Reskinning mechanics to make a Technic League adventurer?


Advice

Sovereign Court

I'd like to make a Numerian Technic League Guild member who is sent out by the Technic League to become a Pathfinder, and through that connect to the larger world and gain a better understanding of any Skyfall technology that might have been dispersed into the world, either in the original descent, or through trade.

What I'm trying to figure out is the best way of emulating the technology that a Technic League member would have available. The approach I want to take is to use existing mechanics and reskin them so that it will as closely emulate high tech sci-fi devices.

As the Inner Sea World Guide talks about, various items can be emulated via the use of magic items. A laser pistol could be just a wand of scorching ray, a potion of healing could be reskinned as a nanite injector that repairs flesh at the molecular level, etc.

Because the character concept is really built around magic items one of the real considerations would be what class or set of classes to use to best emulate this. The Wizard or Sorcerer, with their very large range of spells available, is one approach. However the tricky part is that the character concept is more about being a semi-martial character, who uses tools to succeed. I don't want to be confined to Vancian magic system.

The other approach is to aim for solid UMD checks. If this skill can be heavily invested in then basically any item or spell is available for use by the character.

In looking over classes that are anchored in Charisma I thought that the Summoner might end up being a fairly solid approach. The Summon comes with plenty of spells, and so there is already a core pool of options to use that don't even need UMD, but the class is also meant to fight, and so while not a full-BAB hard core martial class, it isn't the frail Wizard either. Lastly, the Eidolon offers up an interesting option in that part of the character's flavor is that one of the “Gearsmen” from Numeria would also be available for the character. That is, the class would be a guy running around with laser pistols, but also a robot. The evolutions of the Eidolon give a good range of options that can emulate all sorts of odd robot forms.

So far what I have that would be on the list of Sci-Fi features

Wand of Magic Missile - auto-targeting low powered energy pistol.

Eidolon - Gearsman who resides a Sky Mount (largest part of crashed ship) that has a transporter array integrated into it. My character has a brain implant that allows me to 'summon' it via a transmission.

Wand of Cure Light Wounds – A stim-gun that you just put up to a person and pull the trigger, it will then sub-derminally inject a mix of drugs and nanites into the person to heal them.

Wand of Scorching Ray – An energy pistol that trades off the efficient auto-targetting system with a more robust capacitor which fires higher energy ray at the target.

Adamantine (anything) – From the fluff, the major source for adamantine in Golarion is coming from the fact that it is a “skymetal” from the crashed ship. This could be a weapon or armor, just as long as I end up getting something to fit with the concept.

Right now I'm just brainstorming other ways to flesh out this concept. What spells and magic items do people think would work well to emulate classic sci-fi tropes?


Master Craftsman might come in handy if you don't want to go the caster route.


Interesting Question: Are they any APs (aside from Iron Gods) where a Technic League member would be both viable and interesting?

Sovereign Court

Iron Gods is actually a very not-ideal AP to play a Technic League PC. They're basically "the enemy you know of".


1 person marked this as a favorite.

Kingmaker would suit a technic league member just fine.

Impressive necromancy.


1 person marked this as a favorite.

Why not just use the tech? It's been priced to an equivalency with magic items, and as long as your GM is fine with it, maybe you have some sort of 'connections' wherever you adventure that allow you to purchase more tech items. Technomancer is of course worth a look.

EDIT: WOW I didn't realize this was a necro, haha. To mister Necromancer: Any AP 'could' work, but I think Kingmaker is the likeliest.

Sovereign Court

I can recommend the novel, Reign of Stars, to get an idea of the Technic League's particular flavor of brutal evil. It's nice reading, too.

RPG Superstar 2009 Top 32

Ascalaphus wrote:
Iron Gods is actually a very not-ideal AP to play a Technic League PC. They're basically "the enemy you know of".

Not to mention, really terrible people.

Ascalaphus wrote:
I can recommend the novel, Reign of Stars, to get an idea of the Technic League's particular flavor of brutal evil. It's nice reading, too.

Actually both Reign of Stars and City of the Fallen Sky are great resources about Numeria.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Reskinning mechanics to make a Technic League adventurer? All Messageboards

Want to post a reply? Sign in.