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Player > Class > Mechanic > Tricks > Recalibrate Weapon (Ex)
As a standard action, you can use your custom rig to modify a
touched ranged small arm, longarm, or heavy weapon. You can
increase its range increment by 20 feet (or double, whichever is
less), but doing so reduces the weapon's damage dice by 1 when
wielded by anyone other than you (for example, a weapon that
would normally deal 3d8 damage deals 2d8 damage instead;
a weapon reduced to 0 dice does 1 damage) or reduce its save
DC by 2 for weapons that don't use damage dice. You can
instead reduce the range increment of such a weapon with a
range increment of at least 40 feet to one-quarter its normal
range and either increase its damage by 1d6 of its usual type or
increase its save DC by 1 (for weapons that do not use damage
dice). The item must be unattended or held by a willing
creature. This change lasts for 1 minute per mechanic level
or until you reverse the effect with a move action.
Additionally, when filling the engineer role during
starship combat, instead of taking any other action you
can spend 1 Resolve Point to modify a single non-capital
weapon. You either extend or shorten the weapon's
range by one step; doing so reduces its damage
dice by 1 (such as 4d4 to 3d4, with weapons
reduced to 0 dice doing 1 damage)
or increases its damage by
1d6, respectively. You can't
reduce a weapon's range
below short or extend it
beyond long. Any change lasts
for 1 round per mechanic level or
until you undo the recalibration as a
push engineer action.
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