General | General (No Skill) | All Feats
Aftermath | Deviant

All Skills | Acrobatics | Arcana | Athletics | Crafting | Deception | Diplomacy | Intimidation | Lore | Medicine | Nature | Occultism | Performance | Religion | Society | Stealth | Survival | Thievery


PFS StandardTamper [one-action] Feat 1

Legacy Content

Inventor Manipulate 
Source Guns & Gears pg. 25

You tamper with a foe's weapon or armor, using a free hand. Choose either a weapon held by an enemy in your reach or a suit of armor worn by an enemy in your reach. Attempt a Crafting check against the enemy's Reflex DC.

Critical Success Your tampering is incredibly effective. If you tampered with a weapon, the enemy takes a –2 circumstance penalty to attack rolls and damage rolls with that weapon. If you tampered with armor, the armor hampers the enemy's movement, making the enemy flat-footed and inflicting a –10-foot penalty to its Speeds. The effect lasts until the enemy Interacts to remove it, regardless of which one you used.
Success Your tampering is temporarily effective. As critical success, but the effect ends at the start of your next turn, even if the enemy doesn't Interact to end it.
Critical Failure Your tampering backfires dramatically, creating a small explosion from your own tools or gear. You take fire damage equal to your level.

Traits

Manipulate:

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.