Pathfinder and post-medieval era technologies


Pathfinder First Edition General Discussion


Using this GURPS Tech Level chart as a guideline I would place the overall technology level of the core PF rules at around late Medieval [TL 3] to early Age of Sail [TL4].

I would like to take my PF games into an Industrial Revolution era [TL5] and a Robotic Age era [TL10] and I am looking for Pathfinder/d20 compatible rules that covers equipment, skills, feats, and sub-systems appropriate to these tech levels that I can add to the core rules without having to re-invent everything.

I am aware of the following products that might be of use, and I am looking for more recommendations. :)

Post-Industrial Age:
D20 Modern
The Modern Path
True 20

Post-Space Flight Age:
D20 Modern + D20 Future
D20 Star Wars
Infinite Futures
Traveler d20
Dredan (req. PFRPG +T20)
Blood and Space 2: Galactic Edition


I'm not familiar with any d20 steampunk products, but a steampunk setting might help for an Industrial Revolution era of technology.


I will take a look at steampunk settings also as a source of ideas, thanks for the tip.

Since PF doesnt have a core modern or sci-fi rules set it has been a bit challenging to find something to use for my games...


there is a product about to come out for test play called pure steam, it is based off PF


As for steampunk d20, you might look to the d20 version of Iron Kingdoms if you can find it. I think drivethrough rpg might have pdfs of the books.


Super genius games has a line of anachronistic adventures for characters of modern origins, and gives rules for firearms up to the modern era for use in pathfinder

Shadow Lodge

Don't overthink it. You can do future tech without venturing beyond the PRD. Ultimate combat has rules for firearms as well as vehicle rules that could easily be adapted to trains, cars, or airships. There are clockwork monsters in Bestiary 3 and custom race rules in Advanced Race if you want automatons or androids. Everything else can be done with simple descriptive re-skinning, e.g. sunrods become flashlights, iron golems become warmechs, etc.

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