Technology guide, thoughts and comments


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I finished reading most of the technology guide, i say most because i didn't read every single technological item.
My first thought is that it's a pity that this was a 64-page book, i would really like more pages of tech goodness.
I really liked how they modeled technology after the magic items.
I really liked how the technology and magic interact, although i wish for some more examples of the mix of the two (like the null blade).
I really liked the technomancer PrC, it's not too powerful (because you lose a spellcasting level) and at the same time it's not de-powering like other PrCs are, also i really liked how the mechanics fit the flavor and they work.
I liked the way that "timeworn" thingy, i think that it really helps with making a campaign better by adding flavor (again more examples of "weird" timeworn tech would be good).
I still don't like the touch attack mechanic for weapons but at least the technological firearms seem better thought out, and i think that the mechanics work better with the existing system than the regular firearms.
All in all i really like what i have seen.

I have two question though, that i hope those of you who read the book more thoroughly can answer me.
1) For how long a genarator's yeild is lowered each time a connected one charge per use item is used?
2) I have found some technological items that can offer defenses against technological weapons, what i didn't find is any technological item that can protect against regular firearms. Did i miss something or are those pesky lead projectiles so powerful that super-science can counter?


1. "The total amount of energy a generator can provide is known as it's yield—the number of charges it generates per hour." So each hour it refreshes its energy.
2. Amulet of Bullet Protection. Came with the book that gave us guns.


I personally liked most of the non-weapon content in the Technology Guide (especially the Technologist Savage, fun archetype, decently written). However the pretty much total lack of melee weapons was a definite buzzkill. The melee weapons that did get written are exclusively coupled with an exotic weapon feat tax (compared to the ranged weapons where 1 feat gets you the entire list of normal or heavy). I'm disappointed that the melee weapons didn't get a similar treatment of "you take exotic weapon proficiency "Futuristic Melee Weapons" and get to use this entire list without penalty. It would've been then, simple enough to have simple/martial/exotic as normal.
As for the ranged weapons, I was rather sad to see a number of them were just copy+pasted with changed to elemental damage types (looking at you laser and zero). Since aside from the damage type, nothing else changed, they really wasted space typing out descriptions instead of just making it a table titled "Get Your Laser Gun in Cold/Fire/Sonic".


I may have missed it but there should have been cybernetic implants for proficiencies as a way around feat taxes. "You inject basic military nanites and gain familiarity with firearms." or "download the structual engineer traniing program and gain chainsaws and laser torches." This could have gone a lot of ways and may be a decent house rule at some point; spend two hours every week in the brain sim chamber to maintain awareness of the care and use of heavy weapontry.


Bob Bob Bob wrote:


2. Amulet of Bullet Protection. Came with the book that gave us guns.

I know about this overly expansive magic item, that takes up the neck slot and only goes up to +5. My question is whether there was any technological item (and i missed it) that can help against regular firearms.

Torbyne wrote:
I may have missed it but there should have been cybernetic implants for proficiencies as a way around feat taxes. "You inject basic military nanites and gain familiarity with firearms." or "download the structual engineer traniing program and gain chainsaws and laser torches." This could have gone a lot of ways and may be a decent house rule at some point; spend two hours every week in the brain sim chamber to maintain awareness of the care and use of heavy weapontry.

Unfortunately putting a price tag on a feat isn't something easy, i have seen some feats priced around the 2000gp and others priced at the tens of thousands of gp.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber
leo1925 wrote:


2) I have found some technological items that can offer defenses against technological weapons, what i didn't find is any technological item that can protect against regular firearms. Did i miss something or are those pesky lead projectiles so powerful that super-science can counter?

I suggest reading High Crusade by Poul Anderson for an answer to this.

In short:
High tech society has replaced those pesky lead projectiles with energy beams, so you get tech to defend against the beams, and slowly the tech to defend from swords, arrows, bullets etc start to vanish.

Which means that once you get into a fight with a medieval age warrior, who has a bunch of friends that manage to get to you into melee, those fancy energy absorbing shields don't do much against physical trauma :P

In High Crusade's case it's an alien spaceship landing near an English castle during one of the crusades, and the crusaders overrun the aliens because the aliens hoped their appearance and fancy lasers would be enough to conquer them, but miscalculated the fanatic zeal of the crusaders, who were not really deterred by a couple of them being incinerated. There's more cases of low tech beating high tech as well: instead of firing a Ballistic Missile to another city they use catapults from short range, so the anti missile defence system doesn't have time, and so on.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
leo1925 wrote:


2) I have found some technological items that can offer defenses against technological weapons, what i didn't find is any technological item that can protect against regular firearms. Did i miss something or are those pesky lead projectiles so powerful that super-science can counter?

