• No results found

FEAT DESCRIPTIONS

In document Pure Steam - Westbound (Page 58-65)

CALIBRATION FEATS

As a contraption builder’s engineering knowledge grows, he can learn to make tweaks and modifications to his contraptions that cause them to operate in ways slightly different from the norm. Performing these modifications without damaging the integrity of the contraption or risking a mishap is quite difficult but, thanks to calibration feats, it is at least possible. There are two ways to utilize calibration feats: during a contraption’s construction or during a contraption’s activation.

During Construction: When a calibration feat is utilized during a contraption’s construction, the effects of the calibration feat apply every time the calibrated contraption is activated, until it receives maintenance or is salvaged. This process of utilizing a calibration feat causes the calibrated contraption to occupy a higher level contraption slot than normal (and thus requiring the use of higher level activation charges than normal). This does not change the actual level of the contraption, however, so the DC for saving throws against it does not increase, nor does this change the contraption’s maximum schematic level. When applying calibration feats during a contraption’s construction, the constructor may apply as many calibration feats he knows, each feat adjusting the contraption’s effective level accordingly.

During Activation: When a calibration feat is utilized during a contraption’s activation, the effects of the calibration feat apply to that individual activation, and last for that activation’s duration. Utilizing a calibration feat in this spontaneous manner requires the use of a higher level activation charge than normal. This does not change the actual level of the contraption, however, so the DC for saving throws against it does not increase. When spontaneously applying calibration feats during a contraption’s activation, the activator may apply any one calibration feat that he knows. This manner of utilizing a calibration feat is much more difficult than normal, requiring more time to activate. If the contraption’s activation time is normally a standard action, activating

a spontaneously calibrated version of the contraption is instead a full-round action. For a contraption with a longer activation time, it takes an extra full-round action to activate a spontaneously calibrated version of the contraption. After a spontaneously calibrated contraption has been activated, it gains the broken condition and it cannot be modified by a calibration feat again until it has received maintenance.

FEAT DESCRIPTIONS

Recent advancements in training, technique, philosophy, and technology have spawned a profusion of new character feats. ACE INVENTOR

Your engineering prowess now rivals that of an amateur gearhead.

Prerequisites: Adept Inventor, Int 13, Journeyman Inventor, Knowledge (engineering) 5 ranks, no levels in a class that has the contraptions class feature, Novice Inventor.

Benefit: You are now able to construct and maintain one 3rd-level contraption, up to two 2nd-level contraptions, up to three 1st-level contraptions, and up to four 0-level contraptions each day. Your power source can sustain up to two 3rd-level contraption activations, up to three 2nd-level activations, up to four 1st-level activations, and an unlimited number of 0-level activations, each day. You learn two 3rd- level effect schematics that you transcribe into your draft book. Your constructor level for your contraptions is equal to your ranks in Knowledge (engineering). The save DC for your 3rd- level contraption is equal to 11 + your Intelligence modifier.

Special: After taking this feat, if you take levels in a class that has the contraptions class feature, you can use either your class feature or this feat to determine the number of contraptions of each level you can construct and maintain each day, as well as your daily amount of contraption activations of each level, whichever is more beneficial. Once your class feature has surpassed the maximum contraption level that you can construct, maintain, and activate with this feat, you may exchange this feat and each other “Inventor” prerequisite feats for an equal number of Calibration feats. You must meet the prerequisites of the feats, as normal.

TABLE: GENERAL FEATS

Feat Prerequisites Benefits

Aim By Mirror Point-Blank Shot, Precise Shot Ignore concealment when making a ranged attack against an opponent you are not directly looking at, and catch that opponent flat-footed Card and Coin Tricks Base attack bonus +1 Use card- or coin-like objects in

a variety of improvised combat applications

Extra Innovation Innovation class feature Gain an additional innovation

Extra Marshal Acumen Marshal acumen class feature Gain an additional marshal acumen Extra Savant Knack Savant knack class feature Gain an additional savant knack

Field Focus --- +1 bonus on save DCs for one field of

science

Schematic Specialization Int 13, Field Focus Constructor level for chosen schematic is two levels higher than normal

Kick Scoop Dex 13 Use swift action to pick up item

without provoking an attack of opportunity

Lasso Adept Proficiency with the lasso, Weapon

Focus (lasso)

Increases a lasso’s range and further hamper entangled opponents Lasso Maneuvering Proficiency with the lasso, Weapon

