So what do you guys think about technological items?


Pathfinder First Edition General Discussion

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http://www.d20pfsrd.com/equipment---final/technological-equipment

I love them. They are like magic items, but not boring. No +2 to dex belt, f!*&ing metal muscles. No +2 swords, death rays and gravity guns!

Sovereign Court

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I like them a lot. Doesn't fit my current campaign setting but definitely going to use them in my next campaign inspired heavily from this.


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I like them, primarily for that reason. +X items are inherently dull, but unfortunately necessary (if not necessary, then highly desirable above all other options).

This is also why I think PF needs either an inherent bonus system, or a major rework to remove vanilla +X items.


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Chainsaw=amazing. Except I'd rather have a magic chainsaw that never runs out of gas.


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Took me a bit to realize the sneaked in lightsaber and I was sorely disappointed by the lack of mechs and powered armor being an artifact but I thought it was pretty okay. I definitely am using it for my space opera campaign.


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Very pricey. It's the one time I would let people use crafting feats to double their WBL.


Marcus Robert Hosler wrote:
Very pricey. It's the one time I would let people use crafting feats to double their WBL.

One thing I'm surprised that I didn't see was price adjustments ruling based on how common they are like they did with firearms. I'm theory crafting using the firearms everywhere adjustments to see how bad it can get.


That's because the technology guide is in the campaign setting line, which uses Golarion as its baseline. Thus high tech items are amazingly rare and not really easily produced (if at all)


They also went out of their way, it seems, to make sure you won't be able to make them a regular thing, since the power cells seem oddly prone to burning out for such advanced tech.


Pathfinder Lost Omens Subscriber
Zhayne wrote:
They also went out of their way, it seems, to make sure you won't be able to make them a regular thing, since the power cells seem oddly prone to burning out for such advanced tech.

they're holding up remarkably well with regard to their age.


Zhayne wrote:
They also went out of their way, it seems, to make sure you won't be able to make them a regular thing, since the power cells seem oddly prone to burning out for such advanced tech.

Don't forget the cells have allegedly been exposed to the elements for a very long time.

Personally, I don't like advanced tech in my fantasy games. If I wanted that I would be playing Shadowrun... Or Iron Kingdoms... But that's just my personal opinion.


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Pathfinder Lost Omens Subscriber
Faelyn wrote:
Zhayne wrote:
They also went out of their way, it seems, to make sure you won't be able to make them a regular thing, since the power cells seem oddly prone to burning out for such advanced tech.

Don't forget the cells have allegedly been exposed to the elements for a very long time.

Personally, I don't like advanced tech in my fantasy games. If I wanted that I would be playing Shadowrun... Or Iron Kingdoms... But that's just my personal opinion.

but then tech is ubiquitous, i like having the option to replace a +3 longsword with a monowhip or something.


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Faelyn wrote:
Zhayne wrote:
They also went out of their way, it seems, to make sure you won't be able to make them a regular thing, since the power cells seem oddly prone to burning out for such advanced tech.

Don't forget the cells have allegedly been exposed to the elements for a very long time.

Personally, I don't like advanced tech in my fantasy games. If I wanted that I would be playing Shadowrun... Or Iron Kingdoms... But that's just my personal opinion.

I like tech in Pathfinder but if I had one primary complaint about the technology guide it would be that the tech feels too much like contemporary tech as opposed to pulp tech. Pathfinder is more at home with space operas than Star Trek-like future stuff judging by the rest of Golarion.


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Pathfinder Lost Omens Subscriber

the problem i really have with tech weapons is that rocketlaunchers and railguns are weaker than bows. (at least until level 11 techslinger)

techslinger wrote:
Heavy Weaponry Deeds (Ex): At 11th level, as long as the techslinger has at least 1 grit point, she can treat a heavy weapon as a firearm for the purpose of using deeds.


Malwing wrote:
Faelyn wrote:
Zhayne wrote:
They also went out of their way, it seems, to make sure you won't be able to make them a regular thing, since the power cells seem oddly prone to burning out for such advanced tech.

Don't forget the cells have allegedly been exposed to the elements for a very long time.

Personally, I don't like advanced tech in my fantasy games. If I wanted that I would be playing Shadowrun... Or Iron Kingdoms... But that's just my personal opinion.

I like tech in Pathfinder but if I had one primary complaint about the technology guide it would be that the tech feels too much like contemporary tech as opposed to pulp tech. Pathfinder is more at home with space operas than Star Trek-like future stuff judging by the rest of Golarion.

That is exactly my issue with the tech Paizo is adding. I would much rather see less "check out my laser pistol" and more steampunk style tech...


