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

MUSER’S MENAGERIE 8 – Numerian Monsters for 5th Edition Dungeons & Dragons

NUMERIAN BESTIARY
Last week I introduced the option of summoning robots with your conjure spells, thanks to the Technomancer feat.  However, after a quick review of the robots I have converted to date, it seemed that the options were pretty limited for those wishing to unleash hordes of robotic minions on their enemies.

In the interest of addressing that particular problem, I decided to convert over a few of the robots included in Paizo’s Numeria, Land of the Fallen Stars sourcebook, as well as a bunch of other neat monsters from that sourcebook because, well, they’re pretty cool.

ARACHNID ROBOT
Arachnid Robot
Small robot, unaligned
Armor Class 12 (natural armor)
Hit Points 20 (5d6 + 5)
Speed 40 ft., climb 20 ft.
STR 8 (-1) DEX 13 (+1) CON 12 (+1) INT 10 (+0) WIS 12 (+1) CHA 1 (-5)
Skills: Athletics +2, Perception +4, Stealth +4
Damage Vulnerabilities: lightning
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 14
Languages: Common, Hallit
Challenge 1/2 (100 XP)
Explode. When the arachnid robot dies, it explodes in a burst of plasma. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire and lightning damage on a successful one.
Fragile. When the arachnid robot is reduced to less than 11 hit points, it suffers disadvantage on all ability checks and attack rolls.
Vulnerable to Critical Hits. When the arachnid robot is hit with a critical hit, it must make a DC 15 Constitution saving throw or be stunned for 1 round.
ACTIONS
Multiattack.
The arachnid robot makes two claw attacks.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Plasma Spray. The arachnid robot exhales a 15-foot cone of plasma. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire and lightning damage on a failed save, or half as much damage on a successful one.
Plasma Torch.
Ranged Weapon Attack: +5 to hit, range 15/45, one target. Hit: 8 (2d6 + 1) fire and lightning damage.

BLOODBRUSH
Bloodbrush
Small plant, unaligned
Armor Class 13 (natural armor)
Hit Points 39 (6d6 + 18)
Speed 30 ft.
STR 14 (+2) DEX 11 (+0) CON 16 (+3) INT 3 (-4) WIS 10 (+0) CHA 3 (-4)
Saving Throws Con +5
Damage Vulnerabilities
fire
Damage Resistances
: acid, lightning; bludgeoning and piercing from nonmagical weapons
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses passive Perception 10
Languages:
Challenge 2 (450 XP)
Barbs. A creature that touches the bloodbrush or hits it with a melee attack while within 5 feet of it takes 3 (1d6) piercing damage and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is poisoned, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Overrun.
If the bloodbrush moves at least 20 feet straight towards a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the bloodbrush can make one slam attack as a bonus action.
ACTIONS
Slam.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage and the target is grappled (escape DC 12). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws. The target must also succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is poisoned, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success.

CAPACITOR OOZE
Capacitor Ooze

Medium ooze, unaligned
Armor Class 8
Hit Points 285 (30d8 + 150)
Speed 10 ft., climb 10 ft.
STR 24 (+7) DEX 6 (-2) CON 21 (+5) INT 1 (-5) WIS 6 (-2) CHA 1 (-5)
Skills: Athletics +11
Damage Immunities lightning, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 8
Languages:
Challenge 11 (7,200 XP)
Amorphous. The capacitor ooze can move through a space as narrow as 1 inch wide without squeezing.
Electrified.
A creature that touches the capacitor ooze or hits it with a melee attack while within 5 feet of it takes 10 (3d6) lightning damage.
Neurophagic Jolt. If a target stunned by the capacitor ooze’s neurophagic pseudopod is hit by a capacitor ooze’s neurophagic pseudopod while still stunned, the creature must make a DC 17 Wisdom saving throw or suffer disadvantage on all Dexterity and Intelligence saving throws for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Osmotic Drain. At the start of the capacitor ooze’s turn, each creature within 10 feet of the capacitor ooze carrying at least one device that is powered by or generates electricity must succeed on a DC 17 Constitution saving throw or lose 1 charge from a random powered device.
ACTIONS
Neurophagic Pseudopod.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage plus 10 (3d6) lightning damage and the target must succeed on a DC 17 Constitution saving throw or be stunned until the end of the capacitor ooze’s next turn.

