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Ray Guns and Rocket Packs!

It’s one thing to face a dragon armed with a longsword and a suit of magic plate mail, but what if you had an atom gun and powered armor? How many zombies could you blow up with a rocket launcher? What happens if you’re standing next to a graviton reactor when it explodes? All of these questions and more are answered within the pages of the Technology Guide—an invaluable manual of items, hazards, and character options for use in science-fantasy settings like Golarion’s Numeria, land of savagery and super-science!

Within this book, you’ll find:

- Rules for dozens of new technological items, including weapons, armor, force fields, hologram generators, grenades, cybernetic implants, nanotech devices, remote controls for robots, and more!
- New feats, spells, and archetypes for technologically savvy characters, along with rules for how your skills interact with super-science.
- Extraordinarily powerful scientific items and artifacts, such as extinction wave devices, powered armor, and nuclear reactors!
- The technomancer prestige class, which allows you to use magic to command robots and power your technology .
- Rules for artificial intelligences, the effects of the passage of time on technological items, the dangers of radiation, the seven skymetals of Numeria, technological traps, and more!

The Technology Guide is a must-have for GMs running the Iron Gods Adventure Path or anyone looking to introduce super-science into any Pathfinder adventure or campaign setting.

Cover art by Kerem Beyit

64 pages, Paperback

First published August 1, 2014

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About the author

James Jacobs

218 books16 followers

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Displaying 1 - 3 of 3 reviews
202 reviews1 follower
September 21, 2014
Ring Side Report- RPG Review of Pathfinder Campaign Setting-Technology Guide

Originally posted on www.throatpunchgames.com, a new idea everyday!



Product-Pathfinder Campaign Setting: Technology Guide
Producer- Paizo
Price- ~$20 here
System-Pathfinder
TL; DR- Problems with focus, but great item selection. 90%

Basics- Welcome to the world of tomorrow! The Technology guide is the extra setting book that GMs of the Iron Gods will need to handle all the new technology items and some rules presented in that adventure path. This book introduces a number of new archetypes, feats, spells, rules, and skill uses for the base classes as well as a prestige class. Then, the book moves onto introducing several technological items, weapons, armor, drugs, and generators. Finally the book adds new hazards, rules, and artifacts for the Iron Gods campaign and Numeria as a whole.

Mechanics or Crunch-This book is a combination of the Ultimate Equipment book and the People of the River. The book adds an insane amount of items all with new rules how to handle them. The rules make sense within the Pathfinder system and help distinguish technology from magic. The character options are all well done and provide some awesome Numeria flavor for any technology based campaign you could be running. 5/5

Theme or Fluff- This book does have a decent amount of story. Each item gets a short description in addition to its rules and a picture. The pictures might not be amazingly large, but there are pictures you can show to your players and help them envision the world of Numeria. The book even goes so far in depth to describe the different types of metals found in Numeria and what they look like. It's not a perfect theme book, as the primary focus of the book is to provide rules and items, not to provide story. But, what is here does have some decent story to it. 4.5/5

Execution- I love how Paizo puts their books together. Even though this is an item book, the pictures and layout really breaks up the text and makes this much less of a drag to read. The problem I have is that this book is a Pathfinders setting book. The setting books are not designed to be given to the players. However, a 1/3 of this book is player options. This book is kind of indicative of the problems I've seen with the Iron Gods roll out of as a whole. To do the Iron Gods AP justice, several new character options, items, and rules all have to be introduced. However, all the Numeria character options are spread out across at least four books, and the rules are also spread out across some of these four books, but different rules are also in other books. This is particularly a problem with this book as players are not supposed to look at this book. But, as a GM you almost have to give it out, so base class characters can have additional class options. It's not world ending problem, but the lack of focus is apparent. 4/5

Summary- Honestly, if you are going to GM the Iron Gods AP, you've most likely bought this book already. If you have no plans to ever put technology in your Pathfinder game, then this book has literally nothing to offer you. It's a good book for what it is (character options and items), but it has some problems with focus. 90%
Profile Image for G. Tyler.
69 reviews6 followers
August 12, 2014
This book is absolutely everything you want it to be, a guide to adding everything from laser cannons and chainsaws to duct tape to the pathfinder world and all of it functions from top to bottom. Every item is interesting and exciting, the glitch system is amazingly executed and cool, and the archetypes and prestige classes are amazingly fun and appropriate to any setting you plan to use this stuff in.

I've already used just a small selection of these items and I've already watched my party hog tie a dire boar with a roll of duct tape and blind themselves when a dart gun glitched on them and I couldn't be happier.
Profile Image for Jorge.
Author 8 books18 followers
September 29, 2014
Numeria sounds like an interesting place. As it says right there on the book, adding high-tech to a fantasy setting can be controversial, but it's been done before successfully: Star Ocean, Final Fantasy anyone? In the end, technology, science, magic are all names for the same thing: ways to explore the natural or rather supernatural world.
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