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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Paizo Employee Creative Director

Alexander Augunas wrote:
James Jacobs wrote:
Whew! Just wen through this whole thread, and I think I addressed the errata questions; I'm keeping them in a file for eventual use if we reprint as well. Let me know if there's more and I'll answer them as well!
Even if you don't reprint the Technology Guide (traditionally most Campaign Setting Guides don't get reprinted) maybe you can see about getting the Web Team to enable an FAQ tab on this book where people can quickly reference your corrections?

The combination of their INCREDIBLY busy schedule and the fact that at this point there doesn't seem to be an awful lot of errata to track makes me think that, at this point, this forum works well enough.

The Exchange

3 people marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

There is kinda 1452 (and counting) posts... Certainly most other Campaign Setting books haven't gotten this type attention. In addition telling Lone Wolf/my friends to go check page 28 or 29 of this thread for the various errata seems kinda... well not right to me I guess. Don't know how else to describe it. I think you guys should consider that FAQ page for this product, it makes the corrections more official and less word of mouthy even if it is coming from the toothy tyrannic-sauric jaws of the Creative Director. I'm sure we can be plenty patient for that page but I think it would do this book some good in avoiding confusion.


How does Vital Strike and the like work with slow-firing weapons, if at all? Does the full round action requirement mean you are technically not using the attack action so Vital Strike cannot apply?

Additionally, on the inside front cover natural 1s are listed as causing a 50% glitch chance. Page 55 specifically says a natural 1 is an automatic glitch, with no percentage chance. I assume the latter, more strict entry is correct, but is that so?


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Do you think you can at least get all the Errata in this thread gathered up and posted in the First post?

Shadow Lodge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Hey quick question. On timeworn Cylex what chart does one use to determine what happens to it when it glitches?

Paizo Employee Creative Director

1 person marked this as a favorite.
Angry Cow wrote:

How does Vital Strike and the like work with slow-firing weapons, if at all? Does the full round action requirement mean you are technically not using the attack action so Vital Strike cannot apply?

Additionally, on the inside front cover natural 1s are listed as causing a 50% glitch chance. Page 55 specifically says a natural 1 is an automatic glitch, with no percentage chance. I assume the latter, more strict entry is correct, but is that so?

It doesn't Vital Strike requires its own action, and with a slow-firing weapon, the attack uses up your available actions so you can't Vital Strike with it.

And glitches happen automatically.

Paizo Employee Creative Director

And I'll see if I can get the errata for this book organized somewhere easy.

Paizo Employee Creative Director

2 people marked this as a favorite.
doc the grey wrote:
Hey quick question. On timeworn Cylex what chart does one use to determine what happens to it when it glitches?

Cylex isn't technically a weapon or pharmaceutical, and it's certainly not armor, so it'd use the General glitches table.

Paizo Employee Creative Director

2 people marked this as a favorite.
xevious573 wrote:
There is kinda 1452 (and counting) posts... Certainly most other Campaign Setting books haven't gotten this type attention. In addition telling Lone Wolf/my friends to go check page 28 or 29 of this thread for the various errata seems kinda... well not right to me I guess. Don't know how else to describe it. I think you guys should consider that FAQ page for this product, it makes the corrections more official and less word of mouthy even if it is coming from the toothy tyrannic-sauric jaws of the Creative Director. I'm sure we can be plenty patient for that page but I think it would do this book some good in avoiding confusion.

I do agree, and the increased attention and the heavy rules content of this book does mean it'd be good to get the errata gathered. I'll see what I can do.

And having been the one who wrote the bulk of these rules and playtested them for over a decade, I'm pretty confident I can provide pretty official corrections for the book anyway... ;-P

Grand Lodge

xevious573 wrote:
There is kinda 1452 (and counting) posts... Certainly most other Campaign Setting books haven't gotten this type attention. In addition telling Lone Wolf/my friends to go check page 28 or 29 of this thread for the various errata seems kinda... well not right to me I guess. Don't know how else to describe it. I think you guys should consider that FAQ page for this product, it makes the corrections more official and less word of mouthy even if it is coming from the toothy tyrannic-sauric jaws of the Creative Director. I'm sure we can be plenty patient for that page but I think it would do this book some good in avoiding confusion.

