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

First Printing to Second Printing - Download (187kb zip/PDF)

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4.30/5 (based on 17 ratings)

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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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Wow! On backorder already? Teach me to wait to grab a copy... :D

Liberty's Edge

Pathfinder Companion Subscriber

Can anybody help me find on the website version where is the relevant section about what skills you need to craft technological items?

Under Skills, it says "Those who wish to construct or repair technological items use the Craft (mechanical) skill in conjunction with the technological item crafting feats."

But does that work for pharmaceuticals as well? On the same page: "Heal: Used to identify and understand pharmaceuticals." But not to craft.

The feat description for Craft Pharmaceutical does not specify which skill to use. Under Crafting High-Tech Items, it says "As with magic items, the creator invests time and money in the creation process and at the end attempts a single skill check to complete construction. Since technological items do not have caster levels, the DC of this check is defined in the description of each technological item."

The DC is given, but not the skill.

In Pharmaceuticals, it says "Craft: This is the Craft DC required to create the pharmaceutical. It is also the Knowledge (engineering) or Heal DC to correctly identify the pharmaceutical." This seems to agree that you can't use Heal to craft pharmaceuticals.

So can you use Craft (mechanical) to create pharmaceuticals?

Paizo Employee Creative Director

It kinda doesn't make sense to use Craft (mechanical) to create pharmaceuticals, but if you're okay with that, and are willing to say that creating a pharmaceutical is more about using machines to perfectly mix and prepare these chemicals... that works.

If that breaks verisimilitude (it kind of does for me), then I'd go with Craft (pharmaceutical) for the skill in question, which is kind of lame since that feels a little too niche.

Perhaps the best solution is to go simply with Craft (alchemy).

As written in the book, though, Craft (mechanical) is the skill you use for all of this. Which I agree feels weird from a certain logic perspective. But it's the right choice for managing skill rank "tax" for creating these things.

Liberty's Edge

Pathfinder Companion Subscriber

What would you say about using Heal instead? Since it's sort of the "Medicine" skill?

Paizo Employee Creative Director

Samy wrote:
What would you say about using Heal instead? Since it's sort of the "Medicine" skill?

Heal isn't used to craft anything else in the game, and uses a different sat (Wisdom instead of Intelligence) than all other Craft checks, so I would say no.

Liberty's Edge

Pathfinder Companion Subscriber

Fair enough. Thanks for the ruling.

Paizo Glitterati Robot

2 people marked this as a favorite.

The PDF has been updated to match the second printing and an errata document is now available for download above!

Grand Lodge

1 person marked this as a favorite.
Pathfinder Adventure, Lost Omens, Rulebook Subscriber; Pathfinder Battles Case Subscriber

There's already a second printing? o_O

Liberty's Edge

2 people marked this as a favorite.
Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories, PF Special Edition Subscriber; Starfinder Charter Superscriber
TriOmegaZero wrote:
There's already a second printing? o_O

That is what I was thinking, it is a rarity that a Campaign/Companion gets a second printing. I am glad this book sold so well and so quickly.

Assuming the normal policy of not putting out a second printing before they are close to sell out of the product this one went fast. And for Campaign/Companion books that is the only way they get second printing by selling fast.

Paizo Employee Creative Director

6 people marked this as a favorite.

Yeah. It did indeed sell pretty well. Yay! :-)


4 people marked this as a favorite.

First Distant Worlds, now the Technology Guide.

Hopefully the Stars are Right for some kind of synergy there. Or will be soon! :D


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

This sounds very promising!
What i can´t understand is the sales rate of this book and the cries about technology in PFS scenarios though. Seems kind of weird.

Whilw i myself was fairly sceptical in the beginning, the implementation is really good though. Once i made the connection to the all time classic Wizardry series from Sir-Tech, only win-win was left.
What we do need now are several new races:
-a rhinceros race
-a spider race
-a bigger ape like race
-a dog race
-a pixie player race (so i can have my pixie ninja^^)
Catfolks are already here.
Maybe i forgot something. Oh yeah a valkyre class!


Wizardry 8, my favorite.


Yeah, for having such a big theme about technology, right down to the art style, technology seems hideously limited in PFS. And I am still extremely upset that they banned the Nanite bloodline purely because of its thematic elements, not for any balancing reason.

Well there's always the chance it'll come in the form of a single boon sheet that'll pop up halfway across the country I suppose :P

More on-topic, good to see this errata! Naturally the superb sales of Technology Guide will convince Paizo to release the Technology Guide II: Luddite Edition. Steel swords? Nonsense, just use sharpened owlbear bones!

