Equipment
Introduction
Technological Equipment
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 elsewhere in the Pathfinder Roleplaying 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.
This section collects dozens of new items in the following categories.
Weapons
The majority of technological weapons are ranged weapons, although some high-tech melee weapons can be found in dungeons as well.
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. Cybertech typically augments a character's abilities and statistics.
Technological Gear
This catchall category includes a wide range of devices, from relatively minor gizmos like zipsticks to technological wonders like clonepods.
Color Code
Many technological items follow a color code that organizes similar items (such as nanite hypoguns, force fields, or gravity clips) according to their overall power. The power level for each color is listed below. Note that there are nine colors in the scale—the effects of an item of any individual color should roughly correspond to the power level of a spell of the associated level. Seven of these colors are associated with the seven skymetals. The least of the colors, brown, is associated with base ores, while the greatest of the colors, prismatic, is associated with all of the skymetals. In some technological items, actual skymetals of the appropriate color are used in the creation of the object, but in most, synthetic plastics and metals are used in place of the more valuable skymetals.
Brown
Roughly equivalent to a 1st-level spell. This color is not associated with skymetal.
Black
Roughly equivalent to a 2nd-level spell. This color is associated with adamantine.
White
Roughly equivalent to a 3rd-level spell. This color is associated with siccatite.
Gray
Roughly equivalent to a 4th-level spell. This color is associated with inubrix.
Green
Roughly equivalent to a 5th-level spell. This color is associated with noqual.
Red
Roughly equivalent to a 6th-level spell. This color is associated with djezet.
Blue
Roughly equivalent to a 7th-level spell. This color is associated with abysium.
Orange
Roughly equivalent to an 8th-level spell. This color is associated with horacalcum.
Prismatic
Roughly equivalent to a 9th-level spell. This color is associated with all skymetals.
Power Sources
Most of the technological wonders presented here require energy to function. These items each have a capacity score, which indicates the maximum number of charges the item can store at any one time. The number of charges an item consumes when it is used varies from item to item. An item's capacity can be filled from any power source—like a battery or a generator—as a standard action. When an item is charged, it always takes as many charges from the attached power source as it can hold, filling as close to its capacity as possible. Note that charging an item from a generator is more efficient, as any charges drained from a battery in excess of the number of charges an item can store are lost.
Timeworn Technology
The equipment presented in this section is described in full working condition and priced as such. While a high-technology setting may have many fully functional technological devices in it, that isn't the case in the campaign setting. Equipment that has been damaged or degraded over time works less consistently and is worth less money than new technological items. Such equipment is called "timeworn."
Weapons
Each technological weapon has a full description, including a set of abbreviated statistics. This information is organized as follows.
Price
This is the cost (in gold pieces) to purchase the weapon if it's available for sale. As with magic weapons, a technological weapon can be sold by PCs for half this value.
Type
This indicates whether the weapon is a light, one-handed, or two-handed melee or ranged weapon.
Proficiency
This entry lists whether the weapon is simple, martial, or exotic. If an existing weapon proficiency allows the new weapon's use, that weapon proficiency is listed in parentheses. Note that Exotic Weapon Proficiency (heavy weaponry) works similarly to Exotic Weapon Proficiency (firearms) in that it allows access to a wide range of similar weapons.
Some GMs may wish to replace Weapon Proficiency (firearms) with Weapon Proficiency (technological firearms) to further restrict access to these devices to player characters in their campaigns.
Damage
This is the weapon's base damage. The type of damage dealt by the weapon is listed after the damage value. Most weapons list the damage dealt by Medium and Small versions of the weapon; weapons with only one damage entry deal the same amount of damage regardless of size.
Critical
This entry lists the weapon's critical threat range and critical damage multiplier.
Range
This lists the weapon's range increment; no listing is given for melee weapons that cannot be thrown. Unless otherwise noted, all firearms in this chapter are treated as projectile weapons for the purpose of determining their maximum range.
Capacity
Unless otherwise specified, this value is the maximum number of charges the weapon can hold.
Usage
This value lists the number of charges the weapon consumes from its capacity each time it is activated.
Special
This entry lists any special weapon qualities the weapon might have. New weapon qualities are listed below.
Weight
This is the weight of the weapon in pounds. The weights given are for Medium weapons. A Small weapon weighs half as much; a Large weapon weighs twice as much.
