Clockwork Celerity Feat 6
Source Pathfinder Guns & Gears
Prerequisites armor, construct, or weapon innovation
Trigger Your turn begins.
You can use unstable clockwork devices in your innovation to push your invention to act more quickly. You are Quickened for this turn. How you can use the extra action depends on your innovation.
- Armor You can use the extra action to Step, Stride, or use another movement action granted by your innovation (such as Swim if you have the Diving Armor feat).
- Construct You can use the extra action to Command your construct innovation (or to provide 1 of the actions if you spend 2 actions to Command your construct).
- Weapon You can use the extra action to Strike with your innovation or Reload your innovation.
DC 17 flatUnstable Check
On a failure, the innovation malfunctions in a spectacular (though harmless) fashion, such as a belch of smoke or shower of sparks, and it becomes incapable of being used for further unstable actions.
On a critical failure, you also take fire damage equal to your level.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
InventorThis indicates abilities from the inventor class.
ManipulateYou 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.
UnstableUnstable actions rely on experimental functions of your innovation that even you can't fully predict. After an unstable action is used on an innovation, using another one is dangerous.