Optional Features

Optional class and character features. All 79 entries with full rules text.

Accelerated Mobility · Advanced Rangefinder · Advanced Weaponry · Aerodynamic Construction · Amphibious Construction · Antimagic Construction · Antimagic Plating · Attack Refiner · Automated Impediments · Blunt Shot · Camouflage Pigmentation · Climbing Limbs · Complex Simplicity · Deadly Strike · Dense Plating · Durable Construction · Dynamic Weighting · Energy Barrier · Enhanced Damage · Enhanced Resistance · Entangling Form · Extensible Weapon · Flight Chassis · Hampering Spikes · Harmonic Oscillator · Heavy Construction · Hefty Composition · Hyper Boosters · Impossible Alloy · Inconspicuous Appearance · Increased Size · Incredible Resistance · Integrated Gauntlet · Layered Mesh · Lesson of Bargains · Lesson of Calamity · Lesson of Death · Lesson of Dreams · Lesson of Favors · Lesson of Life · Lesson of Mischief · Lesson of Protection · Lesson of Renewal · Lesson of Shadow · Lesson of Snow · Lesson of the Elements · Lesson of the Frozen Queen · Lesson of Vengeance · Manifold Alloy · Manual Dexterity · Marvelous Gears · Metallic Reactance · Miracle Gears · Modular Head · Momentum Retainer · Multisensory Mask · Muscular Exoskeleton · Omnirange Stabilizers · Otherworldly Protection · Pacification Tools · Perfect Fortification · Phlogistonic Regulator · Physical Protections · Projectile Launcher · Razor Prongs · Resistant Coating · Rope Shot · Rune Capacity · Rune Capacity · Runic Keystone · Segmented Frame · Sensory Array · Speed Boosters · Subtle Dampeners · Tangle Line · Tensile Absorption · Turret Configuration · Wall Configuration · Wonder Gears

Accelerated Mobility

Initial Modification

Prerequisite 1st level

Actuated legs, efficient gears in the wheels or treads, or add-on boosters make your construct faster. Your innovation's Speed increases to 40 feet.

Guns & Gears, page 17.

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Advanced Rangefinder

Breakthrough Modification

Prerequisites 7th level, Ranged Only

A carefully tuned scope or targeting device makes your weapon especially good at hitting weak points. Your innovation gains the backstabber trait and increases its range increment by 10 feet.

Guns & Gears, page 21.

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Advanced Weaponry

Breakthrough Modification

Prerequisite 7th level

You've powered up your construct's weaponry. Choose one of your construct's unarmed attacks to gain your choice of one initial weapon modification, chosen from the list of initial weapon modifications or from other initial weapon modifications to which you have access. The unarmed attack must meet any requirements for the chosen traits (such as being a melee attack for entangling form), and since it's an unarmed attack, it can never meet certain requirements, such as being a simple weapon for complex simplicity.

Guns & Gears, page 21.

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Aerodynamic Construction

Breakthrough Modification

Prerequisites 7th level, Melee Only

You carefully engineer the shape of your weapon to maintain its momentum in attacks against successive targets. Your innovation gains the sweep trait and the versatile S trait

Guns & Gears, page 21.

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Amphibious Construction

Initial Modification

Prerequisite 1st level

Increased buoyancy, rudders, and a means of propulsion like a fluked tail or powerful propeller make your construct able to travel in water. Your innovation gains a swim Speed of 25 feet.

Guns & Gears, page 17.

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Antimagic Construction

Breakthrough Modification

Prerequisite 7th level

Whether you used some clever adaptation of the magic-negating skymetal known as noqual or created magical protections entirely of your own devising, you've made your innovation highly resilient to spells. Your construct innovation gains a +2 circumstance bonus to all saving throws and AC against spells.

Guns & Gears, page 21.

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Antimagic Plating

Breakthrough Modification

Prerequisite 7th level

Whether you used some clever adaptation of the magic-negating skymetal known as noqual or created magical protections of your own design, you've strengthened your armor against magic. While wearing the armor, you gain a +1 circumstance bonus to all saving throws against spells and to AC against spells. Against spells that target the armor directly (like heat metal), you instead gain a +4 circumstance bonus to all saving throws and to AC.

