BETA — This site is under active development. Data may be incomplete or incorrect.
Mechanic
Rogue Class Enhancement Tree

Mechanic

Sharpshooter 0/1
Sharpshooter
Ranks: 1 Cost: 2 AP Requires: 1 AP
+1 to hit and damage with all bows, crossbows, and thrown weapons. +1 additional damage and one Sneak Attack die with all non-repeating crossbows if you are not dual shooting.
Lacerating Shots 0/3
Lacerating Shots
Ranks: 3 Cost: 1 AP Requires: 1 AP
You have upgraded your Great Crossbow to shoot more forcefully than its construction would normally allow. Your Great Crossbow attacks have a 33% chance of putting a stack of Bleed on enemies.
Thunderstone 0/3
Thunderstone
Ranks: 3 Cost: 1 AP Requires: 1 AP
Alchemical Trap Attack: Throws an alchemical charge at your enemy. Deals 4d6 +1d4 per Sneak Attack Die in sonic damage and dazes in an area.

(Damage scales with 200% Ranged Power, Fort DC equal to Disable Device for half damage and to negate daze).
Mechanics 0/3
Mechanics
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Disable Device, Open Lock, and Repair. +1 to Saving Throws you make against traps.
Awareness 0/3
Awareness
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Listen, Search, and Spot
Sharpshooter 0/1
Sharpshooter
Ranks: 1 Cost: 2 AP Requires: 5 AP
+1 to hit and damage with all bows, crossbows, and thrown weapons. +1 additional damage and one Sneak Attack die with all non-repeating crossbows if you are not dual shooting.
Improved Traps 0/3
Improved Traps
Ranks: 3 Cost: 1 AP Requires: 5 AP
+1 to Disable Device Skill. Elemental Traps that you place now have a DC equal to 65% of your Disable Device Skill instead of 50%.
Wand and Scroll Mastery 0/3
Wand and Scroll Mastery
Ranks: 3 Cost: 1 AP Requires: 5 AP
+25% damage and healing from your wands, scrolls, and other items that cast spells. Adds +1 to the save DC's of your offensive wands.
Skill Boost 0/3
Skill Boost
Ranks: 3 Cost: 1 AP Requires: 5 AP
Activate to gain a +2 Action Boost bonus to all skills for 20 seconds.
Sharpshooter 0/1
Sharpshooter
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 to hit and damage with all bows, crossbows, and thrown weapons. +1 additional damage and one Sneak Attack die with all non-repeating crossbows if you are not dual shooting.
Wracking Strike 0/3
Wracking Strike
Ranks: 3 Cost: 1 AP Requires: 10 AP
Perform melee or ranged attacks that hinder constructs and living constructs.
Ooze Flask 0/3
Ooze Flask
Ranks: 3 Cost: 1 AP Requires: 10 AP
Alchemical Trap Attack: You throw a flask at your enemy that contains concentrated grey ooze secretions. Deals 4d6 +1d6 per Sneak Attack Die in acid damage and reduces the Physical Resistance and Armor Class of your opponent by 2 for 30 seconds. (Fort DC equal to Disable Device + 1d20 for half damage and to negate sunder effect).
Use Magical Device 0/3
Use Magical Device
Ranks: 3 Cost: 1 AP Requires: 10 AP
+1 Use Magic Device
Dexterity or Intelligence 0/1
Dexterity or Intelligence
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 Dexterity or Intelligence
Sharpshooter 0/1
Sharpshooter
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 to hit and damage with all bows, crossbows, and thrown weapons. +1 additional damage and one Sneak Attack die with all non-repeating crossbows if you are not dual shooting.
Disable Construct 0/3
Disable Construct
Ranks: 3 Cost: 1 AP Requires: 20 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.
Fletching 0/3
Fletching
Ranks: 3 Cost: 1 AP Requires: 20 AP
You are skilled at enhancing, salvaging, and re-purposing your arrows, bolts, and thrown weapons. You gain 3 Ranged Power and your ammunition gains 50% returning chance.
Line up and Sit Down 0/1
Line up and Sit Down
Ranks: 1 Cost: 2 AP Requires: 20 AP
Ranged Attack: On Damage: Knocks your enemy down for 2 seconds, no save.
Dexterity or Intelligence 0/1
Dexterity or Intelligence
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 Dexterity or Intelligence
Sharpshooter 0/1
Sharpshooter
Ranks: 1 Cost: 2 AP Requires: 30 AP
+3 to hit and damage with all bows, crossbows, and thrown weapons. +3 additional damage and one Sneak Attack die with all non-repeating crossbows if you are not dual shooting.
Rapid Fire 0/3
Rapid Fire
Ranks: 3 Cost: 1 AP Requires: 30 AP
+3% Doubleshot