Focus (lasso), Lasso Adept, base attack bonus +3

Disarm, drag, trip, or reposition an opponent with a lasso

Lasso Mastery Proficiency with the lasso, Weapon Focus (lasso), Lasso Adept, Lasso Maneuvering, base attack bonus +6

+2 bonus on drag or reposition checks with lasso; grab unattended objects with lasso; catch yourself or others while falling with lasso Saddle Drag Lasso Adept, Lasso Maneuvering,

Mounted Combat

Use mount’s Strength and/or size modifier in place of your own when controlling a lassoed opponent Novice Inventor Int 10, Knowledge (engineering) 1

rank, no levels in a class that has the contraptions class feature

Prepare and maintain one 0-level contraption; gain draft book and schematics

Journeyman Inventor Int 11, Knowledge (engineering) 1 rank, no levels in a class that has the contraptions class feature, Novice Inventor

Prepare and maintain one 1st-level contraption, and more 0-level contraptions

Adept Inventor Int 12, Knowledge (engineering) 3 ranks, no levels in a class that has the contraptions class feature, Journeyman Inventor, Novice Inventor

Prepare and maintain one 2nd-level contraption, and more 1st-level and 0-level contraptions

Innovative Inventor Knowledge (engineering) 5 ranks, no levels in a class that has the innovation class feature, Journeyman Inventor, Novice Inventor

TABLE: GENERAL FEATS CONTINUED

Ace Inventor Int 13, Knowledge (engineering) 5 ranks, no levels in a class that has the contraptions class feature, Adept Inventor, Journeyman Inventor, Novice Inventor

Prepare and maintain one 3rd-level contraption, and more 2nd-level, 1st- level, and 0-level contraptions

Painted Horse War paint class feature, Mounted

Combat

Mount shares your morale bonus to AC

Schematic Mastery Ability to prepare contraptions from a draft book

Prepare some contraptions without a draft book

Shotspotter Perception 1 rank Use Perception to aid an ally’s next

ranged attack Shoot from the Air Dex 13, Precise Shot, base attack

bonus +5; weapon training class feature with a ranged weapon or gun training class feature

Shoot projectile weapon or ammunition out of the air with a ranged attack

Steeplejack --- Add Dexterity bonus to Climb

checks TABLE: CALIBRATION FEATS

Feat Prerequisites Benefits

Binary Contraption --- Alter the target schematic of

contraption, or switch between two target schematics

Overstressed Contraption Knowledge (engineering) 5 ranks Cause contraption to explode like a grenade or bomb

Primed Contraption --- Activate contraption quicker than

normal

Regulated Contraption Constructor level 2nd Convert contraption’s activation charge into multiple sub-activation charges

TABLE: GRIT FEATS

Feats Prerequisites Benefits

Go Down Shooting Diehard, Endurance Gain temporary grit while using

Diehard

Gun Spinning Improved Feint, Sleight of Hand 1

rank

Draw or holster firearm as part of a feint check; may use Sleight of Hand to feint

TABLE: TEAMWORK FEATS

Feat Prerequisites Benefits

Coordinated Fire Point-Blank Shot, Precise Shot Ready action to fire simultaneously with ally

ADEPT INVENTOR

You have advanced to the next stage of contraption building and maintenance, beyond journeyman understanding.

Prerequisites: Int 12, Journeyman Inventor, Knowledge (engineering) 3 ranks, no levels in a class that has the contraptions class feature, Novice Inventor.

Benefit: You are now able to construct and maintain one 2nd-level contraption, up to two 1st-level contraptions, and up to three 0-level contraptions each day. Your power source can sustain up to two 2nd-level contraption activations, up to three 1st-level activations, and an unlimited number of 0-level activations, each day. You learn two 2nd-level effect schematics that you transcribe into your draft book. Your constructor level for your contraptions is equal to your ranks in Knowledge (engineering). The save DC for your 2nd-level contraption is equal to 10 + your Intelligence modifier.

Special: After taking this feat, if you take levels in a class that has the contraptions class feature, you can use either your class feature or this feat to determine the number of contraptions of each level you can construct and maintain each day, as well as your daily amount of contraption activations of each level, whichever is more beneficial. Once your class feature has surpassed the maximum contraption level that you can construct, maintain, and activate with this feat, you may exchange this feat and each other “Inventor” prerequisite feats for an equal number of Calibration feats. You must meet the prerequisites of the feats, as normal.

AIM BY MIRROR (COMBAT)

You may use a reflective surface to aim a ranged attack at an opponent you cannot see.