Automatic
This weapon can act as a semi-automatic weapon (see below), or it can fire a burst of shots with a single pull of the trigger to attack all creatures in a line. This line starts from any corner of the wielder's space and extends to the limit of the weapon's range or until it strikes a barrier it cannot penetrate. When using an automatic weapon to attack all creatures in a line, the wielder makes a separate attack roll against each creature in the line. Each creature in the line can be attacked with only one shot from each burst. Each attack roll takes a -2 penalty, and its damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not affect an automatic weapon's line attack. Roll to confirm each attack roll that threatens a critical hit separately. A single burst with an automatic weapon consumes 10 charges. When taking a full-attack action with an automatic weapon, the wielder can fire as many bursts in a round as he has attacks, provided he has enough charges to make all of the attacks.
Semi-Automatic
A semi-automatic weapon normally fires one shot as an attack. However, the user can take a full-attack action to fire twice, as if using the Rapid Shot feat (including taking a -2 penalty on all attacks). If the wielder has the Rapid Shot feat, she can use the additional shot from that as well, but the penalty for all shots fired in that round increases to -6.
Slow-Firing
A slow-firing weapon requires a full-round action to use, and thus cannot be used to make iterative attacks.
Touch
Attacks with the weapon resolve as touch attacks.
Description
This section describes the weapon's abilities and appearance.
Construction
Certain requirements must be met for a character to craft a technological weapon. These requirements generally consist of having a feat and access to a particular kind of manufacturing facility.
This is the Craft DC required to create the weapon. It is also the Knowledge (engineering) DC to correctly identify the weapon.
Cost
This is the cost in gold pieces to create the weapon. Generally this cost is equal to half the price of the weapon.
Technology Guide Weapons
Martial Weapons | Price | Dmg (S) | Dmg (M) | Critical | Range | Capacity | Usage | Weight | Type1 | Special |
---|---|---|---|---|---|---|---|---|---|---|
One-Handed Melee Weapons | ||||||||||
Laser torch | 6,000 gp | 1d8 | 1d10 | ×3 | — | 10 | 1 charge | 4 lbs. | F | Touch |
Stun baton | 5,000 gp | Special | Special | ×2 | — | 10 | 1 charge/round | 2 lbs. | B and E (special) | Touch |
Exotic Weapons | ||||||||||
Light Melee Weapons | ||||||||||
Monowhip | 70,000 gp | 1d10 | 2d6 | 18-20/×3 | — | 10 | 1 charge/round | 1 lb. | S | Performance, reach, touch |
One-Handed Melee Weapons | ||||||||||
Null blade | 58,835 gp | 1d8 | 1d10 | 19-20/×2 | — | 10 | 1 charge/round | 4 lbs. | S | — |
Two-Handed Melee Weapons | ||||||||||
Chainsaw | 2,700 gp | 1d12 | 3d6 | 18-20/×2 | — | 10 | 1 charge/hour | 10 lbs. | S | Deadly, distracting |
One-Handed Ranged Weapons (Firearms) | ||||||||||
Arc pistol | 10,000 gp | 1d6 | 1d8 | ×2 | 50 ft. | 10 | 1 charge | 2 lbs. | E | Semi-automatic, touch |
Dart gun | 3,000 gp | 1d3 | 1d4 | ×2 | 30 ft. | 1 nanite canister | 1 charge | 2 lbs. | P | — |
Death ray | 140,000 gp | Special | Special | — | 200 ft.2 | 1 nanite canister | Varies | 1 lb. | Special | Slow-firing, touch |
EMP pistol | 12,000 gp | 1d10 | 2d6 | ×2 | 50 ft. | 10 | 1 charge | 2 lbs. | E | Semi-automatic, touch |
