Battle Engineer enhancements

(info on enhancement tree here)

Core abilities
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Tier One
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Tier Two
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Tier Three
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Tier Four
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Tier Five
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BATTLE ENGINEER

Core Abilities

Battle Engineer Your equipped rune arm grants you +8 Universal Spell Power when it is charged to Charge Tier 1. AP Cost: 0 Requires: Artificer level 1

Infused Weapons Your equipped weapon in your main hand gains +1 to its Enhancement bonus. Additonally, 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). Your equipped rune arm grants you an additonal +8 Universal Spell Power when it is charged to Charge Tier 2, for a total of +16. AP Cost: 2 Requires: Artificer level 3, 5 AP spent in tree, Battle Engineer

Infused Armor Your equipped armor gains +1 to its Enhancement bonus. Additionally, your equipped armor grants you +5 PRR and -10% ASF. (Artificer Infusions are not affected by ASF, but this assists with scroll use.) Your equipped rune arm grants you an additonal +8 Universal Spell Power when it is charged to Charge Tier 3, for a total of +24. AP Cost: 2 Requires: Artificer level 6, 10 AP spent in tree, Infused Weapons rank 1

Infused Weapons Your equipped weapon in your main hand gains an additional +1 to its Enhancement bonus, for a total of +2. You also gain an additonal +1 bonus to your attack roll to confirm a critical hit, and a +1 bonus to the damage of your critical hits (before multipliers), for a total of +2. Your equipped rune arm grants you an additonal +8 Universal Spell Power when it is charged to Charge Tier 4, for a total of +32. AP Cost: 2 Requires: Artificer level 12, 20 AP spent in tree, Infused Armor rank 1

Infused Armor Your equipped armor gains an additonal +1 to its Enhancement bonus, for a total of +2. Your equipped armor also grants you an additional +5 PRR for a total of +10 and an additional -10% ASF for a total of -20%. (Artificer Infusions are not affected by ASF, but this assists with scroll use.) Your equipped rune arm grants you an additonal +8 Universal Spell Power when it is charged to Charge Tier 5, for a total of +40. AP Cost: 2 Requires: Artificer level 18, 30 AP spent in tree, Infused Weapons rank 2

Master Engineer You gain +2 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 Enhancement bonus on the weapon. AP Cost: 2 Requires: Artificer level 20, 40 AP spent in tree, Infused Armor rank 2

Battle Engineer: Tier 1

Weapon Training Select one of the following: - Crossbow Training: +1 to attack rolls with crossbows. +1 to damage with non-repeating crossbows. - Hand and a Half Training: +1 to attack and damage rolls with Bastard Swords and Dwarven Axes. AP Cost: 2 Ranks: 1 Requires: Artificer level 1

Field Engineer +1/2/3 Concentration, Disable Device and Open Locks AP Cost: 1 per rank Ranks: 3 Requires: Artificer level 1

Attack Boost Activate this ability to gain +4/6/8 Action Boost bonus to your attack rolls for 20 seconds. AP Cost: 1 per rank Ranks: 3 Requires: Artificer level 1

Thermal Venting You have optimized the magical venting of your rune arms. After firing, your cooldown is 10/20/30% faster. AP Cost: 1 per rank Ranks: 3 Requires: Artificer level 1

Item Defense You have a 25/50/75% chance to negate potential item wear. AP Cost: 1 per rank Ranks: 3 Requires: Artificer level 1

Battle Engineer: Tier 2

Weapon Training Select one of the following: - Crossbow Training: +1 attack with crossbows, +1 to damage with repeating crossbows, +2 damage with non-repeating crossbows. - Hand and a Half Training: +1 to attack and damage rolls with Bastard Swords and Dwarven Axes. AP Cost: 2 Ranks: 1 Requires: Artificer level 2, 5 AP spent in tree, Weapon Training tier 1

Wrack Construct Choose one of the following, both of which do On Damage: Deals 1/3/5d6 extra damage to constructs and living constructs, and applies Wracked: This construct's or living construct's fortification is reduced by 10% and loses its inherent immunity to sneak attack. This effect stacks up to 5 times. - Melee Wrack Construct - Ranged Wrack Construct AP Cost: 1 per rank Ranks: 3 Requires: Artificer level 2, 5 AP spent in tree