GRAY GOO
Gray Goo
Medium swarm of tiny constructs, unaligned
Armor Class 20 (natural armor)
Hit Points 102 (12d8 + 48)
Speed fly 50 ft.
STR 1 (-5) DEX 23 (+6) CON 18 (+4) INT 5 (-3) WIS 15 (+2) CHA 1 (-5)
Skills Perception +7, Stealth +11
Damage Immunities
: poison, psychic; bludgeoning, piercing, and slashing from weapons.
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 17
Languages: Common, Hallit
Challenge 14 (11,500 XP)
Amorphous. The gray goo can move through a space as narrow as 1 inch wide without squeezing.
Dismantle. Any objects, including melee weapons, that come into contact with the gray goo begin to be disassembled. Each round the object is in contact with the gray goo, it takes a permanent and cumulative -1 penalty to the AC it offers or -1 penalty to damage rolls. If the armor AC reaches 10, if a shield’s bonus drops to +0, or if the penalty to damage rolls reaches -5, the object is destroyed.
Dispersion.
As a reaction, the gray goo can disperse, spreading itself across an area of up to 30 feet. While dispersed, the gray goo cannot attack or take hostile actions, though it can make a Dexterity (Stealth) ability checks to hide. The gray goo cannot reform for 1d4 rounds.
Immutable Form.
The gray goo is immune to any spell or effect that would alter its form.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening 1 inch or larger. The swarm can’t regain hit points or gain temporary hit points.
ACTIONS
Multiattack.
The gray goo makes three disassemble attacks.
Disassemble. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (5d6 + 5) slashing damage and the target must make a DC 17 Dexterity saving throw. On a failed save, one of the target’s weapons or armor, determined at random, takes a permanent and cumulative -1 penalty to the AC it offers or -1 penalty to damage rolls. If the armor AC reaches 10, if a shield’s bonus drops to +0, or if the penalty to damage rolls reaches -5, the object is destroyed.
Infest. The gray goo attempts to infest one target’s body. The target must succeed on a DC 17 Constitution saving throw, or it takes 45 (10d6 + 10) slashing damage as the gray goo disappears inside its body. While it is infesting a target, the gray goo cannot take any actions other than to leave the target’s body, but the target takes 45 (10d6 + 10) slashing damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, and the gray goo is expelled from the target’s body on a success. The gray goo cannot be targeted by attacks or spells while it infests the target’s body, but if the infested target is subject to an effect that cures a disease, the gray goo is expelled.

MANNEQUIN ROBOT (LABOURER)
Mannequin Robot
Medium robot, unaligned
Armor Class 13 (natural armor)
Hit Points 55 (10d8 + 10)
Speed 30 ft.
STR 15 (+2) DEX 12 (+1) CON 12 (+1) INT 10 (+0) WIS 11 (+0) CHA 1 (-5)
Skills: Deception +0, Insight +2, Perception +2
Damage Vulnerabilities: lightning
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 12
Languages: Common, Hallit
Challenge 2 (450 XP)
False Flesh. The synthetic flesh and hair on the mannequin robot grant it advantage on Deception checks to appear human, unless the target it is deceiving touches the mannequin robot’s cold, synthetic skin.
Vulnerable to Critical Hits.
When the mannequin robot is hit with a critical hit, it must make a DC 15 Constitution saving throw or be stunned for 1 round.
ACTIONS
Multiattack.
The mannequin robot makes two slam attacks.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