Guns & Gears, page 20.

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Attack Refiner

Revolutionary Modification

Prerequisite 15th level

Your weapon makes minute recalibrations after every missed attack to ensure the next lands true. Your innovation gains the backswing and shove traits.

Guns & Gears, page 23.

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Automated Impediments

Revolutionary Modification

Prerequisites 15th level, Subterfuge Suit Only

Your armor uses electromagnetic fields, subharmonic distortions, or other techniques to make it difficult for those close to you to move unless you allow it. While wearing your armor, all spaces adjacent to you are difficult terrain for your enemies.

Guns & Gears, page 23.

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Blunt Shot

Initial Modification

Prerequisites 1st level, Ranged Only

Your weapon innovation can file the edges off your ammunition and adjust the blunt force of the shot to deliver a bludgeoning attack when necessary, as well as to avoid striking a lethal blow with an otherwise deadly shot. Your innovation gains the nonlethal and versatile B traits. You can choose whether to apply the nonlethal trait on each attack with your innovation.

Guns & Gears, page 17.

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Camouflage Pigmentation

Breakthrough Modification

Prerequisites 7th level, Subterfuge Suit Only

You've modified your armor's exterior to let you blend into your surroundings with ease, as long as you stay still. While wearing your armor, you can Hide even without cover or concealment, as the pigmentation shifts to match your surroundings.

Guns & Gears, page 20.

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Climbing Limbs

Breakthrough Modification

Prerequisite 7th level

With appendages that can claw or create suction, your construct becomes a capable climber. Your innovation gains a climb Speed equal to half its land Speed.

Guns & Gears, page 21.

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Complex Simplicity

Initial Modification

Prerequisites 1st level, Simple Weapon Only

Increase your innovation's weapon damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12). In addition, it gains one of the following traits of your choice: versatile B, versatile P, or versatile S.

Guns & Gears, page 17.

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Deadly Strike

Revolutionary Modification

Prerequisite 15th level

Through precise calculation, you've found the perfect shape for your weapon to deal extreme damage on a well-placed strike. Your innovation gains the deadly d8 trait. If your innovation was already deadly, it increases its deadly die to d12 instead of gaining deadly d8.

Guns & Gears, page 23.

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Dense Plating

Breakthrough Modification

Prerequisite 7th level

You have encased your armor in robust plating. While wearing your armor, you gain resistance to slashing damage equal to half your level.

Guns & Gears, page 20.

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Durable Construction

Breakthrough Modification

Prerequisite 7th level

Your innovation is solidly built; it can take significant punishment before being destroyed. Increase its maximum HP by your level.

Guns & Gears, page 21.

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Dynamic Weighting

Initial Modification

Prerequisites 1st level, One-handed Melee Weapon Only; Can't Have the Agile, Attached, or Free-hand Trait

Your weapon's modified weight distribution can increase power in exchange for taking more hands to wield. Your innovation gains the two-hand trait, with a damage die one size higher than the weapon's normal weapon damage die size (for instance, a longsword would gain the two-hand d10 trait). Your innovation also gains the versatile B trait.

Guns & Gears, page 17.

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Energy Barrier

Revolutionary Modification

Prerequisites 15th level, Subterfuge Suit Only

Your armor's defenses ablate any kind of energy coming your way. While wearing your armor, you gain resistance to all energy damage (acid, cold, electricity, fire, force, negative, positive, and sonic damage) equal to 2 + half your level. You must have the harmonic oscillator, metallic reactance, or phlogistonic regulator modification to select this modification.

Guns & Gears, page 23.

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Enhanced Damage

Revolutionary Modification

Prerequisite 15th level

You've made your innovation more powerful than other weapons of its kind. Increase your innovation's weapon damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12). As normal, you can't increase your die by more than one size, so this modification isn't cumulative with complex simplicity.

Guns & Gears, page 23.

