MORE GEAR OF THE IRON GODS – Sci-Fi Tech for 5th Edition Dungeons & Dragons

MORE IRON GODS TECHNOLOGY IN 5E DUNGEONS & DRAGONS
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One of the unique elements that makes the Iron Gods adventure path so fun is the crap-ton of exotic, high technology featured throughout. From laser guns, to force fields, to chainsaw swords, there is a wide selection of sci-fi loot that can be recovered from ancient Numerian ruins, purchased from friendly scavengers, or pried from the cold, dead hands of vanquished foes and, since these items play such a significant role in setting the tone for the Iron Gods adventure path 5E versions of these items are a necessity.

Readers can find the items found or used in Pathfinder Adventure Path #85: Fires of Creation (Iron Gods 1 of 6), here, along with full rules for using High Technology items in the 5th Edition Dungeons & Dragons game.

This entry contains all the items found in Pathfinder Adventure Path #86: Lords of Rust (Iron Gods 2 of 6). With that in mind, I give warning that THE FOLLOWING CONTAINS MINOR SPOILERS FOR LORDS OF RUST and, therefore, should not be read by players who will be playing through that adventure.

With that warning out of the way, let’s get to the loot from Lords of Rust!

WEAPONS:
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Chainsaw
Weapon (melee), Rare
Damage: 3d6 slashing, Weight: 10 lbs., Properties: Ammunition, Reload (Capacity: 10, 1 charge per hour)
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.

You spend your 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 Use Object 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 Dexterity (Stealth) checks. An activated chainsaw also grants the wielder Advantage on all Charisma (Intimidation) checks.

Dart Gun
Weapon (firearm), Rare
Damage: 1d8 piercing, Weight: 2 lbs., Properties: Ammunition (range 30/120), Reload (Capacity: 1 canister, 1 charge per use)
The 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, the 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 an Action. The next dart fired from the Dart Gun delivers that liquid into the target immediately upon a hit.

EMP Pistol
Weapon (firearm), Very Rare
Damage: 2d10 lightning, Weight: 2 lbs., Properties: Ammunition (range 50/200), Reload (Capacity: 10, 1 charge per use)
The EMP Pistol emits a beam of electromagnetic energy that cannot harm living creatures, but deals terrible damage to robots. The 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 the EMP Pistol and takes damage from that hit must succeed on a DC 13 Constitution saving throw or suffer disadvantage on all ability checks and attack rolls until the start of the attackers next turn.

Grenade Launcher
Weapon (firearm), Rare
Damage: As Grenade, Weight: 8 lbs., Properties: Ammunition (range 100/400), Reload (Capacity: 20, 1 charge per use, 5 grenades)
The Grenade Launcher is a bulky weapon that can fire any grenade a great distance. Grenades propelled by a launcher can be set to detonate on impact or at the start of the wielder’s next turn. The Grenade Launcher requires charges to fire, but unless the weapon is also loaded with a grenade, any charges that are consumed are wasted.

Laser Torch
Weapon (melee), Rare
Damage: 2d10 radiant, Weight: 4 lbs., Properties: Ammunition, Reload (Capacity: 10, 1 charge per use)
The Laser Torch is a handheld tool intended to cut through objects with great speed. When activated, a laser torch emits a beam of highly focused light, cutting and burning through surfaces up to 6 inches away. Attackers wielding the Laser Torch do not add their Strength modifier to damage. The beam of a Laser Torch ignores force fields and force effects without damaging the field. Invisible objects and creatures can’t be harmed by a Laser Torch.

Mind Burner
Weapon (firearm), Rare
Damage: 1d8 thunder, Weight: 2 lbs, Properties: Ammunition (range 25/200), Reload (Capacity: 10, 1 charge per use)
A description of the Mind Burner can be found on page 63 of Pathfinder Adventure Path #86: Lords of Rust (Iron Gods 2 of 6). When a target is reduced to 0 hit points by a Mind Burner attack, it automatically stabilizes and does not have to make death saving throws. Further, the target suffers disadvantage on Wisdom (Perception) checks and saving throws against spells and abilities that would charm the target. This effect lasts for 1 minute, but at the end of each of its turns, the target can make a Wisdom saving throw against DC 10 to end this effect.

ARMOR:
Hard Light Shield
Armor (shield), Rare
Weight 1 lb., Properties: Reload (Capacity 20, 1 charge per minute)
This bulky bracelet is covered in blinking blue lights and pulsing holographic emitters. The Hard Light Shield produces a translucent but substantial holographic barrier when activated, which acts as a shield, providing a +2 AC bonus. As a transparent force effect, the Hard Light Shield provides no bonus against lasers. Activating or deactivating the Hard Light Shield takes an action or bonus action. When turned off, a hard light shield provides no AC bonus and does not interfere with spellcasting.

