Mechanic enhancements

Core Abilites
Arbalester (req. 1 Rogue levels): Raise ranged sneak attack/PBS range by 5 meters, and give proficiency with great xbows. (1 AP)

Tanglefoot (req. 3 Rogue levels, 5 APs spent in tree): Alchemical Grenade area atack. Enemies on the acid puddle takes 4d6 acid damage every 2 seconds and are slowed (DC for each part is 10 + 1/2 rogue levels + int. Half damage or no slow). 30 secs cooldown. (1 AP)

Targeting Sights (req. 6 Rogue levels, 10 APs spent in tree): Uses Int for ranged/throw damage and proficiency with light repeaters. (1 AP)

Improved Detection (req. 12 Rogue levels, 20 APs spent in tree): You can detect and search traps from 50% further. Gives proficiency with heavy repeaters. (1 AP)

Expert Builder (req. 18 Rogue level, 30 APs spent in tree): Ýou gain a +1 competence bonus to the crit multiplier of your great crossbows. Also reduces the cooldown of all alchemical traps by 20%. (1 AP)

Master Alchemist (req. 20 Rogue level, 40 APs spent in tree): Passive +2 Dex/Int. You gain a "special potion" that for 60 seconds give you +1d6 to all stats and +2d6 to attack and damage. Cooldown: 3 minutes. (1 AP)

Tier 1 (requires 1 Rogue level)
Crossbow Training: +1 to hit with xbows, +1 to damage with non-repaters xbows. (2 AP)

Lacerating Shots: Your great crossbow attacks have a 33%/66%/100% chance to put bleed on your enemies.

Thunderstone: Alchemical trap attack. 4d6/6d6/8d6 sonic damage to target and dazes in the nearby area if they fail at a Fort save (DC 12/14/16 + half rogue levels + int) (1 AP per rank)

Mechanics: +1/2/3 to disable, OL, Repair, and saves against traps. (1 AP per rank)

Awareness: +1/2/3 to Listen, Search and Spot (1 AP per rank)

Tier 2 (requires 2 Rogue levels, 20 APs spent in tree)
Crossbow Training: Requires Crossbow Training I. +1 to hit with xbows, +1 to damage with repeaters. +2 damage with non-repaters. (2 AP) Improved Traps: +1/2/3 to DCs of your alchemical attacks and magical traps. Elemental traps that you place now have a DC of 65%/80%/100% of your disable skill instad of 50%. (1 AP)

Wand and Scroll Mastery: +25%/50%/75% of scroll/wand effectiveness, +1/2/3 to wand DC. (2 APs per rank)

Skill Boost: +2/4/6 to skills for 20 secs. (2 APs per rank)

Tier 3 (requires 3 Rogue levels, 10 APs spent in tree)
Crossbow Training: Requires Cossbow Training II: +1 to hit with xbows, +1 to damage with non-repaters xbows. (2 AP)

Wracking Shot/Strike: Ranged/Melee attack. On hit, deal 1d6/3d6/5d6 damage to construct hit, reduces 10% fortification (stacks 5 times), and make them lose sneak attack immunity. (1 AP per rank)

Ooze Flask: Requires Thunderstone at same tier. Alchemical trap attack. Single target. 4d8/8d8/12d8 acid damage and reduces his AC by 2/4/8 for 30 secs (Fort DC 10 + half rogue + int to negate AC debuff). Cooldown: 12 secs. (1 AP per rank)

Use Magical Device: +1/2/3 UMD. (1 AP per rank)

Dexterity or Intelligence: +1 to choosen stat. (2 AP)

Tier 4 (requires 4 Rogue levels, 20 APs spent in tree)
Crossbow Training: Requires Crossbow Training III. +1 to hit with xbows, +1 to damage with repeaters. +2 damage with non-repaters. (2 AP)

Disable Construct: Requires Wracking Shot/Strike at same rank. Target is dazed for 10/20/30 seconds. Daze is removed on damage. Using it on a target already affected by it will extend the duration. Cooldown: 25 secs. (1 AP per rank)

Leg Shot: Ranged Attack: On Damage; Slow your enemy's movement rate by 50% for 10 seconds. Cooldown: 10 seconds. (2 AP) Dexterity or Intelligence: +1 to choosen stat. (2 AP)

Tier 5 (requires 5 Rogue levels, 30 APs spent in tree)
Time Bomb: Requires Ooze Flask at same tier. Alchemical trap. Creates a trap at your feet. After 10 seconds it explodes and deal 10/25/50 fire and 10/25/50 sonic damage per rogue level to all nearby enemies, and knock them to the ground. Reflex DC 10 + half rogue + int to reduce damage in half, Balance same DC to avoid knockdown. Cooldown: 2 minutes. (2 AP per rank)

Rapid Fire: +3%/+6%+10% Doubleshoot (1 AP per rank)