Quartermaster (Apath)

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Unofficial rules compendium

Now, pay attention, please.

Q to James Bond, from the 1964 film Goldfinger.

The quartermaster is a mundane class based on skills, but plays more like a wizard than a rogue, constantly staying one step ahead of the enemy. With unparalleled flexibility, they always have just the item needed, and alter each situation to their own benefit. A quartermaster improvises new uses for gear and fakes advanced materials and alchemical devices. Their skills turn the enemy's devices against them and each battlefield into one big hazard zone. Being well supplied never was this good!

Introduction

A quartermaster is a master of equipment and gear. From packing his own bags to turning magic items into devastating explosions, the quartermaster uses skill and gear to achieve his ends and support his team. A skilled quartermaster loves a cluttered battlefield, seeing traps and terrain as resources rather than hindrances.

Quartermasters often look overloaded, with odd items sticking out of their kit in weird places. Items a quartermaster uses and hands out are likely to carry all sorts of modifications, markings, and custom features. Makeshift items he makes may not look pretty, they are often nailed together, with exposed mechanisms that look dangerous to be near, wound with string and wire. But a knowledgeable observer will notice that all gear is in top-notch condition, and that even ad-hoc items are of sound design.

The quartermaster is a mundane class based on skills, but plays more like a wizard than a rogue. Constantly trying to stay one step ahead, they alter each situation to their own benefit. Quartermasters are very skilled and practiced at what they do. Other characters may be able to perform these stunts, but need to spend minutes rather than move actions and get lesser results. Quartermasters use magical devices more confidently than other mundane characters, but never cast spells or create magic items, they just have a knack for having the needed item at hand and using it for best effect. At the very highest levels the quartermaster gains limited magical abilities, manipulating raw magic for crude but powerful effects.

The list of equipment and equipment tricks is the quartermaster's equivalent of a spellbook—just like a wizard needs to know his selection of spells, a quartermaster must study his equipment to utilize it. The quartermaster may come up with new ways to use items during play, that the GM may or may not allow as circumstances dictate. If your group agrees on a new device or equipment trick, make a note of it to make it useable again.

Many of the quartermaster's abilities fudge logistics; the quartermaster is always one step ahead and can pull out just the needed item. This can stretch suspension of disbelief, but in a game where wizards master demons, clerics routinely call on miracles, and fighters cleave dinosaurs, the ability to specify your inventory after the fact is not all that incredible.

Class Information

Role: The quartermaster is a specialist at using, purchasing, jury-rigging, and creatively destroying devices. He turns the battlefield into a trap for the opposition and makes sure his own team is well-supplied and combat ready. A quartermaster is even better at traps than a rogue, but lacks the rogue's scouting abilities.

Starting Wealth: 5d6 × 10 gp (average 175 gp). In addition, each character starts with an outfit worth 10 gp or less.

Background: The quartermaster is a self-educated class and uses the second age bracket of starting age for their race, like fighters do. Quartermasters come from all walks of life; some climbed through hard work and diligence, others are nobles with grease on their hands.

Alignment: Any. Inventors tend to be free thinkers, those focusing on supply tend towards order.

Hit Die: d8

Class Skills

A quartermasters' class skills are: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Int). Disable Device and Use Magic Device have Intelligence as their key ability when used by a quartermaster (see asset mastery below).

Skill Ranks per Level: 6 + Int per level

Class Features

Weapon and Armor Proficiency

A quartermaster is proficient with all simple and martial weapons, light and medium armor, but not with shields. The quartermaster gains additional proficiencies as he advances in level, see weapon practice.

Asset Mastery (Ex)

The quartermaster is a master of creating, repairing, manipulating, and evaluating objects. He adds half his class level to Appraise, Craft, Disable Device, and Use Magic Device checks, and all these skills have Intelligence as their key ability when used by a Quartermaster.

He can use the Disable Device instead of Perception to find magic traps and secret doors/compartments. He can disarm magic traps, as the rogue's trapfinding ability. He does not destroy the traps he disarms; he can re-arm a trap he has disarmed as a move action.

He can use Appraise to identify magic items as if using Spellcraft combined with detect magic.

Resources (Ex)

At 1st level, a quartermaster gains a fluctuating pool of resources, measuring his preparedness and reserves of resources and resourcefulness. At the start of each day, a quartermaster has resource points equal to his Intelligence modifier (minimum 1). His resource points go up and down throughout the day, but usually cannot go higher than his Intelligence modifier (minimum 1), though feats, magic items, and spells that grant either grit or panache points or pool size can also grant a quartermaster resource points equal to the amount of grit or panache they grant.

A quartermaster spends resources to accomplish deeds (see below), and regains resources in combat. A creature with Hit Dice of half the quartermaster's level or more that is destroyed, prevented from moving, or made blinded, cowering, dazed, dead, disabled, dying, entangled, exhausted, fascinated, frightened, helpless, nauseated, panicked, paralyzed, prone, shaken, sickened, staggered, stunned, or unconscious by the quartermaster or one of his devices restores one of the quartermaster's resource points. The quartermaster can only gain one point of resources per round in this way.

Deeds: A quartermaster can recover resources from some deeds, often ones that encourage cooperation or use up a lot of time or cost money. See the description of each deed.

Resources, Grit, and Panache
Grit, resources, and panache represent different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, resources, panache, or any other ability equivalent to grit or panache, pool these resources together into a combined pool. For feats, magic items, and other effects, a resource user can spend and gain resource points in place of grit or panache points, and vice versa.

A resource user counts as both a grit and panache user to satisfy feat prerequisites.

