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This is a question for the rules forum, but:
It is also possible to enhance high-tech armor and high-tech weaponry with armor special abilities or weapon special abilities, including magical enhancement bonuses. One could build a +2 laser rifle, a +4 dancing humanoid bane chainsaw, or a +1 ghost touch spacesuit. In theory, a magic item creator could even infuse a technological item with magical intelligence. To create a magical high-tech item like this, one must first secure the high-tech item itself, either via purchase, discovery, or crafting. All high-tech weapons and armor are considered masterwork for the purposes of adding magical enhancements to them (though they do not gain the other typical benefits for masterwork items). At the GM's discretion, some magical special abilities might simply not be appropriate for application to certain technological items. When a character crafts an existing technological item into a magic item in this manner, he does not need to meet the base item's crafting requirements—a wizard with Craft Magic Arms and Armor can create a +1 arc pistol from a normal arc pistol without having Craft Technological Arms and Armor and without having access to a military laboratory. In a situation where a character wishes to craft the entire item from scratch, the nonmagical technological item must be fully crafted and completed before work on magically enhancing it can begin.
So, you can have MW Transformation cast, it won't do anything though, but that's because all Tech Weapons and Armor count as masterwork for the purposes of enchanting.

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So it sounds like, in order to do this in PFS you would first need the tech guide. (Which you probably need anyway to use the item.)
Then it runs into the buzz saw of the AR. Since laser rifle is banned, laser rifle +1 is also banned. So you are effectively upgrading a banned item that you get access to on a chronicle sheet into a banned weapon you *do not* have access to.
Personally, I would let it go through, but some GMs might not.
Also, since this is clearly allowed by the rules, the only question is whether it can be done in PFS given the AR and upgrade rules. So no, this should stay here in this forum.

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I have a character with the technologist feat and a couple of key boons from season six that is going to buy a certain timeworn weapon and have it made +1 and keen, with the boons they have the weapon should last at least until retirement, maybe longer. The weapon uses a charge per hour, so it's a bit more economic than some other tech.

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I have a character with the technologist feat and a couple of key boons from season six that is going to buy a certain timeworn weapon and have it made +1 and keen, with the boons they have the weapon should last at least until retirement, maybe longer. The weapon uses a charge per hour, so it's a bit more economic than some other tech.
Ranged weapons, aside from one bow,aren't legal with keen. It's a melee only enchantment.
Of course I have threatened to make 'Piecemaker' my MW transformed Railgun a magic weapon to tweak a few GMs who twitch at the story of a 167 point hit at GenCon

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UndeadMitch wrote:I have a character with the technologist feat and a couple of key boons from season six that is going to buy a certain timeworn weapon and have it made +1 and keen, with the boons they have the weapon should last at least until retirement, maybe longer. The weapon uses a charge per hour, so it's a bit more economic than some other tech.Ranged weapons, aside from one bow,aren't legal with keen. It's a melee only enchantment.
Of course I have threatened to make 'Piecemaker' my MW transformed Railgun a magic weapon to tweak a few GMs who twitch at the story of a 167 point hit at GenCon
I'm 99% sure he's not referring to a ranged weapon. There is one technological weapon (both in the AP that will likely eventually be sanctioned and on a sheet IMO) and on a chronicle sheet that qualifies and very much fits his description.

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UndeadMitch wrote:I have a character with the technologist feat and a couple of key boons from season six that is going to buy a certain timeworn weapon and have it made +1 and keen, with the boons they have the weapon should last at least until retirement, maybe longer. The weapon uses a charge per hour, so it's a bit more economic than some other tech.Ranged weapons, aside from one bow,aren't legal with keen. It's a melee only enchantment.
Of course I have threatened to make 'Piecemaker' my MW transformed Railgun a magic weapon to tweak a few GMs who twitch at the story of a 167 point hit at GenCon
You are a terrible person, but there is a huge part of me that wants to see this.
Another part of me wants to use it re-enact a particular TV show scene in a re-play of Waking Rune.

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A laser rifle is a laser rifle, whether it's enchanted or not. It's still the same item. There is no table variation. A chronicle gives you access to it, what you do with it afterwards is up to you and what you fame will allow you to own.
I agree with you. But I am pretty sure that there are other GMs who will disagree (based on various "can I upgrade this" threads.) So while there *shouldn't* be table variation on this, there probably will be.

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Thomas Graham wrote:I'm 99% sure he's not referring to a ranged weapon. There is one technological weapon (both in the AP that will likely eventually be sanctioned and on a sheet IMO) and on a chronicle sheet that qualifies and very much fits his description.UndeadMitch wrote:I have a character with the technologist feat and a couple of key boons from season six that is going to buy a certain timeworn weapon and have it made +1 and keen, with the boons they have the weapon should last at least until retirement, maybe longer. The weapon uses a charge per hour, so it's a bit more economic than some other tech.Ranged weapons, aside from one bow,aren't legal with keen. It's a melee only enchantment.
Of course I have threatened to make 'Piecemaker' my MW transformed Railgun a magic weapon to tweak a few GMs who twitch at the story of a 167 point hit at GenCon
You are correct, Joe, my technologist Tengu Barbarian 5 / Living Monolith 5 may in fact be running around with a +1 keen timeworn chainsaw with another certain timeworn item attached. When Nevakali uses her swift action righteous might and hits with the chainsaw, she's doing 6d6 + numbers.
Thomas, MW transformation doesn't do anything with tech items, just as a heads up. Refer to the section I quoted above.

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Well...
Make Whole, Greater
School transmutation; Level: arcanist 4, cleric/oracle 4, red mantis assassin 4, sorcerer/wizard 4, warpriest 4
Casting Time: 1 standard action
Components: V, S
Range: 10 ft.
Target: one object of up to 5 lb./level
Duration: instantaneous
Saving Throw: Will negates (harmless, object); Spell Resistance: yes (harmless, object)
Description
This spell repairs 1d6 points of damage plus 1 point per level when cast on a construct creature (maximum 10d6+10). Greater make whole can fix destroyed magic items or technological items (items at 0 hit points or fewer), and restores the magic properties of the item if your caster level at least equal to that of the item. This spell otherwise functions as make whole.

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PFS has intentionally made it extraordinarily difficult to use any tech item as more than a consumable resource (intentionally)
Both to limit the impact of season 6 on people who find tech in fantasy distasteful, and as insurance against power creep.
I believe all the archtypes that conserve charges or recharge devices are banned.
The wrest charge feat is legal, but only gets you one more charge per device, ever.