Arcanotechnician 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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ARCANOTECHNICIAN

Core Abilities

Arcanotechnician Every point spent in the Arcanotechnician tree provides you with +1 Universal Spell Power. AP Cost: 0 Requires: Artificer level 1

Palliative Admixture Creating an infused potion of magical energy, you hurl it towards your target in an arc. The potion explodes in a small area that provides nearby allies with 20 Temporary Hit Point and 10 Temporary Spell Points. These last one minute, or until affected creatures rest. (Cost: 5 spell points. Cooldown: 12 seconds.) AP Cost: 2 Requires: Artificer level 3, 5 AP spent in tree, Arcanotechnician

Thaumaturgical Battery Whenever you cast an infusion or spell, you capture a portion of that infusion or spells' energy as 1 Temporary Spell Point. This Temporary Spell Points lasts for one minute, until consumed by another infusion or spell, or until you rest. AP Cost: 2 Requires: Artificer level 6, 10 AP spent in tree, Palliative Admixture

Lightning Bolt The spell Lightning Bolt is added to your spellbook as a level 3 Artificer spell. AP Cost: 2 Requires: Artificer level 12, 20 AP spent in tree, Thaumaturgical Battery

Critical Admixture Creating an infused potion of magical energy, you hurl it towards your target in an arc. The potion explodes in a small AOE that deals 6d8+8 positive energy damage to nearby living allies and enemy undead. This infusion is effected by Artificer Knowledge: Potions. This SLA requires no material components. (Cost: 5 spell points. Cooldown: 8 seconds.) AP Cost: 2 Requires: Artificer level 18, 30 AP spent in tree, Lightning Bolt

Arcane Empowerment The patterns of the most complex magical formulae are like children's drawings to you. You gain +2 Intelligence and +5 Spellcraft. You treat any non-scroll activated equipped item that casts spells (such as wands, rods, armor, or other activated items) as if they were staves, increasing their caster level as equal to yours as well as increasing Save DCs to (10 + your Intelligence bonus + level of spell) if it would be an improvement. These increases are applied after Artificer Knowledge, so do not stack. AP Cost: 2 Requires: Artificer level 20, 40 AP spent in tree, Critical Admixture

Arcanotechnician: Tier 1

Lightning Sphere You may cast the spell Lightning Sphere at will as an SLA. You may use Metamagic Feats with SLAs at no additional cost. (Cost: 8/6/4 spell points. Cooldown: 15/10/5 seconds.) AP Cost: 2 per rank Ranks: 3 Requires: Artificer level 1

Energy of Creation Your studies have increased your maximium Spell Points by 30/60/90. AP Cost: 1 per rank Ranks: 3 Requires: Artificer level 1

Uncaring Master Your Iron Defender is expendable in your eyes - you can always rebuild it later. You no longer take damage or lose spell points when it dies. AP Cost: 2 Ranks: 1 Requires: Artificer level 1

Spell Critical Your Electric, Fire, and Force spells have additional 1% to critically hit. AP Cost: 2 Ranks: 1 Requires: Artificer level 1

Wand Heightening Add +1/2/3 to the save DCs of your offensive wands. AP Cost: 1 per rank Ranks: 3 Requires: Artificer level 1

Arcanotechnician: Tier 2

Efficient Metamagic Choose one of the following: - Efficient Empower: Empower Spell costs 2/4/6 fewer spell points. - Efficient Quicken: Quicken costs 1/2/4 fewer spell points. AP Cost: 2 per rank Ranks: 3 Requires: Artificer level 2, 5 AP spent in tree

Imbued Defender Your Iron Defender gains +5/10/15 PRR and 5/10/15% doublestrike. AP Cost: 1 per rank Ranks: 3 Requires: Artificer level 2, 5 AP spent in tree

Spell Critical Your Electric, Fire, and Force spells have additional 1% to critically hit. AP Cost: 2 Ranks: 1 Requires: Artificer level 2, 5 AP spent in tree, Spell Critical tier 1

Wand and Scroll Mastery +25/50/75% to the effectiveness of your wands, scrolls, and other items that cast spells. AP Cost: 2 per rank Ranks: 3 Requires: Artificer level 2, 5 AP spent in tree, Wand Heightening of same rank

Arcanotechnician: Tier 3

Efficient Metamagic Choose one of the following: - Efficient Empower: Empower Spell costs 2/4/6 fewer spell points. - Efficient Quicken: Quicken costs 1/2/4 fewer spell points. AP Cost: 2 per rank Ranks: 3 Requires: Artificer level 3, 10 AP spent in tree, Efficient Metamagic tier 2 of same rank

Repair Systems You have installed automated repair systems in your Iron Defender. It repairs 1 point of damage every 18/12/ seconds. At rank 2: Every 6 seconds, your Iron Defender will slightly repair you. At rank 3: Every 6 seconds, your Iron Defender will slightly repair you and any nearby allies. AP Cost: 2 per rank Ranks: 3 Requires: Artificer level 3, 10 AP spent in tree, Imbued Defender of same rank

Spell Critical Your Electric, Fire, and Force spells have additional 1% to critically hit. AP Cost: 2 Ranks: 1 Requires: Artificer level 3, 10 AP spent in tree, Spell Critical tier 2

Intelligence +1 Intelligence AP Cost: 2 Ranks: 1 Requires: Artificer level 3, 10 AP spent in tree

Arcanotechnician: Tier 4

Blast Rod You may cast the spell Blast Rod at will as an SLA. You may use Metamagic Feats with SLAs at no additional cost. (Cost: 12/8/6 spell points. Cooldown: 18/12/6 seconds.) AP Cost: 1 per rank Ranks: 3 Requires: Artificer level 4, 20 AP spent in tree, Lightning Sphere of same rank

Efficient Heighten Using the Heighten Spell Metamagic costs you 1/2 fewer Spell Point(s) per heightened level. AP Cost: 2 per rank Ranks: 2 Requires: Artificer level 4, 20 AP spent in tree, Efficient Metamagic tier 3 of same rank

Arcane Engine You have carved arcane symbols on the core engine of your Iron Defender, allowing you to channel Arcane energies through him. As long as you remain near your Iron Defender, he will provide you with 3/6/10 Universal Spell Power. AP Cost: 1 per rank Ranks: 3 Requires: Artificer level 4, 20 AP spent in tree, Repair Systems of same rank

Spell Critical Your Electric, Fire, and Force spells have additional 1% to critically hit. AP Cost: 2 Ranks: 1 Requires: Artificer level 4, 20 AP spent in tree, Spell Critical tier 3

Intelligence +1 Intelligence AP Cost: 2 Ranks: 1 Requires: Artificer level 4, 20 AP spent in tree

Arcanotechnician: Tier 5

Lightning Motes You may cast the spell Lightning Motes at will as an SLA. You may use Metamagic Feats with SLAs at no additional cost. (Cost: 4/3/2 spell points. Cooldown: 12/8/4 seconds.) AP Cost: 2 per rank Ranks: 3 Requires: Artificer level 5, 40 AP spent in tree, Blast Rod of same rank

Master Defender Your Iron Defender gain +2/4/6 to Strength, Dexterity, and Constitution. In addition, as long as you remain near your Iron Defender, he will provide you with 1/2/3% Dodge. AP Cost: 1 per rank Ranks: 3 Requires: Artificer level 5, 40 AP spent in tree, Arcane Engine of same rank

Evocation Focus You have trained extensively in Evocation magic, granting a +1 bonus to your spell DCs of that school. AP Cost: 2 Ranks: 1 Requires: Artificer level 5, 40 AP spent in tree