When narrating the use of resources, you can describe them as merely great skill and resourcefulness, or as gimmickry. For example, a resourceful strike can be a spring-powered weapon, a spearhead made to break off inside the target to cause extra harm, or a skillful use of the target's own momentum.

Deeds

Quartermasters spend resource points to accomplish deeds. Most deeds grant the quartermaster some momentary bonus or effect, but some provide longer-lasting benefits in the form of gear. Deeds with a duration of one round take effect immediately and last until just before quartermasters' next turn begins.

A quartermaster can only perform deeds of his level or lower. Unless otherwise noted, a deed can be performed multiple times in the same round, as long as the appropriate amount of resources are spent to perform the deed. When using deeds to place traps or create danger zones, any one particular square can only hold one danger or trigger one trap. Stacking dangers on top of each other is impossible.

The quartermaster needs equipment to perform certain deeds. If separated from all his gear, a quartermaster can't use the resourceful strike, thrift, right stuff, repurpose construct, and overcome reality deeds. The GM may allow the use of these deeds with improvised tools, but the player should then describe what he does in some detail. Even one gp. value put into the deep pockets pool restores all these abilities.

Quartermaster's deeds are described in their own section below.

Deep Pockets (Ex)

A quartermaster collects items, picking up small amounts of this and that throughout his travels. The quartermaster may carry unspecified equipment worth up to 50 gp times his class level squared. As a free action the quartermaster may dig through his pack to retrieve an item he specifies at that time, deducting its value from the available funds. When the total remaining cost reaches 0, the quartermaster can retrieve no more items. He can refill his deep pockets by spending a few hours at a marketplace spending an amount of gold equal to the value of the equipment provided thus far.

The quartermaster is assumed to have been carrying around what he pulls out of his deep pockets, and can only take out what he could reasonably carry. This stuff can be carried on the quartermaster's person or in extra-dimensional containers. The inspection ability allows the quartermaster to stow gear on inspected companions, pack animals, or vehicles; sometimes the quartermaster will need to go back to his pack animal or vehicle to find a particularly large object. This is meant more as a role-playing opportunity than a book-keeping frustration, as long as withdrawals make sense they should pass.

A quartermaster can withdraw most mundane and magical items from his deep pockets. Its not possible to retrieve an item specifically fitted to the quartermaster's current situation—such as keys fitting a lock just encountered.

A quartermaster separated from his gear cannot use deep pockets until he refills his capacity with at least 1 gp. A quartermaster that loses all his gear still needs to replace only what he actually spent.

Inspection (Ex)

By spending a full-round action inspecting and adjusting the gear of a creature standing at attention allows you to retroactively have stowed on another character for the bearer to use; see the rapid deployment deed.

When the quartermaster gains the pack rat ability, inspection confers pack rat to that creature for the rest of the day. This can also be applied to vehicles (one full-round action per square), increasing load capacity by 50%.

Dangerous Devices (Ex)

At 2nd level, any piece of equipment that is not a weapon the quartermaster uses to inflict harm and any trap the quartermaster deliberately triggers or has worked on within the last 24 hours gains an increased effect. This includes alchemical weapons but not magic items. Dangerous devices always apply when using the resourceful strike, trap master, and repurpose mechanism deeds. It also applies to all alchemical weapons (including splash damage from such weapons) any equipment trick that affects an enemy except those that work as weapons.

Dangerous devices gives a +1 bonus on any DC to spot or disable the device and on any skill checks called for to escape the device's effects. If the device makes an attack with an attack bonus of its own (not using the quartermaster's base attack bonus), that attack gains a +1 bonus. A device that allows a saving trow has a minimum difficulty on this saving throw of 15 + 1/2 the quartermaster's class level. Use this difficulty, or the item's regular save DC, whichever is higher.

Dangerous devices adds an additional 1d6 hit points of damage of the same kind the item normally inflicts. The additional damage is applied whenever the target takes damage, and his halved or negated by a saving throw just as the normal damage is. This additional damage is not multiplied on a critical hit, but it is not precision damage and applies to targets immune to sneak attack or critical hits. With an attack that normally has neither an attack roll or a saving throw, such as the splash damage of an alchemist's fire, dangerous devices allows a Reflex save (DC 15 + 1/2 the quartermaster's class level) for half damage.

Any particular target can only take additional damage from dangerous devices once on each of the quartermaster's turns, but the damage bonus can apply an unlimited number of times on other creature's turns. Only the damage bonus is limited this way; the other benefits of dangerous devices always apply.

These bonuses increase by one point or die at level 4 and every 2 levels thereafter, to a maximum of +10 and +10d6 at level 20.

Item Tricks

A quartermaster gains a bonus feat at level 2 and again every 2 levels thereafter. This must be an Armor Trick, Equipment Trick, or Weapon Trick. A quartermaster and anyone he instructs using the field instruction or assign equipment deeds can use all tricks available to an item, ignoring prerequisites besides the feat itself. If an equipment trick has a magical prerequisite, or requires a specific subset of item, the quartermaster must fulfill that prerequisite but can use an item to do so. Some new and expanded equipment tricks are described in the appendix.

Pack Rat (Ex)

A 2nd level quartermaster carrying medium encumbrance counts as carrying light encumbrance for purposes of movement. This does not affect his maximum carrying capacity. The efficient distribution of weight simply encumbers him less than the same amount of weight normally would.

Demolition (Ex)

A 3rd level quartermaster can very effectively demolish items and constructions. As a full-round action (this cannot be reduced with rapid deployment), the quartermaster can make a Disable Device skill check instead of a Strength check to beak or burst an item, force a door, and similar tasks. The quartermaster suffers a -20 penalty on a Stealth check to conceal a use this ability, and does not gain any Stealth bonuses from concealment or cover.

