Pathfinder Campaign Setting: Technology Guide (PFRPG)

4.30/5 (based on 17 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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paper quality is bad

4/5

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


Essential for Adding Tech to Pathfinder

4/5

Read my full review on Of Dice and Pen.

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.


Meh

2/5

There are some interesting items in here but having sci-fi with magic breaks the immersion for me.


Pretty damn cool

4/5

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.


Yes. Get it.

5/5

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


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Scarab Sages

5 people marked this as a favorite.

Personally, my favorite is the Railgun. That is Vera if I ever saw her.


Ambrosia Slaad wrote:
Tarius_Merlot wrote:
Firstly i'd like to thank the paizo staff for great products. Secondly I was wondering if there will be any radiation stuff for the alchemist at any time, discoveries or alchemy i'd really love to see something like that especially like a radiation bomb discovery!

From Paizo? Dunno, but it could easily show up in an "Treasures" section of one of the Iron Gods AP volumes.

From a 3PP? I'm certain at least one of them has such stuff in development. {whistles innocently}

Class acts does but i was asking because the group i play in equally agrees not to use 3PP (normally...some rare occasions it is; with that stated are there any other source?)


James Jacobs wrote:
Once you have the laser pistol, you can make it a +1 laser pistol using Master Craftsman.
James Jacobs wrote:

An inferno pistol can't deal "weapon damage." It deals fire damage, and any additions to that from Deadly Aim or sneak attack or whatever is the same type of damage as the type generated by the weapon.

So in this case it's all fire damage.

Is the possibility of a +1 Flaming Laser negated by the fact that it's not technically a projectile weapon(ditto for the other elemental enchants and the other technological beam type weapons)? Because if not, I could actually see sometimes using the elemental enchants now.


1 person marked this as a favorite.

It's all Chainsaw good.
That's all I gotta say.


Speaking of third parties, I'm hoping that someone will pick up on this and create things that are somewhat missing. Like beam swords, technological weapon enhancements, space ships, non artifact power suits, bigger batteries (perhaps one that eats an item slot and needs a power cable)and prices on generators and labs.


Despite the disappointing lack of energy blades in this book, I'm still looking forward to reading it. Especially since I had some interesting ideas for technology weapons last night as I was half-asleep. Once I get this book, I'll see if the idea is compatible, or if it should remain firmly in the homebrew territory.


Errata:
p. 12 Cybersoldier, under Cybernetic combat says, "This damage bonus increases by 1 for every 4 levels gained." The ability does not grant a damage bonus.

The Iron Priest is described as being powerless over undead. Their channel energy ability is modified to affect constructs; however, it is not modified as not affecting undead.

Question:
Does an automatic weapon's line extend to its range, as stated, or its maximum range?

Sovereign Court

Memory of function reads "When the spell’s duration expires, the object
returns to its broken or drained state, and any unused
charges bestowed by this spell are lost."
But the duration is - instantaneous

Is the line wrong or the duration wrong?


Typo: Page 3, 2nd column, 3rd line -- print version

"...on page xxx of this book."

Same page and column, 10th line

"...on page xxx for the robojack."

Same page and column, 2nd to last line in first paragraph

"...dermal plating (see page xxx)..."

*sigh*

Sure, this will eventually get fixed in the pdf but it's pretty bad since I'll have to pay extra if I ever want a corrected print copy.


Don't have the book, but I just got through looking at the PRD update. This has turned out fantastic. Favorite item? Ion Tape, oh the things I could do with that.


Can you get more cybernetic arms than you originally had? The book doesn't say one way or the other. Also, The Rocket launcher's entry on the table sits it as a one shot disposable item, but the description makes it sound like a multi-use weapon: "A newly created rocket launcher contains its entire load of rockets and energy charges" This seems to indicate that the launcher is loaded with multiple rockets, but does not specify the amount.


Troodos wrote:
Can you get more cybernetic arms than you originally had? The book doesn't say one way or the other. Also, The Rocket launcher's entry on the table sits it as a one shot disposable item, but the description makes it sound like a multi-use weapon: "A newly created rocket launcher contains its entire load of rockets and energy charges" This seems to indicate that the launcher is loaded with multiple rockets, but does not specify the amount.

The table just above the entry notes that it's (1) disposable and (2) capable of firing ten times before it's useless.


