Neraplast Armor-can it be enchanted in PFS


Pathfinder Society

3/5

If you are allowed access to NERAPLAST ARMOR via a chronicle sheet, can it be enchanted in PFS?

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

I am fairly sure it can be. All tech armor and weapons can be enchanted. You might need to find a copy of the season 6 guide to make sure.

Silver Crusade 3/5

My understanding—and I don't have text to support this on hand at the moment—is that all tech items can be enchanted, provided they are not timeworn. Non-timeworn items are considered masterwork for the purpose of magical enhancement, but timeworn items are not.

Again, that is just the way that it was explained to me, but I haven't looked into it farther.

Silver Crusade 5/5

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Here's what the Tech Guide says about Timeworn Tech:

Technology Guide, pg. 55 wrote:


Timeworn Technology
The previous chapter presents technological items as new gear in good repair. However, the technology found in the hands of Numeria’s denizens isn’t usually in such pristine repair. Between languishing in forgotten ruins open to the elements, being used by those ignorant of the nature of this technology, and having no one skilled at building, maintaining, or repairing such devices, most technological items are “timeworn”—damaged and malfunctioning (when not completely nonfunctional). These malfunctions manifest in two ways: limited charges and glitches.

Only technological items that consume charges (including nanite canisters) or are pharmaceutical items can be affected by these timeworn rules, though any technological item can still become broken or nonfunctional just as any other item.
A piece of timeworn technology may have additional aesthetic and functional differences from a new piece of the same equipment. Many of these effects are purely cosmetic, such as cracks in the casing of an arc grenade or primitive etchings on a suit of technological armor placed there by a barbarian millennia ago. Pieces of timeworn technology may also have minor mechanical e ects beyond glitches (at the GM’s discretion). A timeworn laser pistol might constantly hum at a low but noticeable frequency, imparting a –1 penalty on Stealth checks. A timeworn plasma grenade could be caked in a strange viscous fluid that has a pungent odor, making its wielder more easily tracked via scent. Timeworn technological items should clearly evoke a sense of age and danger, and even the most standard piece of Androffan gear can be made unique based on individual deteriorations.

Note that not every technological item in Numeria is timeworn, but most technology that PCs encounter outside of the deepest and most remote of Numerian ruins will be (though the Technic League jealously guards a signi cant number of pristine technological artifacts). These items function as presented in the previous chapter, can be recharged, and do not suffer glitches.

A timeworn technological item that is still somewhat functioning is worth half of its normal listed price, though one drained of its charges is worth 1% of its normal value, as a curiosity to collectors. Timeworn technology also has the following properties.

Non-Rechargable
Timeworn technological items can’t be recharged. When a timeworn technological item is properly identified or first used, roll randomly to determine how many charges it has left before it becomes useless.

Glitches
Timeworn technology sometimes doesn’t work the way it was originally intended to. When an item glitches, its e ect is hampered or enhanced, as determined by a d% roll. See the inside front cover for a complete list of glitch e ects for armor, weapons, pharmaceuticals, and other technological equipment. Not all glitches are catastrophic; they represent unpredictable effects, for good and ill.
When a timeworn technological item is first used after a month or more of inactivity, there’s a 50% chance that it will glitch. Additionally, when using an item in a way that would drain its last charge, there’s a 50% chance it will glitch. If an item requires a d20 roll (such as a skill check or an attack roll) to activate or use, it has a 50% chance to glitch on a natural 1.

Here's what the guide has to say about enchanting tech items.

Technology Guide, pg. 17 wrote:


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 space suit. 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 Armorcan 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.

Nothing in either says that timeworn tech can't be enchanted, you would just have a more expensive consumable item.

EDIT: Just checked the Season Six GTOP, and there's nothing in there about it either.

Silver Crusade 3/5

Thanks, UM! :)

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