In addition, always add the dangerous devices bonus to damage when attacking an object, including sunder attacks and when striking a door, wall or other object.

This also increases the building speed of the quartermaster for field works, such as tunnels, palisades, ramps, and earthworks; each dice of dangerous devices damage the quartermaster has increases the digging speed by 50%. With 1d6 devices damage, the quartermaster digs at 150% speed, at 2d6 devices damage he digs at 200% speed, and so on.

Jury-Rig (Ex)

At 3rd level, the quartermaster becomes very skilled at quick fixes. He can substitute his Disable Device skill bonus and skill ranks for those of whatever Craft skill would normally apply to using or repairing an item. This does not apply to crafting a permanent item the normal way.

Mobility Training

A 4th level quartermaster wearing medium armor counts as wearing light armor for purposes of movement. As long as he is wearing light or medium armor, any armor check penalty the quartermaster suffers is reduced by one for one every 4 class levels.

Connections (Ex)

At 5th level the quartermaster develops connections for acquiring gear when it would normally be unavailable. Any settlement is considered one size larger for the purpose of what the quartermaster can trade there. For every four levels after level 5, the effective size of a settlement increase by another category. There is no benefit for modifying the size of a settlement beyond metropolis.

Evasion (Ex)

At 5th level, a quartermaster can avoid damage from many area-effect attacks. If a quartermaster succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a quartermaster is wearing light armor, medium armor, or no armor. A helpless quartermaster does not gain the benefit of evasion.

Weapon Practice

A quartermaster needs to be able to instruct others with all kinds of gear, and gains wide proficiencies. At 5th level, and every odd level thereafter: 7, 9, etc, the quartermaster can select one of the following things to become proficient in, until he runs out of options to select.

  • All armor
  • All exotic melee weapons
  • All exotic ranged weapons
  • All firearms
  • All shields (including tower shields)
  • All siege weapons

Generic Weapon Training (Ex)

At 6th level the quartermaster sees the potential in all weapons. When a quartermaster learns a feat that applies to a single weapon of his choice, such as Weapon Focus or Improved Critical, he can use that feat with any weapon he is proficient with. This does not apply to feats gained from the weapon leverage deed.

Bye in Bulk (Ex)

When a 9th level quartermaster buys 10 or more identical items at once, he gets all the items at half price. This applies to mundane items and magical consumables, it does not apply to permanent magical items. It does apply to the raw materials of Craft skills, reducing the cost to Craft an item to 1/6 the full price. This is done with the understanding that the items are not to be resold on the open market; if they are sold within the month, the quartermaster is blacklisted and loses the bye in bulk and connections abilities for a month. Items given away or sold to comrades do not trigger this restriction.

Improved Alchemy (Ex)

At 9th level, when the quartermaster uses an alchemical weapon double the damage rating of this weapon. At level 13 the damage is tripled and at level 18 it is quadrupled. This increases the basic damage of the weapon, and this increased damage can be further multiplied on a critical hit.

Improved Evasion (Ex)

At 13th level, a quartermaster's evasion ability improves. He still takes no damage on successful Reflex saving throws against attacks, but henceforth he takes only half damage on failed saves. A helpless quartermaster does not gain the benefit of improved evasion.

Trap Evasion (Ex)

At 17th level, a quartermaster's evasion ability improves again. When affected by a trap that allows a saving throw, the quartermaster can use his Reflex save bonus, regardless of what kind of save would normally apply. This allows the quartermaster to always use evasion and improved evasion against traps. Trap evasion only applies to the initial attack made by a trap, not to any continuous effects (such as the later rounds of a poison). Additionally, he automatically succeeds on any saving throw against a trap known to him, including traps he placed. A helpless quartermaster does not gain the benefit of trap evasion.

Table: Quartermaster

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +0 +0 +2 +2 Asset mastery, deeds (makeshift crafting, peak performance, rapid deployment), deep pockets, inspection
2nd +1 +0 +3 +3 Dangerous devices 1d6, item trick, pack rat
3rd +2 +1 +3 +3 Deeds (field instruction, resourceful strike, trap master), demolition, jury rig
4th +3 +1 +4 +4 Dangerous devices 2d6, item trick, mobility training
5th +3 +1 +4 +4 Connections, evasion, weapon practice
6th +4 +2 +5 +5 Dangerous devices 3d6, generic weapon training, item trick
7th +5 +2 +5 +5 Deeds (repurpose mechanism, thrift, weapon leverage)
8th +6/+1 +2 +6 +6 Dangerous devices 4d6, item trick
9th +6/+1 +3 +6 +6 Buy in bulk, connections (+2 sizes), improved alchemy (x2)
10th +7/+2 +3 +7 +7 Dangerous devices 5d6, item trick
11th +8/+3 +3 +7 +7 Deeds (assign equipment, item trick mastery, right stuff)
12th +9/+4 +4 +8 +8 Dangerous devices 6d6, item trick
13th +9/+4 +4 +8 +8 Connections (+3 sizes), improved alchemy (x3), improved evasion
14th +10/+5 +4 +9 +9 Dangerous devices 7d6, item trick
15th +11/+6/+1 +5 +9 +9 Deeds (cool under stress, release magic, repurpose construct)
16th +12/+7/+2 +5 +10 +10 Dangerous devices 8d6, item trick
17th +12/+7/+2 +5 +10 +10 Connections (+4 sizes), trap evasion
18th +13/+8/+3 +6 +11 +11 Dangerous devices 9d6, improved alchemy (x4), item trick
19th +14/+9/+4 +6 +11 +11 Deeds (animate objects, overcome reality, wonders of magic)
20th +15/+10/+5 +6 +12 +12 Dangerous devices 10d6, item trick

Quartermaster's Deeds

This is a list of the quartermaster's deeds. See the deeds class feature above.