Graeme Lewis wrote:
Troodos wrote:
Can you get more cybernetic arms than you originally had? The book doesn't say one way or the other. Also, The Rocket launcher's entry on the table sits it as a one shot disposable item, but the description makes it sound like a multi-use weapon: "A newly created rocket launcher contains its entire load of rockets and energy charges" This seems to indicate that the launcher is loaded with multiple rockets, but does not specify the amount.
The table just above the entry notes that it's (1) disposable and (2) capable of firing ten times before it's useless.

The table says that it has ten charges and expends ten charges per use. The description indicates that it can be recharged, but not reloaded.


1 person marked this as a favorite.
Troodos wrote:
Can you get more cybernetic arms than you originally had?

And NOW I'm interested.

Please fill me in, so that my dream of Mecha-Kali can come to fruition!


1 person marked this as a favorite.
Arturius Fischer wrote:
Troodos wrote:
Can you get more cybernetic arms than you originally had?

And NOW I'm interested.

Please fill me in, so that my dream of Mecha-Kali can come to fruition!

Mecha-Marilith?

How about Alchemist 2 + Extra Discovery = 2 Vestigial Arms. Now replace them with cybernetic arms.


Quote:
Mecha-Marilith?

Ewwww, no. Snake body is NOT sexy. Gotta have legs. Preferably with big bladed metal boots.

Still, good idea there. Hope it works!

Grand Lodge

5 people marked this as a favorite.
Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Poldaran wrote:
I just want to know why UPS is holding my package in a small town in Arizona for this long.

The natives opened up the contents, and set them up as objects of worship.


2 people marked this as a favorite.
LazarX wrote:
Poldaran wrote:
I just want to know why UPS is holding my package in a small town in Arizona for this long.
The natives opened up the contents, and set them up as objects of worship.

More likely they burned them as heretical. This is Arizona we're talking about.

(Hey! I can joke! I lived there 1/3 of my life!) :D

Scarab Sages

3 people marked this as a favorite.
PRD wrote:
A semi-automatic weapon normally fires one shot as an attack. However, the user can take a full-attack action to fire twice

Does that mean a semi-automatic cannot make more than one attack per round by default, unless one uses this ability? Or is this just an extremely poorly worded way of saying that a semi comes with built-in Rapid Shot that sort of stacks with actual Rapid Shot?


Troodos wrote:
Graeme Lewis wrote:
Troodos wrote:
Can you get more cybernetic arms than you originally had? The book doesn't say one way or the other. Also, The Rocket launcher's entry on the table sits it as a one shot disposable item, but the description makes it sound like a multi-use weapon: "A newly created rocket launcher contains its entire load of rockets and energy charges" This seems to indicate that the launcher is loaded with multiple rockets, but does not specify the amount.
The table just above the entry notes that it's (1) disposable and (2) capable of firing ten times before it's useless.
The table says that it has ten charges and expends ten charges per use. The description indicates that it can be recharged, but not reloaded.
James Jacobs wrote:
Neongelion wrote:

This book rustles my jimmies, and mostly in a good way. But...

The rocket launcher only has 10 charges, and it uses 10 charges per use. And when all charges are depleted, it's permanently useless from then on? Also, it seems like quite a lot of items have a woefully low amount of charges in comparison to the amount of power generators and batteries that exist in Golarion.

That is also a typo.

It should use 1 charge per use.

And the fact that there are not many power generators or batteries is one of the ways we built in limitations for how far these items spread out of Numeria—they can, but they run out of juice.

There will be PLENTY of opportunities to recharge items in the Iron Gods AP, though.


How do automatic weapons function in this book?

Dark Archive

1 person marked this as a favorite.
Sauce987654321 wrote:
How do automatic weapons function in this book?

It is up on the PRD Here is the page for it.

Contributor

1 person marked this as a favorite.

So basically, if I'm reading this right, a semi-automatic weapon can make one extra attack during a full-round action as if you were using Rapid Shot, and if you actually have Rapid Shot it can instead make two extra attacks, abet at a –6 penalty on all attack rolls made during the round.

Sound about right to anyone?


1 person marked this as a favorite.
Alexander Augunas wrote:

So basically, if I'm reading this right, a semi-automatic weapon can make one extra attack during a full-round action as if you were using Rapid Shot, and if you actually have Rapid Shot it can instead make two extra attacks, abet at a –6 penalty on all attack rolls made during the round.

Sound about right to anyone?

Sounds about right to me. I'm just curious if you can still make iterative attacks, or if you're locked in to making only 3 attacks.

Mmmm... find some way of making a Laser Longbow on a Sohei Monk... NaStY!!!