I can tell you that Lone Wolf already has this errata on their radar and it should be included in the release of the Technology Guide in Hero Lab.

The Exchange

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
James Jacobs wrote:
xevious573 wrote:
There is kinda 1452 (and counting) posts... Certainly most other Campaign Setting books haven't gotten this type attention. In addition telling Lone Wolf/my friends to go check page 28 or 29 of this thread for the various errata seems kinda... well not right to me I guess. Don't know how else to describe it. I think you guys should consider that FAQ page for this product, it makes the corrections more official and less word of mouthy even if it is coming from the toothy tyrannic-sauric jaws of the Creative Director. I'm sure we can be plenty patient for that page but I think it would do this book some good in avoiding confusion.

I do agree, and the increased attention and the heavy rules content of this book does mean it'd be good to get the errata gathered. I'll see what I can do.

And having been the one who wrote the bulk of these rules and playtested them for over a decade, I'm pretty confident I can provide pretty official corrections for the book anyway... ;-P

Oh, I know you're the go-to guy to get information on how things work in this book. But some people could be kinda weird and get uppity about being linked to a forum thread as opposed to a FAQ/Errata/Correction & Clarifications page. Dunno why, I seem to remember atleast seeing one post by someone more or less saying they don't listen to developers forum posts, if they are going to get official answers they best be in the form of an errata file or FAQ page.

I dunno man, people are weird. Anyway glad to hear we will eventually get a FAQ page.

And Andrew, that is good to hear. We don't want one-shot rockets in our Hero Lab.

Paizo Employee Creative Director

xevious573 wrote:
James Jacobs wrote:
xevious573 wrote:
There is kinda 1452 (and counting) posts... Certainly most other Campaign Setting books haven't gotten this type attention. In addition telling Lone Wolf/my friends to go check page 28 or 29 of this thread for the various errata seems kinda... well not right to me I guess. Don't know how else to describe it. I think you guys should consider that FAQ page for this product, it makes the corrections more official and less word of mouthy even if it is coming from the toothy tyrannic-sauric jaws of the Creative Director. I'm sure we can be plenty patient for that page but I think it would do this book some good in avoiding confusion.

I do agree, and the increased attention and the heavy rules content of this book does mean it'd be good to get the errata gathered. I'll see what I can do.

And having been the one who wrote the bulk of these rules and playtested them for over a decade, I'm pretty confident I can provide pretty official corrections for the book anyway... ;-P

Oh, I know you're the go-to guy to get information on how things work in this book. But some people could be kinda weird and get uppity about being linked to a forum thread as opposed to a FAQ/Errata/Correction & Clarifications page. Dunno why, I seem to remember atleast seeing one post by someone more or less saying they don't listen to developers forum posts, if they are going to get official answers they best be in the form of an errata file or FAQ page.

I dunno man, people are weird. Anyway glad to hear we will eventually get a FAQ page.

And Andrew, that is good to hear. We don't want one-shot rockets in our Hero Lab.

Which is why, at some point in the future, this product will have a FAQ link on it. It's probably not gonna happen until next week at the earliest, 'cause I'll need more time than I have this week to get it organized and populated.


That's more than ok for me! I wont be starting the campaign till at least 3 of the AP books are out. If I get a chance to read ahead it makes things a lot more coherent.

Grand Lodge

Should the "Lock Coder" pg 49 have a usage of 10 charges? Meaning it can only be used once before needing to be recharged?

Paizo Employee Creative Director

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Andrew Betts wrote:
Should the "Lock Coder" pg 49 have a usage of 10 charges? Meaning it can only be used once before needing to be recharged?

Yes; that's the correct charge usage. It basically drains an entire battery when it encodes an access card or lock.

Grand Lodge

OK thanks


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I apologize ahead of time if I have missed something.

On page 5 under Disable Device is says

"Disable Electronic Device: Disabling an electronically controlled trap or unlocking an electronically locked door is easier if you use an e-pick (see page 43). Without an e-pick, you take a –5 penalty on any attempt to use Disable Device on an electronic device."