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Enhanced Resistance

Breakthrough Modification

Prerequisite 7th level

You've improved upon your initial modification's ability to resist damage. The resistance from your initial armor modification adds your full level, instead of half your level (for instance, phlogistonic regulator's resistance would increase to your level). If you have more than one initial modification that gives resistance, choose which one this applies to.

Guns & Gears, page 20.

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Entangling Form

Initial Modification

Prerequisites 1st level, Melee Only

You've altered your weapon to including tangling wires or straps, or to have a flexible construction. Your innovation gains the grapple and trip traits.

Guns & Gears, page 17.

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Extensible Weapon

Revolutionary Modification

Prerequisites 15th level, Melee Only

You've found a way to construct your weapon so that it can extend while leaving its balance unchanged. Your innovation gains the reach trait. If the weapon already had the reach trait, it increases your reach by an additional 10 feet, instead of the usual additional 5 feet.

Guns & Gears, page 23.

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Flight Chassis

Revolutionary Modification

Prerequisite 15th level

You fit your construct with a means of flight, such as adding rotors or rebuilding it with wings and a lightweight construction. Your innovation gains a fly Speed of 25 feet.

Guns & Gears, page 23.

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Hampering Spikes

Initial Modification

Prerequisites 1st level, Melee Only

You've added long, snagging spikes to your weapon, which you can use to impede your foes' movement. Your innovation gains the hampering and versatile P traits.

Guns & Gears, page 17.

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Harmonic Oscillator

Initial Modification

Prerequisite 1st level

You designed your armor to inaudibly thrum at just the right frequency to create interference against force and sound waves. You gain resistance equal to 3 + half your level to force and sonic damage. When under the effects of Overdrive, the resistance increases by 2.

Guns & Gears, page 16.

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Heavy Construction

Breakthrough Modification

Prerequisites 7th level, Power Suit Only

You've expanded your innovation into a heavy bulwark, and your groundbreaking design ensures you don't take any of the drawbacks for such heavy defenses. Your innovation becomes heavy armor, and your proficiency in your innovation armor (but no other heavy armor) advances to be equal to your proficiency in medium armor. If your Strength score is at least 16, you remove the Speed penalty entirely instead of reducing it to –5 feet. The armor's adjusted statistics are: AC Bonus +5; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 3; Group composite; Armor Traits bulwark}. You can see the improved version of the armor here.

Guns & Gears, page 20.

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Hefty Composition

Initial Modification

Prerequisites 1st level, Melee Only

Blunt surfaces and sturdy construction make your weapon hefty and mace-like. Your innovation gains the shove and versatile B traits.

Guns & Gears, page 17.

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Hyper Boosters

Breakthrough Modification

Prerequisite 7th level

You've improved your speed boosters' power through a breakthrough that significantly increases the energy flow without risking exploding. You gain a +10-foot status bonus to your Speed, which increases to a +20-foot status bonus when you're in Overdrive. If you're legendary in Crafting, it instead increases to a +30-foot status bonus when you're in Overdrive. You must have the speed boosters modification to select this modification.

Guns & Gears, page 20.

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Impossible Alloy

Revolutionary Modification

Prerequisite 15th level

Other inventors claim it's not even technically possible, but you've managed to create several metal alloys that seem to work for only you. These alloys can damage opponents vulnerable to any one of the seven skymetals. Your innovation is treated as all seven skymetals (abysium, adamantine, djezet, inubrix, noqual, orichalcum, and siccatite). This means you deal more damage to a variety of creatures, though you don't apply any of the other special effects for weapons made of those skymetals.

Guns & Gears, page 23.

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Inconspicuous Appearance

Breakthrough Modification

Prerequisites 7th level, Melee Only

Your innovation is built for easy concealment and surprise attacks. It gains the backstabber and versatile P traits. If the weapon has light Bulk, it also gains the concealable trait.

Guns & Gears, page 21.

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Increased Size

Initial Modification

Prerequisite 1st level

You built your construct innovation bigger than most. Your construct is Large. If you have this modification and your construct innovation becomes an advanced construct companion or otherwise gains the ability to become Large, you can immediately change increased size to a different initial construct modification.

