Domains (Apath)
Deeds
Quartermasters spend resource points to accomplish deeds. Most deeds grant the quartermaster some momentary bonus or effect, but many 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.
The following is the list of quartermasters' deeds. 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. Total the resource cost of a deed used several times in a round before applying any reduction in resource point costs. 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. In 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.
Field Instruction (Ex): At first level, by spending one point of resources per item, a quartermaster can hand any number of items at hand to allies within 30 ft. and instruct them in their use. Bundles of identical items like a bandolier of splash weapons, or sets of items used together like a bow and quiver of arrows, count as one item. This is a move action, regardless of the number of items or allies involved. For the next 5 minutes creatures so instructed are considered proficient with any item handed out that the quartermaster is proficient in and to know any equipment tricks the quartermaster can use relating to the item and allies can double any bonuses provided by the item as the peak performance deed. At level 3, the quartermaster can hand out any item he prepares with rapid deployment. 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. When an ally first uses an item that has been given this way (within the time limit), the quartermaster recovers one point of resources.
Many quartermaster abilities have a range of 30 ft. How does this work, is it telekinesis? The answer is that the quartermasters 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. This is why speed is a limit on the Chaotic Everywhere feat. |
Makeshift Crafting (Ex):' A quartermaster can quickly make improvised items. He can make makeshift masterwork items, special materials, alchemical items, expendables, 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 each hour 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. The Disable Device check also needs to beat the Craft check DC of each item created. Creating an expensive item can take several hours and the duration is counted from when it is completed. If the quartermaster re-crafts the same item before the 8 hours are up, the duration is reset to 8 hours (important for makeshift boats and the like). The quartermaster recovers one point of resources per hour spent makeshift crafting.
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 8 hours it deteriorates into worthless scrap.
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.
Peak Performance (Ex): At 1st level, as long as he has at least one point of resources, a quartermaster can ignore the broken condition when using any item or vehicle. Bonuses provided by equipment, such as masterwork kits or compasses, are doubled when the item is used by a quartermaster. This does not apply to alchemical bonuses, bonuses from Equipment Trick, or magical bonuses. The quartermaster ignores any penalties inflicted by equipment used or worn, except that he is still subject to attack penalties, armor check penalties, and arcane spell failure. A quartermaster never does harm when using equipment that has a chance to fail or backfire, but may trigger a trap he is attempting to disable.
By spending one point of resources as a free action, the quartermaster can grant this ability to an ally within 30 ft. or ignore the fact that an item or vehicle he himself is using is destroyed, either use lasts five 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.
Rapid Deployment (Ex): At third level it becomes a free action for the quartermaster to draw or ready any piece of equipment, including weapons, potions, scrolls, wands, and gear in a pack or extra-dimensional space. He can also reload any weapon as a free action. A quartermaster with the inspection ability can access gear carried by an adjacent creature or vehicle he has inspected. A quartermaster can also stow or sheathe equipment on his person 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.
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. 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 blankets, caltrops, marbles, or oil over an area extremely effectively. As a move action, the quartermaster can cover any six squares within 30 ft. This works with equipment tricks that normally cover a single 5 ft. square.
A quartermaster can use rapid deployment as long as he has at least one point of resources. He can perform additional rapid deployment move actions in a round at a cost in resources equal to the number of extra move actions. These move actions cannot be spent on anything else, such as movement. Rapid deployment does not apply to direct attacks of any kind, but can set up traps and devices that attack by themselves.
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. On his turn Wong uses deep pockets to procure 5 makeshift longspears from his wagon (free action, reduces deep pockets pool by 25 sp, paying 1/10 the price because the items are makeshift), then uses field instruction as a move action to hand out four longspears to his friends, all of whom are within 30 ft. (this costs 4 resources) and tells his friends to brace for impact. Hopefully his friends will have time to ready actions to receive the charge. As soon as a friend uses a longspear for the first time, Wong will get a resource point back, but for now he is down to one resource point. He then procures six sets of makeshift huge caltrops from his deep pockets (free action, 24 sp) 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. The stage is set, ff the hobgoblins are wise, they will dismount and not charge. Wong has spent 4 resource points (just a single point left) and 29 sp of deep pockets, which he will have to pay to re-supply back in town. If he had used makeshift crafting to actually create these things in the morning, he would not have had to pay the gp cost. Such is the price of being ill prepared. |
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. As long as he has at least one point of resources remaining 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. The cost of this deed cannot be reduced.
A limit on resourceful strike is that dangerous devices can only harm a particular creature once each turn. It is possible to harm several different creatures in the same turn. See the dangerous devices ability for details.
Trap Master (Ex): As a move action, a third level quartermaster can make a Disable Device check against the Perception difficulty of each trap within 30 ft.; on a success he spots the trap. 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.