Scatterlight Suit
Light Armor, Rare
Armor Class (AC) 11 + Dexterity modifier, Weight: 5 lbs., Properties: Reload (Capacity 24, 1 charge per hour)
The Scatterlight Suit is a tight, form-fitting suit of highly reflective polymers and synthetic metal fibers. It’s designed to reflect beam weapon attacks, such as lasers and EMP beams, and provides only minimal protection against physical damage. Activating the Scatterlight Suit takes an Action; once activated, the suit diffuses and blurs light reflected on its surface, making the wearer appear hazy and indistinct.

While active, attacks made with beam weapon attacks and ray magical attacks suffer Disadvantage on attack rolls.

Spacesuit
Heavy Armor, Very Rare
Armor Class (AC) 17, Weight 35 lbs., Str: 13, Properties: Reload (Capacity 25, 1 charge per hour)
This airtight suit of synthetic polymers includes a transparent, dome-like helmet that completely covers the wearer’s head. While powered, the suit provides immunity to inhaled poisons and diseases, and provides resistance against all forms of energy except for thunder damage, as well as complete protection from all radiation and exposure to vacuum. The Spacesuit repairs damage to itself at the rate of 4d6 points of damage per charge consumed. It has AC 10 and 60 hit points.

A Spacesuit is fitted with numerous small booster jets that grant the wearer a fly speed of 20 feet in areas of zero gravity while the Spacesuit is charged. The boosters impart no benefit in areas of high, low, or normal gravity.

PHARMACEUTICALS:
Soothe
Pharmaceutical, Uncommon
A description of Soothe can be found on page 63 of Pathfinder Adventure Path #86: Lords of Rust (Iron Gods 2 of 6). Rubbing Soothe on a wound or consuming it within 1 minute of receiving the wound heals 2d4 + 2 hit points and grants the target Advantage on all saving throws against fear for the next minute. Using Soothe after 1 minute of receiving a wound only heals 1 hit point of damage.

GEAR:
Cylex
Technological Gear, Rare
Weight: 1 lb.
Cylex is an exceptionally stable form of explosive that can be shaped at room temperature, like soft clay. Neon green in color, a single charge of cylex can be triggered to explode by using a detonator (see below) or applying 10 or more points of lightning damage to it in a single attack. When detonated, a single use of cylex explodes in a 40-foot-radius spread and deals 6d6 points of bludgeoning damage and 6d6 points of fire damage to all creatures and objects in the area of effect. A successful DC 15 Dexterity saving throw halves the damage.

Detonator
Technological Gear, Uncommon
Weight: 1 lb. Capacity 10, 1 charge per use
A detonator is a small device that can be used to trigger cranial bombs, cylex, and other explosives remotely. While an explosive is being set, the user can key the explosive to a detonator with an Action that costs the detonator one charge. Once the explosive is keyed, as an Action the user can push a button to trigger the explosive. A typical detonator has a range of 1,000 feet—though some may have a reduced range (intentionally or otherwise) and others might be enhanced by a signal booster.

Emergency Raft
Technological Gear, Rare
Weight: 10 lbs., Capacity 10, 1 charge per use
An emergency raft initially looks like a bright red plastic cylinder, 6 inches wide and 2 feet long. When activated, it rapidly inflates into a tough little boat that measures 10 feet long, 4 feet wide, and 2 feet deep. It can hold four Medium creatures. The raft comes with two pairs of collapsible, dense plastic oars to row with. The raft can be commanded to compact back into its portable shape at a touch of a button, as long as no foreign objects or creatures remain inside. An emergency raft only consumes charges when commanded to unfold or compact.

Emergency Shelter
Technological Gear, Very Rare
Weight: 15 lbs., Capacity 60, 1 charge per hour
An emergency shelter is a small, 2-foot-long egg-shaped device that can be activated with the touch of a button (a Use Object action). Once activated, the shelter rapidly unfolds and inflates into a 10-foot-radius hut capable of providing shelter for up to six Medium creatures. This process takes 1 minute to complete. The shelter includes pneumatic spike anchors that can attach it to any ground cover softer than metal. Several windows allow those inside to see outside. The interior contains several fluorescent lights. The shelter can withstand winds of up to 120 mph, and provides excellent insulation for those inside, maintaining a temperature between 50 and 80 degrees Fahrenheit. A small combination heater/air scrubber set on the floor near the entrance to the shelter controls the temperature and purifies any noxious external air into breathable air. The hut has immunity to fire and cold and resistance to acid. The dense plastic walls have AC 15 and 10 hit points. The hut cannot float on water. The door is self-sealing, allowing anyone inside an emergency shelter to live in inhospitable conditions with ease for as long as the power holds out. As long as no foreign objects or creatures remain inside an emergency shelter, it can be commanded at the touch of a button to compact back down into its portable shape over the course of 1 minute. After this point, the device consumes 1 charge over the course of 8 hours resetting its internal structure, limiting its deployment to 3 times a day at most.