Faelyn wrote:
Malwing wrote:
Faelyn wrote:
Zhayne wrote:
They also went out of their way, it seems, to make sure you won't be able to make them a regular thing, since the power cells seem oddly prone to burning out for such advanced tech.

Don't forget the cells have allegedly been exposed to the elements for a very long time.

Personally, I don't like advanced tech in my fantasy games. If I wanted that I would be playing Shadowrun... Or Iron Kingdoms... But that's just my personal opinion.

I like tech in Pathfinder but if I had one primary complaint about the technology guide it would be that the tech feels too much like contemporary tech as opposed to pulp tech. Pathfinder is more at home with space operas than Star Trek-like future stuff judging by the rest of Golarion.
That is exactly my issue with the tech Paizo is adding. I would much rather see less "check out my laser pistol" and more steampunk style tech...

I did find a third party product that introduced Steam-tech that mirrored how the Paizo tech worked, (Steam Cells instead of Batteries, Steam Engines instead of Power Generators) but it didn't have proper numbers so I've been trying to convert things from a few sources and mixing it with Thunderscape stuff. Hopefully by the end of it I'll have different 'grades' of technology in my library. (Primitive->No Guns->Emerging Guns->Steam/guns everywhere->1900s Science Fiction->Contemporary Science Fiction.)


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Faelyn wrote:
Malwing wrote:
Faelyn wrote:
Zhayne wrote:
They also went out of their way, it seems, to make sure you won't be able to make them a regular thing, since the power cells seem oddly prone to burning out for such advanced tech.

Don't forget the cells have allegedly been exposed to the elements for a very long time.

Personally, I don't like advanced tech in my fantasy games. If I wanted that I would be playing Shadowrun... Or Iron Kingdoms... But that's just my personal opinion.

I like tech in Pathfinder but if I had one primary complaint about the technology guide it would be that the tech feels too much like contemporary tech as opposed to pulp tech. Pathfinder is more at home with space operas than Star Trek-like future stuff judging by the rest of Golarion.
That is exactly my issue with the tech Paizo is adding. I would much rather see less "check out my laser pistol" and more steampunk style tech...

I'm the opposite. Steampunk stuff is just ugly and clunky to me ... gimme sleek, smooth, and silvery any day over gears and steam whistles.


Pathfinder Lost Omens Subscriber

I prefer Diesel Punk, sleek and covered in gears.


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Faelyn wrote:
That is exactly my issue with the tech Paizo is adding. I would much rather see less "check out my laser pistol" and more steampunk style tech...

More steampunk/magitek would be fun, I agree, and/or clockwork stuff and golems like what's down in Alkenstar.


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The question is, why does it matter?

If you want it steampunk, reskin it. That laser gun now works ons team batteries and fires superheated jets of water. With a bit of thinking, you can pretty much reskin everything in that tech guide to whatever tech level you so desire.

Personally, I wish they expanded a lot more on the options for contemporary - near future firearms in their tech guide. It would be nice to have firearms that aren't "revolver","shotgun" or "rifle". If you are going to support from x to 1800 and from 2200 - y, why not support the time period with advanced projectile weaponry?


Pathfinder Lost Omens Subscriber

vortex and zero guns are just the topping of what i can't imagine as steampunk.


You can't imagine freeze rays as steampunk? Why?

I kinda get the vortex gun, but that is incredibly advanced technology. It costs 182,000gp, so its not something that you would reasonably get before 16-17th level.


Pathfinder Lost Omens Subscriber
Mrpops wrote:

You can't imagine freeze rays as steampunk? Why?

I kinda get the vortex gun, but that is incredibly advanced technology. It costs 182,000gp, so its not something that you would reasonably get before 16-17th level.

because steampunk is based on steam, you know Hot Thermal energy being used. I don't imagine refrigeration is under steampunk but is under dieselpunk.


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Dude, you are trying to equate a completely imaginary field of science which could not physically work in any scenario, and your complaint is that you don't see how steam-powered technology could refrigerate stuff.

It doesn't matter. Steampunk isn't real. It breaks the laws of physics. Its impossible. Its not like making a freeze ray out of it is going to break physics any more than making a laser beam out of it or using it to fire a bullet.


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

IMO, they're OK as a start. Some of the items in the Iron Gods AP seem to be filling in some of the gaps, so far.

As mentioned above (and here), there were probably some design considerations made to keep the tech from overshadowing magic in the standard (fantasy) Pathfinder setting. So the tech may not seem that great, compared to "normal" high-level capabilities. However, keep in mind that in most high-tech settings 1) tech is less expensive and 2) characters are usually lower level.