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. 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 + 2 x CR of trap.
The quartermaster can use this deed with a known trap as long as he has any resources; a trap that surprises the quartermaster can be prevented from triggering at the cost of two resource points. 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. All uses of trap master triggers attacks of opportunity.
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, and the location of it's trigger. Perception checks to spot traps suffer the usual range and distraction penalties. Someone who sees the quartermaster plant a trap knows something is there, but not what and not exactly where. Some creatures have abilities that automatically sense nearby traps, such as the rogue talent trap spotter. |
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 back, 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; Atk +15 melee; multiple targets (all targets in a reach of 5 ft. plus 5 ft. per 8 squares of machinery.)
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, 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.
An 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.
Using repurpose mechanism triggers attacks of opportunity. 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, 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 10 charges, or a necklace of fireballs, the quartermaster can expend resource points to avoid spending uses, charges, or expend the item. For mundane equipment this is free as long as the quartermaster has any resources left. 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 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 on expenses.
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.
Weapon Type or Quality | Constant Bonus | Bonus Action |
Any chain, flail, net, nunchaku, scarf, or whip | Improved RepositionAPG | Make a reposition combat maneuver |
Any firearm | Dazzling Display | Use Dazzling Display by firing firearm |
Any light melee weapon | Improved StealAPG | Make a steal combat maneuver |
Any repeating weapon | Rapid Shot | Make a ranged attack |
Any shield without spikes | Improved Overrun | Make an overrun combat maneuver while moving |
Any spiked shield | Improved Bull Rush | Make a bull rush combat maneuver |
Blocking | Add +1/5 levels to shield bonus | Total defense against a single attack (immediate) |
Brace | Improved BraceNew | Attack a charging enemy for double damage (immediate) |
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 |
Fragile | Disposable WeaponUC | Make a Bluff check to feint |
Grapple | Improved DragAPG | Make a drag combat maneuver |
Non-lethal | EnforcerAPG | Coup-de-grace a helpless creature |
Performance | Improved Dirty TrickAPG | Make a dirty trick maneuver |
Reach | Combat Reflexes | Force one target hit by attack of opportunity to stop moving (immediate) |
Sunder | Improved Sunder | Make a sunder combat maneuver |
Trip | Improved Trip | Make a trip combat maneuver |
Assign Equipment (Ex): At 11th level, the quartermaster can assign equipment to allies ahead of time. This is the same as the field instruction deed, except that assign equipment costs 2 resource points, takes 5 minutes, and the effect lasts for one week. The quartermaster only regains resources if he sees his assigned equipment being used. 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.
Equipment Trick Mastery (Ex): At 11th level a quartermaster can use equipment tricks with any type of item, as if he had learnt 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 a weapon, trap, set of caltrops, and other similar items 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 much damage it does. Using right stuff is a free action that triggers attacks of opportunity and costs one point of resources per two qualities imbued (A single quality is free as long as the quartermaster has any resources remaining). The quartermaster can share these 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 an alignment, bludgeoning, piercing, slashing, magic, or any material except admantine. At 15th level, the quartermaster adds acid, admantine, 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 use this with skills that have Intelligence as a key attribute (including those gained from asset mastery) as long as he has any resource points remaining; using it with any other skill costs one resource point per skill check.
Release Magic (Sp): At 15th level, as a standard action that triggers attacks of opportunity, 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 caster level, 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 item's caster 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. Finally, using release magic restores one resource point.
- Abjuration: This has the effect of dispel magic against every magical item or effect in the area, at the destroyed item's caster level. This is an instant effect. This can be used as countermagic with a readied action.
- Conjuration: Any extra-dimensional creatures in the area must save or suffer banishment, Will negates (DC 10 + the quartermaster's Intelligence bonus + ½ the quartermaster's level). For one day per 100 gp of value, any calling, summoning, or teleportation magic to or from the area requires a concentration check opposed by the quartermaster's Use Magic Device.
- 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 opposed by the quartermaster's Use Magic Device.
- Enchantment: Any creature in the area must save (Will negates DC 10 + the quartermasters Intelligence bonus + ½ the quartermaster's level) or suffer 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. Creatures whose space is completely covered by the area gain concealment but are blinded (this also affects blindsense, blindsight, tremorsense, and similar substitutes for sight) with no save or spell resistance, but regain 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. During this hour the quartermaster can expend 100 gp of excess value to restore one resource point.
- 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 with any remaining resource points 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. 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.
This is a standard action that costs one point of resources, but only lasts a single round. The quartermaster can do this as a free action at a cost of 3 resources per round. The cost cannot be reduced to less than one resource point per round. Animated objects do not benefit from dangerous devices.
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 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 have a fly speed equal to their land speed (perfect maneuverability). 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 one point of resources and 25,000 gp from his deep pockets pool.