Doubleshot: Your ranged attacks, including thrown attacks, gain a percent chance to attack with an extra projectile. Repeating Crossbows have a reduced chance to produce extra shots.
Time Bomb 0/3
Time Bomb
Ranks: 3 Cost: 1 AP Requires: 30 AP
Alchemical Trap Attack: Creates an alchemical charge at your feet. Deals 10 sonic and 10 fire damage per Rogue level to all nearby enemies after 2 seconds, and knocks them to the ground. (Scaled with 200% Range Power, Reflex DC 10 + Disable Device Skill +1d20 for half damage and to negate knockdown).
Sniper 0/1
Sniper
Ranks: 1 Cost: 1 AP Requires: 30 AP
You gain a +1 Competence Bonus to Critical Multiplier with bows, crossbows and thrown weapons. Great Crossbows instead gain +2 Competence Bonus to Critical Multiplier.

Cooldowns of Alchemical Trap attacks are reduced by 20%.
Mechanical Reloader 0/1
Mechanical Reloader
Ranks: 1 Cost: 2 AP Requires: 30 AP
+10 Ranged Power
+10% to Ranged Alacrity with repeating crossbows, dual shooters and thrown weapons
+30% to Ranged Alacrity with non-repeating crossbows when not dual shooting.
Core Enhancements
Arbalester 0/1
Arbalester
Ranks: 1 Cost: 1 AP
Your ranged sneak attack and point blank shot range increases by 5 meters per trained Mechanic Core enhancement. You also gain proficiency with great crossbows.
Tanglefoot 0/1
Tanglefoot
Ranks: 1 Cost: 1 AP Requires: 5 AP
Alchemical Trap Activate: Throws a flask of caustic liquid at your enemy, which explodes into a sticky mess. Enemies caught within by the goo puddle take:
4d6 +1 per Sneak Attack Die in acid damage every 2 seconds and applies (Damage scales with 200% Ranged Power, Reflex DC equal to Disable Device Skill + 1d20 for half damage and negate slow).

Antirequisite: This enhancement cannot be taken at the same time as Tanglefoot in the Half-Elf tree.
Targeting Sights 0/1
Targeting Sights
Ranks: 1 Cost: 1 AP Requires: 10 AP
You can now use your Intelligence modifier for damage with all crossbows and thrown weapons. You also gain proficiency with light repeating crossbows.
Improved Detection 0/1
Improved Detection
Ranks: 1 Cost: 1 AP Requires: 20 AP
You can detect traps and search from 50% further away. You gain proficiency with heavy repeating crossbows. You gain +1 to hit and damage and 1 extra sneak attack die with bows, crossbows, and thrown weapons.
Sniper 0/1
Sniper
Ranks: 1 Cost: 1 AP Requires: 30 AP
+1d6 Sneak Attack die with bows, repeating crossbows, and thrown weapons.

Non-repeating crossbows instead gain +3d6 extra sneak attack damage dice and +2(W).

Great Crossbows now vorpal on a 19-20.
Hip Flask 0/1
Hip Flask
Ranks: 1 Cost: 1 AP Requires: 40 AP
Action Boost: You drink a potion that you've been saving for a special occasion. This heals 10d3+30 positive energy, scaling with 200% ranged power. For the next 60 seconds, you gain +1d6 to all ability scores, +2d6 to attack and damage. For 10 seconds you gain +10 Dodge (this ignored Dodge caps).
\qA little something of your own creation. Potent stuff, drink sparingly.\q

As a Master Mechanic, you also gain these passive benefits:
+2 Dexterity
+2 Intelligence
+1 to hit with crossbows
+1 damage with repeating crossbows
+2 damage with non-repeating crossbows
+2 Sneak Attack dice and +2 to hit when performing Sneak Attacks
Core Enhancements
Enhancement Description
Arbalester Arbalester
Your ranged sneak attack and point blank shot range increases by 5 meters per trained Mechanic Core enhancement. You also gain proficiency with great crossbows.
AP Cost
1
Ranks
1
Progression
0
Prereqs
Rogue Level 1
Tanglefoot Tanglefoot
Alchemical Trap Activate: Throws a flask of caustic liquid at your enemy, which explodes into a sticky mess. Enemies caught within by the goo puddle take:
4d6 +1 per Sneak Attack Die in acid damage every 2 seconds and applies (Damage scales with 200% Ranged Power, Reflex DC equal to Disable Device Skill + 1d20 for half damage and negate slow).