On page 43 under E-pics is says

"e-picks allow a user to make Disable Device checks against electronic devices without penalty; those of higher ratings also grant a competence bonus (as indicated below). See page 5 for more information on how the Disable Device skill works in regards to technology"

I don't see any kind of chart or listing with the DC for unlocking the various electronic locks. Most often when using skill on devices it involves some formula involving the craft DC of the device. But, I cant seem to find any kind of craft DC for electronic locks.

UPDATE:

Ok, I found the table on page 49 under Lock Coder. In the FAQ / errata or even second printing. Might want to reference the chart on page 49 in the description for Disable Device and E-pics.

Thanks for the fantastic book and keep up the great work!


Color Codes?

On page 19 it talks about items and equipment being color coded with nine specific colors. What am I missing? Are they supposed to be color coded in the book? Are items found by PCs color coded (cheesy)? Are those tiny drawings of weapons and equipment supposed to be colored via the code?

This is driving me nuts.

Dark Archive

The color code is lesser to greater versions of tech items. Here is the Tech intro on the prd. it explains the color codes. If you need an example look at the e-picks.


brad2411 wrote:
The color code is lesser to greater versions of tech items. Here is the Tech intro on the prd. it explains the color codes. If you need an example look at the e-picks.

Thanks a bundle! I was looking for actual color in the book, whether in the drawings, color background of the item entry (and all item entries share the same blue/gray color background), etc.


Tranquilis wrote:
Thanks a bundle! I was looking for actual color in the book, whether in the drawings, color background of the item entry (and all item entries share the same blue/gray color background), etc.

Most items aren't color coded. There are items like the force field and vision goggles (whatever they are called) that have the color codes for different strengths of the item. If it has a color code, it is specifically mentioned. You don't need to look at the item portraits, borders, or any of that.

Shadow Lodge

Question: The Technomancer's Technic Spell Mastery can be taken for Remove Radioactivity and its Greater version, the only non-wizard spell on the list. Can a wizard select that spell to use?

Grand Lodge

Ninjaxenomorph wrote:
Question: The Technomancer's Technic Spell Mastery can be taken for Remove Radioactivity and its Greater version, the only non-wizard spell on the list. Can a wizard select that spell to use?

I assumed the wizard would just gain them as 4th and 8th level spells like everyone else.

Paizo Employee Creative Director

Ninjaxenomorph wrote:
Question: The Technomancer's Technic Spell Mastery can be taken for Remove Radioactivity and its Greater version, the only non-wizard spell on the list. Can a wizard select that spell to use?

Yes. That's the point of the ability, to a certain extent, although it's more awesome for non-wizards, obviously, since they have fewer spells that are already on their list in the book.

Shadow Lodge

But Remove Radioactivity isn't ON the Wizard list, at least as listed on the PRD; so, when it says "If the spell chosen isn't one that's normally on his class spell list, he adds it to his class spell list at the level a wizard casts the spell," a Wizard/Technomancer CAN'T add it by the RAW, as there is no level he could normally cast it at.

Paizo Employee Creative Director

Ninjaxenomorph wrote:
But Remove Radioactivity isn't ON the Wizard list, at least as listed on the PRD; so, when it says "If the spell chosen isn't one that's normally on his class spell list, he adds it to his class spell list at the level a wizard casts the spell," a Wizard/Technomancer CAN'T add it by the RAW, as there is no level he could normally cast it at.

Ah! I see. Well... it gets added at the level it lives at, which in this case is either 4th level (for remove radioactivity) or 8th level (for the greater version).

Shadow Lodge

My future technomancer thanks you. Well, he wouldn't, but any allies he catches with Irradiate would.

Paizo Employee Organized Play Developer

Is there a particular reason there isn't a print/.pdf combo available for this product?

Webstore Gninja Minion

Ssalarn wrote:
Is there a particular reason there isn't a print/.pdf combo available for this product?

Paizo does not offer Print/PDF bundles for our products. Free PDFs are only provided as part of the subscription (which you can start with with the Technology Guide).


30 pages wow, this is intense... just starting to catch up (on page 5/30), a few questions:

1- Has the reception to this book been well received and a financial success?

2- Has Paizo or any 3pp indicated interest in follow up/additional related material?

3- Can I now run a Pathfinder Dragonstar campaign, or do I need to wait for more Pathfinder SF rules/materials to come out first?