Silver Crusade

Troodos, from another discussion I had with James Jacobs on the ask James Jacobs thread about multi-armed PC races James told me that the basic combat rules would have yo be rewritten for multi-armed races so I would have to say no.

The Exchange RPG Superstar 2008 Top 6, Contributor

Troodos wrote:
Can you get more cybernetic arms than you originally had? The book doesn't say one way or the other.

It does say, in that "A cybernetic arm completely replaces a normal arm, from the shoulder to the hand." An additional arm wouldn't be replacing your normal arm, and would need new rules / GM approval.

Contributor

Tels wrote:
Alexander Augunas wrote:

So basically, if I'm reading this right, a semi-automatic weapon can make one extra attack during a full-round action as if you were using Rapid Shot, and if you actually have Rapid Shot it can instead make two extra attacks, abet at a –6 penalty on all attack rolls made during the round.

Sound about right to anyone?

Sounds about right to me. I'm just curious if you can still make iterative attacks, or if you're locked in to making only 3 attacks.

Mmmm... find some way of making a Laser Longbow on a Sohei Monk... NaStY!!!

From what I can see, the answer would be "No." It does not replace the weapon's ability to attack with iterative attacks because it doesn't say that it does. When using the attack action, all weapons can only make one attack after all.


I can't say I like how the rocket launcher functions by dealing automatic damage to the intended target with no save, like some kind of rocket propelled magic missile.


Sauce987654321 wrote:
I can't say I like how the rocket launcher functions by dealing automatic damage to the intended target with no save, like some kind of rocket propelled magic missile.

You still have hit them for that to be true. If you miss they then get a save. It's sort of like a splash weapon mixed with a AoE spell.


Steven "Troll" O'Neal wrote:
Sauce987654321 wrote:
I can't say I like how the rocket launcher functions by dealing automatic damage to the intended target with no save, like some kind of rocket propelled magic missile.
You still have hit them for that to be true. If you miss they then get a save. It's sort of like a splash weapon mixed with a AoE spell.

What, really? It didn't mention an attack roll or anything. Maybe I missed something.

Dark Archive

You still have to make a ranged attack to hit someone "directly."

rocket launcher wrote:
A creature that takes a direct hit from a rocket cannot attempt a saving throw to reduce the damage taken.

Also the rocket launcher is not a touch attack like most of the other high tech weapons,


brad2411 wrote:

You still have to make a ranged attack to hit someone "directly."

rocket launcher wrote:
A creature that takes a direct hit from a rocket cannot attempt a saving throw to reduce the damage taken.
Also the rocket launcher is not a touch attack like most of the other high tech weapons,

That makes no sense.

Armor doesn't work on bullets because bullets pierce armor.

But rocket launchers? Yeah, that chain shirt stops it.


Tels wrote:
brad2411 wrote:

You still have to make a ranged attack to hit someone "directly."

rocket launcher wrote:
A creature that takes a direct hit from a rocket cannot attempt a saving throw to reduce the damage taken.
Also the rocket launcher is not a touch attack like most of the other high tech weapons,

That makes no sense.

Armor doesn't work on bullets because bullets pierce armor.

But rocket launchers? Yeah, that chain shirt stops it.

as far as making sense goes, you're pretty late on that. Cannons and other direct siege firearms target normal AC, and has been for awhile.

Shadow Lodge

They'd still get hit by the splash/explosion damage, I'd imagine.


Lou Diamond wrote:
Troodos, from another discussion I had with James Jacobs on the ask James Jacobs thread about multi-armed PC races James told me that the basic combat rules would have yo be rewritten for multi-armed races so I would have to say no.

Guess I'll have to house rule it in, whats the point of getting to be a cyborg if you can't be General Grievous? Speaking of which, I need to stat up Darth Vader as a Cybersoldier/Psionic Warrior


1 person marked this as a favorite.
Troodos wrote:
Guess I'll have to house rule it in, whats the point of getting to be a cyborg if you can't be General Grievous?

You could just start out with a Kasatha to get the required number of limbs.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I've got a question about Force Fields.

Spoiler:
Anybody notice the Usage on the Force Field says 1 charge per minute, yet the text says 1 charge per round. Which one applies, or is it both?


Poldaran wrote:
Troodos wrote:
Guess I'll have to house rule it in, whats the point of getting to be a cyborg if you can't be General Grievous?
You could just start out with a Kasatha to get the required number of limbs.