Makeshift Crafting (Ex)

A quartermaster can quickly make improvised items. He can make makeshift masterwork items, special materials, alchemical items, consumables, and non-magical trap kits but not living creatures, spell components, crafting components, food, drink, holy water, or magic of any kind. Make a Disable Device check for every fifteen minutes spent making makeshift items; the quartermaster makes items with a total cost in gold pieces equal to his class level squared times the result of the roll. Items not completed in the 15 minutes fail.

Makeshift items are never as good as the real thing, but work with some limitations. A makeshift weapon has the fragile quality. Only a quartermaster and someone he gives the items to using the field instruction deed can use a makeshift item, and after a day it deteriorates into scrap only suitable for further makeshift crafting.

Makeshift crafting has no monetary cost. It is generally possible to salvage the materials needed for makeshift crafting from gear, nature, or from the scrap and detritus that litters a city, dungeon, or battlefield. Parts are stored with the deep pockets ability.

Large items take more time to craft. A Large item (such as most small vehicles) takes one full day (counting the duration from when the item is finished). A huge one takes 1d4 days, A Gargantuan item takes 2d4 days and a Colossal item 2d10 days. It is possible to store such large items with just a few details remaining, so that they can be finished in the usual 15 minutes.

A quartermaster can retroactively use makeshift crafting, representing work the quartermaster put in earlier and only new pulled out of his deep pockets. This is not an action, but costs one point of resources and taking 10 on the Disable Device check is not allowed.

Time and Makeshift Items

Makeshift items fall apart after one day. This is not a spell with an exact duration; the item gradually deteriorates to the point where it stops working. The intent is that makeshift crafting done one day should not carry over to the next. Each adventuring day has its own set of makeshift-crafted items, similar to how a spellcaster has daily spells. Don't make this into a book-keeping nightmare.

Quartermasters are generally assumed to be able to spend an hour makeshift crafting each morning, usually taking 10 on the Disable Device checks. It is customary to have a list of standard items the quartermaster makeshifts each day to save time at the gaming table, just like prepared casters have a standard list of spells they prepare.

Peak Performance (Ex)

By spending one point of resources, a quartermaster can negate any side effect, penalty, condition, or damage associated with a single item he uses for the next 5 minutes.

By spending one point of resources, the quartermaster can coax a last use out of an item that ran out within the last minute—this includes limited-use items like consumables, ammunition, magic items with daily uses, wands, potions, and scrolls. If the item casts a spell that requires a material component with a gold piece cost, the quartermaster must supply that component. The resource cost of this deed cannot be reduced.

Rapid Deployment (Ex)

At 1st level a quartermaster can stow or sheathe equipment on his person as a free action, including weapons, potions, scrolls, wands, and gear in a pack or extra-dimensional space. He can hand equipment to allies within reach as a free action, and such allies can receive the item and stow whatever they were holding before as a free action.

When using or repairing equipment in the field, a quartermaster can do what normally takes one minute as a move action. Most equipment that is normally used out of combat but have no time given can be used as a move action. Rapid deployment does not apply to direct attacks of any kind, but can set up traps and devices that attack by themselves.

Examples: Setting up a collapsible bathtub normally takes 10 minutes; a quartermaster can do it in 10 move actions, possibly in as little as 5 rounds. Escaping a net is normally a full-round action, a quartermaster can try to do so as a move action. The quartermaster can reload any weapon that takes up to a minute to load as a move action. A quartermaster can spend a move action per minute normally required to don (or help another don) armor.

A quartermaster can spread things that are normally placed in a single 5 ft. square, such as caltrops, marbles, or oil over an area extremely effectively. As a move action, the quartermaster can cover any six squares within 30 ft., without consuming additional uses of the resource. This works with equipment tricks that normally cover a single 5 ft. square. A field thus created counts as a single hazard, and entering multiple squares only endangers a creature once.

As a free action that can be taken on another creature's turn, the quartermaster can retroactively plant any piece of gear on a creature she has used her inspection ability on today. This costs a cost of a point of resources. This can be an item from the quartermaster's equipment that she has not used since the inspection or something from the deep pockets ability. It must make reasonable sense that the target creature could have carried the item, the same as deep pockets. A set of similar items or items used together, like a bandolier of grenades or a bow, quiver, and arrows only require one use of the ability.

Quartermasters and Range
Many quartermaster abilities have a range of 30 ft. How does this work, is it telekinesis? The answer is that the quartermaster improvises; he uses a ranged weapon to deliver the effect if he has one in hand, a reach weapon if within reach, tosses something if that is an option, or takes a small detour. Even with the exact movement rules in Pathfinder, the position of characters is still something of an abstraction.

Field Instruction (Ex)

At third level, a quartermaster can instruct an ally how to use a certain item. This is a free action that can be taken on the target creature's turn and costs one point of resources .

For the next 5 minutes creatures so instructed are considered proficient with the item and to know any equipment tricks the quartermaster can use relating to the item. At level 4, the instructed creature gains the use of half the quartermaster's dangerous devices bonus. At level 7 allies gain the benefits of the constant bonus provided by the weapon leverage deed with these items, but cannot spend resources on bonus actions. At level 11 allies gain the benefits from any proficiency or equipment trick the quartermaster temporarily gains from the equipment trick mastery deed.

The quartermaster can combine this deed with rapid deployment to retroactively have handed out the item and makeshift crafting to retroactively have made the item, and the total resource point cost is still one point per target.

