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.
Nice book with a lot of sci-fi items,, something like Wizardry in Golarion .. I woud like to give this book 5/5, but I cant. Reason why I cant do like that is simple, the quality of paper is just terrible. Paper Quality of Paizo books is going down, what is sad .. for me 4/5
The Technology Guide provides gamemasters with the information and items they need to add technology into their fantasy games. It's not particularly exciting or innovative, but that's not really its point. Instead, it forms the necessary baseline for other books to build upon, much like the Core Rulebook provides the baseline rules for the entire game. If you want technology in your games, it's a book you really can't do without.
I picked up this as a pdf because it looked interesting, and I was not disappointed. I used it to write an adventure (crashed UFO in a fantasy setting), and it led to the most fun I have ever had running a game. It would be useful if it had suggestions for other books containing some of the referenced monsters (such as certain types of monsters which I found on the pfsrd), but all in all it does exactly as promised.
My own interpretation of the technomancer is that a PC might know those secrets, but would likely be under a death sentence from the Technic League for possessing that knowledge. I'm curious how the book will handle it.
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
I plan to take this into my pyramid palace and store it in my massive archive of pathfinder material. The thing is I know how Aroden died, the problem is I forgot where I filled that information as my filing system is heavily neglected. :)