Yeah, but Grievous started as a Kaleesh, which have the normal number of limbs


1 person marked this as a favorite.
Troodos wrote:
Poldaran wrote:
Troodos wrote:
Guess I'll have to house rule it in, whats the point of getting to be a cyborg if you can't be General Grievous?
You could just start out with a Kasatha to get the required number of limbs.
Yeah, but Grievous started as a Kaleesh, which have the normal number of limbs

Play it off as the cybernetic equivalent of a Reincarnate spell, only into body of a cybernetic Kasatha.


Christopher Van Horn wrote:
Question on slow firing weapons, can they be used with abilities that use only a single shot to some greater effect, such as Vital strike and the gunslingers Dead Shot deed?

Along the same lines as this ::

http://paizo.com/threads/rzs2rdwy?Slow-Firing-Weapons-Attacks-of-Opportunit y

How does Snap Shot and other Attack of Opportunity things work with this?

Currently using a gunslinger (Techslinger) with a Rail Gun, using Ricochet. But it did come up as "Full Round Action to use" but it isn't "1 round" as a spell, etc.

- Personally, there are a few deeds that do not work with Slow Firing (Dead Shot for example), however the Techslinger gives the ability to use Deeds with Heavy Weapons. Did they really think about this at all?

Liberty's Edge

Tels wrote:
brad2411 wrote:

You still have to make a ranged attack to hit someone "directly."

rocket launcher wrote:
A creature that takes a direct hit from a rocket cannot attempt a saving throw to reduce the damage taken.
Also the rocket launcher is not a touch attack like most of the other high tech weapons,

That makes no sense.

Armor doesn't work on bullets because bullets pierce armor.

But rocket launchers? Yeah, that chain shirt stops it.

Actually...rocket launchers (like most explosives) tend to do most of their damage via either compression wave or shrapnel. Armor should actually help vs. both of those, speaking logically. Not, y'know, a lot, but that's covered by the fact that it still does damage on a miss unless you save.


Deadmanwalking wrote:
Tels wrote:
brad2411 wrote:

You still have to make a ranged attack to hit someone "directly."

rocket launcher wrote:
A creature that takes a direct hit from a rocket cannot attempt a saving throw to reduce the damage taken.
Also the rocket launcher is not a touch attack like most of the other high tech weapons,

That makes no sense.

Armor doesn't work on bullets because bullets pierce armor.

But rocket launchers? Yeah, that chain shirt stops it.

Actually...rocket launchers (like most explosives) tend to do most of their damage via either compression wave or shrapnel. Armor should actually help vs. both of those, speaking logically. Not, y'know, a lot, but that's covered by the fact that it still does damage on a miss unless you save.

Well, I know that. I also know that most explosions are simply a bright flash, a loud noise and a pressure wave.

Doesn't mean I don't picture them as these massive plumes of roiling flames consuming the area with a roaring noise and shattering windows. :)


Drakol wrote:
- Personally, there are a few deeds that do not work with Slow Firing (Dead Shot for example), however the Techslinger gives the ability to use Deeds with Heavy Weapons. Did they really think about this at all?

Some deeds will work with slow firing weapons and others won't, I'd imagine. Also, I could have sworn that at least one heavy weapon wasn't slow firing.


Poldaran wrote:
Drakol wrote:
- Personally, there are a few deeds that do not work with Slow Firing (Dead Shot for example), however the Techslinger gives the ability to use Deeds with Heavy Weapons. Did they really think about this at all?
Some deeds will work with slow firing weapons and others won't, I'd imagine. Also, I could have sworn that at least one heavy weapon wasn't slow firing.

Both the Plasmathrower and X-laser don't have the slow-firing quality.

EDIT: Technically the Plasmathrower has both the automatic and slow-firing qualities, depending on how it's used.


I just had a thought about cybertech, specifically that it wouldn't be that hard for a GM to make new cybernetics from eidolon evolutions


Slow-Firing weapon + Speed = doable?

I know a hasted creature can't fire twice, but what about a speed slow-firing weapon?


I thought speed was a melee only enhancement.


Major_Blackhart wrote:
I thought speed was a melee only enhancement.

It is not, as far as I can find.


You;re right. My mistake.

Scarab Sages

Poldaran wrote:
StarMartyr365 wrote:

I may have to do questionable things to get this and the ACG now because waiting until payday next week is out of the question. I put a bunch of campaign development on hold until this came out so I could follow Piazo's lead and not reinvent the wheel.

SM

There's always plasma donation. And it would be a fun kind of coincidence to buy a book with rules for donating plasma with extreme prejudice by donating plasma at a clinic.

/sigh

I actually did this for gaming material, more than once, when I was younger.

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