Envoy’s Mouthpiece
Technological Gear, Rare
Weight: 1 lbs., Capacity 10, 1 charge per hour
A description of the Envoy’s Mouthpiece can be found on page 62 of Pathfinder Adventure Path #86: Lords of Rust (Iron Gods 2 of 6). The Envoy’s Mouthpiece translates one specific language spoken within 30 feet of the wearer into Androffan. Further, any words spoken by the wearer in Androffan are translated into the same language.

Fire Extinguisher
Technological Gear, Rare
Weight: 7 lbs, Reload (10 shots), 1 charge per use
This cylindrical device has a nozzle at one end and a handle on one side. When activated as an Action, a fire extinguisher creates a 15-foot cone of misty vapor that swiftly extinguishes fires within its area of effect. Against magical fire effects, such as those created by a wall of fire or similar spell, the fire extinguisher only extinguishes the part of the larger effect its vapors directly contact. Continual magic flames, such as those of a flaming weapon or fire creature, are suppressed for 6 rounds before they automatically reignite. To extinguish an instantaneous fire effect or spell, the wielder must use a Reaction with the fire extinguisher to counter the effect; this can cancel the entire effect, provided the source of the effect is in the extinguisher’s area of effect.

At the DM’s discretion, the Fire Extinguisher can be used against a creature immune to fire 4d6 cold damage, or half on a successful Dexterity saving throw against DC 13.

Gravity Clip
Technological Gear, Rare
Weight: -, Capacity 10, 1 charge per round
The Gravity Clip is a small, disc-shaped device that can be attached to any melee weapon. Once mounted, the clip modulates the weapon’s mass on the moment of impact, via the manipulation of the gravity fields around the weapon. Each successful hit against a target consumes a charge from a gravity clip and causes 2d8 extra bludgeoning damage.

Grenade, Arc
Technological Gear, Uncommon
Weight: 1 lb.
Deals 5d6 lightning damage.

Grenade, Concussion
Technological Gear, Uncommon
Weight: 1 lb.
Deals 5d6 bludgeoning damage.

Grenade, Flechette
Technological Gear, Uncommon
Weight: 1 lb.
Deals 5d6 piercing damage.

Grenade, Gas
Technological Gear, Rare
Weight: 1 lb.
A description of the Gas Grenade can be found on page 62 of Pathfinder Adventure Path #86: Lords of Rust (Iron Gods 2 of 6). One round after the Gas Grenade lands, it emits a cloud of smoke that creatures a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. Any creatures who enter or begin their turn in the cloud must succeed in a DC 13 Constitution saving throw or suffer the effect of a stinking cloud spell.

Grenade, Inferno
Technological Gear, Uncommon
Weight: 1 lb.
Deals 5d6 fire damage.

Grenade, Plasma
Technological Gear, Rare
Weight: 1 lb.
Deals 4d6 fire damage and 4d6 lightning damage.

Grenade, Zero
Technological Gear, Uncommon
Weight: 1 lb.
Deals 5d6 cold damage.

Hologram Generator
Technological Gear, Uncommon-Rare
Weight 1 lb., Capacity varies, 1 charge per round
A hologram generator is a handheld device with a long, thin barrel. It manipulates photons and sound waves to produce highly realistic images and sounds, similar in nature to those generated by figment illusions.

Before a hologram generator can generate an image, though, it must store the image in its memory. The maximum size and maximum number of images a generator can store vary according to its color, but storing an image is a Use Object action regardless of the strength of the generator. More powerful generators can store moving images and sounds, or even generate illusions that interact with their environments.

Once a hologram generator’s memory is full, additional images overwrite existing images as chosen by the user at the time of their recording.

Generating a hologram is a Use Object action. If the hologram generator is then left alone, it continues to project the image until it depletes its charges. Alternatively, the user can aim the hologram at a different location as a move action.

A hologram generator is a color-coded item, and the particulars of its abilities, including its energy capacity, the range at which it can create its holograms, and the Wisdom saving throw DC to disbelieve the hologram if it is interacted with, vary as detailed below.