Thanks! :)


Giorgo wrote:
2- Has Paizo or any 3pp indicated interest in follow up/additional related material?

{fails Will save vs. 3PP NDA} ;)


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Giorgo wrote:
1- Has the reception to this book been well received and a financial success?

To my understanding, Paizo does not release financial information likes this.


Tels wrote:
To my understanding, Paizo does not release financial information likes this.

I understand, what I was refereeing to was public information/feedback by players and staff (in forums, twitter, Facebook, conventions...) of the reception this book is receiving. Have the players liked it, is it selling well online and in bookstores, is the Paizo staff happy with how its being received.... :)

I already ordered this book, waiting for delivery. Just got the Numeria guide and Iron Gods AP (1/6)a few days ago, waiting for the weekend so I can read them. :)


Is JJ still accepting rules-related questions in regard to the Tech Guide? I've got a small list of minor questions that I and my group have come up with, but, it's been quite awhile since anyone has posted here.

Paizo Employee Creative Director

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Arturius Fischer wrote:
Is JJ still accepting rules-related questions in regard to the Tech Guide? I've got a small list of minor questions that I and my group have come up with, but, it's been quite awhile since anyone has posted here.

He is.


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He rocks!


Awesome! Thanks JJ!

I'm going to do this in chunks.

Minor sidetrack, to keep it all in one spot, I'll start with a couple of Iron Gods: Fires of Creation items first. Yeah, they could go in their own section, but I sort of figured... why make JJ go hopping all over creation to find these Q's?

Spoiler:

Neutral Inhibitor: It says the item generates a high-pitched whine that causes disorientation. Is the Mind-Affecting portion also Sonic effect, or is this just fluff text? If it is a Sonic-based effect, does it fail to function inside the radius of Silence and the like?

Neraplast Armor: The color change is permanent until changed again, yes? So if someone turns it into "Woodland Camo" mode, it will stay in that mode until changed again? If so, what happens if they remove the power supply entirely? Will it revert to 'generic' grey colors or stay in woodland camou?

Proximity Helmet: Under the motion sensing portion, it states to reduce the distance by 20 feet for each closed door and 20 feet for each wall. Is this correct? The way it was written seems to imply the first number should have been different (say, 10 feet for a door, 20 feet for a wall), as otherwise it would have said "reduce by 20 feet for each closed door and/or interposing wall".

Technology Guide Weapon Q's:

Spoiler:

I probably missed this somewhere, but does a Scatter weapon roll ONCE for the damage, or once per target?

Arc Gun: So... +2 against metal armor wearers that it already ignores the AC of because it's a Touch weapon? Eeeevil.

Atom Gun: More of a question with the Radiation rules. It mentions nothing about containing radiation, but stone and metal (especially lead) tend to be good about it. Is it feasible to drop this thing into a lead box once it breaks to not poison the entire party?
As this is a scatter weapon, do you roll each individual stat-damage separately per target, or just once for everything irradiated?
(Personal Note: This is on the personal ban list for requiring too many freakin die rolls. Separate ones to hit, separate saving throws, potentially separate damages, ugh...)

Autograpnel: Effective STR of 22. Can wimpy PC's use it to try and force open objects like doors by placing it against them? I'm inclined to say "yes", but want to know the designer's call on it.

Death Ray: THANK YOU for bringing back a Gamma World staple!
Fluff VS Crunch: It says the ray is harmless and it only launches the nanites if it hits a target. Is that fluff, or does that mean it literally doesn't consume charges unless you get a successful attack roll?

EMP Pistol/Rifle: It deals Electricity damage. Most Robots have Hardness. Is Robot Hardness supposed to apply to this, making it possible to score no damage whatsoever? It states that it deals no damage, but also states a critically hit target can be staggered. Can it stagger living creatures? (This is not damage, but a status effect, common sense says "No it can't", but I want to make sure.).

Flare Gun: One shot disposable, and no flares you can drop by hand? Say it ain't so!

Gravity Pistol/Rifle: I'm going to assume that Spell Resistance doesn't apply to the Telekinesis effects?

ID Rifle: It does minimal damage, but no number is given. Kind of hard to put to use with other mechanics. Going to assume it's Piercing damage, so Damage Reduction of pretty any other type should provide immunity, yes? Needs to speak the same language as the target, too? Same SR as above, probably same answer.

