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Munitions Master Dedication Feat 2


UncommonArchetypeClassDedication
Source Pathfinder Battlecry!
Prerequisites light mortar innovation

You have drilled enough with your light mortar to operate it with unrivaled efficiency. You gain the Engineer's Efficiency action.

Invention often springs from necessity, and nothing creates necessity like war. While many inventors innovate new tools or seek fortune or fame, the munitions master seeks an edge in battle, one that might mean the difference between victory and defeat for their side. They aim to bring the sheer destructive power of siege weapons to a more compact and personal scale so that they can be deployed anywhere they are needed.

The portable light mortar used by munitions masters first appeared in Dongun Hold, a collaboration between Dongun siege weapon operators and Alkenstar inventors.

Additional Feats: 6th Field Artillery; 16th Master Siege Engineer

Light Mortar Innovation 1st

Munitions Master Dedication Feat 2

Prerequisites light mortar innovation


You have drilled enough with your light mortar to operate it with unrivaled efficiency. You gain the Engineer's Efficiency action.

Source: Pathfinder Battlecry!

Focused Fire Feat 4

Source: Pathfinder Battlecry!

Wrapped In Smoke Feat 4

Source: Pathfinder Battlecry!

Siege Celerity Feat 6

Source: Pathfinder Battlecry!

Recoiling Relocation Feat 8

Source: Pathfinder Battlecry!

Burrowing Shot Feat 10

Source: Pathfinder Battlecry!


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Archetype

This feat belongs to an archetype.

Class

Archetypes with the class trait fundamentally diverge from your class's specialties but still fit within the theme of your class. You can select a class archetype only if your class meets the criteria listed in the archetype's prerequisites. Class archetypes always alter or replace some of a class's static class features in addition to any new feats they offer. It might be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features. The 1st-level ability is presented much like a class feature and includes the class archetype's prerequisites and rules on how it changes your class. If you select this ability, you must take that archetype's dedication feat at 2nd level, and you proceed normally afterward. You can never have more than one class archetype.

Dedication

Each archetype's dedication feat represents your character's dedicated effort learning a new set of abilities, making it impossible to split your focus and pursue another archetype at the same time. Once you take a dedication feat, you can't select a different dedication feat until you complete your dedication by taking two other feats from your current archetype. You can't retrain a dedication feat as long as you have any other feats from that archetype.