Rapid Deployment, Field Instruction, & Inspection Resource Cost to Equip
Actions Yourself Adjacent Inspected
Item from inventory or deep pockets 0 0 1
Retroactively makeshift craft 1 1 1
Field instruction from any source NA 1 1
Example Combat Turn For A Quartermaster

Wong is a 3rd level quartermaster with maximum and current resources of 5 driving a supply cart along a road. He and his team of four friends are about to be charged by hobgoblin cavalry.

Wong uses makeshift crafting and a resource point to have retroactively makeshift crafted a set of huge caltrops (free action) and then uses a move action with rapid deployment to spread them in six squares within 30 ft. The caltrops will do 2d6 damage because of their size and Wong's dangerous devices ability, they also get a +1 bonus on their attack rolls and require a Heal check of 16 to negate because of dangerous devices. Medium or smaller creatures can ignore huge caltrops—they will harm the horses, but not his allies or dismounted hobgoblins. Wong then retroactively crafts 5 makeshift longspears, retroactively hands them to his allies (free action), and then uses field instruction to instruct four allies to use the makeshift items (free action). All of this costs 4 resources, as outlined in field instruction. He then readies his longspear to receive the charge. The stage is set. Hopefully his friends will have time to ready their spears too. If the hobgoblins are wise they will dismount and not charge.

Wong has spent all 5 resource points. If he had used makeshift crafting to actually create huge caltrops this morning, he would not have had to pay the resource cost to retroactively have made them. But since he used rapid deployment and field instruction with the longspears, it would not have saved him any resources had he makeshift crafted them this morning.

Resourceful Strike (Ex)

At 3rd level the quartermaster learns to make a resourceful strike. One weapon attack he makes gains the bonuses of the dangerous devices ability. Using this costs one point of resources; this point is spent before the attack is made and is lost if the attack misses. The quartermaster can use resourceful strike against constructs and objects without spending resource points.

Using resourceful strike is a part of the attack and not an action in itself.

A limit on resourceful strike is that dangerous devices can only harm a particular creature once on the quartermaster's turn. It is possible to resourcefully strike several different creatures in the same turn. See the dangerous devices ability for details.

Trap Master (Ex)

A 3rd level quartermaster can make a Disable Device check against the Perception difficulty of each trap as he comes within within 30 ft.; on a success he spots the trap. This action also allows the spotting and identification of natural hazards that function as traps. The the trapped area, the trap, or its trigger has to be in a location the quartermaster can see or touch.

As an immediate action, the quartermaster can control a trap within 30 ft., either to trigger the trap or to prevent it from triggering for one round. This requires a Disable Device check against the disarm DC of the trap. If the quartermaster has previously set, disarmed, or re-purposed the trap, success is automatic.

As an immediate action the quartermaster can attempt to prevent a trap that surprises him from triggering at the cost of two resource points. This allows a Disable Device check a success prevents it from triggering but does not disarm it.

A quartermaster that possesses an trap kit (see the equipment section) can deploy that trap in one move action per 5 ft. square the trap is to either affect or trigger in. A trap set to trigger in or affect a large area, all of which is within 30 ft. of the quartermaster, can be set as a single move action at the cost of two resource points. Non-magical trap kits can be built using makeshift crafting, and all kinds of trap kits can be pulled out of deep pockets. Deploying a trap with a challenge rating less than or equal to the quartermaster's class level is automatic; deploying a trap of a higher CR requires a Disable Device check, DC 10 + 2x the CR of trap.

Who Sees a Trap?

Many of the quartermaster's traps have low Perception DCs, but that does not mean they are automatically spotted. To spot a trap, a creature has to spend a move action to make a Perception check. It then gets a chance to spot each trap as long as it can see either the trap or its trigger. On a success it knows the type of trap, its location, the location of it's trigger, and what actions will trigger the trap. Perception checks to spot traps suffer the usual range and distraction penalties. Be aware that some creatures have abilities that automatically sense nearby traps, such as the quartermaster's trap master ability.

Someone who sees the quartermaster plant a trap is allowed a Perception check as a free action to spot the trap, as above. A newly placed trap does not trigger on the mere presence of creatures in the area; a creature must take an action (usually movement) that triggers such a trap.

Things like caltrops and tripwires that are not strictly traps can generally be spotted without spending an action. The DC depends on the environment; DC 10 is a good starting point. Concealment like grass or dim light can turn such things into regular traps you actively have to look for; the DC remains the same. Such hazards trigger when a creature moves into their space; putting hazards into the space of a creature does not affect that creature.

Repurpose Mechanism (Ex)

At 7th level the quartermaster can repurpose adjacent mechanisms, usually to create traps. The quartermaster can turn any door, vehicle, device, or machinery of up to one square per class level into a trap, as described below. Examples include causing a fireplace or still to explode, a door to swing wildly or fall over victims, a vehicle to tip, a scarecrow to rotate and strike out, a drawbridge or portcullis to fall, a sewer gate to flood, a millstone to spin lose, a chandelier to fall, a stairway to turn into a slide, and so on. The GM is the final arbiter of what counts as machinery. Repurposed machinery must be repaired before it can be used for its original purpose.

Repurposed Mechanism Trap

Type mechanical; Perception DC 5; Disable Device DC 15

EFFECTS

Trigger proximity; Reset repair. Effect 1d6 damage per square of machinery, damage type depends on the type of machine but is usually bludgeoning; multiple targets (all targets in a reach of 5 ft. plus 5 ft. per 8 squares of machinery, DC 15 Reflex save for half damage.)

The quartermaster can also repurpose any weapon as a trap, including alchemical weapons. This works as a one-square repurposed mechanism dealing the same damage type the weapon does; alchemist fire repurposed to a trap does fire damage, a dagger trap does piercing damage, and so on.

