Advanced Tech


Homebrew and House Rules


I've been running a campaign that has slowly been working it's way towards a Spelljammer like scenario, with the players researching advanced tech such as that found in Numeria, namely these large structures similar to Silver Mount.

Silver Mount.

As such, they kept searching for a larger and larger bit of tech and have now found what they wanted; a ship (currently only capable of sailing).
the idea is to use it as a floating home base, crewed by people that they have saved or have as followers, allowing them a safe haven and a nearly endless supply of adventure hooks. They want to adventure to upgrade and repair it to eventually use it as a permanent fortress/Spelljammer, and I think this is acceptable (we've been wanting a high-power game for a while now). Here's the question; what would you like to see as upgrades, functions or straight abilities of a sentient magical ship that can travel planes and space?


A cannon that fires Anti-Magic Fields.

A room with permanent "teleport stations"/magic doors/what have you that each lead to a different prominent location in your campaign would be nice.

A cappuccino maker.


Snapdragon Firework cannons for celebrating everything ever.

Hundreds of awakened squirrel allies to help maintain the ship.

Wands of Mending made to look like screw drivers, just because.

The Exchange

Tesla's Lightning Field (5th level spell)

Range: 200 feet
Duration: Permanent until dispelled or triggered
Effect: creates a one hundred feet Diameter region of lightning

Description: The spell creates a region centered on a point in space out to fifty feet radius which When entered will trigger an electrical storm striking all who enter the sphere of effect. Damage is inflicted at one HP per level of spell caster with no saving throw.


So far the idea of teleport stations, and a form of "worker" to help maintain the ship both sound good. The idea of an Anti-Magic Field cannon is a little out there, mainly as half of the team casts.


A magic furnace to power ship systems. You throw in magic items to power it(artifacts will not burn and need to be removed). At a half a day per spell level you should have no problem keeping up.
Alternately, a sunstone(or other special item) might be used to power it indefinitely.


I assumed the anti-magic cannons were to be fired at other ships and stuff to stop them from functioning.


Something that works like radar, a magic mirror in a horizontal position that gives relative positions of nearby ships/lands/objects.


a simple portable force field generator would be nice.


Something like a Red Eye lense or implant - Grants the feat Skill Focus (Perception), some other bonuses, three times per day can be over powered to grant True Seeing (non-magical of course) for x-minutes and once per day can fire a laser (ala searing light) at X-Level or something similar.

Other stuff could be like Reflex Implants
- Grants Skill Focus Acrobatics feat, Mobility and improves reflex dodge bonus by +2. Once per day for x-minutes can grant a +15 Dodge Bonus to reflexive saving throws or something no so ridiculous.

Vat-Grown Muscles (+1 - +5)
- Permanently brings Str, Dex, and Con up by +1 to +5. Cost depends on the number. Is not an enhancement, but a permanent improvement.

Weapons
Rending Teeth - +3 Bonus Cost, improves critical threat range by 1 (stacks with keen and improved critical) and the weapon does 1D8 rending damage that is not multiplied on a critical hit. Slashing only.

Unstable Discharge - +2. As Vicious, but damage done to the wielder by the weapon (D6) is added to the wielder's attack roll next turn.

Aggression Enhancer - +3. For every critical, the wielder may make another immediate attack. (You get a falchion, and BAM, the thing can keep attacking and attacking. Cap this with Improved Critical, Wild Rager, and Haste and all of a sudden you're attacking god knows how many times per turn.)

Gravity Well - +3. Adds 1D6 damage and gives the weapon the Sunder quality. In addition, when attempting to Sunder, adds the bonus damage and enhancement bonus to CMB Sunder rolls. Blunt only. Bonus damage can be multiplied on a critical.

Focused Power - +4. When a weapon rolls a 20, the critical automatically hits and is confirmed and the multiplier is increased by 1, so a Greataxe now has a x4 Critical Multiplier, a Greatsword has x3. This stacks with any abilities that would increase the critical multiplier already (such as those from a Fighter or feats). Other abilities that activate on a critical are also affected.

Just a taste of what I've been working on.


Dot.


Somebody suggested a Borg eye. I'll play your game here.
Draconic Megaphone. About the size of a horse, when a dragon breathes into the small end, his or her breath weapon originates from the big end 2 age categories bigger, stronger, and longer. Your dragon, lets call him Spike, takes twice as long to recover to breath again.


It is not a Borg Eye.
It's either a lens or an eye implant or graft, similar to how demon ones are done.

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