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

With the errata to memory of function, does that spell now function like a resurrection for androids?

Paizo Employee Creative Director

1 person marked this as a favorite.
Shisumo wrote:
With the errata to memory of function, does that spell now function like a resurrection for androids?

Yes. As will resurrection, of course.


Hoping this is a good place to post this question.

If a character, who was perfectly intact prior to this, decides to get a cybernetic arm then later decides he doesn't want it anymore (or it was forcefully taken, etc.), is that character now missing an arm?

It does say that it completely replaces the arm from shoulder to the hand, but am I correct in assuming that if he decides to get rid of the cybernetic arm (like balancing his total Implantation Value against suddenly dealing with a lot of Con damage from a bad poison), his original arm does not instantly grow back?

Thanks in advance.

Dan

Paizo Employee Creative Director

tzizimine wrote:

Hoping this is a good place to post this question.

If a character, who was perfectly intact prior to this, decides to get a cybernetic arm then later decides he doesn't want it anymore (or it was forcefully taken, etc.), is that character now missing an arm?

It does say that it completely replaces the arm from shoulder to the hand, but am I correct in assuming that if he decides to get rid of the cybernetic arm (like balancing his total Implantation Value against suddenly dealing with a lot of Con damage from a bad poison), his original arm does not instantly grow back?

Thanks in advance.

Dan

Yup! The character would indeed be missing an arm until a regeneration spell comes along.

And no, you can't make a creature's cybernetic arm "pop off" by casting regeneration on them. ;-)


That's good to know. If that's the case, where would be a good place to look for rules for missing limbs? For some reason Skull & Shackles comes to mind?

Grand Lodge

James Jacobs wrote:
Yeah. It did indeed sell pretty well. Yay! :-)

Did we unlock "Ultimate Technology?"

SM

Paizo Employee Creative Director

tzizimine wrote:
That's good to know. If that's the case, where would be a good place to look for rules for missing limbs? For some reason Skull & Shackles comes to mind?

There's rules there. I believe Ultimate Combat has more in-depth rules.

Paizo Employee Creative Director

StarMartyr365 wrote:
James Jacobs wrote:
Yeah. It did indeed sell pretty well. Yay! :-)

Did we unlock "Ultimate Technology?"

SM

Nope.


Maybe if we're lucky, Inner Sea World Guide and Inner Sea Gods will get a new printing.


James Jacobs wrote:
StarMartyr365 wrote:
James Jacobs wrote:
Yeah. It did indeed sell pretty well. Yay! :-)

Did we unlock "Ultimate Technology?"

SM

Nope.

What can we possibly do to influence demand for it? I already have two copies of the Technology Guide.

Paizo Employee Creative Director

Malwing wrote:
James Jacobs wrote:
StarMartyr365 wrote:
James Jacobs wrote:
Yeah. It did indeed sell pretty well. Yay! :-)

Did we unlock "Ultimate Technology?"

SM

Nope.
What can we possibly do to influence demand for it? I already have two copies of the Technology Guide.

Buy Iron Gods and Numeria: Land of Fallen Stars.

Put up reviews of those products where you indicate how much you like the books and would like to see more Technology stuff.

Get your friends and their friends and their friends to do the same! :-)


Hayato Ken wrote:

This sounds very promising!

Maybe i forgot something. Oh yeah a valkyre class!

I think a valkyrie would be a warpriest. :)


RJGrady wrote:
Hayato Ken wrote:

This sounds very promising!

Maybe i forgot something. Oh yeah a valkyre class!

I think a valkyrie would be a warpriest. :)

Maybe he meant another type of valkyrie?


James Jacobs wrote:
tzizimine wrote:
That's good to know. If that's the case, where would be a good place to look for rules for missing limbs? For some reason Skull & Shackles comes to mind?
There's rules there. I believe Ultimate Combat has more in-depth rules.

One more related question (the only one I hope)...

Do implants suffer any sort of limitation or loss of function during a polymorph / transmutation / shape change / etc? i.e. could a druid with an implanted weapon still use the weapon in a different form (with possibly separate answers for humanoid and non-humanoid form)?

Grand Lodge

James Jacobs wrote:
Malwing wrote:
James Jacobs wrote:
StarMartyr365 wrote:
James Jacobs wrote:
Yeah. It did indeed sell pretty well. Yay! :-)

Did we unlock "Ultimate Technology?"

SM

Nope.
What can we possibly do to influence demand for it? I already have two copies of the Technology Guide.

Buy Iron Gods and Numeria: Land of Fallen Stars.

Put up reviews of those products where you indicate how much you like the books and would like to see more Technology stuff.