Prerequisites: Point-Blank Shot, Precise Shot.

Benefit: When you make a ranged attack against an opponent you are not directly looking at, but you can see your opponent in a nearby reflective surface, that opponent does not gain concealment against you and is flat-footed against your ranged attack.

Normal: Opponents that you are not directly looking at gain concealment against you (see Gaze universal monster rule, Pathfinder RPG Bestiary 1).

BINARY CONTRAPTION (CALIBRATION)

Most contraptions have a single delivery method, but binary contraptions can switch between two.

Benefit: These calibrations alter the deployment method of the contraption’s effects. Upon activation, you may exchange the contraption’s current target schematic with the burst, cone, line, or projected (melee or ranged) target schematic. The new target schematic must meet the contraption’s level restriction and must adhere to the target schematic restriction of each of the contraption’s effect schematics. A contraption prepared with the binary calibration possesses two target schematics, and both

schematics must meet all restrictions, as normal. You may have only one target schematic active at a given time, but you may switch between either target schematic as a move action that provokes an attack of opportunity. A binary contraption is constructed and activated as a contraption one level higher than its actual level.

CARD AND COIN TRICKS (COMBAT)

You understand how to use cards and coins in combat. Prerequisite: Base attack bonus +1.

Benefit: You can use any of the following equipment tricks as long as you meet the trick’s prerequisites. You can treat cards and coins as either normal weapons or improvised weapons, depending on which is more beneficial for you. These tricks can be used with either magic, technological, or mundane cards or coins, or similar objects.

Fool’s Nickel (Craft [any] 5 ranks): You can fool vending or coin-slot machines, like nickelodeons, gum dispensers, and automated toll booths, using worthless slugs. As a 1-round action, you make a Craft skill check against the device’s complexity DC, as per the Disable Device skill. With a successful check, the device has been tricked into thinking the proper coinage has been inserted.

Coin Rolled (Sleight of Hand 5 ranks): You can use a

handful of coins as brass knuckles.

Paper Cut (Exotic Weapon Proficiency [fighting fan]): You can use a hand of cards as a fighting fan.

Card/Coin Toss (Throw Anything ): You can hurl a

card or coin as a shuriken that inflicts slashing or bludgeoning damage, respectively, instead of piercing damage.

Shower of Cards/Coins (Improved Dirty Trick): You can use a deck of cards or a handful of coins to attempt either a dirty trick combat maneuver to blind or Bluff skill check to feint an adjacent opponent with a +2 circumstance bonus.

COORDINATED FIRE (COMBAT, TEAMWORK) Two attacks from you and a partner are better than one from either!

Prerequisites: Point-Blank Shot, Precise Shot.

Benefit: You may ready a ranged attack to fire at an opponent simultaneously with an ally who also has this feat. You must be able to see your ally’s target. You take your readied ranged attack when your ally does, and if you both hit the target, total the damage from your attack and your ally’s attack before applying the target’s damage reduction, resistances, or hardness.

Special: If the massive damage optional rule is being used (Pathfinder RPG Core Rulebook), that rule applies if the total damage you and your ally deal with this feat is equal to or exceeds half the opponent’s full normal hit points (minimum 50 points of damage).

EXTRA INNOVATION

You have uncovered a new way to innovate your contraptions.

Prerequisite: Innovation class feature.

Benefit: You gain one additional innovation. You must meet all of the prerequisites for this innovation.

Special: You can gain Extra Innovation multiple times, but never more than once for every 5 levels you possess in a class that has the innovation class feature.

EXTRA MARSHAL ACUMEN

Your instincts as a marshal are deeper than most. Prerequisite: Marshal acumen class feature

Benefit: You gain one additional marshal acumen. You must meet all of the prerequisites for this marshal acumen.

Special: You can gain Extra Marshal Acumen multiple times.

EXTRA SAVANT KNACK

You are adept at more things than many are aware of. Prerequisite: Savant knack class feature

Benefit: You gain one additional savant knack. You must meet all of the prerequisites for this savant knack.

Special: You can gain Extra Savant Knack multiple times.

FIELD FOCUS

Choose a field of science (see the “Science” chapter of the Pure Steam Campaign Setting). Any contraption you prepare with schematics of that science is more difficult to resist.

Benefit: Add +1 to the Difficulty Class for all saving throws against contraptions you prepared with schematics from the field of science you select.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new field of science.

GO DOWN SHOOTING (GRIT)

The line between life and death is measured by the grit of your gunhand.