Laser Pistol/Rifle: No questions, just admiration for attention to detail paid to force effects, glass, and mists. Nice!

Monowhip: I've seen things like this before, and I hate them. Not out of any unrealism, I just hate cutting whips. Invariably, I or someone else will ask "Can I sunder it?" So, what's the Hardness and HP of the monofilament? Can something other than Adamntine be used on it?

Plasmathrower: The Slow Firing shot takes 2 charges and each indivdual shot on Semi-Automatic takes 2 charges... but according to the Automatic Fire rules, a full-auto assault takes 10 charges, no matter the weapon. Should that be the case here, or since each basic attack takes 2, should it instead take the full 20 in the capacitor to fire off a full-auto attack?

Rail Gun: This is how it's DONE. Gold standard for those 'penetration shot' weapons. Just one problem, does it REALLY hit EVERYTHING in a 2,000 ft line?

Rocket Launcher: Already answered, this should be a Touch weapon.

Sonic Pistol/Rifle: It's Sonic damage. Like the Nuclear Resonator, should it not function in or through Silence?

Stun Baton: Another weapon I love. If someone uses a sneak with it, does the Sneak boost the Bludgeon, the Electric, or the wielder's choice? If the Blugeon, is it possible to 'tap' someone with it to boost the Elec damage with Sneak instead? Favored weapon for Rogues and Slayers, here.

Stungun: More crunch VS fluff. Says Nonlethal in damage, fluff says it uses Sonic. Should this not be "Nonlethal Sonic"? And the usual Silence shenanigans?

Vortex Gun: OK, I can see the gravity guns getting a controlled CMB by the user, as the user is individually manipulating the target. But why the Vortex Gun? Shouldn't the CMB just be a flat value? Especially if multiple targets can be tripped?
(Another personal "It requires too many rolls" weapon. Really cool one, though.)

X-Laser: Already, cool, it's a Laser version of the Railgun and IT DOES NOT HAVE SLOW-FIRING?!? Possibly four attacks in a round with this monster? Holy sweet bajeebus! Assuming this goes out to 2,000 ft like the Rail?
Finally, does it suffer the same limitations as the Laser Pistol/Rifle with respect to force, glass, and fogs?

OTHER: Can these things be enchanted as magic items? Can they use mods that affect their damage type? Is it possible to have a +1 Flaming Zero Rifle that deals 2D6 Cold + 1D6 Fire? A +5 Merciful X-Laser sounds really funny to me.

I think I will put the rest up later, the weapons have the most confusing bits, but there's plenty with the armors and other items. I just don't want to overload things too much and give JJ too much of a headache!

Thanks for looking into this!


Because it came up in another thread, here's a question for ya. How do technological items interact with spells like Shadow Weapon and Fabricate?


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Tacticslion wrote:
He rocks!

And rolls!


But does he do... acrobatics?!

(alt: or perform (sing))


Pathfinder Adventure Path Subscriber

About the Iron Priests Channel Energy:

It seems to me the dual function of channel is completely taken away.
You either heal or harm living creatures and constructs with the clockwork or robot subtype.
Did i get this right?

Paizo Employee Creative Director

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Poldaran wrote:
Because it came up in another thread, here's a question for ya. How do technological items interact with spells like Shadow Weapon and Fabricate?

They should interact as if they were magic items, since they're balanced and priced as if they were magic items.

Contributor

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Giorgo wrote:
2- Has Paizo or any 3pp indicated interest in follow up/additional related material?

How do you feel about, "similar, but different?"

Paizo Employee Creative Director

1 person marked this as a favorite.
Hayato Ken wrote:

About the Iron Priests Channel Energy:

It seems to me the dual function of channel is completely taken away.
You either heal or harm living creatures and constructs with the clockwork or robot subtype.
Did i get this right?

Correct.

Paizo Employee Creative Director

2 people marked this as a favorite.
Arturius Fischer wrote:
...had a lot of questions...

In order to keep things from wall of texting...