It's the typical arrogance of an advanced culture. They never imagine that natives with non-energy weapons could possibly be a threat.

That said tech items DO provide some protection in how they boost your defenses, just not SPECIFIC protection against slug guns.


@LazarX @Damanta
Yes i understand what you are both talking about, the Stargate series has used that a lot of times and i am a Stargate fan.
My issue is that a lot of the tech items that protect against tech weapons do indeed protect you against swords, claws, teeth, tentacles etc. (maybe a little less but still) they can help you against anything except touch AC targeting firearms.

LazarX wrote:


That said tech items DO provide some protection in how they boost your defenses, just not SPECIFIC protection against slug guns.

I am not asking for something to protect specifically against slug guns, i am asking about any tech item that can offer some protection against touch AC targeting slug guns, the only thing i have found is the force fields* but those are extremely expensive and kinda overkill (from a flavor POV).

Which tech items have you found that can protect against slug guns?

*since they give temporary hit points and fast healing for those temp hp


Other questions about tech:
1) How many charging slots (for batteries) does each item has? i assume one unless otherwise specified
2) In the battery tech item we are told that after a battery is placed in an item (move action), the item instantly drains the battery and charges it's internal battery/capacitor BUT in the general rules about tech items, in the power sources paragraph, we are told that it takes a standard action to transfer the power to the internal battery/capacitor.


leo1925 wrote:

Other questions about tech:

1) How many charging slots (for batteries) does each item has? i assume one unless otherwise specified
2) In the battery tech item we are told that after a battery is placed in an item (move action), the item instantly drains the battery and charges it's internal battery/capacitor BUT in the general rules about tech items, in the power sources paragraph, we are told that it takes a standard action to transfer the power to the internal battery/capacitor.

2) That's a transfer from generator to item(standard action), not battery to item.(move action) Potentially because you have to bend over and plug it in, in addition to the thing actually charging.

Paizo Employee Creative Director

leo1925 wrote:

Other questions about tech:

1) How many charging slots (for batteries) does each item has? i assume one unless otherwise specified.

Items only have one charging slot.


I have to admit, the gravity suit should probably have helped against bullets. That being said, that would be a deflection bonus, not an armor bonus. Other than that though, the collection of armor is a perfect set of items for defending against... well, the weapon section. The weapons are a bunch of energy damage touch attacks or nanites. There's no real indication they have or use gunpowder, just explosives in general (the grenades and C4/Cylex).

I see it as a great example of Rock Beats Laser in action. Their tech keeps them safe from rivals, and they can beat primitives with force fields and flight. Until the primitives start casting magic, then everything goes out the window.

I'd pit a PF archer against the modern military any day, bullet-resistant vests do nothing against arrows.


Actually the gravity suit is a bad example since it doesn't work even against tech weapons, i suppose that the reason for that is because it's modeled after mage armor which gives an armor and not a deflection bonus*, i think that it should work but it doesn't.
If we start saying what should help against bullets then the thread will go into places it shouldn't go.

So it seems that i didn't miss any item, it's just that the technology guide doesn't have anything that can help against bullets.

the reason for defenses against bullets:

My issue is that i am thinking about allowing the gunslinger class when i run iron gods, but past experience with APs and modules has shown me that APs and modules (especially at mid+ levels) really can't handle the target-touch-AC mechanic of gunslinger (that's one of the two reasons i don't allow it in the first place), and i fear that this AP won't be a lot different. Sure the hardness thing will help but i don't think that anyone remotely serious opponent will have a good amount of hardness. I could just not allow the gunslinger class in this AP as well but it seems a waste since the class is quite appropriate (thematically) with the AP.

*which would be fine if we didn't have weapons targeting touch AC in the first place, but i will stop myself here becuase i am about to on a rant about having firearms target AC in the first place.

PS. There is the antitech field spell that does stop bullets but it's a druid 6, wizard 7 spell, that makes it unfeasable as a way to protect yourself against bullets.


Two more questions:
1) Can you use greater make whole in order to fix technological artifacts?
The "logical" answer seems to be "yes" since the "artifact" status of technological items is there because you can't put a price to them and you can't build them using current knowledge/resources in Golarion.