A disarmed trap can be repurposed, moving the trigger up to 30 ft., the type of trigger remains the same but the stimuli it triggers on can change. A trap set to be triggered by detect evil can be changed to trigger by detect good, a 100 lb. location trigger can be set to 1 lb. or 500 lbs., and so on. It is also possible to re-target the trap within reason; a trap that causes a cone, line, or physical attack can be pointed in another direction, magic that blasts lawful creatures can be repurposed to blast evil creatures, and so on.

Sometimes a mechanism can be repurposed for other uses, often to perform as a ram or ramp, which generally gives a bonus on relevant tasks of +4 per square of machinery repurposed.

It takes one move action per square of machinery or trap to use repurpose mechanism; this time can be reduced to a single move action at the cost of two resource points. After 8 hours, the repurposed device breaks down.

Thrift (Ex)

At 7th level the quartermaster learns to save items for later. The quartermaster does not actually create items, he merely uses them more efficiently; this cannot be used as a money machine but it can certainly save expenses.

When using an item that has limited uses or items he carries at least 3 of, such as 3 sets of caltrops, a healing kit with 3 or more charges remaining, 3 flasks of alchemist's fire, or a necklace of fireballs with three or more missiles left, the quartermaster can expend resource points to avoid spending uses, charges, or expend the item. For mundane equipment this is free. For a magic item with charges or daily uses, this costs one point of resources per charge or use saved. For a one-use magic item this costs two points of resources. If the item casts a spell that requires a material component with a gold piece cost, the quartermaster must supply that component. The resource cost of this deed cannot be reduced.

Weapon Leverage (Ex)

At seventh level a quartermaster learns to use the advantages of odd weapons. When using a weapon of a listed type or with one of the listed weapon qualities, he gains the corresponding constant bonus (often a bonus feat usable only with that weapon) ignoring all prerequisites. By spending one point of resources and a swift action, he can perform the listed bonus action using this weapon. Some bonus actions are immediate actions rather than swift actions, as noted. A weapon that fits several categories gains all the bonuses of each category. See Table: Weapon Leverage.

Table: Weapon Leverage
Weapon Type or Quality Constant Bonus Bonus Action
Light Melee Weapon Finesse Draw weapon (immediate)
One-Handed Melee Combat Expertise +2 Dodge bonus to AC against one attack (immediate)
Two Handed Melee Power Attack Ignore Power Attack attack penalty for one round
Blocking Weapon BlockNew Total defense against a single attack (immediate)
Brace Improved BraceNew Attack a charging enemy for double damage (immediate)
Chain, flail, net, scarf, or whip Improved RepositionAPG Make a reposition combat maneuver
Deadly Improved Critical Coup-de-grace a helpless creature
Disarm Improved Disarm Make a disarm combat maneuver
Distracting Improved Feint Make a Bluff check to feint
Double Two-Weapon Fighting Make a melee attack
Grapple Weapon GrappleNew Make a drag combat maneuver when grappling
Firearm Dazzling Display Use Dazzling Display when firing (immediate)
Fragile Disposable WeaponUC Make a Bluff check to feint
Non-lethal EnforcerAPG Non-lethal coup-de-grace on a helpless creature
Performance Improved Dirty TrickAPG Make a dirty trick maneuver
Reach Combat Reflexes Take a 5 ft. step (immediate)
Repeating crossbow Rapid Shot Make a ranged attack
Shield, light Improved Overrun Make an overrun combat maneuver while moving
Shield, heavy Improved Bull Rush Make a bull rush combat maneuver
Shield, tower Mobile Bulwark Style AMH Gain improved cover against one attack
Sunder Improved Sunder Make a sunder combat maneuver
Trip Improved Trip Make a trip combat maneuver
Weapon Leverage Tips

Obviously weapon leverage goes well with weapons with many different qualities, but some synergies are less obvious than others.

  • All weapons made with makeshift crafting gain the fragile property
  • It is possible to learn a feat that has a feat gained from weapon leverage as a prerequisite, but that feat is then only usable with such weapons

Assign Equipment (Ex)

At 11th level, the quartermaster can instruct allies to use equipment for a longer period of time. This is the same as the field instruction deed, except that assign equipment costs 2 resource points, takes a standard action, and the effect lasts for one week. A quartermaster can only have a number of items assigned equal to his maximum resources at any one time; it does not matter if the item is used or not, the wait is always one week.

Item Trick Mastery (Ex)

At 11th level a quartermaster can use Armor Tricks, Equipment Tricks and Weapon Tricks with any type of item, as if he had learned it using the equipment trick class feature. If the item requires proficiency to use, the quartermaster also becomes proficient in its use. This lasts 5 minutes a cost of one resource point. The quartermaster need not use this deed when using an equipment trick he actually knows.

Right Stuff (Ex)

An 11th level quartermaster can imbue all weapons, traps, caltrops, and other items she uses that do physical damage with qualities that help penetrate resistances and trigger vulnerabilities. The amount of damage done does not change, but it penetrates DR and energy resistances better and can trigger vulnerabilities. Add the imbued qualities to those the weapon already has. Count the attack as the best of all its qualities to determine how resistances and vulnerabilities work against it. Using right stuff is a free action that costs one point of resources per two qualities imbued. A single quality is free. The quartermaster can share her current imbuements with allies within 30 ft. at a cost of a point or resources per ally. The effect lasts 5 minutes or until the item is again affected by this ability.

