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Slithery D
2014-08-31, 11:16 AM
Has anyone read this yet and started thinking of fun shenanigans? Obviously a lot of this depends on GM fiat giving you access to the right equipment, but there are a lot of cool toys (http://www.d20pfsrd.com/equipment---final/weapons/technological-weapons).

My favorite so far is the Rail Gun (http://www.d20pfsrd.com/equipment---final/weapons/technological-weapons#TOC-Rail-Gun), ideal for defending dungeons or custom demiplanes from invading hordes. Build a 2km 2000' long corridor access that is 5' wide, enhance the weapon enough to shoot through every non epic damage resistance, and kill everyone trying to approach you. Just don't forget to set up a backup kill zone against incorporeal attackers with a vortex gun (http://www.d20pfsrd.com/equipment---final/weapons/technological-weapons#TOC-Vortex-Gun) and maybe a few gravity grenades (http://www.d20pfsrd.com/equipment---final/goods-and-services/technological-gear) for burst damage.

Generally all the gravity weapons are great, deal consistent force damage at range, perfect for a ghostbuster campaign.

DM giving you piece of crap timeworn tech that barely works? The technomancer PrC (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/technomancer) takes care of that with reconditioned items, at least until you get a Wizard buddy of 13th level to permanently fix (http://www.d20pfsrd.com/magic/all-spells/m/memory-of-function) them for you.

Forrestfire
2014-08-31, 11:22 AM
Just to nitpick, the Railgun only shoots out to 10 200ft range increments, barely over half a kilometer.

aethel27
2014-08-31, 11:25 AM
that why you have various railgun emplacment traps.... com inside of 1/2 km and it pops out to start shootingwhen you get close enough the back up gravity grenade traps damage any invaders that get that far.

Slithery D
2014-08-31, 11:26 AM
Thanks, I'm used to always thinking in meters, I forgot it was feet. So 2000' ft. Naturally you'd want to put True Strike on this guy so you're actually hitting at the extreme range increment.

It occurs me that RAW the +3 speed enchantment put on a heavy weapon would let you fire twice in a round. Ouch, although you'll probably want an assistant gunner to feed batteries into certain weapon systems if you're doing that.

For melee crit fisher builds, TWF will want a pair of monowhips (http://www.d20pfsrd.com/equipment---final/weapons/technological-weapons#TOC-Monowhip) as the new hotness, while THF may prefer the chainsaw (http://www.d20pfsrd.com/equipment---final/weapons/technological-weapons#TOC-Chainsaw).

Slithery D
2014-08-31, 05:57 PM
For those eternally looking for a decent sniper or Vital Strike build, the X-Laser (http://www.d20pfsrd.com/equipment---final/weapons/technological-weapons#TOC-X-Laser) is the weapon for you.

5d6 base (fire) damage, 200 range increment, and hits everything in a line that you beat the (touch) AC of as long as no hardness or fire resistance/immunity stops it along the way. It's the only heavy weapon that doesn't have Slow Firing, so you can use a Standard Action to get those crazy Greater Vital Strike bonuses of 20d6 damage (more if you can get Large or Huge...).

It also has a 4x crit multiplier, so I'd go ahead and take Improved Critical so that 10% of your shots will deal 40d6 fire damage, plus modifiers.

Raven777
2014-08-31, 07:03 PM
This book is both terrible and beautiful.

caimbuel
2014-09-01, 02:17 AM
I almost wonder if the gun using wizard archtype might just be the best sniper, having spells being linked to the gun, could get intersting if it works. The other is an archane archer, looking like Fighter 1/Wizard 1/EK 5/ Arcane Archer 4/Ek 5, last 2 who cares, Using a gun somehow and using AMF in one of those shots, be a screw you, and oh ya, your screwed.

Sorry on tablet, cant look up as easy to link.