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Pathfinder Campaign Setting: Technology Guide (PFRPG)

****½ (based on 13 ratings)
Pathfinder Campaign Setting: Technology Guide (PFRPG)
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Ray Guns and Rocket Packs!

It’s one thing to face a dragon armed with a longsword and a suit of magic plate mail, but what if you had an atom gun and powered armor? How many zombies could you blow up with a rocket launcher? What happens if you’re standing next to a graviton reactor when it explodes? All of these questions and more are answered within the pages of the Technology Guide—an invaluable manual of items, hazards, and character options for use in science-fantasy settings like Golarion’s Numeria, land of savagery and super-science!

Within this book, you’ll find:

  • Rules for dozens of new technological items, including weapons, armor, force fields, hologram generators, grenades, cybernetic implants, nanotech devices, remote controls for robots, and more!
  • New feats, spells, and archetypes for technologically savvy characters, along with rules for how your skills interact with super-science.
  • Extraordinarily powerful scientific items and artifacts, such as extinction wave devices, powered armor, and nuclear reactors!
  • The technomancer prestige class, which allows you to use magic to command robots and power your technology .
  • Rules for artificial intelligences, the effects of the passage of time on technological items, the dangers of radiation, the seven skymetals of Numeria, technological traps, and more!

The Technology Guide is a must-have for GMs running the Iron Gods Adventure Path or anyone looking to introduce super-science into any Pathfinder adventure or campaign setting.

ISBN-13: 978-1-60125-672-0

Technology Guide Errata
Last Updated - 12/16/2014

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Product Reviews (13)
1 to 5 of 13 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

****½ (based on 13 ratings)

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Yes. Get it.


If you have any interest at all in genre fusion in your adventuring, this book is a must buy.

Ring Side Report- RPG Review of Pathfinder Campaign Setting-Technology Guide

****( )

Originally posted on, a new idea everyday!

Product-Pathfinder Campaign Setting: Technology Guide
Producer- Paizo
Price- ~$20
TL; DR- Problems with focus, but great item selection. 90%

Basics- Welcome to the world of tomorrow! The Technology guide is the extra setting book that GMs of the Iron Gods will need to handle all the new technology items and some rules presented in that adventure path. This book introduces a number of new archetypes, feats, spells, rules, and skill uses for the base classes as well as a prestige class. Then, the book moves onto introducing several technological items, weapons, armor, drugs, and generators. Finally the book adds new hazards, rules, and artifacts for the Iron Gods campaign and Numeria as a whole.

Mechanics or Crunch-This book is a combination of the Ultimate Equipment book and the People of the River. The book adds an insane amount of items all with new rules how to handle them. The rules make sense within the Pathfinder system and help distinguish technology from magic. The character options are all well done and provide some awesome Numeria flavor for any technology based campaign you could be running. 5/5

Theme or Fluff- This book does have a decent amount of story. Each item gets a short description in addition to its rules and a picture. The pictures might not be amazingly large, but there are pictures you can show to your players and help them envision the world of Numeria. The book even goes so far in depth to describe the different types of metals found in Numeria and what they look like. It's not a perfect theme book, as the primary focus of the book is to provide rules and items, not to provide story. But, what is here does have some decent story to it. 4.5/5

Execution- I love how Paizo puts their books together. Even though this is an item book, the pictures and layout really breaks up the text and makes this much less of a drag to read. The problem I have is that this book is a Pathfinders setting book. The setting books are not designed to be given to the players. However, a 1/3 of this book is player options. This book is kind of indicative of the problems I've seen with the Iron Gods roll out of as a whole. To do the Iron Gods AP justice, several new character options, items, and rules all have to be introduced. However, all the Numeria character options are spread out across at least four books, and the rules are also spread out across some of these four books, but different rules are also in other books. This is particularly a problem with this book as players are not supposed to look at this book. But, as a GM you almost have to give it out, so base class characters can have additional class options. It's not world ending problem, but the lack of focus is apparent. 4/5

Summary- Honestly, if you are going to GM the Iron Gods AP, you've most likely bought this book already. If you have no plans to ever put technology in your Pathfinder game, then this book has literally nothing to offer you. It's a good book for what it is (character options and items), but it has some problems with focus. 90%

Star Wars!