An 11th level quartermaster can imbue with bludgeoning, piercing, slashing, magic, or any material. At 15th level, the quartermaster adds acid, alignment (any), cold, electricity, fire, force, and sonic to the qualities he can imbue. At 19th level, he can imbue qualities into energy attacks, including energy attacks made by spells. Picking admantine gives the advantage that material has against hardness, adding force gives that energy type's advantages against incorporeal foes. The features of other materials are not emulated; right stuff only ignores resistances and triggers vulnerabilities as if it was of the material duplicated.

Cool Under Stress (Ex)

At 15th level, the quartermaster can take 10 on any skill check, even in combat or other stressful situations. He can always use this with skills that have Intelligence as a key attribute (including those gained from asset mastery); using it with any other skill costs one resource point per skill check.

Release Magic (Sp)

At 15th level, as a standard action a quartermaster can destroy a magic item to gain a benefit. This must be an item he (and only he) is holding that costs 500 gp or more. The effect depends on the item's price and school of magic. In general, the effect spreads into one square per 100 gp the item is worth. Each square must be adjacent to the quartermaster or an earlier square of the effect. The quartermaster controls the exact area and need not use all of it. The caster level is the quartermaster's class level. An item destroyed this way cannot be used again with the peak performance deed or saved by the thrift deed. The quartermaster can destroy a cursed item, and the curse along with it. Artifacts are immune to this ability. Release magic does not benefit from the dangerous devices ability.

  • Abjuration: This has the effect of dispel magic against every spell effect in the area, at the destroyed item's caster level. This is an instantaneous effect. This can be used as countermagic with a readied action.
  • Conjuration: Any extra-dimensional creatures in the area must save or suffer dismissal, Will negates (DC 10 + ½ the quartermaster's level + the quartermaster's Intelligence bonus). For one day per 100 gp of value, any calling, summoning, or teleportation magic to or from the area requires a concentration check (DC 10 + the quartermasters Use Magic Device skill bonus).
  • Divination: Each divination spell in the area may be removed as by dispel magic. For one day per 100 gp of value, any divination spell to or from the area requires a concentration check (DC 10 + the quartermasters Use Magic Device skill bonus).
  • Enchantment: Any creature in the area must save (Will negates DC 10 + the quartermasters Intelligence bonus + ½ the quartermaster's level) or suffer the effect of the spell charm person, regardless of its creature type.
  • Evocation: The area is filled with destructive energy of the type the item inflicts; if the item does no damage this is force. Damage is 1d6 per caster level, Reflex half (DC 10 + the quartermasters Intelligence bonus + ½ the quartermaster's level). This is an instant effect.
  • Illusion: The area is filled with confusing kaleidoscopic images and sounds. A creature whose space is completely covered by the area gains concealment and is blinded (this also affects blindsense, blindsight, tremorsense, and similar substitutes for sight) with no save or spell resistance, but regains all senses as soon as they exit the area. The quartermaster can concentrate to maintain the effect up to one round per caster level and can reshape the area each round.
  • Necromancy: Any living or undead creature in the area takes 1d6 damage per caster level, Will half (DC 10 + the quartermasters Intelligence bonus + ½ the quartermaster's level). This is an instant effect that does full damage to ethereal and incorporeal creatures.
  • Transmutation: This has no area or physical effect, instead it refills the quartermaster's deep pockets budget by half the value of the destroyed magic item. If this exceeds the maximum budget of the deep pockets ability, any excess must be spent within one hour, or it is lost.
  • Universal: Each creature and object in the area is healed of one hit point of damage per caster level. The area is left in pristine condition.

Repurpose Construct (Ex)

A 15h level quartermaster can make weapon attacks on a construct that inflict non-lethal damage. Constructs can't use their immunity to non-lethal damage against this ability, all other resistances apply normally (see the right stuff deed for ways to bypass resistances). A construct damaged by this ability must take a Fort save (DC 10 + the quartermaster's Intelligence bonus + ½ the quartermaster's class level) or be dazed for one round. A particular construct need not save against this ability more than once per round.

A quartermaster can repurpose an adjacent, mindless, helpless construct as a standard action at the cost of two points of resources. This also removes any non-lethal damage the construct may have taken. A repurposed construct can be commanded (as if the quartermaster had just created the construct) for 5 minutes and thereafter does nothing. By spending two resource points the quartermaster can command a construct he has previously repurposed for another five minutes. The cost cannot be reduced to less than one resource point. A controlled construct does not gain the benefits of the dangerous devices ability.

Animate Objects (Sp)

At 19th level, a quartermaster can make objects within 30 ft. move under his direction. This works as animate objects. To find the caster level, make a Disable Device check and subtract 20, this can exceed the quartermaster's level. A creature wearing or operating an item to be animated is allowed a Will save (DC 10 + the quartermaster's Intelligence bonus + ½ the quartermaster's class level) to negate the effect. Magical objects are immune. Animated objects do not benefit from dangerous devices.

This is a move action that costs one point of resources, but only lasts a single round. The one point of resource point cost cannot be reduced.

A quartermaster will often use this to make a cargo load itself, a gate to shut and bar itself, a building to move or collapse, a ship to turn in place, and other non-combat actions. In these cases, there is no need to classify large constructions as animated objects. Instead, a Disable Device check with a DC equal to the surface area of the object in squares is required (ignore the height unless the object is very tall; in such cases use the area of its largest side for the DC).

Overcome Reality (Su)

At 19th level, a quartermaster can temporarily overcome the limits of physical reality. This makes the quartermaster and allies within 30 ft. incorporeal, with no change in strength, armor class, or attack ability. Any physical attacks made against creatures on the material plane are incorporeal touch attacks. While incorporeal, the quartermaster and allies gains the benefits of air walk. An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. Using this ability is a free action that costs two points of resources plus one point for each ally to be affected to initiate and one point of resources per round to maintain; the maintenance cost cannot be reduced. Allies must end their turns within 30 ft. of the quartermaster or lose the benefits.

