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The quartermaster has Resources, an Int-based renewable pool like the gunslinger's grit. They use Resources to power deeds, which gives it a range of different abilities, including the ability to craft temporary items at no cost in gold (McGyverism). Quartermasters also have Deep Pockets, which allows them a large pool of undefined items in their inventory, items they can specify on demand; they then have to pay to refill their deep pockets capacity. They can also coax additional uses out of charged items like scrolls and wands, but do not create magic themselves.
This is just a few of the quartermaster's deeds; others are about unlocking special uses of weapons, instructing others to use items, repurposing devices from doors to windmills mills into traps, and the ability to control and repurpose traps turning the opponents' resources against them. At the very highest levels, they can control constructs, animate objects, and release the power of magic items to spectacular effect.
They also gain Equipment Trick as a bonus feat several times, learning new ways to use mundane items and gain a bonus on damage and saving throw DC on traps and devices they use, that escalates with level.