The energy and nanotech options are nice, but I'd also like something a little more comprehensive, breaking down various options from the Stone Age through the energy weapons in the Technology Guide; possibly as a system sourcebook (eventually). Probably similar to the way Alternity broke down various tech levels; allowing GMs some context to allow specific cultures to advance certain technologies (for instance nanotech) faster than others (such as lasers).


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Mrpops wrote:

http://www.d20pfsrd.com/equipment---final/technological-equipment

I love them. They are like magic items, but not boring. No +2 to dex belt, f#$!ing metal muscles. No +2 swords, death rays and gravity guns!

I think they're great in science fiction games. And I think if magic items are boring in your campaign, then they probably aren't being done right.


Pathfinder Lost Omens Subscriber
Mrpops wrote:

Dude, you are trying to equate a completely imaginary field of science which could not physically work in any scenario, and your complaint is that you don't see how steam-powered technology could refrigerate stuff.

It doesn't matter. Steampunk isn't real. It breaks the laws of physics. Its impossible. Its not like making a freeze ray out of it is going to break physics any more than making a laser beam out of it or using it to fire a bullet.

technically the only thing stopping most steampunk i've seen is the fact that steam doesn't create enough energy for it's size or weight. steampunk only uses 1700-1800 technology themes and then macro sizes it. so yeah, refrigeration isn't covered by that. that's why I like dieselpunk, which uses 1850-1950 technology.

Scarab Sages

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Except steampunk also uses "aether" to power lightning guns quite commonly. The plasmathrower would fit right in.

Grand Lodge

Malwing wrote:
Marcus Robert Hosler wrote:
Very pricey. It's the one time I would let people use crafting feats to double their WBL.
One thing I'm surprised that I didn't see was price adjustments ruling based on how common they are like they did with firearms. I'm theory crafting using the firearms everywhere adjustments to see how bad it can get.

that's because there is no point in making an adjustment when the default is obscenely rare. In Golarion itself most of these items will eventually stop working when you take them out of Numeria because you don't have the generator infrastructure to recharge them.

It's kind of like taking a Tesla out in the Mwangi Expanse. You'll have fun for awhile .... until the batteries run out.


I would agree that at least some sort of base price adjustment such as in firearms could be useful for certain GMs.


Froth Maw wrote:

Chainsaw=amazing. Except I'd rather have a magic chainsaw that never runs out of gas.

can't you get a battery powered one that runs off a of silver disks?


Pathfinder Lost Omens Subscriber
Pendagast wrote:
Froth Maw wrote:

Chainsaw=amazing. Except I'd rather have a magic chainsaw that never runs out of gas.

can't you get a battery powered one that runs off a of silver disks?

it's just not the same if it isn't running on a noisy combustion engine.


Not everything must be "Expedition to the Barrier Peaks".


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I think the thing that's kinda dumb about them is...

1. How hard quickly they run out of charges.
2. Making some of the more iconic ones artifacts.
3. How goofy powering them is, given that generating electrical charges is actually super easy in Pathfinder.

I mean, you can generate 1/10th the energy of your typical bolt of lightning continuously on 500 gp, with a switch to turn it on or off, in core pathfinder.

Dark Archive

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It's great and honestly I enjoy it so much more than the boring magic weapons that Paizo puts in a lot of it's books. Just don't tell the munchkin's about shadow weapon spell as now it can summon Monoblade's and Monowhip's


Helcack wrote:
It's great and honestly I enjoy it so much more than the boring magic weapons that Paizo puts in a lot of it's books. Just don't tell the munchkin's about shadow weapon spell as now it can summon Monoblade's and Monowhip's

Hahaha, that's a funny thought. :P


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Ashiel wrote:
Helcack wrote:
It's great and honestly I enjoy it so much more than the boring magic weapons that Paizo puts in a lot of it's books. Just don't tell the munchkin's about shadow weapon spell as now it can summon Monoblade's and Monowhip's
Hahaha, that's a funny thought. :P

As a munchkin I find this to be very relevant to my interests. Thank you for that.

Dark Archive

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Well shoot, since the cat's out of the bag I'll let you in on another secret. Alchemical Tinkering(ratfolk spell) let's you change any alchemical item or firearm in to any other alchemical item or firearm that costs less. So you don't ever have to feel bad about buying that extremely expensive technological firearm as it is now any technological firearm you could want.


chaoseffect wrote:
Ashiel wrote:
Helcack wrote:
It's great and honestly I enjoy it so much more than the boring magic weapons that Paizo puts in a lot of it's books. Just don't tell the munchkin's about shadow weapon spell as now it can summon Monoblade's and Monowhip's
Hahaha, that's a funny thought. :P
As a munchkin I find this to be very relevant to my interests. Thank you for that.