Guns & Gears, page 17.

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Incredible Resistance

Revolutionary Modification

Prerequisites 15th level, Subterfuge Suit Only

You've improved upon your breakthrough modification's ability to resist damage. Choose one of the following breakthrough modifications your innovation has: dense plating, layered mesh, or tensile absorption. Increase the resistance you gain from that modification to be equal to your level, instead of half your level.

Guns & Gears, page 23.

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Integrated Gauntlet

Breakthrough Modification

Prerequisites 7th level, One-Handed Weapon Only; Can't Have the Two-Hand Trait

Combining your weapon with a gauntlet, you make it so you can quickly switch between attacking with your weapon and tinkering using your hands. Your innovation gains the free-hand trait.

Guns & Gears, page 21.

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Layered Mesh

Breakthrough Modification

Prerequisite 7th level

You've woven an incredibly powerful network of interlocking mesh around your armor, which catches piercing attacks and diffuses them. While wearing your armor, you gain resistance to piercing damage equal to half your level.

Guns & Gears, page 20.

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Lesson of Bargains

Major Lesson

Prerequisite Major Lesson

A witch with the pacts patron can select the lesson of bargains when a feat or other effect grants a major lesson. The GM might determine that other witches who find themselves making bargains and holding double-crossers accountable can uncover this lesson, as well.

You gain the over the coals hex, and your familiar learns subconscious suggestion.

Dark Archive, page 159.

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Lesson of Calamity

Basic Lesson

uncommon 

Prerequisite Basic Lesson

You gain the stumbling curse hex, and your familiar learns ill omen.

Strength of Thousands #1: Kindled Magic, page 100.

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Lesson of Death

Major Lesson

Prerequisite Major Lesson

You gain the curse of death hex, and your familiar learns raise dead.

Advanced Player’s Guide, page 100.

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Lesson of Dreams

Basic Lesson

Prerequisite Basic Lesson

You gain the veil of dreams hex, and your familiar learns sleep.

Advanced Player’s Guide, page 100.

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Lesson of Favors

Greater Lesson

Prerequisite Greater Lesson

A witch with the pacts patron can select the lesson of favors when a feat or other effect grants a greater lesson. The GM might determine that other witches who find themselves dealing primarily in favors can uncover this lesson, as well.

You gain the return the favor hex, and your familiar learns mind of menace.

Dark Archive, page 159.

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Lesson of Life

Basic Lesson

Prerequisite Basic Lesson

You gain the life boost hex, and your familiar learns spirit link.

Advanced Player’s Guide, page 100.

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Lesson of Mischief

Greater Lesson

Prerequisite Greater Lesson

You gain the thaisheir's cloak hex, and your familiar learns mad monkeys.

Advanced Player’s Guide, page 100.

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Lesson of Protection

Basic Lesson

Prerequisite Basic Lesson

You gain the blood ward hex, and your familiar learns mage armor.

Advanced Player’s Guide, page 100.

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Lesson of Renewal

Major Lesson

Prerequisite Major Lesson

You gain the restorative moment hex, and your familiar learns field of life.

Advanced Player’s Guide, page 100.

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Lesson of Shadow

Greater Lesson

Prerequisite Greater Lesson

You gain the malicious shadow hex, and your familiar learns chilling darkness.

Advanced Player’s Guide, page 100.

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Lesson of Snow

Greater Lesson

Prerequisite Greater Lesson

You gain the personal blizzard hex, and your familiar learns wall of wind.

Advanced Player’s Guide, page 100.

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Lesson of the Elements

Basic Lesson

Prerequisite Basic Lesson

You gain the elemental betrayal hex. Your familiar learns your choice of burning hands, air bubble, hydraulic push, or pummeling rubble.

Advanced Player’s Guide, page 100.

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Lesson of the Frozen Queen

Major Lesson

rare 

Prerequisite Major Lesson

You gain the glacial heart hex, and your familiar learns wall of ice.

LOL, page 32.