Prerequisites: Diehard, Endurance.

Benefit: When using the Diehard feat, you gain one temporary grit point that lasts until the end of your turn. This temporary grit point refreshes at the start of each of your turns, and may exceed your maximum number of grit points. If your hp rises above 0, you die, you fall unconscious, or otherwise cease using the Diehard feat, you cannot benefit from this feat again until after 24 hours have passed.

GUN SPINNING (COMBAT, GRIT)

Your fancy gunplay can sometimes catch your foes off- guard.

Prerequisites: Improved Feint, Sleight of Hand 1 rank.

Benefit: When you make a Bluff check to feint, you may spend 1 grit point to draw or holster a one-handed firearm that is not hidden as part of the same action. You may use your total Sleight of Hand skill bonus in place of your total Bluff skill bonus for this feint attempt.

Special: If you are engaged in a performance combat, and your feint attempt is successful, you gain a victory point.

INNOVATIVE INVENTOR

You have discovered new methods of use or construction for your contraptions.

Prerequisites: Journeyman Inventor, Knowledge (engineering) 5 ranks, no levels in a class that has the innovation class feature, Novice Inventor.

Benefit: You gain a single gearhead innovation of your choice (excluding the calibration feat innovation). You use your ranks in Knowledge (engineering) as your gearhead level, but must otherwise meet all other prerequisites of the innovation, as normal. This innovation does not count as the innovation class feature for determining feat prerequisites and other requirements.

Special: After taking this feat, if you take levels in a class that has the innovation class feature, you may exchange this feat for the Extra Innovation feat.

JOURNEYMAN INVENTOR

You have advanced your engineering skill beyond simple gadgetry, and can more efficiently power your devices.

Prerequisites: Int 11, Knowledge (engineering) 1 rank, no levels in a class that has the contraptions class feature, Novice Inventor.

Benefit: You are now able to construct and maintain one 1st-level contraption and up to two 0-level contraptions each day. Your power source can sustain up to two 1st-level contraption activations, and up to six 0-level activations, each day. You learn two 1st-level effect schematics that you transcribe into your draft book. Your constructor level for your contraptions is equal to your ranks in Knowledge (engineering). The save DC for your 1st-level contraption is equal to 9 + your Intelligence modifier.

Special: After taking this feat, if you take levels in a class that has the contraptions class feature, you can use either your class feature or this feat to determine the number of contraptions of each level you can construct and maintain each day, as well as your daily amount of contraption activations of each level, whichever is more beneficial. Once your class feature has surpassed the maximum contraption level that you can construct, maintain, and activate with this feat, you may exchange this feat and each other “Inventor” prerequisite feats for an equal number of Calibration feats. You must meet the prerequisites of the feats, as normal.

KICK SCOOP (COMBAT)

Using your foot, you can kick an object up into your hand. Prerequisite: Dex 13.

Benefit: As a swift action, you can pick up an unattended object at your feet without provoking an attack of opportunity.

LASSO ADEPT (COMBAT)

You are more than a practiced arm at throwing the lasso. Prerequisites: Proficiency with the lasso, Weapon Focus (lasso).

Benefit: In your hands, a lasso’s maximum range is 20 feet. When you successfully entangle a creature with a lasso and beat the target’s CMD by 5 or more, the target cannot use breath weapons, use natural bite attacks (if the target is Large size or bigger), or speak above a whisper, and must succeed at a concentration check (DC = 20 + your CMB + the spell level) to cast a spell with a verbal component, use a command word item, or use any magic requiring speech. Additionally, the DC of an Escape Artist check to slip free of a lasso with which you control the trailing rope equals 15 or your CMD, whichever is higher. Lastly, you can loosen the knot of a lasso as a move action and you can turn any length of rope into a lasso with 2 rounds of work.

Normal: Loosening the knot of a tightened lasso is a standard action and the maximum range of a lasso is 10 feet, like a net.

LASSO MANEUVERING (COMBAT)

You can use a lasso to perform complex maneuvers against an opponent instead of just entangling them.

Prerequisites: Base attack bonus +3, Lasso Adept, proficiency with the lasso, Weapon Focus (lasso).

Benefit: Lassos you use gain the disarm and trip weapon properties, and you can use a lasso to trip or disarm an opponent instead of entangling them. With a successful disarm maneuver, you can pull the disarmed object into your square. Further, if you have an opponent entangled by your lasso, you can attempt to drag or reposition that

In document Pure Steam - Westbound (Page 58-65)