Wonders of Magic (Sp)

A 19th level quartermaster using the release magic deed can treat any item as if it was of the transmutation school. Additionally the quartermaster can use wish as a standard action at the cost of two points of resources and 25,000 gp from his deep pockets pool.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever he gains a level of quartermaster, the following races have the option of choosing an alternate bonus depending on their race.

  • Dwarf: Add 1/2 point to the starting and maximum points in the quartermasters resource pool.
  • Elf (including drow and other variants): Add 1/2 level to the quartermaster's class level, but only for the purpose of qualifying for the resourceful strike, weapon leverage, repurpose mechanism, release magic, and wonders of magic deeds. For every two effective levels after level 20, the resource cost of one of these deeds is reduced by one.
  • Gnome: Add 1/2 level to the quartermaster's class level, but only for the purpose of qualifying for the trap master, equipment trick master, assign equipment, repurpose construct, and animate objects deeds. For every two effective levels after level 20, the resource cost of one of these deeds is reduced by one.
  • Half-Elf: Add 1/2 of a new class skill to the quartermaster's list of class skills.
  • Half-Orc: Add 1/2 level to the quartermaster's effective level when using dangerous devices. For every two effective levels after level 20, add 1d6 to the damage bonus of dangerous devices.
  • Halfling: Add 1/2 level to the quartermaster's class level, but only for the purpose of qualifying for the field instruction, thrift, right stuff, cool under stress, and overcome reality deeds. For every 4 effective levels after level 20, the resource cost of one of these deeds is reduced by one.
  • Human: Gain 1/4 of the Advanced Deed feat, ignoring prerequisites.
  • Goblin: Gain 1/4 of the Chaotic Everywhere feat.
  • Hobgoblin: When affecting allies, add 1/4 of an additional ally at no additional cost.
  • Kitsune: Add 1/2 to the Use Magic Device skill bonus.
  • Kobold: When calculating the time to craft or makeshift a trap or trap kit, reduce the effective cost by 200 gp, but never to less than 10% of the original cost.

Feats

The following feats compliment the quartermaster.

Advanced Deed (Grit)

You focus your development on certain deeds.

Prerequisites: Deed class feature.

Benefits: Select one deed with a level requirement higher than your level in the class the deed belongs to. Reduce the level requirement of this deed by two.

Special: You can take this feat several times, the benefits can stack or you can select different deeds to apply the benefit to. When you have achieved the level required to use the selected deed without this feat, you can select another deed to apply this feat to. At level 19, trade all instances of this feat for Signature Deed.

Chaotic Everywhere (Grit)

You speed around the battlefield, spreading items of destruction and confusion.

Prerequisite: Rapid deployment deed

Benefits: When you use a quartermaster ability or equipment trick with a range of 30 ft., you add 10 ft. to the range of that ability. You can double this range for one round by spending one point of resources.

Special: This feat can be taken several times, with stacking benefits.

Equipment Trick (Combat)

You understand how to use equipment in combat.

Prerequisite: Base attack bonus +1.

Benefits: Choose a piece of equipment for which equipment tricks are available. You may use any equipment tricks relating to the item if you meet the appropriate trick requirements. If the item would normally be considered an improvised weapon, you may treat it as a normal weapon or an improvised weapon, whichever is more beneficial for you. Many equipment tricks are listed at the end of this book, more are available in other publications.

Special: You can gain Equipment Trick multiple times. Each time you take the feat, it applies to a new type of equipment.

Multiclass Deeds (Grit)

You learn the deeds of someone of your Hit Dice.

Prerequisites: Deeds class feature, multiclass levels or racial Hit Dice.

Benefit: Increase your effective level in a class that gains deeds by four for the purpose of learning and using deeds. You must have at least one level in the selected class. This increased level can never be higher than your number of Hit Dice. If you have several classes that give deeds, you must choose one of these classes to apply this feat to.

Special: You can take this feat multiple times. The effect does not stack. You must select a different class each time.

Weapon Bind (Combat)

Benefit: You can make a weapon bind maneuver without triggering an attack of opportunity. This works as a disarm maneuver, and gains any bonuses that apply to a disarm, but the results are different. Instead of disarming your opponent, you bind the opponent’s weapon (or one weapon of choice against an opponent using several weapons). This maneuver works against opponents using natural weapons or otherwise immune to disarm, and a locked glove or weapon cord provides no defense. If you have Greater Disarm, trapping a weapon causes the opponent to trigger an attack of opportunity just as a successful disarm would.

If you succeed you ensnare a weapon of your choice, preventing your foe from using that weapon until the end of your next turn. If your CMB check exceeds the CMD of the target by 10 or more, two of the targets limbs are entangled. A foe can take a standard action to free its weapon(s).

Weapon Block (Combat)

Your blocking weapon is like a flexible shield.

Publisher Purple Duck Games.

Prerequisite: Proficient with one or more weapons with the blocking special feature.

Benefit: You gain the +1 shield bonus offered by a blocking weapon when fighting defensively, using the full defense action, or using Combat Expertise.

When your base attack bonus reaches +4, and for every 4 points of base attack thereafter, increase the shield bonus from a blocking weapon by one.

Weapon Grapple (Combat)

Fighting is a lot like fishing.

Publisher Purple Duck Games.

Benefit: When you hit a target with a weapon with the grapple weapon feature, you can attempt a grapple combat maneuver, just as if you had scored a critical hit with the weapon. This does no additional damage.

See Also

External Links

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