Flare gun | 300 gp | 1d6 | 1d8 | ×3 | 240 ft. | 1 | Disposable | 1 lb. | F | Slow-firing, touch |
Gravity pistol | 95,000 gp | 1d6 | 1d8 | ×2 | 50 ft. | 10 | 1 charge | 2 lbs. | Force | Semi-automatic, touch |
Laser pistol | 10,000 gp | 1d6 | 1d8 | ×2 | 50 ft. | 10 | 1 charge | 2 lbs. | F | Semi-automatic, touch |
Mindrender | 56,000 gp | Special | Special | ×2 | 40 ft. | 1 nanite canister | 2 charges | 2 lbs. | Special | Slow-firing, touch |
Sonic pistol | 13,000 gp | 1d6 | 1d8 | ×2 | 50 ft. | 10 | 1 charge | 2 lbs. | Sonic | Semi-automatic, touch |
Stun gun | 3,000 gp | 1d6 | 1d8 | ×2 | 20 ft. | 10 | 1 charge 3 | lbs. | — | Nonlethal, semi-automatic, touch |
Zero pistol | 10,000 gp | 1d6 | 1d8 | ×2 | 50 ft. | 10 | 1 charge | 2 lbs. | C | Semi-automatic, touch |
Two-Handed Ranged Weapons (Firearms) | ||||||||||
Arc rifle | 20,000 gp | 1d10 | 2d6 | ×2 | 150 ft. | 20 | 1 charge | 6 lbs. | E | Automatic, touch |
Autograpnel | 4,000 gp | 1d6+6 | 1d8+6 | ×3 | 30 ft. | 20 | 1 charge | 10 lbs. | P | Grapple, slow-firing |
EMP rifle | 24,000 gp | 2d6 | 3d6 | ×2 | 150 ft. | 20 | 1 charge | 6 lbs. | E | Automatic, touch |
Gravity rifle | 165,000 gp | 1d10 | 2d6 | ×2 | 150 ft. | 20 | 1 charge | 6 lbs. | Force | Automatic, touch |
Id rifle | 50,000 gp | Special | Special | ×2 | 50 ft. | 1 nanite canister | 1 charge | 5 lbs. | Special | Slow-firing, touch |
Laser rifle | 20,000 gp | 1d10 | 2d6 | ×2 | 150 ft. | 20 | 1 charge | 6 lbs. | F | Automatic, touch |
Sonic rifle | 26,000 gp | 1d10 | 2d6 | ×2 | 150 ft. | 20 | 1 charge | 6 lbs. | Sonic | Automatic, touch |
Zero rifle | 20,000 gp | 1d10 | 2d6 | ×2 | 150 ft. | 20 | 1 charge | 6 lbs. | C | Automatic, touch |
Two-Handed Ranged Weapons (Heavy Weaponry) | ||||||||||
Atom gun | 144,000 gp | Special | Special | — | 40-ft. cone | — | — | 24 lbs. | Special | Scatter, slow-firing, touch |
Grenade launcher | 8,000 gp | Varies | Varies | — | 100 ft. | 20 | (5 genades) | 1 grenade and 1 charge 8 lbs. | Varies | Slow-firing |
Nuclear resonator | 90,000 gp | Special | Special | 18-20/×2 | 80 ft.2 | 20 | 5 charges | 11 lbs. | Sonic | Slow-firing, touch |
Plasmathrower | 30,000 gp | 2d10 | 4d6 | 19-20/×2 | 60 ft. | 20 | 2 charges | 15 lbs. | E and F | Automatic or slow-firing, scatter, touch |
Rail gun | 30,000 gp | 3d8 | 3d10 | ×4 | 200 ft. | 10 | 1 charge | 14 lbs. | B and P | Slow-firing, touch |
Rocket launcher | 10,800 gp | 8d6 | 12d6 | — | 120 ft. | 10 | 10 (disposable) | 10 lbs. | B and F | Slow-firing |
Vortex gun | 182,000 gp | 8d6 | 10d6 | 19-20/×2 | 100-ft. cone | 30 | 10 charges | 15 lbs. | Force | Slow-firing, scatter, touch |
X-laser | 40,000 gp | 6d4 | 5d6 | ×4 | 200 ft. | 20 | 5 charges | 10 lbs. | F | Touch |
1 A weapon with two types is both types if the entry specifies "and," and is either type (wielder's choice) if the entry specifies "or." Damage types are abbreviated as follows: B (bludgeoning), C (cold), E (electricity), F (fire), P (piercing), and S (slashing). | ||||||||||
2 This weapon has either no range increment or a special range. See the text for more information. |
Arc Pistol
Aura:CLl:
Price: 10,000 gp
Weight: 2 lbs.
An arc pistol emits bolts of ionized particles that it then electrifies, creating a crackling beam of electricity between it and its target. Arc pistols gain a +2 circumstance bonus on attack rolls against targets that are metal or are wearing medium or heavy metal armor.