OK so I don't give no crab about this whole Numenaria thing BUT this books means I can run Star Wars in Pathfinder and thats really cool gets my brain gears going lol!



Domo arigato, Mr. Roboto Mata o hima de,
Domo arigato, Mr. Roboto Himitsu wo shiri tai,

You're wondering who I am, (Secret secret, I've got a secret)
Machine or mannequin, (Secret secret, I've got a secret)
With parts made in Japan, (Secret secret, I've got a secret)
I am the modern man,

I've got a secret I've been hiding under my skin,
My heart is human, my blood is boiling, my brain IBM,
So if you see me acting strangely, don't be surprised,
I'm just a man who needed someone and somewhere to hide,
To keep me alive, just keep me alive,
Somewhere to hide to keep me alive,

I'm not a robot without emotions, I'm not what you see,
I've come to help you with your problems so we can be free,
I'm not a hero, I'm not a savior, forget what you know,
I'm just a man who's circumstances went beyond his control,
Beyond my control, We all need control,
I need control, We all need control,

I am the modern man, (Secret secret, I've got a secret)
Who hides behind a mask, (Secret secret, I've got a secret)
So no one else can see, (Secret secret, I've got a secret)
My true identity,

Domo arigato, Mr, Roboto,
Domo, Domo,
Domo arigato, Mr. Roboto,
Domo, Domo,
Domo Arigato, Mr. Roboto,
Domo Arigato, Mr. Roboto,
Domo Arigato, Mr. Roboto,
Domo Arigato, Mr. Roboto,
(Thank you very much oh Mr. Roboto
For doing the jobs that nobody wants to)
Domo Arigato, Mr. Roboto,
(And thank you very much oh Mr. Roboto,
For helping me escape just when I needed to)
Domo Arigato, Mr. Roboto,
(Thank you thank you thank you)
Domo Arigato, Mr. Roboto,
(I wanna thank you)
Domo Arigato, Mr. Roboto,
(Please thank you)

Somewhat Usable

**( )( )( )

I'm not sure if parts of this book are unusable because of sheer neglect from the author of if the author honestly couldn't tell the difference between magic and technology.

The entire section on cybernetics is unusable since power requirements for the cybernetics are never covered (unless cybernetics are powered by never ending magic). Suggesting that individuals with quasi renaissance era knowledge and equipment are capable of building ultra tech equipment and performing mind enhancing brain surgeries seriously challenges suspension of disbelief.

About the best weapon in this book is the chainsaw dealing 3d6, criting with 18-20/x2 and capable of running for 10 hours between charging. Most of the energy guns deal laughably low damage for an ultra tech weapon, such as the laser rifle that deals 2d6 on a ranged touch attack. Of course all guns ignore armor no that isn't anything special.

The arc weapons are clearly unbalanced. Arc weapons use lightning to make attacks and gain a bonus to hit targets wearing metal armor, but the armor, which conducts the electricity safely around the target, provides no damage reduction. In reality chain mail is the best possible armor to protect against high power shocks because the electricity is conducted around, not though, the person wearing it. Facts about electrical conductivity have only been remembered when it favors the person using the weapon.

There is no explanation or logic why the scatterlight suits give an armor class bonus against touch attacks such as ghosts, Ray of Enfeeblement, Shocking Grasp, or any other non light based attacks.

Pharmaceuticals are unbelievable, like hemochem which takes affect on the round it is used and grants a subject, living or undead, fast healing for 5 rounds as it promotes the body's natural healing. Working to promote natural healing on undead and forcing the human body to produce a day's worth of blood cells in half a minute are both nonsense for any technology (not a problem for magic though).

Some spells are unusably vague, such as Antitech Field, which blocks and repels ALL technology without specification. Because it never specifies what it affects one is left to assume that it repels anything manufactured such as energy weapons, pharmaceuticals, cross bows, clothing, doors, etc.

If you are willing to fill in a lot of blanks and assume that all the technology in this book is magic rather than science then this book has potential, earning it two stars from me.

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