Antirequisite: This enhancement cannot be taken at the same time as Tanglefoot in the Half-Elf tree.
AP Cost
1
Ranks
1
Progression
5
Prereqs
Arbalester, Rogue Level 3
Targeting Sights Targeting Sights
You can now use your Intelligence modifier for damage with all crossbows and thrown weapons. You also gain proficiency with light repeating crossbows.
AP Cost
1
Ranks
1
Progression
10
Prereqs
Tanglefoot, Rogue Level 6
Improved Detection Improved Detection
You can detect traps and search from 50% further away. You gain proficiency with heavy repeating crossbows. You gain +1 to hit and damage and 1 extra sneak attack die with bows, crossbows, and thrown weapons.
AP Cost
1
Ranks
1
Progression
20
Prereqs
Targeting Sights, Rogue Level 12
Sniper Sniper
+1d6 Sneak Attack die with bows, repeating crossbows, and thrown weapons.

Non-repeating crossbows instead gain +3d6 extra sneak attack damage dice and +2(W).

Great Crossbows now vorpal on a 19-20.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Improved Detection, Rogue Level 18
Hip Flask Hip Flask
Action Boost: You drink a potion that you've been saving for a special occasion. This heals 10d3+30 positive energy, scaling with 200% ranged power. For the next 60 seconds, you gain +1d6 to all ability scores, +2d6 to attack and damage. For 10 seconds you gain +10 Dodge (this ignored Dodge caps).
\qA little something of your own creation. Potent stuff, drink sparingly.\q

As a Master Mechanic, you also gain these passive benefits:
+2 Dexterity
+2 Intelligence
+1 to hit with crossbows
+1 damage with repeating crossbows
+2 damage with non-repeating crossbows
+2 Sneak Attack dice and +2 to hit when performing Sneak Attacks
AP Cost
1
Ranks
1
Progression
40
Prereqs
Sniper, Rogue Level 20
Tier 1
Enhancement Description
Sharpshooter Sharpshooter
+1 to hit and damage with all bows, crossbows, and thrown weapons. +1 additional damage and one Sneak Attack die with all non-repeating crossbows if you are not dual shooting.
AP Cost
2
Ranks
1
Progression
1
Lacerating Shots Lacerating Shots
Rank 1
You have upgraded your Great Crossbow to shoot more forcefully than its construction would normally allow. Your Great Crossbow attacks have a 33% chance of putting a stack of Bleed on enemies.
Rank 2
Your Great Crossbow attacks have a 66% chance of putting a stack of Bleed on enemies.
Rank 3
Your Great Crossbow attacks always put a stack of Bleed on enemies.
AP Cost
1
Ranks
3
Progression
1
Thunderstone Thunderstone
Rank 1
Alchemical Trap Attack: Throws an alchemical charge at your enemy. Deals 4d6 +1d4 per Sneak Attack Die in sonic damage and dazes in an area.

(Damage scales with 200% Ranged Power, Fort DC equal to Disable Device for half damage and to negate daze).
Rank 2
Alchemical Trap Attack: Throws an alchemical charge at your enemy. Deals 4d6 +1d6 per Sneak Attack Die in sonic damage and dazes in an area.

(Damage scales with 200% Ranged Power, Fort DC equal to Disable Device for half damage and to negate daze).
Rank 3
Alchemical Trap Attack: Throws an alchemical charge at your enemy. Deals 4d6 +1d8 per Sneak Attack Die in sonic damage and dazes in an area.