First block:

Spoiler:
Arturius Fischer wrote:
Neutral Inhibitor: It says the item generates a high-pitched whine that causes disorientation. Is the Mind-Affecting portion also Sonic effect, or is this just fluff text? If it is a Sonic-based effect, does it fail to function inside the radius of Silence and the like?

Just flavor text; it's not a sonic effect. The sound's a side effect. Silence won't stop it.

Arturius Fischer wrote:
Neraplast Armor: The color change is permanent until changed again, yes? So if someone turns it into "Woodland Camo" mode, it will stay in that mode until changed again? If so, what happens if they remove the power supply entirely? Will it revert to 'generic' grey colors or stay in woodland camou?

Color changes last as long as the suit retains power. Once all charges are drained, it reverts to gray.

Arturius Fischer wrote:
Proximity Helmet: Under the motion sensing portion, it states to reduce the distance by 20 feet for each closed door and 20 feet for each wall. Is this correct? The way it was written seems to imply the first number should have been different (say, 10 feet for a door, 20 feet for a wall), as otherwise it would have said "reduce by 20 feet for each closed door and/or interposing wall".

Yeah... 20 feet for each closed door and/or wall.

Second block:

Spoiler:
Arturius Fischer wrote:
Arc Gun: So... +2 against metal armor wearers that it already ignores the AC of because it's a Touch weapon? Eeeevil.

Yup.

Arturius Fischer wrote:

Atom Gun: More of a question with the Radiation rules. It mentions nothing about containing radiation, but stone and metal (especially lead) tend to be good about it. Is it feasible to drop this thing into a lead box once it breaks to not poison the entire party?

As this is a scatter weapon, do you roll each individual stat-damage separately per target, or just once for everything irradiated?
(Personal Note: This is on the personal ban list for requiring too many freakin die rolls. Separate ones to hit, separate saving throws, potentially separate damages, ugh...)

Yes; a lead box should prevent it from poisoning everyone. Whether or not you roll the damage once or per target is up to you.

Arturius Fischer wrote:
Autograpnel: Effective STR of 22. Can wimpy PC's use it to try and force open objects like doors by placing it against them? I'm inclined to say "yes", but want to know the designer's call on it.

Yes.

Arturius Fischer wrote:

Death Ray: THANK YOU for bringing back a Gamma World staple!

Fluff VS Crunch: It says the ray is harmless and it only launches the nanites if it hits a target. Is that fluff, or does that mean it literally doesn't consume charges unless you get a successful attack roll?

It consumes charges if you miss. It's basically saying the nanites don't rove around after you fire and look for targets on their own.

Arturius Fischer wrote:
EMP Pistol/Rifle: It deals Electricity damage. Most Robots have Hardness. Is Robot Hardness supposed to apply to this, making it possible to score no damage whatsoever? It states that it deals no damage, but also states a critically hit target can be staggered. Can it stagger living creatures? (This is not damage, but a status effect, common sense says "No it can't", but I want to make sure.).

Hardness applies, but remember, robots aren't objects, so you don't halve energy damage when you shoot them. Note also that not all robots have Hardness. Remember also that most robots take 150% damage from electricity on top of all that. It can't stagger living creatures.

Arturius Fischer wrote:
Flare Gun: One shot disposable, and no flares you can drop by hand? Say it ain't so!

AKA torches? Hand-dropped flares are pretty boring and not very high-tech, and therefore didn't warrant inclusion in my opinion.

Arturius Fischer wrote:
Gravity Pistol/Rifle: I'm going to assume that Spell Resistance doesn't apply to the Telekinesis effects?

Nope; it's not magic. So, no SR.

Arturius Fischer wrote:
ID Rifle: It does minimal damage, but no number is given. Kind of hard to put to use with other mechanics. Going to assume it's Piercing damage, so Damage Reduction of pretty any other type should provide immunity, yes? Needs to speak the same language as the target, too? Same SR as above, probably same answer.

The barb doesn't do damage at all; it just does 1d4 Int damage on a hit. It's therefore immune to hardness and damage reduction entirely. Your AC and the saving throw you get to resist is your defense. No SR.

Arturius Fischer wrote:
Laser Pistol/Rifle: No questions, just admiration for attention to detail paid to force effects, glass, and mists. Nice!

Yay!