2) Assuming you have a timeworn technological item that has used all of it's charges, will it work if you hook it up in a working generator for as long as it's connected?


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If you didn't notice, the X-Laser is the only heavy weapon that doesn't have Slow-Firing, so it's the optimal Vital Strike weapon. 5d6 base, you can get that to 20d6 with the full feat chain, plus a 4x crit modifier will occasionally get you another 20d6 bonus.

And then there's size bonuses if you can get Large or Huge. Good stuff.

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leo1925 wrote:

Two more questions:

1) Can you use greater make whole in order to fix technological artifacts?
The "logical" answer seems to be "yes" since the "artifact" status of technological items is there because you can't put a price to them and you can't build them using current knowledge/resources in Golarion.

2) Assuming you have a timeworn technological item that has used all of it's charges, will it work if you hook it up in a working generator for as long as it's connected?

1) Yes.

2) Nope; once a timeworn weapon runs out of charges, it's essentially junk. Like a wand that's used up all its charges.


James Jacobs wrote:
leo1925 wrote:

Two more questions:

1) Can you use greater make whole in order to fix technological artifacts?
The "logical" answer seems to be "yes" since the "artifact" status of technological items is there because you can't put a price to them and you can't build them using current knowledge/resources in Golarion.

2) Assuming you have a timeworn technological item that has used all of it's charges, will it work if you hook it up in a working generator for as long as it's connected?

1) Yes.

2) Nope; once a timeworn weapon runs out of charges, it's essentially junk. Like a wand that's used up all its charges.

Thank you for answering James.

1) Ohh nice.
2) So once a timeworn tech item runs out of charges, the only way to use it is if you are a technomancer and you recondioned it or have 7th level spells and a lot of cash to spend in order to repair it? (by using memory of function).

Paizo Employee Creative Director

leo1925 wrote:
James Jacobs wrote:
leo1925 wrote:

Two more questions:

1) Can you use greater make whole in order to fix technological artifacts?
The "logical" answer seems to be "yes" since the "artifact" status of technological items is there because you can't put a price to them and you can't build them using current knowledge/resources in Golarion.

2) Assuming you have a timeworn technological item that has used all of it's charges, will it work if you hook it up in a working generator for as long as it's connected?

1) Yes.

2) Nope; once a timeworn weapon runs out of charges, it's essentially junk. Like a wand that's used up all its charges.

Thank you for answering James.

1) Ohh nice.
2) So once a timeworn tech item runs out of charges, the only way to use it is if you are a technomancer and you recondioned it or have 7th level spells and a lot of cash to spend in order to repair it? (by using memory of function).

2) In theory yes... but even then, not really. Timeworn is in the game SPECIFICALLY to put self-destruction in on items. Not only to make them less expensive (and thus easier to put into adventures earlier in the hands of lower-level NPCs), but also to give GMs a handy resource to control the amount of technology in their game. It's ALSO in there to explain why there's not more technology in Golarion. The vast majority of it being timeworn means that when they're used up, they're just junk and thus don't enter the world economy.

Things like memory of function being able to restore them or the technomancer class being able to recondition them are exceptions; the technomancer ability allows us to let the technic league use these items a lot (which fits in-wordl really well) and gives players a way to do the same if they want to focus. The spell "Memory of Function" should NOT remove the timeworn condition. It can recharge the item, but it's a LOT more expensive to do so , since you essentialy have to pay 10,000 gp to recharge something that normally would only take a fraction of that amount. (Memory of function, as written in the text, needs errata, in other words).


How should memory of function work? i noticed that the spell might have been revised at some point but there was leftover text from the previous version.

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leo1925 wrote:
How should memory of function work? i noticed that the spell might have been revised at some point but there was leftover text from the previous version.

The spell really should be two different spells—one that functions as a resurrection for constructs (and thus equals the resurrection spell's 10,000 gp material component and instantaneous duration) and one that temporarily restores a timeworn item to full functionality (with a duration of 1 hour/level and a less expensive material component cost—say, 1,000 gp).

The simplest solution is to say that the spell cannot remove the timeworn condition, and that when it is cast on a timeworn object, it merely recharges the object to full capacity (something you normally cannot do).


I think that i will go with the two different spells approach, both should have been 7th?

Paizo Employee Creative Director

leo1925 wrote:
I think that i will go with the two different spells approach, both should have been 7th?