(Damage scales with 200% Ranged Power, Fort DC equal to Disable Device for half damage and to negate daze).
AP Cost
1
Ranks
3
Progression
1
Mechanics Mechanics
Rank 1
+1 Disable Device, Open Lock, and Repair. +1 to Saving Throws you make against traps.
Rank 2
+2 Disable Device, Open Lock, and Repair. +2 to Saving Throws you make against traps.
Rank 3
+3 Disable Device, Open Lock, and Repair. +3 to Saving Throws you make against traps.
AP Cost
1
Ranks
3
Progression
1
Awareness Awareness
Rank 1
+1 Listen, Search, and Spot
Rank 2
+2 Listen, Search, and Spot
Rank 3
+3 Listen, Search, and Spot
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Sharpshooter Sharpshooter
+1 to hit and damage with all bows, crossbows, and thrown weapons. +1 additional damage and one Sneak Attack die with all non-repeating crossbows if you are not dual shooting.
AP Cost
2
Ranks
1
Progression
5
Prereqs
Sharpshooter
Improved Traps Improved Traps
Rank 1
+1 to Disable Device Skill. Elemental Traps that you place now have a DC equal to 65% of your Disable Device Skill instead of 50%.
Rank 2
+2 to Disable Device Skill. Elemental Traps that you place now have a DC equal to 80% of your Disable Device Skill instead of 50%.
Rank 3
+3 to Disable Device Skill. Elemental Traps that you place now have a DC equal to 100% of your Disable Device Skill instead of 50%.
AP Cost
1
Ranks
3
Progression
5
Wand and Scroll Mastery Wand and Scroll Mastery
Rank 1
+25% damage and healing from your wands, scrolls, and other items that cast spells. Adds +1 to the save DC's of your offensive wands.
Rank 2
+50% damage and healing of your wands, scrolls, and other items that cast spells. Adds +3 to the save DC's of your offensive wands.
Rank 3
+75% damage and healing of your wands, scrolls, and other items that cast spells. Adds +6 to the save DC's of your offensive wands.
AP Cost
1
Ranks
3
Progression
5
Skill Boost Skill Boost
Rank 1
Activate to gain a +2 Action Boost bonus to all skills for 20 seconds.
Rank 2
Activate to gain a +4 Action Boost bonus to all skills for 20 seconds.
Rank 3
Activate to gain a +6 Action Boost bonus to all skills for 20 seconds.
AP Cost
1
Ranks
3
Progression
5
Tier 3
Enhancement Description
Sharpshooter Sharpshooter
+1 to hit and damage with all bows, crossbows, and thrown weapons. +1 additional damage and one Sneak Attack die with all non-repeating crossbows if you are not dual shooting.
AP Cost
2
Ranks
1
Progression
10
Prereqs
Sharpshooter
Wracking Strike Wracking Strike
Perform melee or ranged attacks that hinder constructs and living constructs.
Rank 1
Wracking StrikeMelee 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.
Wracking ShotRanged 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
Wracking StrikeMelee 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.
Wracking ShotRanged 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
Wracking StrikeMelee 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.
Wracking ShotRanged 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
10
Ooze Flask Ooze Flask
Rank 1
Alchemical Trap Attack: You throw a flask at your enemy that contains concentrated grey ooze secretions. Deals 4d6 +1d6 per Sneak Attack Die in acid damage and reduces the Physical Resistance and Armor Class of your opponent by 2 for 30 seconds. (Fort DC equal to Disable Device + 1d20 for half damage and to negate sunder effect).
Rank 2
Alchemical Trap Attack: You throw a flask at your enemy that contains concentrated grey ooze secretions. Deals 4d6 +1d8 per Sneak Attack Die in acid damage and reduces the Physical Resistance and Armor Class of your opponent by 2 for 30 seconds. (Fort DC equal to Disable Device + 1d20 for half damage and to negate sunder effect).
Rank 3
Alchemical Trap Attack: You throw a flask at your enemy that contains concentrated grey ooze secretions. Deals 4d6 +1d12 per Sneak Attack Die in acid damage and reduces the Physical Resistance and Armor Class of your opponent by 2 for 30 seconds. (Fort DC equal to Disable Device + 1d20 for half damage and to negate sunder effect).
AP Cost
1
Ranks
3
Progression
10
Prereqs
Thunderstone
Use Magical Device Use Magical Device
Rank 1
+1 Use Magic Device
Rank 2
+2 Use Magic Device
Rank 3
+3 Use Magic Device
AP Cost
1
Ranks
3
Progression
10
Dexterity or Intelligence Dexterity or Intelligence
+1 Dexterity or Intelligence
Dexterity+1 Dexterity
Intelligence+1 Intelligence
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Sharpshooter Sharpshooter
+1 to hit and damage with all bows, crossbows, and thrown weapons. +1 additional damage and one Sneak Attack die with all non-repeating crossbows if you are not dual shooting.
AP Cost
2
Ranks
1
Progression
20
Prereqs
Sharpshooter
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
20
Prereqs
Wracking Strike
Fletching Fletching
Rank 1
You are skilled at enhancing, salvaging, and re-purposing your arrows, bolts, and thrown weapons. You gain 3 Ranged Power and your ammunition gains 50% returning chance.
Rank 2
You are skilled at enhancing, salvaging, and re-purposing your arrows, bolts, and thrown weapons. You gain 6 Ranged Power and your ammunition gains 65% returning chance.
Rank 3
You are skilled at enhancing, salvaging, and re-purposing your arrows, bolts, and thrown weapons. You gain 10 Ranged Power and your ammunition gains 80% returning chance.
AP Cost
1
Ranks
3
Progression
20
Line up and Sit Down Line up and Sit Down
Ranged Attack: On Damage: Knocks your enemy down for 2 seconds, no save.
AP Cost
2
Ranks
1
Progression
20
Dexterity or Intelligence Dexterity or Intelligence
+1 Dexterity or Intelligence
Dexterity+1 Dexterity
Intelligence+1 Intelligence
AP Cost
2
Ranks
1
Progression
20
Tier 5
Enhancement Description
Sharpshooter Sharpshooter
+3 to hit and damage with all bows, crossbows, and thrown weapons. +3 additional damage and one Sneak Attack die with all non-repeating crossbows if you are not dual shooting.
AP Cost
2
Ranks
1
Progression
30
Prereqs
Sharpshooter
Rapid Fire Rapid Fire
Rank 1
+3% Doubleshot