Arc Rifle
Aura:CLl:
Price: 20,000 gp
Weight: 6 lbs.
An arc rifle is a larger, more powerful version of an arc pistol, and functions as such except for the differences listed here.
Atom Gun
Aura:CLl:
Price: 144,000 gp
Weight: 24 lbs.
An atom gun is a cruel weapon that harnesses the devastating energies of a miniaturized nuclear reactor to create a focused cone of radiation that blasts and sickens those caught in the beam. An atom gun's range is relatively short, and the weapon can fire only scattering shots. The beams of radiation created when the wielder fires an atom gun do not fill the cone in a homogeneous area, and she must still make a ranged touch attack to irradiate a target. A creature struck by an atom gun attack suffers the effects of medium radiation. The small core of radioactive material in an atom gun is powerful enough to keep the weapon charged for tens of thousands of years, but the weapon becomes incredibly hot when fired, dealing 1d6 points of damage to the user and subsequently beginning a cool-down protocol, during which the weapon cannot be fired for 1 minute.
An atom gun cannot be fired more than 3 times per day. A functional atom gun's power source is shielded well, and the gun itself is not a source of dangerous radioactivity. If an atom gun gains the broken condition, it begins to leak radiation and becomes a source of low radiation to all creatures that touch it. An atom gun that gains the destroyed condition becomes a source of high radiation to those in contact with it, a source of medium radiation to those within 10 feet of it, and a source of low radiation to those within 30 feet of it.
Aura:CLl:
Price: 4,000 gp
Weight: 10 lbs.
An autograpnel looks like a rifle with a small adamantine spike protruding from its barrel. When fired, an autograpnel launches the spike with a muffled bang. The spike trails an incredibly strong and thin metal cable behind it. An instant after the spike punches into a solid target, tiny spurs lance out of it, anchoring the spike in place. An autograpnel's cord is long enough to allow the grapnel to reach its maximum range of 300 feet, and the internal retraction motors are strong enough to hold up to 500 pounds of weight. If the grapnel misses its target, it can be rewound into the gun as a standard action; reattaching the grapnel to the gun barrel is a move action.
An autograpnel strikes with an effective Strength score of 22 for the purposes of determining damage. If it strikes a creature, it remains lodged in the target and connected to the rifle and its wielder by the metal cord. This cord has AC 12, hardness 10, and 20 hp. A successful DC 32 Strength check is required to snap the cord. If the wielder retracts the cord while it's attached to a creature, the autograpnel attempts a pull combat maneuver check with a CMB of +16. If used against objects, an autograpnel can pull an item that weighs 25 pounds or less back to the user as a full-round action, or it can pull a heavier object that weighs no more than 100 pounds back to the user at a speed of 20 feet.
When attached to a solid object, the gun's retraction rate can be set to maintain a taut line while the gun is attached to a harness worn to aid climbing checks.
Aura:CLl:
Price: 2,700 gp
Weight: 10 lbs.
Originally developed for use as tools, chainsaws work remarkably well as weapons and are often used by lunatics or those who want to intimidate their enemies. A chainsaw consists of a weighty housing for the engine and power source that is fitted with two handles, and a 2- to 3-foot-long blade extending from the front, around which a whirling, buzzing chain of razor-sharp cutting links spins at blinding speed when the weapon is activated. It's a standard action to activate a chainsaw, and doing so consumes a charge of power. The chainsaw continues to run constantly after activation, draining an additional charge each hour. A dropped chainsaw automatically turns off unless it is set down carefully as a move action. The buzzing of a chainsaw's blade is loud and distracting (but not deafening), causing anyone carrying an activated chainsaw to take a -10 penalty on Stealth checks. An activated chainsaw grants a proficient user a +2 morale bonus on Intimidate checks.
Dart Gun
Aura:CLl:
Price: 3,000 gp
Weight: 2 lbs.
A dart gun makes use of nanotechnology to craft a small pointed projectile that does minimal damage on its own. Unlike other nanotech weapons, the nanites that make up a dart do not have any additional effect on the target. Instead, a dart gun contains a small reservoir above its handle into which a single dose of a pharmaceutical, drug, poison, or even potion can be poured as a standard action. The next dart fired from the dart gun delivers that liquid into the target immediately upon a hit.