Yes.


Can mending and/or make whole "heal" damaged (but not destroyed) technological objects?
More importantly, should they? because i am not sure what the effects (in the world) would be if mending and/or make whole (cantrip and/or 2nd level spell) can "heal" damaged technological items (i am afraid it might make it too easy).

Paizo Employee Creative Director

leo1925 wrote:

Can mending and/or make whole "heal" damaged (but not destroyed) technological objects?

More importantly, should they? because i am not sure what the effects (in the world) would be if mending and/or make whole (cantrip and/or 2nd level spell) can "heal" damaged technological items (i am afraid it might make it too easy).

Those spells treat technological objects the same as any other object. Magic is magic, and thus gets to know its way around things.

None of these spells can fix the timeworn condition though.


James Jacobs wrote:
leo1925 wrote:

Can mending and/or make whole "heal" damaged (but not destroyed) technological objects?

More importantly, should they? because i am not sure what the effects (in the world) would be if mending and/or make whole (cantrip and/or 2nd level spell) can "heal" damaged technological items (i am afraid it might make it too easy).

Those spells treat technological objects the same as any other object. Magic is magic, and thus gets to know its way around things.

None of these spells can fix the timeworn condition though.

Of course it doesn't remove the timeworn condition.

Doesn't the use of mending affect the aesthetics (of technology, especially timeworn tech) in a bad way? What i mean is that with mending affecting them, doesn't it mean that there aren't a lot of items with minor cracks or with small bits missing or bented etc.?

Paizo Employee Creative Director

leo1925 wrote:
Doesn't the use of mending affect the aesthetics (of technology, especially timeworn tech) in a bad way? What i mean is that with mending affecting them, doesn't it mean that there aren't a lot of items with minor cracks or with small bits missing or bented etc.?

That's precisely what timeworn items look like, really, so no, it wouldn't cause a problem at all. Furthermore... not everyone has access to mending or make whole anyway, so it's not like every technological item that is found is guaranteed a touchup from these spells.

Liberty's Edge

The Greater Make Whole spell mentions that it repairs constructs, but the target specifies objects up to 5 lbs./level. Is the spell only meant to heal very light constructs?

Paizo Employee Creative Director

thorian wrote:
The Greater Make Whole spell mentions that it repairs constructs, but the target specifies objects up to 5 lbs./level. Is the spell only meant to heal very light constructs?

If used to heal constructs, it targets one construct to heal the damage. The pounds are meant to limit only repairs to objects. Constructs are not objects.


Question:
Do the charges, even remotely, resemble watt amounts or are they used more like a feature/balancing point of technology?
I am asking this because i was starting to think that a fusion reactor, capable of enabling a hundreds-meter spaceship to break atmosphere, can power only 500 hundred shots of a laser gun per hour, so that lead me to think that either the energy requirements of tech guns are truly staggering or that the charges mechanic was used more in order to balance and/or give specific flavors to technological items.

Paizo Employee Creative Director

leo1925 wrote:

Question:

Do the charges, even remotely, resemble watt amounts or are they used more like a feature/balancing point of technology?
I am asking this because i was starting to think that a fusion reactor, capable of enabling a hundreds-meter spaceship to break atmosphere, can power only 500 hundred shots of a laser gun per hour, so that lead me to think that either the energy requirements of tech guns are truly staggering or that the charges mechanic was used more in order to balance and/or give specific flavors to technological items.

They do not. They're deliberately undefined, these charges, because I am not an electrical engineer and I don't honestly know how much real-world power is needed to power a nuclear resonator or a vortex gun. :-)

As for power generated by generators... those numbers are much more skewed toward how PCs interact with them for their gizmos than anything else. The amount of power a spaceship needs to fly or a building needs to operate or anything like that is left deliberately vague—that level of detail isn't something I was particularly interested in replicating in the game. I wanted to keep the focus on the PCs, not the underlying mechanics of how much power it takes to run things in the background.

And again... there are certainly larger and more efficient generators out there than the ones in the Technology Guide.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Also, the 'hundreds-meter spaceship' might not have been built planet-side.


James Jacobs wrote:
I don't honestly know how much real-world power is needed to power a nuclear resonator or a vortex gun. :-)

A lot, if I had to guess. :P


@James Jacobs
I was refering to

iron gods book 1 spoiler:
the fusion reactor used to power the habitat module found under torch

Majuba wrote:
Also, the 'hundreds-meter spaceship' might not have been built planet-side.

