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As a master of anything mechanical and stealth the mechanic is a useful supporter inside and outside of the battlefield. They can use their knowledge and powers to more efficiently fight or strengthen constructs.
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- While using a Ranged Weapon:
- Sneak Attack Range increases by 5 Meters
- Point Blank Shot Range increases by 5 meters
- Great Crossbow Proficiency
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| 1 | 1 | 0 |
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| Cooldown: 30 Seconds
Alchemical Trap Activate: Enemies caught by the goo puddle:
- Take:
- +4d6 Acid Damage
- Ticks every 2 Seconds
- Scales with 200% Ranged Power
- Reflex DC: 10 + Rogue Level + Intelligence Modifier save for 1/2 Damage
- Are Slowed:
- Reflex DC: 10 + Rogue Level + Intelligence Modifier Save negates
Passive:
- While using a Ranged Weapon:
- Sneak Attack Range increases by 5 Meters
- Point Blank Shot Range increases by 5 meters
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| 1 | 1 | 5 |
- Antirequisite
- Tanglefoot in the Half-Elf tree
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- When using a Crossbow or a Thrown Weapon:
- Use your Intelligence modifier for Damage
- Gain Light Repeating Crossbow Proficiency
- While using a Ranged Weapon:
- Sneak Attack Range increases by 5 Meters
- Point Blank Shot Range increases by 5 meters
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| 1 | 1 | 10 |
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- While searching for a trap:
- Heavy Repeating Crossbows Proficiency
- When using Bows, Crossbows and Thrown Weapons:
- While using a Ranged Weapon:
- Sneak Attack Range increases by 5 Meters
- Point Blank Shot Range increases by 5 meters
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| 1 | 1 | 20 |
- Targeting Sights
- Rogue 12
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- When using a Bow, Crossbow or Thrown weapon:
- +1 Competence Bonus to Critical Multiplier
- When using a Great Crossbow:
- +2 Competence Bonus to Critical Multiplier
- -20% Cooldown for Alchemical Trap attacks
- While using a Ranged Weapon:
- Sneak Attack Range increases by 5 Meters
- Point Blank Shot Range increases by 5 meters
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| 1 | 1 | 30 |
- Improved Detection
- Rogue 18
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| Cooldown: 3 Minutes
Action Boost:
- +10d3+30 Positive Energy Healing
- Scales with 200% ranged power
- Gain:
- +1d6 to all ability scores
- +2d6 to Attack
- +2d6 to Damage
- Lasts 60 Seconds
- Gain:
- +10 Dodge that ignores Dodge Cap
- Lasts 10 Seconds
Passive:
- +2 Dexterity
- +2 Intelligence
- +1 To Hit with Crossbows
- +1 Damage with Repeating Crossbows
- +2 Damage with Non-Repeating Crossbows
- +2 Sneak Attack dice
- +2 To Hit during a Sneak Attack
- While using a Ranged Weapon:
- Sneak Attack Range increases by 5 Meters
- Point Blank Shot Range increases by 5 meters
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| 1 | 1 | 40 |
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- When using Bow, Crossbow or Thrown Weapon:
- When using a Non-Repeating Crossbow and not dual shooting:
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| 1 | 2 | 1 |
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Great Crossbow Attacks add Bleed: | Rank 1:
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| Rank 2:
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| Rank 3:
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| 3 | 1 | 1 |
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| Cooldown: 12 Seconds |
Alchemical Trap Attack: To nearby enemies: | Rank 1:
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- +4d6 Sonic Damage
- Dazes
- Fortitude DC: 12 + Rogue Level + Intelligence Modifier save negates
| Rank 2:
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- +6d6 Sonic Damage
- Dazes
- Fortitude DC: 14 + Rogue Level + Intelligence Modifier save negates
| Rank 3:
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- +8d6 Sonic Damage
- Dazes
- Fortitude DC: 16 + Rogue Level + Intelligence Modifier save negates
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Scales with 200% of Ranged Power |
| 3 | 1 | 1 |
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| Rank 1:
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- +1 Disable Device
- +1 Open Locks
- +1 Repair
- +1 to Saving Throws you make against traps
| Rank 2:
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- +2 Disable Device
- +2 Open Locks
- +2 Repair
- +2 to Saving Throws you make against traps
| Rank 3:
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- +3 Disable Device
- +3 Open Locks
- +3 Repair
- +3 to Saving Throws you make against traps
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| 3 | 1 | 1 |
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| Rank 1:
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- +1 Listen
- +1 Search
- +1 Spot
| Rank 2:
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- +2 Listen
- +2 Search
- +2 Spot
| Rank 3:
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- +3 Listen
- +3 Search
- +3 Spot
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| 3 | 1 | 1 |
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- When using Bow, Crossbow or Thrown Weapon:
- When using a Non-Repeating Crossbow and not dual shooting:
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| 1 | 2 | 5 |
- Sharpshooter (Tier 1)
- Rogue 2
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| Rank 1:
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- +1 Save DCs of Alchemical Trap Attacks
- +1 Save DCs of Magical Traps
- Elemental Traps that you traps have a DC equal to 65% of your Disable Device Skill instead of 50%
| Rank 2:
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- +2 Save DCs of Alchemical Trap Attacks
- +2 Save DCs of Magical Traps
- Elemental Traps that you traps have a DC equal to 80% of your Disable Device Skill instead of 50%
| Rank 3:
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- +3 Save DCs of Alchemical Trap Attacks
- +3 Save DCs of Magical Traps
- Elemental Traps that you traps have a DC equal to 100% of your Disable Device Skill instead of 50%
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| 3 | 1 | 5 |
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When using a Scroll or Wand: | Rank 1:
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- +25% Healing
- +25% Damage
- +1 Save DC
| Rank 2:
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- +50% Healing
- +50% Damage
- +3 Save DC
| Rank 3:
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- +75% Healing
- +75% Damage
- +6 Save DC
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| 3 | 1 | 5 |
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| Activation Cost: 1 Action Boost | Cooldown: 30 seconds |
Skill Boost: Activate to gain: | Rank 1:
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- +2 Action Boost bonus to all Skills
| Rank 2:
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- +4 Action Boost bonus to all Skills
| Rank 3:
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- +6 Action Boost bonus to all Skills
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Lasts 20 Seconds |
| 3 | 1 | 5 |
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- When using Bow, Crossbow or Thrown Weapon:
- When using a Non-Repeating Crossbow and not dual shooting:
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| 1 | 2 | 10 |
- Sharpshooter (Tier 2)
- Rogue 3
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| Multiple Selection |
| Select melee or ranged attack |
| 3 | 1 | 10 |
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| Cooldown: 12 Seconds |
Alchemical Trap Attack: | Rank 1:
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- +4d8 Acid Damage
- Target Effect:
- -2 Physical Resistance Rating
- -2 Armor Class
- Lasts 30 Seconds
- Fortitude DC: 10 + Rogue Level + Intelligence Modifier negates
| Rank 2:
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- +8d8 Acid Damage
- Target Effect:
- -4 Physical Resistance Rating
- -4 Armor Class
- Lasts 30 Seconds
- Fortitude DC: 10 + Rogue Level + Intelligence Modifier negates
| Rank 3:
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- +12d8 Acid Damage
- Target Effect:
- -8 Physical Resistance Rating
- -8 Armor Class
- Lasts 30 Seconds
- Fortitude DC: 10 + Rogue Level + Intelligence Modifier negates
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Scales with 200% of Ranged Power |
| 3 | 1 | 10 |
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| | 3 | 1 | 10 |
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| Multiple Selection |
| +1 Dexterity or Intelligence |
| 1 | 2 | 10 |
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- When using Bow, Crossbow or Thrown Weapon:
- When using a Non-Repeating Crossbow and not dual shooting:
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| 1 | 2 | 20 |
- Sharpshooter (Tier 3)
- Rogue 4
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| Cooldown: 25 seconds |
Activate: Target construct or living construct is dazed: | Rank 1:
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| Rank 2:
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| Rank 3:
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Removed on damage. |
| 3 | 1 | 20 |
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| Rank 1:
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- +3 Ranged Power
- 50% Chance for ammunition to return
| Rank 2:
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- +6 Ranged Power
- 65% Chance for ammunition to return
| Rank 3:
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- +10 Ranged Power
- 80% Chance for ammunition to return
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| 3 | 1 | 20 |
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| Cooldown: 10 seconds
Ranged Attack:
- +20% Damage
- On Damage:
- -50% Enemy Movement Speed
- Lasts 10 Seconds
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| 1 | 2 | 20 |
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| Multiple Selection |
| +1 Dexterity or Intelligence |
| 1 | 2 | 20 |
- Dexterity or Intelligence (Tier 3)
- Rogue 4
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- When using a bow, crossbow or thrown weapon:
- In addition, when using a non-repeating crossbow:
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| 1 | 2 | 30 |
- Sharpshooter (Tier 4)
- Character Level 12
- Rogue 5
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| | 3 | 1 | 30 |
- Character Level 12
- Rogue 5
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| Cooldown: 20 Seconds |
Alchemical Trap Attack: To nearby enemies:
- Knocks them down
- Balance DC: 10 + Rogue Level + Intelligence Modifier save negates
| Rank 1:
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- +10 Sonic Damage per Rogue level
- +10 Fire Damage per Rogue level
- Reflex DC: 10 + Rogue Level + Intelligence Modifier save for half damage
| Rank 2:
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- +25 Sonic Damage per Rogue level
- +25 Fire Damage per Rogue level
- Reflex DC: 14 + Rogue Level + Intelligence Modifier save for half damage
| Rank 3:
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- +50 Sonic Damage per Rogue level
- +50 Fire Damage per Rogue level
- Reflex DC: 18 + Rogue Level + Intelligence Modifier save for half damage
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Effect occurs 2 seconds after casting |
| 3 | 1 | 30 |
- Character Level 12
- Rogue 5
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- When using Bows, repeating Crossbows, and Thrown weapons:
- When using Non-Repeating Crossbows:
- When using a Great Crossbow:
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| 1 | 2 | 30 |
- Character Level 12
- Rogue 5
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- +10 Ranged Power
- When using Repeating Crossbows and Thrown Weapons
- When using Non-Repeating Crossbows
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| 1 | 2 | 30 |
- Character Level 12
- Rogue 5
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