Not to rain on your parade, but wouldn't they be non-powered ones and thus relatively useless?


I found the technology guide quite good, i wish they had more space to work with (maybe the technology guide should have been a hard cover like inner sea gods), more talk about how i found the technology guide here.

Grand Lodge

leo1925 wrote:
I found the technology guide quite good, i wish they had more space to work with (maybe the technology guide should have been a hard cover like inner sea gods), more talk about how i found the technology guide here.

I find it to be an appropriate size book for it's mission. The guide is not intended to turn Pathfinder into a science fiction roleplaying game. It's intended to introduce technology as a bizarre sideshow in a universe where magic is the predominant operant force.

The setting circumstances in Golarion ensure that Numeria isn't in any place to casually consider conquering the rest of the planet with a high powered combo of both magic and technology. And that's what they were aiming for.


I think they're fine. I am amused that with basic Pathfinder stuff you have guns that are wild-west level tech, and then we jump to Star Frontiers stuff. There is a big hole in the middle there. None of it fits with any campaigns I run or plan to run but I'm glad it's out there for folks that like it.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Poldaran wrote:
chaoseffect wrote:
Ashiel wrote:
Helcack wrote:
It's great and honestly I enjoy it so much more than the boring magic weapons that Paizo puts in a lot of it's books. Just don't tell the munchkin's about shadow weapon spell as now it can summon Monoblade's and Monowhip's
Hahaha, that's a funny thought. :P
As a munchkin I find this to be very relevant to my interests. Thank you for that.
Not to rain on your parade, but wouldn't they be non-powered ones and thus relatively useless?

Also, you can only summon weapons you are proficient in. All the tech weapons are martial or exotic, meaning you need to spend a feat on it.

Would be great for a magus, since they also have a "recharge battery" spell in addition to proficiency, but alas, they do not get the shadow weapon spell by default, necessitating that you also take Spell Blending. By then, you're pretty deeply invested and it isn't quite so powerful when compared to other options requiring similar investments.


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I like what they have made so far, but I want more. Like mechs and starships.

Grand Lodge

Ashiel wrote:

I think the thing that's kinda dumb about them is...

1. How hard quickly they run out of charges.
2. Making some of the more iconic ones artifacts.
3. How goofy powering them is, given that generating electrical charges is actually super easy in Pathfinder.

I mean, you can generate 1/10th the energy of your typical bolt of lightning continuously on 500 gp, with a switch to turn it on or off, in core pathfinder.

It's not dumb when the intended result is to NOT have technology overrun the planet. It's not nearly as bad as Barrier Peaks when everything on the starship module depended upon power disks which had no means of recharge... even on the ship itself.

Grand Lodge

Arashi wrote:
I like what they have made so far, but I want more. Like mechs and starships.

Mechs? what, Annihilator Robots not enough for you? Starships? You've got one whose pieces are the size of cities... what more could you ask for?


LazarX wrote:
Ashiel wrote:

I think the thing that's kinda dumb about them is...

1. How hard quickly they run out of charges.
2. Making some of the more iconic ones artifacts.
3. How goofy powering them is, given that generating electrical charges is actually super easy in Pathfinder.

I mean, you can generate 1/10th the energy of your typical bolt of lightning continuously on 500 gp, with a switch to turn it on or off, in core pathfinder.

It's not dumb when the intended result is to NOT have technology overrun the planet. It's not nearly as bad as Barrier Peaks when everything on the starship module depended upon power disks which had no means of recharge... even on the ship itself.

For a future homebrew I plan on making battery packs take up item slots that can hold ten batteries and be connected via cord so that the capacity for a weapon effectively increases by 100. Having any kind of easy access to power generators and lowering the price makes them powerful very quickly.

but fighting in space is kind of easy because I presume ships have a power generator and you can wirelessly receive power with the power receiver.


They're pretty fantastic, but I'm not using them in my campaign.

I typically go for an pseudo-Renaissance vibe, so while I allow Clockpunk or Steampunk elements en-masse, the Technology Guide is way to into the realm of Star Wars for my general choice of aesthetics.

For making things like Dark Sun or a Shadowrun campaign, it's totally necessary and surprisingly balanced.

Scarab Sages

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Dark sun? We must be thinking of different things, because at has is the least technological setting published. Athas is so metal poor that while they aren't Stone Age it might as well be.


LazarX wrote:
Arashi wrote:
I like what they have made so far, but I want more. Like mechs and starships.
Mechs? what, Annihilator Robots not enough for you? Starships? You've got one whose pieces are the size of cities... what more could you ask for?

I don't see what is wrong with the request. Presumably they want stats/rules for those things because they want to incorporate them into the game

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