Probably yes, but what does this has to do with the power requirements?


Why is the technomancer PrC will save progression (on the table) different than any other PF PrC?

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leo1925 wrote:
Why is the technomancer PrC will save progression (on the table) different than any other PF PrC?

Ugh... because that was the way good saves worked in 3.5, and apparently everyone missed this error during writing/development/editing.

It's too late to fix in the errata, alas. It should be the standard progression for good saving throws in any event.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
James Jacobs wrote:


And again... there are certainly larger and more efficient generators out there than the ones in the Technology Guide.

And again considering that they've been neglected, had ignorant primitives using them for centuries, and are timeworn technology, would be technomancers should be grateful they work at all.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

Do you folks have a drawing of the pre-crash configuration of Destiny? And if so, will it ever see the light of day?

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LazarX wrote:
Do you folks have a drawing of the pre-crash configuration of Destiny? And if so, will it ever see the light of day?

Yes. You'll need to wait for the last Iron Gods to see it though.

RPG Superstar 2008 Top 32

leo1925 wrote:
Majuba wrote:
Also, the 'hundreds-meter spaceship' might not have been built planet-side.
Probably yes, but what does this has to do with the power requirements?

A spaceship needs a lot less power to move around in space than it does to take off from a planet's surface. Therefore, the generator of a huge spaceship might still have a relatively modest power output if it was built in space and never intended to land.

Also, consider something like the jet turbines on an airplane. They also power the generators that run the plane's electronics. But they're a lot better at making thrust than electricity: just because they can lift many tons into the air does not mean they can be used to charge batteries at a tremendous rate.


Ross Byers wrote:
leo1925 wrote:
Majuba wrote:
Also, the 'hundreds-meter spaceship' might not have been built planet-side.
Probably yes, but what does this has to do with the power requirements?
A spaceship needs a lot less power to move around in space than it does to take off from a planet's surface. Therefore, the generator of a huge spaceship might still have a relatively modest power output if it was built in space and never intended to land.

And that's before you consider that it might be getting its primary power by using a smaller generator to create some kind of technobabble phenomena that it then uses to power its primary processes.

Like compressing a bunch of dark matter into a black hole and using that as the main power source. Or something like that.


Ross Byers wrote:
leo1925 wrote:
Majuba wrote:
Also, the 'hundreds-meter spaceship' might not have been built planet-side.
Probably yes, but what does this has to do with the power requirements?

A spaceship needs a lot less power to move around in space than it does to take off from a planet's surface. Therefore, the generator of a huge spaceship might still have a relatively modest power output if it was built in space and never intended to land.

Also, consider something like the jet turbines on an airplane. They also power the generators that run the plane's electronics. But they're a lot better at making thrust than electricity: just because they can lift many tons into the air does not mean they can be used to charge batteries at a tremendous rate.

I agree but the example of space craft we have is capable of atmospheric flight and it's intented to land and take off again.


This thread seems like it might be a proper place for a couple of questions about medlances. The players are questioning the cost benefits of investing hundreds of gp into items that are basically usable once per combat (loading a medlance is usually not a practical idea while an eight-foot tall metallic monstrosity is trying to pulverize you with an electrified mace) and these questions popped out.

The rules state that administering liquid via a medlance is a move action (standard action if the target is unwilling). So...

Does this move action include retrieving the medlance out of a pack?
I assume the answer would be no. Retrieving anything else from a pack requires either an action or a feat.

Does using a medlance to make a touch attack provoke an attack of opportunity?
I assume the answer would be no. You are using a weapon. Sort of.

Does any other use of a medlance provoke an attack of opportunity?
I assume the answer would be no. You just touch the medlance on any (probably unarmored) bodypart and press a button, which is not nearly as distracting in combat as trying to keep a small vial on your face to guzzle the contents.

The answers depend on whether medlance is supposed to be a useful tool for self-healing (in which case "no" to the third question would be likely) or just a useful tool for healing allies (in which case the primary incentive is the ability to use it with a move action instead of a full-round action).

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Naal wrote:

This thread seems like it might be a proper place for a couple of questions about medlances. The players are questioning the cost benefits of investing hundreds of gp into items that are basically usable once per combat (loading a medlance is usually not a practical idea while an eight-foot tall metallic monstrosity is trying to pulverize you with an electrified mace) and these questions popped out.