Damage Boost Activate this ability to receive a +10/20/30% Action Boost bonus to damage 20 seconds. AP Cost: 1 per rank Ranks: 3 Requires: Artificer level 2, 5 AP spent in tree

Thaumaturgical Conduits You have made improvements to the efficiency of your rune arms. Your rune arms build charge 10/20/33% faster. AP Cost: 1 per rank Ranks: 3 Requires: Artificer level 2, 5 AP spent in tree

Battle Engineer: Tier 3

Weapon Training Select one of the following: - Crossbow Training: +1 to attack rolls with crossbows. +1 to damage with non-repeating crossbows. - Hand and a Half Training: +1 to attack and damage rolls with Bastard Swords and Dwarven Axes. AP Cost: 2 Ranks: 1 Requires: Artificer level 3, 10 AP spent in tree, Weapon Training tier 2

Disable Construct Activate: Target construct or living construct is dazed for 10/20/30 seconds. This effect is removed on damage. Using this ability on a target already effected by it will extend the duration. (Cooldown: 25 seconds) AP Cost: 2 per rank Ranks: 3 Requires: Artificer level 3, 10 AP spent in tree

Extra Action Boost You can use each of your action boost 1/2/3 additional time(s) per rest. AP Cost: 2 per rank Ranks: 3 Requires: Artificer level 3, 10 AP spent in tree

Arcane Capacitors When moving, your Rune Arm's charge decays 25% slower than normal. AP Cost: 2 Ranks: 1 Requires: Artificer level 3, 10 AP spent in tree, Thaumaturgical Conduits rank 1

Ability Point Select one of the following: - Strength +1 - Dexterity +1 - Intelligence +1 AP Cost: 2 Ranks: 1 Requires: Artificer level 3, 10 AP spent in tree

Battle Engineer: Tier 4

Weapon Training Select one of the following: - Crossbow Training: +1 attack with crossbows, +1 to damage with repeating crossbows, +2 damage with non-repeating crossbows. - Hand and a Half Training: +1 to attack and damage rolls with Bastard Swords and Dwarven Axes. AP Cost: 2 Ranks: 1 Requires: Artificer level 4, 20 AP spent in tree, Weapon Training tier 3

Battle Mastery Select one of the following Action Boosts: - Endless Fusilade: Enchant your crossbow to instantly reload itself for 6 seconds. - Haste Boost: Receive a 30% Action Boost attack speed bonus for 20 seconds. AP Cost: 2 Ranks: 1 Requires: Artificer level 4, 20 AP spent in tree, Weapon Training tier 4

Rune Arm Overcharge The patterns of magic making up your rune arm are clearer to you than ever. Your stable charge tier is increased to charge tier 2. AP Cost: 2 Ranks: 1 Requires: Artificer level 4, 20 AP spent in tree

Arcane Capacitors When moving, your Rune Arm's charge decays 50% slower than normal. AP Cost: 2 Ranks: 1 Requires: Artificer level 4, 20 AP spent in tree, Arcane Capacitors tier 3

Ability Point Select one of the following: - Strength +1 - Dexterity +1 - Intelligence +1 AP Cost: 2 Ranks: 1 Requires: Artificer level 4, 20 AP spent in tree

Battle Engineer: Tier 5

Weapon Attachment Activate to attach your currently equipped weapons to youself, giving you superior control over them. Until you unequip these items or rest, they deal +0.5[W] damage. (Cooldown: 3 minutes) AP Cost: 2 Ranks: 1 Requires: Artificer level 5, 40 AP spent in tree, Weapon Training tier 4, and one of: Construct Essence (feat), Warforged traits

Rune Arm Overcharge The patterns of magic making up your rune arm are clearer to you than ever. Your stable charge tier is increased to charge tier 3. AP Cost: 2 Ranks: 1 Requires: Artificer level 5, 40 AP spent in tree, Rune Arm Overcharge tier 4

Tactical Mobility Charging your rune arm no longer causes you to move at reduced speed. AP Cost: 2 Ranks: 1 Requires: Artificer level 5, 40 AP spent in tree, Rune Arm Overcharge tier 5, Arcane Capacitor tier 4