| Enhancement | Description |
|---|---|
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. |
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. |
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. |
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. |
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. |
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 |
| Enhancement | Description |
|---|---|
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. |
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. |
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). |
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. |
Awareness
|
Rank 1 +1 Listen, Search, and SpotRank 2 +2 Listen, Search, and SpotRank 3 +3 Listen, Search, and Spot |
| Enhancement | Description |
|---|---|
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. |
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%. |
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. |
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. |
| Enhancement | Description |
|---|---|
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. |
Wracking Strike
|
Perform melee or ranged attacks that hinder constructs and living constructs. 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. |
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). |
Use Magical Device
|
Rank 1 +1 Use Magic DeviceRank 2 +2 Use Magic DeviceRank 3 +3 Use Magic Device |
Dexterity or Intelligence
|
+1 Dexterity or Intelligence |
| Enhancement | Description |
|---|---|
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. |
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. |
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. |
Line up and Sit Down
|
Ranged Attack: On Damage: Knocks your enemy down for 2 seconds, no save. |
Dexterity or Intelligence
|
+1 Dexterity or Intelligence |
| Enhancement | Description |
|---|---|
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. |
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. |
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). |
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%. |
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. |