The rules state that administering liquid via a medlance is a move action (standard action if the target is unwilling). So...

Does this move action include retrieving the medlance out of a pack?
I assume the answer would be no. Retrieving anything else from a pack requires either an action or a feat.

Does using a medlance to make a touch attack provoke an attack of opportunity?
I assume the answer would be no. You are using a weapon. Sort of.

Does any other use of a medlance provoke an attack of opportunity?
I assume the answer would be no. You just touch the medlance on any (probably unarmored) bodypart and press a button, which is not nearly as distracting in combat as trying to keep a small vial on your face to guzzle the contents.

The answers depend on whether medlance is supposed to be a useful tool for self-healing (in which case "no" to the third question would be likely) or just a useful tool for healing allies (in which case the primary incentive is the ability to use it with a move action instead of a full-round action).

Does this move action include retrieving the medlance out of a pack?

No; it still requires a move action to get the medlance out of a pack.

Does using a medlance to make a touch attack provoke an attack of opportunity?
Yes, similarly to how drinking/administering a potion works.

Does any other use of a medlance provoke an attack of opportunity?
Yes, (see above).


Thoughs:
1) Love it, great way to add tech in a mid-Middle Ages/Renaissance setting and to give resources for Numeria.

2) I don't know why, but I get their uneasy feeling about it, like if I use it too much, it's gonna get ugly pretty quick. It's like a Pandora's Box or something.

3) I would have loved to get a few more AI settings, because I feel like if you use the Aggregate template, the only 2 settings don't fit all Robots.

4) I would have loved to see vehicles. You mean to tell me that there are bases with advanced doors, hallways and computers, futuristic firearms, aliens (more present in Iron Gods though, but still)... but no vehicles... such as hover bikes, floating platforms and others? Come on now... I know that the spaceship crashed, but if everything has been developped "around it", why no vehicles to complement? You have robots, so I don't think it would have been off-topic to have tanks, choppers, jet fighters and others.

5) No siege weapon... oddly enough. Granted, you can up a heavy weapon to Colossal and use that, but still, having bigger cannons that serve as siege engines would have been nice.

Aside from that, pretty good booklet ^_^


I just got the book this week from my Black Friday RPG purchases. I love flipping through it but I am not really reading the book because I want to play Iron Gods one day.


What's the range increment of grenades?
Should we use the standard, for splash weapons, 10 feet and a maximum of 10 range increments?

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leo1925 wrote:

What's the range increment of grenades?

Should we use the standard, for splash weapons, 10 feet and a maximum of 10 range increments?

Correct. At one point early in the book, grenades were in the weapon chapter and had that information on the weapon table. Not sure why they were moved out of the weapons chapter and into the item chapter during development, but as a side effect, they lost their range increment info.

But yes, it's standard for splash weapons. 10 feet, max 10 increments. Which nicely syncs up with the grenade launcher's range.


Thank you James, i noticed that about the grenade launcher myself.
Of course the grenade launcher is a projectile weapon so it can shoot grenades up to 1000 feet but you are right it does give a very good reason for the existance of the grenade launcher.

Another question, what's the duration of each charge for the laser torch melee weapon? for example the chainsaw uses 1 charge every hour of use but the laser torch doesn't list a time increment.

Paizo Employee Creative Director

leo1925 wrote:

Thank you James, i noticed that about the grenade launcher myself.

Of course the grenade launcher is a projectile weapon so it can shoot grenades up to 1000 feet but you are right it does give a very good reason for the existance of the grenade launcher.

Another question, what's the duration of each charge for the laser torch melee weapon? for example the chainsaw uses 1 charge every hour of use but the laser torch doesn't list a time increment.

The laser torch uses one charge per activation. They're nowhere NEAR as energy efficient as a chainsaw, and thus don't have the chainsaw's exception to the rule.


James Jacobs wrote:
leo1925 wrote:

Thank you James, i noticed that about the grenade launcher myself.

Of course the grenade launcher is a projectile weapon so it can shoot grenades up to 1000 feet but you are right it does give a very good reason for the existance of the grenade launcher.

Another question, what's the duration of each charge for the laser torch melee weapon? for example the chainsaw uses 1 charge every hour of use but the laser torch doesn't list a time increment.

The laser torch uses one charge per activation. They're nowhere NEAR as energy efficient as a chainsaw, and thus don't have the chainsaw's exception to the rule.

So what? per round? per attack?

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