Doubleshot: Your ranged attacks, including thrown attacks, gain a percent chance to attack with an extra projectile. Repeating Crossbows have a reduced chance to produce extra shots.
Rank 2
+6% Doubleshot

Doubleshot: Your ranged attacks, including thrown attacks, gain a percent chance to attack with an extra projectile. Repeating Crossbows have a reduced chance to produce extra shots.
Rank 3
+10% Doubleshot

Doubleshot: Your ranged attacks, including thrown attacks, gain a percent chance to attack with an extra projectile. Repeating Crossbows have a reduced chance to produce extra shots.
AP Cost
1
Ranks
3
Progression
30
Time Bomb Time Bomb
Rank 1
Alchemical Trap Attack: Creates an alchemical charge at your feet. Deals 10 sonic and 10 fire damage per Rogue level to all nearby enemies after 2 seconds, and knocks them to the ground. (Scaled with 200% Range Power, Reflex DC 10 + Disable Device Skill +1d20 for half damage and to negate knockdown).
Rank 2
Alchemical Trap Attack: Creates an alchemical charge at your feet. Deals 25 sonic and 25 fire damage per Rogue level to all nearby enemies after 2 seconds, and knocks them to the ground. (Scaled with 200% Range Power, Reflex DC 10 + Disable Device Skill +1d20 for half damage and to negate knockdown).
Rank 3
Alchemical Trap Attack: Creates an alchemical charge at your feet. Deals 50 sonic and 50 fire damage per Rogue level to all nearby enemies after 2 seconds, and knocks them to the ground. (Scaled with 200% Range Power, Reflex DC 10 + Disable Device Skill +1d20 for half damage and to negate knockdown).
AP Cost
1
Ranks
3
Progression
30
Sniper Sniper
You gain a +1 Competence Bonus to Critical Multiplier with bows, crossbows and thrown weapons. Great Crossbows instead gain +2 Competence Bonus to Critical Multiplier.

Cooldowns of Alchemical Trap attacks are reduced by 20%.
AP Cost
1
Ranks
1
Progression
30
Mechanical Reloader Mechanical Reloader
+10 Ranged Power
+10% to Ranged Alacrity with repeating crossbows, dual shooters and thrown weapons
+30% to Ranged Alacrity with non-repeating crossbows when not dual shooting.
AP Cost
2
Ranks
1
Progression
30