Learning Future Tech?


Iron Gods


Hi all,

I picked this set of modules to run in my own D&D campaign. As a big fan of science-fantasy and Expedition to the Barrier Peaks, Iron Gods is perfect for me as a DM.

One thing, I have read the first adventure and all the other suggested reading like the Technology Guide but I couldn't see how characters learn how to use the future technology. Is it just assumed they can figure it out? No need to roll on tables or spend feats to use firearms effectively?

Dark Archive

Future tech uses skills like craft: Mechanical and Disable device and a few more. But skills are made as if they are untrained unless you have the Technologist feat.

Firearms are Exotic weapon proficiency (firearms) but with advanced tech there is also a new exotic pro. called heavy weapons.

Also most of the Iron gods traits actually helps characters out with future tech such as

local ties trait:
Choose Disable Device or
Knowledge (engineering). You gain a +1 trait bonus on checks
with this skill, and it is a class skill for you. In addition,
you are treated as if you possessed the Technologist feat for
the purposes of resolving checks associated with that skill.
If you gain the Technologist feat, your trait bonus for the
selected skill increases to +3.

so the trait actually lets you use one skill as if you had the technologist feat.


Nice, thanks.

RPG Superstar 2015 Top 8

If you have the technologist feat, you can identify high (Androffan) tech items my making a knowledge (engineering) roll with a DC equal to the craft DC of the device.

You need to technologist feat to do this. If you don't have that, you can't identify the item.

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