Get your friends and their friends and their friends to do the same! :-)

We have our orders. No surrender and no retreat.

SM


I ran into a bit of a rules problem in the tech guide when coming across the Deflect arrows feat. We have a shield champion who uses it to full effect and was trying to argue that he can deflect pretty much anything. In my head a laser is just like scorching ray, Zero rifle like ray of frost, etc, etc... What are your takes on this. Even with a monk that had deflect arrows could they deflect a laser? A Rocket launcher? an Rail gun? (They heavy weapons are basically line effects so I told him no)


Pathfinder Adventure Path Subscriber

The big questions is, why is there no specific craft robot feat?

I know you can craft a robot as a construct via craft construct, but that´s a magic crafting feat. Are robots considered to need magic help?
For people wanting to craft a technological robot, the prereqs of craft wondrous items and crafts magic arms and armor are very harsh.
Especially if you actually want to have a character that operates with the technoligst feat and maybe is a technomancer.

Question:
If one goes to obvious homebrew way to create such a feat, should it be oriented at the craft construct feat?

Craft Robot wrote:

Studying the numerian constructs, you discovered the secrets how to create robots.

Prerequisites: Technologist, craft (mechanical) 9, knowledge (engineering) 9 ranks.

Benefit: You can create technological robots. Creating a technological robot takes 1 day for every 1,000 gp in the robot´s price. To create the object, you must use up raw materials costing half of this total price. See Crafting High-Tech Items for more information.

You can also repair a broken technological robot if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item from scratch.


1 person marked this as a favorite.

Actually the rules for crafting robots appear in The Dungeons of Golarion pg.49, basically the time and gold piece increase by 50%, and access to the appropriate technological gear.
Though those rules maybe revised in the last part of the Iron Gods AP.


If I get the scratch and dent copy right now, will it be the second printing?

Thanks.

SS.


James Jacobs wrote:
xevious573 wrote:
James Jacobs wrote:
christos gurd wrote:
I dont know if its clear yet, are monowhips finessible?
They're light weapons. So... yes.

Some Monowhip Questions:

1) Monowhips normally do not add Str to Damage but if you find a way to get them to add Dex to damage (say enhancing a monowhip to a +1 agile monowhip or something) will that apply?

2) Can you Power Attack or Piranha Strike with them?

3) Do they provoke attacks of opportunity when you attack with them just like a whip?

4) A whip doesn't threaten within their 15ft. Does the same apply to a monowhip?

5) Finally, if the two questions above are yes, do Whip Mastery and Improved Whip Mastery apply? What about Greater Whip Mastery? Seems like Greater Whip Mastery wouldn't but might as well make sure.

BONUS MISCELLANEOUS QUESTION: If I take Master Craftsmen(Craft[Mechanical]) and Craft Magic Arms and Armor, would I be able to both magical technological weapon and magical technological armor with Craft(Mechanical)? I assume that the Technologist feat would be needed for this and if I was making the the technological item from scratch as opposed to just enhancing one, I would still need Craft Technological Arms and Armor feat.

1) Yes.

2) Yes.

3) Yes.

4) Yes.

5) Yes. Including Greater Whip Mastery—the monowhip doesn't slice completely through things like nothing; it just cuts deep.

BONUS MISCELLANEOUS QUESTION: Nope; Master Craftsman does not allow you to sneak into creating Tech items. That feat exists solely to allow non-spellcasters the opportunity to craft magic...

One more question, does Weapon Focus: Whip apply to a monowhip? In a similar vein, if a Kensai Magus takes a Whip as his chosen weapon, can he use a monowhip in place of a regular one without loosing access to all of his class features?


I'm not sure how much revision the Technology Guide is ever going to see, but it would be nice if the robot subtype were included.


What is the page count for Pathfinder Campaign Setting: Technology Guide (PFRPG)

Paizo Employee Creative Director

Kaouse wrote:

One more question, does Weapon Focus: Whip apply to a monowhip? In a similar vein, if a Kensai Magus takes a Whip as his chosen weapon, can he use a monowhip in place of a regular one without loosing access to all of his class features?

Yes to both.


Pathfinder Adventure Path Subscriber

The Technology Guide, along with all the other "campaign setting" line (softback) books, are 64 pages.

Shadow Lodge

I'm disappointed that the errata doesn't cover the Savage Technologist's rage bonuses issue. It's an easy enough house rule fix, but still disappointed.


I really have only one beef with this book, but it's a big one. At least, it is a size-related one. Weapon sizes for tech weapons. Really, guys? Really?! Technology, the great equalizer, is going to succumb to the weapon size rules?

