Pathfinder Campaign Setting: Technology Guide
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Days when the crafting lab is without power effectively delay continued construction of a high-tech item, but time already spent building the item is not lost. In addition, crafting an item requires an expenditure of time from a character with the appropriate crafting feat and an expenditure of money used to secure the technological components and expendable resources needed for the work.
The creator must spend the gold at the beginning of the construction process. The process can be accelerated to 4 hours of work per 1, gp by increasing the DC to create the item by 5. When determining the required time, ignore any fixed costs such as the weapon portion of implanted weaponry.
These days need not be consecutive. Ideally, the creator can work for at least 4 hours at a time uninterrupted, but if this is not possible such as while adventuring , the creator can devote 4 hours of work broken up over the day, accomplishing a net of 2 hours of progress. Work under distracting or dangerous conditions nets only half the progress as well.
A character can work on multiple technological items at a time, or even in the same day as long as at least 2 hours net labor can be spent on each item. Technological items can be repaired using the appropriate crafting feats in the same way magical items can be repaired, but such methods cannot repair the more fundamental ravages of time that afflict timeworn technological items. Although there is a wide range of technological items, the types of laboratories needed to craft objects are relatively limited. Crafting laboratories are, unfortunately, incredibly rare. A crafting laboratory is similar to a technological artifact, in that it cannot be assembled or built with currently available resources.
In order to craft a technological item, one must secure a laboratory for use. This allows GMs to limit the role high-tech crafting plays in any one game—make sure to inform your players of the limited availability of crafting laboratories at the start of your game so they know whether selecting high-tech crafting feats is a useful option for their PCs!
The six types of laboratories are listed below. Graviton Lab charges : A graviton lab is used to craft items that utilize graviton technology, such as gravity rifles, force fields, and magboots. Medical Lab 20 charges : This lab is used to craft medical items like trauma packs and medlances and pharmaceuticals.
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Nanotech Lab charges : This lab is used to craft devices that utilize nanotechnology, such as id rifles and k-lances. Items with both magical and technological components, such as the null blade, use a special crafting process.
Any spell or level-based prerequisites not met increase this crafting DC, as described for magic item creation. The skill used for each check is based on the item creation feats required by the item. Failure on either check ruins the item.
Pathfinder - Technology Guide Module
If the creator has feats or abilities that accelerate item creation , only the least favorable bonus applies. In other words, to create a hybrid item faster, the creator needs to be able to create both magical and technological items faster.
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. 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. In a situation where a character wishes to craft the entire item from scratch, the non-magical technological item must be fully crafted and completed before work on magically enhancing it can begin.
New technological items can and should be created, using existing items for inspiration. A new item may resemble an existing magic item, such as how jet packs function like winged boots , but there should be differences beyond just battery power to keep technology distinct. When pricing a new technological item, use the existing guidelines for estimating magic item value. Items that use charges should be priced as if they were use-activated, not as if they were charged in the way a wand or ring of the ram is charged, unless the item is disposable and has 50 or fewer charges, as the assumption is that a newly crafted technological item can be recharged with relative ease.
A large number of technological items essentially duplicate existing magic items or spells, though, and while they are powered by super-science rather than magic, their game effects are the same. For example, a pair of anti-gravity boots would function identically to a pair of boots of levitation , while an energy sword might function as a brilliant energy shock longsword.
At the same time, though, such items require power to function. As a general rule, an item of this nature has a capacity of 10 and uses 1 charge each time it is activated. Items intended to have a continual or long-term use may instead use 1 charge per minute or 1 charge per hour—exact specifics can vary.
Effects that technological items should not have include summoning extraplanar creatures through summoning or calling, influencing the attitudes of others through enchantments, divining the future or the best course of action through divination, and traveling on or between other planes of existence. But be it a laser gun in the hands of a terrible enemy or a set of strange gravity armor found in the treasure trove of an oddly uniform metal dungeon, technology from the future or even the present-day real world in a fantasy setting should be handled in a manner similar to magic items elsewhere in this game.
Many technological items replicate specific spells or magical effects. However, they do not use magic in any way, and thus function normally in areas of antimagic or primal magic, and are otherwise unaffected by any effects that target or affect magic items. To set a technological campaign apart from a standard fantasy adventure, you need a variety of unusual futuristic items. But be it a laser gun in the hands of a terrible enemy or a set of strange gravity armor found in the treasure trove of an oddly uniform metal dungeon, technology from the future or even the present-day real world in a fantasy setting should be handled in a manner similar to magic items.
Technological Weapons : The majority of technological weapons are ranged weapons, although some high-tech melee weapons can be found in dungeons as well. Technological Armor : Technological armor works in a similar manner to standard armor , but often requires a power source to fully function. Pharmaceuticals : Pharmaceuticals include drugs, poisons, and medicines. They can be ingested or injected, and generally have relatively minor or temporary effects.
Cybertech : Cybertech is a form of technology that must be implanted in a body before it can function. When the fire is suddenly extinguished, the heroes must delve a previously unknown set of caves below the town that lead to a strange buried metallic ruin. Will the heroes survive the technological dungeon, or will they fall in a hail of robotic foes and laser fire? Ever wondered how a laser gun would function in a world full of magic and traditional fantasy weaponry?
Packed with 64 pages of new technology rules for the Pathfinder Roleplaying Game, this indispensable resource for Game Masters running adventures in the land of Numeria, the setting of the Iron Gods Adventure Path, will supercharge any fantasy game looking to add futuristic and alien technology.
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Pathfinder - Technology Guide Module
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