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Lesson of Vengeance

Basic Lesson

Prerequisite Basic Lesson

You gain the needle of vengeance hex, and your familiar learns phantom pain.

Advanced Player’s Guide, page 100.

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Manifold Alloy

Breakthrough Modification

Prerequisites 7th level, Ranged Only

You've devised several alloys that contain useful properties of various metals, and you replace a number of parts of your weapon or its ammunition with pieces from these alloys. Your weapon innovation is cold iron and silver. This means you deal more damage to a variety of supernatural creatures, such as demons, devils, and fey.

Guns & Gears, page 21.

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Manual Dexterity

Initial Modification

Prerequisite 1st level

Your construct innovation has articulated hands or similar appendages with significant manual dexterity. It can perform manipulate actions with up to two of its limbs. As normal for a companion, it still can't wield weapons or held items that don't have the companion trait, and it can't activate items.

Guns & Gears, page 17.

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Marvelous Gears

Breakthrough Modification

Prerequisite 7th level

Your innovation gains expert proficiency in Intimidation, Stealth, and Survival. For any of these skills in which it was already an expert (because of being an advanced construct companion, for example), it gains master proficiency instead. If you have the revolutionary innovation class feature, these proficiencies improve to master, or legendary if your construct innovation was already an expert. You must have the wonder gears modification to select this modification.

Guns & Gears, page 21.

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Metallic Reactance

Initial Modification

Prerequisite 1st level

The metals in your armor are carefully alloyed to ground electricity and protect from acidic chemical reactions. You gain resistance equal to 3 + half your level to acid and electricity damage. When under the effects of Overdrive, the resistance increases by 2.

Guns & Gears, page 16.

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Miracle Gears

Revolutionary Modification

Prerequisite 15th level

As you perfect your innovation's cortex, it becomes much more intelligent. Its Intelligence modifier increases by 2, and it learns a language of your choice from among the languages you know. Your construct gains the ability to use actions that require greater Intelligence, like Coerce and Decipher Writing. Finally, your construct becomes legendary in two Intelligence- or Charisma-based skills of your choice. You must have the marvelous gears modification to select this modification.

Guns & Gears, page 23.

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Modular Head

Initial Modification

Prerequisite 1st level

You've constructed a multi-purpose, adjustable striking surface for your weapon, or you've made special ammunition you can swiftly alter. Your innovation gains the modular trait for bludgeoning, piercing, and slashing. When you Interact to use the modular trait, you can also choose to give the weapon the nonlethal trait if it doesn't currently have it, or to remove that trait if it's currently nonlethal.

Guns & Gears, page 17.

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Momentum Retainer

Revolutionary Modification

Prerequisites 15th level, Melee Only

A special weighted device lets your weapon retain more of its momentum when you attack. Your innovation gains the forceful and versatile B traits.

Guns & Gears, page 23.

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Multisensory Mask

Revolutionary Modification

Prerequisites 15th level, Subterfuge Suit Only

You've built a multisensory mask over your armor that protects you by distorting your figure from all senses, leaving behind only a hazy image, muffled sounds, and so forth. While wearing the armor, you gain concealment against all creatures, even if they are using a nonvisual precise sense, such as a bat's echolocation. As normal for effects that leave your location obvious, you can't use this concealment to Hide or Sneak. If you use a hostile action, the concealment ends until you restore the mask as a single action, which has the manipulate trait.

Guns & Gears, page 23.

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Muscular Exoskeleton

Initial Modification

Prerequisites 1st level, Power Suit Only

Your armor supports your muscles with a carefully crafted exoskeleton. When you send your armor into overdrive, the exoskeleton supplements your feats of athletics as well. When under the effects of Overdrive, you gain a +1 circumstance bonus to Athletics checks; if you're a master in Crafting, this increases to a +2 circumstance bonus.

Guns & Gears, page 16.

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Omnirange Stabilizers

Revolutionary Modification

Prerequisites 15th level, Ranged Only

You've modified your innovation to be dangerous and effective at any range. If your innovation had the volley trait, remove the volley trait. Otherwise, increase your innovation's range increment by 50 feet or an amount equal to the weapon's base range increment, whichever is more.