Aura:CLl:
Price: 140,000 gp
Weight: 1 lb.
A death ray is a handheld, wand-like weapon that fires a harmless carrier beam of energy at a target. When the beam hits a target, the death ray then projects a stream of specialized nanites through the beam into the body of the target. When firing a death ray, the wielder must decide how many charges of nanites she is consuming, to a maximum of 10. Even if the wielder engineers a method of using a larger reserve of nanites than normally come in a canister, this maximum does not increase. Immediately upon being struck, the nanites inflict incredible pain on the target, which must succeed at a Fortitude saving throw to avoid a grisly fate (DC = 10 + twice the number of charges consumed by the attack). For example, if 1 charge is consumed, the target must succeed at a DC 12 Fortitude save to resist the death ray, but if all 10 charges are consumed in the attack, the DC to resist the effects is 30.
If the target fails this save, it takes 100 points of damage as the nanites tear apart the victim's cardiovascular system. On a successful saving throw, the victim takes only 6d6 points of damage. Creatures slain by a death ray die spectacularly, seeming to melt into a pool of blood that swiftly fades away. The victim's gear is unaffected by this attack. A death ray has no effect on creatures that aren't living (such as constructs or undead) and can't penetrate a force field. The wielder can't score critical hits with a death ray. A death ray has a maximum range of 200 feet with no range increment.
EMP Pistol
Aura:CLl:
Price: 12,000 gp
Weight: 2 lbs.
An EMP pistol emits a beam of electromagnetic energy that cannot harm living creatures, but deals terrible damage to robots. An EMP pistol can harm androids and creatures with cybernetic implants, but they take half damage from a hit. A creature that is critically hit by an EMP pistol and takes damage from that hit must succeed at a DC 15 Fortitude save or be staggered for 1d4 rounds.
EMP Rifle
Aura:CLl:
Price: 24,000 gp
Weight: 6 lbs.
An EMP rifle is a larger, more powerful version of an EMP pistol. It emits a beam of electromagnetic energy that can't harm living creatures, but deals significant damage to robots. It functions as an EMP pistol except for the differences listed here.
Aura:CLl:
Price: 300 gp
Weight: 1 lb.
A flare gun looks like a wide-barreled pistol, and although it can be used in combat, the item's primary use is to send signals. A flare gun and its ammunition (a small, rocket-propelled magnesium charge) are completely self-contained and disposable—once fired, a flare gun is useless. While a flare gun has excellent range, the flare tends to wobble and spiral in flight, incurring a 20% miss chance if it's being used to target a specific point. The flare detonates once it hits a target or reaches its maximum range of 2,400 feet, bursting into a sphere of fire that illuminates a 120-foot-radius area for 1 minute as it drifts slowly back to the ground. Any creatures within 20 feet of the flare must succeed at a DC 12 Fortitude saving throw each round or be dazzled by the intense light for as long as they remain in the area. Creatures adjacent to a lit flare are also blinded for 1d4 rounds on a failed save. A creature struck by a flare takes 1d8 points of fire damage (1d6 points of fire damage from Small flare guns), and continues to take the same amount of fire damage each round until the flare is removed. Removing a flare is a full-round action.
Aura:CLl:
Price: 95,000 gp
Weight: 2 lbs.
A gravity pistol is one of the most advanced pieces of technology found. It uses a focused beam of gravitons to create a bolt of force. A gravity pistol has two settings—switching between settings is a swift action. On its pulse setting, it can be used as a typical beam weapon, but on it sustained setting, holding the pistol's trigger down creates a stable beam of gravitons rather than a short, destructive burst. In this mode, the gravity pistol can be used to move and manipulate objects at a distance, similar to a telekinesis spell in its sustained force or combat maneuver versions (a gravity pistol cannot duplicate the violent thrust option of a telekinesis spell). In this mode, a gravity pistol consumes 1 charge per round. The graviton beam can move objects weighing no more than 225 pounds up to 20 feet per round. A creature can negate this effect on an object in its possession with a successful DC 19 Reflex save. If used to perform a combat maneuver, the beam uses the wielder's CMB, but uses her Intelligence modifier in place of her Strength or Dexterity modifier.
Armor
Each suit of technological armor has a full description, including a set of abbreviated statistics. This information is organized as follows.