass Unbreakable Forcefield
Ranks: 1 Cost: 1 AP Requires: 40 AP
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.
Core Enhancements
Enhancement Description
Renegade Defender Renegade Defender
Each core ability in this tree grants you +10 Maximum Hit Points, +5 Positive Spell Power and +5 Repair Spell Power.
AP Cost
1
Ranks
1
Progression
0
Prereqs
Artificer Level 1
Alchemical Shield 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.
AP Cost
1
Ranks
1
Progression
5
Prereqs
Renegade Defender, Artificer Level 3
Curative Admixture: Cure Serious Wounds 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.
AP Cost
1
Ranks
1
Progression
10
Prereqs
Alchemical Shield, Artificer Level 6
Constructive Conduit 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.
AP Cost
1
Ranks
1
Progression
20
Prereqs
Curative Admixture: Cure Serious Wounds, Artificer Level 12
Radiant Forcefield 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.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Constructive Conduit, Artificer Level 18
Mass Unbreakable Forcefield 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.
AP Cost
1
Ranks
1
Progression
40
Prereqs
Radiant Forcefield, Artificer Level 20
Tier 1
Enhancement Description
Curative Admixture: Cure Light Wounds 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.
AP Cost
1
Ranks
3
Progression
1
Easily Fixed Easily Fixed
+10 Healing Amp, +20 Repair Amp
AP Cost
1
Ranks
1
Progression
1
Supporting Construction 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.
AP Cost
1
Ranks
3
Progression
1
Well-Rounded Maker Well-Rounded Maker
Rank 1
+1 Repair, Heal, and Balance.
Rank 2
+2 Repair, Heal, and Balance.
Rank 3
+3 Repair, Heal, and Balance.
AP Cost
1
Ranks
3
Progression
1
Toughness Toughness
Rank 1
+5 Maximum Hitpoints
Rank 2
+10 Maximum Hitpoints
Rank 3
+15 Maximum Hitpoints
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Kinetic Discharge 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.
AP Cost
1
Ranks
3
Progression
5
Mighty Slam 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.
AP Cost
1
Ranks
3
Progression
5
Armor Mastery Armor Mastery
Rank 1
+1 Armor Class and Armor Maximum Dexterity Bonus
Rank 2
+2 Armor Class and Armor Maximum Dexterity Bonus
Rank 3
+3 Armor Class and Armor Maximum Dexterity Bonus
AP Cost
1
Ranks
3
Progression
5
Converter 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.
AP Cost
1
Ranks
1
Progression
5
Action Boost Choice Action Boost Choice
Choose between Action Boost: Defense and Action Boost: Saves
Rank 1
Action Boost: DefenseActivate to gain a +5 Action Boost bonus to Armor Class and Physical Resistance Rating for 20 seconds. (Cooldown: 30 seconds.)
Action Boost: SavesActivate to gain a +2 Action Boost bonus to all Saving Throws for 20 seconds. While under this effect you do not automatically fail Saving Throws on a roll of a Natural 1.
Rank 2
Action Boost: DefenseActivate to gain a +10 Action Boost bonus to Armor Class and Physical Resistance Rating for 20 seconds. (Cooldown: 30 seconds.)
Action Boost: SavesActivate to gain a +4 Action Boost bonus to all Saving Throws for 20 seconds. While under this effect you do not automatically fail Saving Throws on a roll of a Natural 1.
Rank 3
Action Boost: DefenseActivate to gain a +15 Action Boost bonus to Armor Class and Physical Resistance Rating for 20 seconds. (Cooldown: 30 seconds.)
Action Boost: SavesActivate to gain a +6 Action Boost bonus to all Saving Throws for 20 seconds. While under this effect you do not automatically fail Saving Throws on a roll of a Natural 1.
AP Cost
1
Ranks
3
Progression
5
Tier 3
Enhancement Description
Battlefist 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.
AP Cost
1
Ranks
1
Progression
10
Prereqs
Mighty Slam
Reinforced Armor 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%
AP Cost
1
Ranks
3
Progression
10
Shielding Construct 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.
AP Cost
1
Ranks
1
Progression
10
Ability Score Ability Score
Choose between Intelligence and Constitution
Constitution+1 Constitution
Intelligence+1 Intelligence
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Kinetic Charge 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.
AP Cost
1
Ranks
1
Progression
20
Reconstruct 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).
AP Cost
2
Ranks
3
Progression
20
Embed Component 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.
AP Cost
1
Ranks
3
Progression
20
Warding Construct 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.
AP Cost
1
Ranks
1
Progression
20
Ability Score Ability Score
Choose between Intelligence and Constitution
Constitution+1 Constitution
Intelligence+1 Intelligence
AP Cost
2
Ranks
1
Progression
20
Prereqs
Ability Score
Tier 5
Enhancement Description
Curative Admixture: Cure Critical Wounds 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.
AP Cost
1
Ranks
1
Progression
30
Unbreakable Forcefields Unbreakable Forcefields
Choose between two different kinds of Unbreakable Forcefield
Unbreakable ForcefieldActive: For 6 seconds, your target takes -95% damage from all sources (except Untyped damage). 3 minute cooldown.
Automatic ForcefieldPassive: When your HP drops below 50%, you take -95% damage from all sources (except Untyped damage) for 6 seconds. This effect may only trigger once every 90 seconds.
AP Cost
1
Ranks
1
Progression
30
Paragon Body 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.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Embed Component
Regeneration Construct 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.
AP Cost
1
Ranks
1
Progression
30
Mastermaker Mastermaker
Your Repair Wounds spells have no maximum caster level and you gain a 20% Competence bonus to Max Hit Points.
AP Cost
1
Ranks
1
Progression
30