Guns & Gears, page 23.

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Otherworldly Protection

Initial Modification

Prerequisite 1st level

Just because you use science doesn't mean you can't build your armor with carefully chosen materials and gizmos designed to protect against otherworldly attacks. You gain resistance equal to 3 + half your level to negative damage, or to positive damage if you have negative healing (such as if you're a dhampir). You gain the same amount of resistance to any types of alignment damage—good, evil, chaotic, lawful—that can damage you (note that creatures don't take a given type of alignment damage unless they are of the opposing alignment; for instance, you can take evil damage only if you are good in alignment).

Guns & Gears, page 16.

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Pacification Tools

Initial Modification

Prerequisites 1st level, Melee Only

Softer materials make your weapon suited to knock out instead of kill, and special protrusions let you catch weapons and disarm your foes. Your innovation gains the disarm and nonlethal traits. You can choose whether to apply the nonlethal trait on each attack with your innovation.

Guns & Gears, page 17.

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Perfect Fortification

Revolutionary Modification

Prerequisites 15th level, Power Suit Only

You've outfitted your armor with such heavy fortifications that deadly attacks often lose their edge. Each time you're critically hit while wearing the armor, attempt a DC 13 flat check. On a success, it becomes a normal hit. This isn't cumulative with fortification runes or other abilities that reduce critical hits with a flat check. Additionally, you gain resistance 2 + half your level against precision damage.

Guns & Gears, page 23.

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Phlogistonic Regulator

Initial Modification

Prerequisite 1st level

A layer of insulation within your armor protects you from rapid temperature fluctuations. You gain resistance equal to half your level to cold and fire damage. When under the effects of Overdrive, the resistance increases by 2.

Guns & Gears, page 16.

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Physical Protections

Revolutionary Modification

Prerequisite 15th level

Your armor has so many adjustments and precautions that it can guard against all physical damage. While wearing your armor, you gain resistance to all physical damage (bludgeoning, piercing, and slashing damage, as well as persistent bleed damage) equal to half your level. You must have the dense plating, layered mesh, or tensile absorption breakthrough modification to select this modification.

Guns & Gears, page 23.

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Projectile Launcher

Initial Modification

Prerequisite 1st level

Your construct has a mounted dart launcher, embedded cannon, or similar armament. Your innovation gains a ranged unarmed attack that deals 1d4 bludgeoning or piercing damage (you choose when you pick this modification). The attack has the propulsive trait and a range increment of 30 feet.

Guns & Gears, page 17.

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Razor Prongs

Initial Modification

Prerequisites 1st level, Melee Only

You can knock down and slash your foes with sharp, curved blades added to your weapon. Your innovation gains the trip and versatile S traits.

Guns & Gears, page 17.

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Resistant Coating

Revolutionary Modification

Prerequisite 15th level

Your innovation is hard to damage by any means. It gains resistance 5 to all damage (except adamantine).

Guns & Gears, page 23.

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Rope Shot

Breakthrough Modification

Prerequisites 7th level, Ranged Only

Your weapon can shoot projectiles that split into simple ropes or nets around your foes' legs to trip your targets, and you can climb using the grappling hooks built into the weapon. Your weapon innovation gains the climbing and ranged trip traits.

Guns & Gears, page 21.

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Rune Capacity

Revolutionary Modification

Prerequisite 15th level

Whether you've dabbled with orichalcum or found another engineering solution, you've built your innovation in such a way that it can hold an additional property rune. Your innovation can have one more property rune than a normal item of its kind (to a maximum of four property runes with a +3 potency weapon).

Guns & Gears, page 23.

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Rune Capacity

Revolutionary Modification

Prerequisite 15th level

Whether you've done some dabbling in orichalcum alloys or found another engineering solution, you've built your innovation in such a way that it can hold an additional property rune. Your innovation can have one more property rune than a normal item of its kind (to a maximum of four property runes with a +3 potency armor).

Guns & Gears, page 23.

