
keftiu |
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Today’s Secrets of Golarion stream had a call for fans to make some noise if we want Numerian tech in the current edition, so it only seemed fitting to make a thread for exactly that! I adore pretty much all things Numeria, and I’m especially keen for most of those weapon options to come back.
Doubly so if it heralds an Iron Gods 2 - or maybe comprised the backmatter of an Iron Gods 2!

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LO Legends did quite a bit of teasing about the current state of Numeria, and I think it could be very interesting to adventure in. All these Technic League remnants and warlords looking for new opportunities. Meanwhile I wouldn't exactly trust Kevoth-Kul. Just because he's no longer a League pawn doesn't mean he was ever a nice person. But while he's mighty at close range, does he really have fine-grained control over the pretty vast and wild land? I doubt it - so plenty of room for heroes to get their start and level up.

Perpdepog |
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I'll join the clamor. The advanced superscience tech was one of the things that I loved about Pathfinder's setting and Numeria is still one of my favorite nations.
Whether we see advanced tech as a new Numeria book, or see it as part of a time traveler-style book spanning pre-humanoid civilizations and Stone Age tech to far future stuff I'd love to see the advanced tech come back. With how items are handled now I think it'd be a lot easier to gage when and where advanced tech should be available in a campaign.
Also, advanced tech vehicles please. Maybe 2E's vehicle rules are cleaner, or maybe I just groc them better, but vehicles seem much more doable in this edition than the previous, and who wouldn't want a hoverboard or motorbike?

S. J. Digriz |
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I am more into the mana wastes and steam punk these days, but I will say that Iron Gods was an utterly awesome adventure path to run. Each and every module was splendid-- not a weak volume in the 6. Also, when you dig into Numeria, it is friggin *cool*, what with mutants, rat folk warrens, Kellid barbarians, the Technic League, all of the crashed alien starships and alien monsters.

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Yes yes, please Nethys, Irori and Casandalee yes!
2E has already shown that tech doesn't have to be mechanically stronger with G&G vs 1E where guns hit touch and with game knowledge and the right class could be super strong especially before gid wizards got levels.
Energy weapons could be just that and deal only an energy type of damage or hybrid damage like some of the guns do. Also tech weapons would be a great place to explore the 4 degrees with weapons instead of only spells. Like some guns may be so point and shoot that they deal min damage on a miss and if the timeworn condition comes back misfires on crit fail. I would love to see the technomancer me a dedicated class like in Starfinder instead of the 1e prestige class. Could be kind of a magus wave caster that can use focus spells to recharge or alter the function of tech.
Would also like to see some non-tech but numeria related options. Like Barbarians who are good fighting tech. Primal spells like anti-tech field. Kasatha and their bone weapons as well as their bow nomad ranger(two bows man!). More android options as their status in Numeria has to have changed after Iron Gods. There are also lots of other AP's and modules from 1e that would have impact on Numeria such as Kingmaker because of Armag and the Tiger Lords as well as Pitax changes along their border. Wrath of the righteous as the crusaders road up the sellen may be less guarded by passing Crusaders could lead to more river pirates and bandits hitting Numeria for tech to loot. Than there is the threat of undead and the Whispering Way to the east after the events of Tyrants Grasp. Numeria is really a region surrounded by strife on all sides after just having its own power crisis and dealing with literal Gods besides all the Gonzo tech and drugs and aliens.
Tldr: gimmie!
I am more into the mana wastes and steam punk these days, but I will say that Iron Gods was an utterly awesome adventure path to run. Each and every module was splendid-- not a weak volume in the 6. Also, when you dig into Numeria, it is friggin *cool*, what with mutants, rat folk warrens, Kellid barbarians, the Technic League, all of the crashed alien starships and alien monsters.
They already announced the Impossible Lands book at the con so you are getting the Mana wastes and Steam punk. Now we need our magitech and space punk.

Perpdepog |
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A high tech book would also be a good place to cover the rest of the solar system - what kind of tech do the Vercites have, what about the corpse fleet?
The Corpse Fleet won't have much tech since they don't exist as of yet. I'd love the Bone Sages to show up though in a solar system exploring book, and get to be more than LICHES, IN, SPACE.

Claxon |

Can this book please include the Solarian, Vanguard, and Biohacker classes?
It's doubtful. The first two classes aren't even tech based classes, so they don't really belong in a tech book.
And, even if they did port over something with the same name it's going to be mechanically very different to suit the PF2 design guidelines.
I would hazard a guess that in the same way no one foresaw fighter being the "best class" in PF2 before it was released, you probably wouldn't get a converted Solarion/Vanguard/Biohacker in the way you would hope to see it.

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Ascalaphus wrote:A high tech book would also be a good place to cover the rest of the solar system - what kind of tech do the Vercites have, what about the corpse fleet?The Corpse Fleet won't have much tech since they don't exist as of yet. I'd love the Bone Sages to show up though in a solar system exploring book, and get to be more than LICHES, IN, SPACE.
I mean, it's not yet the really-honest-independent-from-Eox corpse fleet, but,
While the bone sages are abhorrent to civilized
beings from most worlds, the issue of their sociopathic
immortality would be strictly academic were it not for their
corpse ships. Vessels of steel spines and blistering f lame,
some as large as cities, Eoxian corpse ships are capable
of traversing the vast distances between planets, thanks
in large part to the bone sages’ unique undead nature.
Effectively immortal, the residents of Eox care little about
the long spans of time sacrificed in the voyage, nor do they
have any need to transport food or atmosphere. Instead,
their ships are often open to the void in places, adorned
with grim trophies and laden only with a few emotionless
bone sages or bound servants and the terrible weapons
that allow them to take what they want from other races.