Arturius Fischer wrote:
Monowhip: I've seen things like this before, and I hate them. Not out of any unrealism, I just hate cutting whips. Invariably, I or someone else will ask "Can I sunder it?" So, what's the Hardness and HP of the monofilament? Can something other than Adamntine be used on it?

Don't use things in your game you don't like. I love monofiliament whips, and that's why I put them in the book. It's hardness and HP are the same as for a normal whip. You don't sunder the filament; you sunder the handle and in so doing you break the whole thing.

Arturius Fischer wrote:
Plasmathrower: The Slow Firing shot takes 2 charges and each indivdual shot on Semi-Automatic takes 2 charges... but according to the Automatic Fire rules, a full-auto assault takes 10 charges, no matter the weapon. Should that be the case here, or since each basic attack takes 2, should it instead take the full 20 in the capacitor to fire off a full-auto attack?

Nope; a full automatic fire still only consumes 10 charges.

Arturius Fischer wrote:
Rail Gun: This is how it's DONE. Gold standard for those 'penetration shot' weapons. Just one problem, does it REALLY hit EVERYTHING in a 2,000 ft line?

Yes, it does. In most battles, that's beyond the edge of your battlemat, and you shouldn't bother worrying with things that far away in most cases.

Arturius Fischer wrote:
Rocket Launcher: Already answered, this should be a Touch weapon.

Correct.

Arturius Fischer wrote:
Sonic Pistol/Rifle: It's Sonic damage. Like the Nuclear Resonator, should it not function in or through Silence?

It follows all the rules that block sonic damage, so yes. Silence provides protection.

Arturius Fischer wrote:
Stun Baton: Another weapon I love. If someone uses a sneak with it, does the Sneak boost the Bludgeon, the Electric, or the wielder's choice? If the Blugeon, is it possible to 'tap' someone with it to boost the Elec damage with Sneak instead? Favored weapon for Rogues and Slayers, here.

It'd boost bludgeoning damage.

Arturius Fischer wrote:
Stungun: More crunch VS fluff. Says Nonlethal in damage, fluff says it uses Sonic. Should this not be "Nonlethal Sonic"? And the usual Silence shenanigans?

Yes. It does nonlethal sonic damage. Silence can protect.

Arturius Fischer wrote:

Vortex Gun: OK, I can see the gravity guns getting a controlled CMB by the user, as the user is individually manipulating the target. But why the Vortex Gun? Shouldn't the CMB just be a flat value? Especially if multiple targets can be tripped?

(Another personal "It requires too many rolls" weapon. Really cool one, though.)

Feel free to adjust to lessen rolls required as you wish, but it's basically a heavy weapon gravity gun, so I didn't want to change the rules just for it.

Arturius Fischer wrote:

X-Laser: Already, cool, it's a Laser version of the Railgun and IT DOES NOT HAVE SLOW-FIRING?!? Possibly four attacks in a round with this monster? Holy sweet bajeebus! Assuming this goes out to 2,000 ft like the Rail?

Finally, does it suffer the same limitations as the Laser Pistol/Rifle with respect to force, glass, and fogs?

I went back and forth regarding making this slow-firing, and ALMOST made that change in the errata. I decided not to, though. That may have been the wrong call. It's pretty expensive and uses a lot of charges, though; note that if you do make four attacks, you're out of ammo. Also, yes, it follows the normal laser rules.

Arturius Fischer wrote:
OTHER: Can these things be enchanted as magic items? Can they use mods that affect their damage type? Is it possible to have a +1 Flaming Zero Rifle that deals 2D6 Cold + 1D6 Fire? A +5 Merciful X-Laser sounds really funny to me.

All of these weapons can become magic items. You can have a +1 flaming zero rifle. It's weird and some combinations are funny... but what sounds funny to one person is awesome to another. Feel free to use combos you like and disregard the rest.


James Jacobs wrote:
Poldaran wrote:
Because it came up in another thread, here's a question for ya. How do technological items interact with spells like Shadow Weapon and Fabricate?
They should interact as if they were magic items, since they're balanced and priced as if they were magic items.

That's more or less what I thought. Thanks.