Color Rarity Effect Capacity/Range/Wisdom Saving Throw DC
Brown Uncommon A brown hologram generator can create only a static, motionless image no larger than a Small creature, and can store only one such image. 10/100 feet/12
Black Uncommon A black hologram generator can create a static, motionless image no larger than a Medium creature, and can store three images. 20/200 feet/12
White Rare A white hologram generator can create a static, motionless image no larger than a Large creature, and can store five images. 30/300 feet/14
Gray Rare A gray hologram generator functions as a white hologram generator (and can store up to seven images), but can also store up to 1 minute of moving imagery as well. A moving hologram can move anywhere in range of the generator, as long as the user continues to take a move action each round to aim and direct the motion. An unattended generator’s hologram cannot leave its imagery, but it can be mobile in that area. 40/400 feet/14
Green Very Rare A green hologram generator functions as a gray one, except that it can incorporate sound as well, with all appropriate sound coming from the image. It can store up to nine images or 2 minutes of moving imagery. It can store images equal in size to a Huge or smaller creature. 50/500 feet/16
Red Very Rare A red hologram generator functions as a green one, except that it can create two images within range simultaneously. Directing these images is a free action. A red hologram generator can store up to 11 images or 3 minutes of moving imagery. 60/600 feet/16
Blue Very Rare A blue hologram generator functions as a red one, except that it can create three images simultaneously, can store up to 13 images, and can play up to 4 minutes of moving imagery. 70/700 feet/18
Orange Very Rare An orange hologram generator functions as a blue one, except that it can create up to four images simultaneously, can store up to 15 images, and can play up to 4 minutes of moving imagery. In addition, it can store images equal in size to a Gargantuan or smaller creature. 80/800 feet/18
Prismatic Legendary A prismatic hologram generator functions as an orange one. As long as only one image is created, the image is further enhanced by graviton fields, which give it the ability to interact with the environment. (Such images still last for only 4 minutes.) A barrier generated by a prismatic hologram generator has AC 20 and 50 hit points. A creature generated in this manner can be directed to attack targets as a free action. The creature can make only one attack per round regardless of its appearance, attacking with a bonus equal to the wielder’s proficiency bonus and Intelligence bonus. On a successful hit, the hologram deals 2d6+6 points of force damage, regardless of the hologram’s size. 90/900 feet/20

Magboots
Technological Gear, Rare
Weight: 6 lbs., Capacity 10, 1 charge per hour
These clunky-looking boots have powerful electromagnets built into their soles that activate and deactivate automatically as the wearer flexes her foot, allowing her to walk on a metal surface with relative ease in zero gravity. They also grant the wearer a climb rate equal to her normal speed, while scaling metal surfaces.

Trauma Pack
Technological Gear, Rare
Weight: 5 lbs., Reload (5 shots), 1 charge per use
A full trauma pack has enough supplies to be used 5 times before it is depleted. When using a trauma pack to provide healing, attempt a DC 11 Wisdom (Medicine) check as an Action. If you succeed, the pack provides 4d4 + 4 points of healing.

Trauma Pack Plus
Technological Gear, Very Rare
Weight: 5 lbs., Reload (5 shots), 1 charge per use
A full trauma pack plus has enough supplies to be used 5 times before it is depleted. When using a Trauma Pack Plus to provide healing, attempt a DC 11 Wisdom (Medicine) check as an Action. If you succeed, the pack provides 8d4 + 8 points of healing. The Trauma Pack Plus can also be used to restore a creature that has died in the last round to life, as if subject to the raise dead spell.

DUNGEON MUSER’S NOTES
To convert the high technology items from Pathfinder to 5E, I decided to write them up in the format 5E uses for magic items (including assigning a “rarity” rating, rather than a gp cost), since that seems to be how they’re presented in the Technology Guide.

You may notice that the high technology weapons have pretty long ranges, compared to the ranged weapons in the Player’s Handbook. This was a conscious design decision made to reflect the significant technological advantage these weapons have over their comparatively primitive counterparts.

RESOURCEFUL RESKINNING
As noted in the Technology Guide, you could easily reskin most of this equipment as fantasy-themed gear and still get use out of these stats. In particular, they would work really well in a steampunk-style game (like, maybe a campaign based on the awesome Battle Chasers comic from the 90s).

THE LOOT OF THE LORDS OF RUST IS HERE FOR THE TAKING
With the loot from Lords of Rust ready for use in 5th Edition Dungeons & Dragons, the next step in my Iron Gods conversion will be to begin converting the various adversaries found in and around Scrapwall, which I will be starting next week.

Until next time, I remain;

  • THE DUNGEON MUSER
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MORE GEAR OF THE IRON GODS – Sci-Fi Tech for 5th Edition Dungeons & Dragons

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