Halflings with laser pistols do less damage than humans with laser pistols.

Halflings with lasers do less damage than humans with lasers. Why? Because the laser beams are smaller? This is ridiculous.

At least with firearms you could argue that weapons for Small-sized characters have smaller caliber ammunition, and therefore do less damage.

What exactly is the reasoning behind using this system for technology?

Liberty's Edge

2 people marked this as a favorite.

Any chance we might get a Technology Guide 2 sometime? Otherwise, I'll just turn to 3pp books for more Tech devices.

Paizo Employee Creative Director

Shadowborn wrote:

I really have only one beef with this book, but it's a big one. At least, it is a size-related one. Weapon sizes for tech weapons. Really, guys? Really?! Technology, the great equalizer, is going to succumb to the weapon size rules?

Halflings with laser pistols do less damage than humans with laser pistols.

Halflings with lasers do less damage than humans with lasers. Why? Because the laser beams are smaller? This is ridiculous.

At least with firearms you could argue that weapons for Small-sized characters have smaller caliber ammunition, and therefore do less damage.

What exactly is the reasoning behind using this system for technology?

I honestly don't think the game suffers at all if you remove the size categories from weapons. It exists because that's the way our game handles weapon sizes, for better or worse.

If you instead wanted to think of the laser pistol as the little version and the laser rifle as the big version (and the laser cannon from Iron Gods #5 as the BIG version), that works perfectly fine. It's easy enough to ignore the size rules if you want. It's what I do when I use these weapons in my games.


James Jacobs wrote:
Shadowborn wrote:

I really have only one beef with this book, but it's a big one. At least, it is a size-related one. Weapon sizes for tech weapons. Really, guys? Really?! Technology, the great equalizer, is going to succumb to the weapon size rules?

Halflings with laser pistols do less damage than humans with laser pistols.

Halflings with lasers do less damage than humans with lasers. Why? Because the laser beams are smaller? This is ridiculous.

At least with firearms you could argue that weapons for Small-sized characters have smaller caliber ammunition, and therefore do less damage.

What exactly is the reasoning behind using this system for technology?

I honestly don't think the game suffers at all if you remove the size categories from weapons. It exists because that's the way our game handles weapon sizes, for better or worse.

If you instead wanted to think of the laser pistol as the little version and the laser rifle as the big version (and the laser cannon from Iron Gods #5 as the BIG version), that works perfectly fine. It's easy enough to ignore the size rules if you want. It's what I do when I use these weapons in my games.

Jury-rigging weapon sizes was my first house rule when the CRB was released. I just had a hard time believing it got carried over to tech. Seems like one of those times where an exception to the rule would be in order.


Techslinger wrote:
Charge Recycling (Ex) At 11th level, by spending 1 grit point, a techslinger can grant 1 temporary charge to a technological firearm, even if the firearm normally can no longer be recharged. This charge must be used within 1 hour or it fades. The techslinger can grant temporary charges to multiple firearms as long as she has enough grit, but temporary charges do not stack with themselves in the same firearm. At 15th level, the techslinger can grant 2 temporary charges when she uses this deed, and at 19th level, she can grant 3 temporary charges. This deed replaces expert loading.

Wasn't able to find an answer to this anywhere else. Do you need to use any sort of action (swift, standard, move, free) to use the charge recycling deed, or do you just spend the the grit point without needing to take an action?


Is there a formula or system used to determine the Craft DCs of Technological Items? The only consistency I see in the DCs is that almost all of them are between 20 and 30.
The advice given in Pricing and Creating New Technological Items implies I should be using the guidelines for pricing magic items, but those rules would result in Craft DCs far lower than the DCs I see being used for magical items of equal market value and crafting cost. For example:
Laser Pistol: 10,000 gp; Craft (mechanical) check DC 23
+2 Blunderbuss: 10,000 gp; Spellcraft check DC 11 (Assuming you have Gunsmithing, and can spend 2 days making the base weapon as opposed to spending 250 days making DC 20 Craft (Firearm) checks per the rules for crafting in Pathfinder Unchained)

Owner - House of Books and Games LLC

1 person marked this as a favorite.

Are we going to be seeing a third printing of this, given it's unavailable once again?


gbonehead wrote:
Are we going to be seeing a third printing of this, given it's unavailable once again?

I hope so. I've been wanting to buy a copy, but they are going for $60 used.

Owner - House of Books and Games LLC

Right. It's a pain for my group, as we're deep in some of the Iron Gods material (reworked to be part of an ongoing campaign) and we're not going to lay out $40-$60/copy for it.

Seems like a no-brainer to do a re-print :(


Any updates on a new printing for this?

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