First Block:

Neraplast Armor: Color changes last as long as the suit retains power. Once all charges are drained, it reverts to gray.
Eep. So, when you have one last charge in it and use it to change the color, it then immediately goes grey? Shouldn't it last an hour or a day or something?
Good with the others in the first block. Just wanted to check on crunch/fluff and the distance thing.

Second Block:

Atom Gun: K, yeah, have to streamline that one, but rules as written has lots of rolls. Good to see official word on the lead thing, too. Although, anyone who has the WBL to have this thing probably has better tricks, it's not going to stop me from introducing one in the "Box of Death" to a lower level party for mad shenanigans as a 'mini artifact' (aka MacGuffin) they have to haul from one place to another while everyone else wants the "Death Dealer" for themselves....

Autograpnel: K, figured that one too, glad it works out by intent.

Death Ray: I thought, afterward, that it would have to expend the charge just to create the energy trail whether it hits or not anyway, so I'm totally OK with this ruling.

EMP Pistol/Rifle: I know Robots aren't objects, thanks. I forgot about the tendency to have that weakness, though. In my own games I have a separate 'EMP' damage type (similar to 'ion' damage from Star Wars) that's basically Electrical Nonlethal for high-tech items. Ignores Hardness unless the item is shielded specifically against it. Gonna apply that here, but happy to know the Rules As Written don't nerf these weapons against their intended targets.

Id Rifle: Didn't answer the 'language' part. I'd assume they'd have to, but we have a gun that apparently ignores hardness to access their body and directly implants their brain. BUT... then I thought... maybe you're commanding the Nanites or whatever, and they're programmed to put that response into the enemy's head, ignoring language barriers. Explanation plz? :D

Mono Whip: I 'hate' cutting whips. I don't find it rules-breaking, I simply don't like them on a gut level--but I still allow them. I just wanted to know how to break them, for when my hatred of them takes over. I'm gonna house rule this one as being a metal cylinder handle and do it like Lightsabers might be done... stat the hilt as an half-inch (k, sabers would be 1 inch) thick iron equivalent, half HP due to complexity (it's got internal bits, not a solid hunk of metal). Hardness: 10; Hit Points: 8. I'm OK with it this way.

Plasmathrower: OK. I can handwave this enough as it not being as many rounds but just a continuous 'stream' like a flamethrower or something. Plus you don't have to waste the whole capacitor. I'm good with this one.

Railgun: Oh no. That doesn't get handwaved away. I keep track of this sort of thing, especially when someone just shot a hole two-fifths of a mile long into the surroundings. I imagine it similar to that scene in Tremors 2 when Burt fired the .50 cal through the Butt-Blaster.... and three buildings and the engine block of the vehicle they intended to escape in. I seriously hope a population center isn't in the general direction of the round, or some leader is going to be mighty grumpy at the inch-thick hole that's just been blasted through EVERYTHING.

Vortex Gun: I accept the reasoning of your ruling, but change it house-rules style. It's shooting three different gravity beams tearing in different directions, they don't get to 'control' it. I am buffing the flat bonus by +4 though.

Enchanting Tech Weapons: OK, I figured the rules allowed this, since you guys went through enough effort to price them in GP values.
I think the +5 Merciful X-Laser is funny... not in a 'ha ha' funny, but a "I'm sorry, did I just stun your entire army of 1200 guys in a single round?" kind of funny. Which is to say "Awesome Funny". I'm nerfing the X-Ray's fast firing at home to stop that, though.

Anyway, thanks again for the responses! I've been away awhile and I need to sleep now. Will get some of the other Q's up later, if you don't mind.

Thanks!


In the description of the spell Technomancy it says,

"This spell functions as detect magic, except it detects the presence of technological objects instead of magical objects"

Does that mean it can be made permanent with a Permanency spell like Detect Magic?

Paizo Employee Creative Director

raverbane wrote:

In the description of the spell Technomancy it says,

"This spell functions as detect magic, except it detects the presence of technological objects instead of magical objects"

Does that mean it can be made permanent with a Permanency spell like Detect Magic?

Sure!


James Jacobs wrote:
raverbane wrote:

In the description of the spell Technomancy it says,

"This spell functions as detect magic, except it detects the presence of technological objects instead of magical objects"

Does that mean it can be made permanent with a Permanency spell like Detect Magic?

Sure!

:)

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