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Runic Keystone

Revolutionary Modification

Prerequisite 15th level

You've incorporated a device similar to a runestone into your innovation, allowing it to hold a property rune, even though it isn't a weapon or suit of armor. An armor property rune affects your innovation itself if it would affect the wearer of the armor. A weapon property rune grants whatever properties it would normally grant to a weapon to your innovation's unarmed attacks, following all the requirements as normal (for instance, a vorpal rune would only apply to slashing melee unarmed attacks); if the rune affects only ranged attacks, it has no effect unless your innovation has a built-in ranged attack (from the projectile launcher initial modification, for example). If the rune would affect the physical shape or appearance of the weapon or armor itself, like glamered, the rune has no effect when etched into your construct.

Guns & Gears, page 23.

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Segmented Frame

Initial Modification

Prerequisite 1st level

Hinges, clamps, and telescoping parts make your innovation collapsible and adjustable. It gains the modular trait for bludgeoning, piercing, and slashing. You can Interact to collapse the item down to light Bulk or to return it to your normal form. When it's collapsed to light Bulk, it has the concealable trait, which grants you a +2 circumstance bonus to Stealth checks and DCs to hide or conceal the weapon..

Guns & Gears, page 17.

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Sensory Array

Initial Modification

Prerequisite 1st level

Additional sensory devices give your innovation low-light vision and darkvision, as well as imprecise tremorsense out to a range of 30 feet.

Guns & Gears, page 17.

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Speed Boosters

Initial Modification

Prerequisite 1st level

You have boosters in your armor that increase your Speed. You gain a +5-foot status bonus to your Speed, which increases to a +10-foot status bonus when under the effects of Overdrive.

Guns & Gears, page 16.

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Subtle Dampeners

Initial Modification

Prerequisites 1st level, Subterfuge Suit Only

You've designed your armor to help you blend in and dampen noise slightly. When you send your armor into overdrive, the dampeners increase their effect, improving your Stealth. When under the effects of Overdrive, you gain a +1 circumstance bonus to Stealth checks. If you're a master in Crafting, this increases to a +2 circumstance bonus.

Guns & Gears, page 16.

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Tangle Line

Breakthrough Modification

Prerequisites 7th level, Thrown Only

Your weapon has an extensible line that you can use to knock your enemies over and quickly recall the weapon back to your hand. Your innovation gains the ranged trip trait and the tethered trait.

Guns & Gears, page 21.

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Tensile Absorption

Breakthrough Modification

Prerequisite 7th level

You've enhanced the tensile capabilities of your armor, enabling it to bend with bludgeoning attacks. While wearing your armor, you gain resistance to bludgeoning damage equal to half your level.

Guns & Gears, page 20.

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Turret Configuration

Breakthrough Modification

Prerequisites 7th level, Projectile Launcher

Your innovation can transform from a mobile construct to a stationary turret. Your construct companion can transform as a single action, which has the manipulate trait, turning into a turret in its space (or transforming back from a turret into its normal configuration). While it's a turret, your innovation is immobilized, but the damage die from its projectile launcher increases to 1d6 and the range increment increases to 60 feet. You must have the projectile launcher modification to select this modification.

Guns & Gears, page 21.

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Wall Configuration

Revolutionary Modification

Prerequisite 15th level

Your innovation can transform from a mobile construct to a stationary battlefield emplacement. It can unfold as a 2-action activity that has the manipulate trait, changing from its usual form into a thin, straight wall of metal and gears up to 10 feet tall and 30 feet long. The wall must extend through your innovation's original space. While your construct is a wall, it can't take any actions except to use the same activity to transform back, and it can't defend itself easily, making it flat-footed and giving it an additional –2 status penalty to its AC. The wall blocks line of sight and effect unless your innovation has half its maximum HP or fewer, at which point holes in the wall allow creatures to see through and attack with cover, and Tiny creatures to slip through.

Guns & Gears, page 23.

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Wonder Gears

Initial Modification

Prerequisite 1st level

You map specialized skills into your construct's crude intelligence. Your innovation becomes trained in Intimidation, Stealth, and Survival.

Guns & Gears, page 17.

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