MANNEQUIN ROBOT (SECURITY)
Medium robot, unaligned
Armor Class 17 (splint armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR 15 (+2) DEX 16 (+3) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 1 (-5)
Skills: Athletics +5, Perception +2
Damage Vulnerabilities: lightning
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 12
Languages: Common, Hallit
Challenge 3 (700 XP)
Alert Sentry. The mannequin robot’s advance sensors grant it advantage on all Wisdom (Perception) checks.
Durable Frame. The mannequin robot’s advanced robotic frame provides a measure of protection against attacks. When an attacker hits the mannequin robot, it must roll damage dice twice and take the lower of the two results.
Vulnerable to Critical Hits. When the mannequin robot is hit with a critical hit, it must make a DC 15 Constitution saving throw or be stunned for 1 round.
ACTIONS
Multiattack.
The mannequin robot makes two melee attacks or two ranged attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Laser Rifle. Ranged Weapon Attack: +6 to hit, range 150/600, one target. Hit: 12 (2d8 + 3) radiant damage.

ROBOT GOLEM
Robot Golem
Large construct, unaligned
Armor Class 18 (natural armor)
Hit Points 187 (15d10 + 105)
Speed 10ft., fly 60 ft.
STR 23 (+6) DEX 9 (-1) CON 24 (+7) INT 3 (-4) WIS 11 (+0) CHA 1 (-5)
Damage Immunities: poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine.
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 10
Languages:
Challenge 11 (7,200 XP)
Berserk. Whenever the golem takes lightning damage, the golem goes berserk for 1d4 rounds. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with a preference for an object smaller than itself.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Lightning Resistance. Whenever the golem is subject to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage and goes berserk.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem’s weapon attacks are magical.
ACTIONS
Multiattack.
The robot golem makes two slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Shockwave (Recharge 5-6). The robot golem releases a pulse of lightning and all creatures within 30 feet of the robot golem must succeed on a DC 17 Dexterity saving throw, taking 45 (10d8) lightning damage on a failed save, or half as much damage on a successful one.

SCRAPYARD ROBOT
Scrapyard Robot
Medium robot, unaligned
Armor Class 15 (natural armor)
Hit Points 55 (10d8 + 10)
Speed 30ft.
STR 17 (+3) DEX 12 (+1) CON 12 (+1) INT 10 WIS 11 (+0) CHA 1 (-5)
Skills: Medicine +4, Perception +4
Damage Vulnerabilities: lightning
Damage Immunities
: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 14
Languages: Common, Hallit
Challenge 3 (700 XP)
Durable Frame. The scrapyard robot’s advanced robotic frame provides a measure of protection against attacks. When an attacker hits the scrapyard robot, it must roll damage dice twice and take the lower of the two results.
Fall to Pieces. Attacks and effects that deal more than 12 points of damage in a single hit impair one of the robot’s components. Determine which subsystem by rolling 1d6 and consulting the table below.

Roll Subsystem
1 CPU: The robot behaves as if subject to a confusion spell.
2 Fractured Plating. The robot’s AC is reduced by 3.
3 Power Core. A creature that touches the robot or hits it with a melee attack while within 5 feet of it takes 4 (1d6) lightning damage. 1d4 + 1 rounds after this subsystem is damaged the robot shuts down.
4 Rotary Saw. The robot loses its saw attack.
5 Servos. The robot’s speed is reduced to 15 feet.
6 Sensors. The robot is blinded.

Vulnerable to Critical Hits. When the scrapyard robot is hit with a critical hit, it must make a DC 15 Constitution saving throw or be stunned for 1 round.
ACTIONS
Multiattack.
The scrapyard robot makes one claw attack and one saw attack.
Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Saw.
Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Repair.
The scrapyard robot that is adjacent to the inactive body of another robot can regain 2d8 hit points.

TARGOTHA
Tortg
Huge aberration, unaligned
Armor Class 19 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 10 ft., swim 50 ft.
STR 23 (+6) DEX 12 (+1) CON 21 (+5) INT 3 (-4) WIS 14 (+2) CHA 13 (+1)
Saving Throws Con +10, Wis +7
Damage Vulnerabilities
fire
Damage Resistances
: cold, fire
Damage Immunities acid, lightning, poison
Condition Immunities grappled, poisoned, restrained
Senses blindsight 120 ft., darkvision 120 ft., passive Perception 12
Languages:
Challenge 15 (13,000 XP)
Amphibious. The targotha can breathe air and water.
Legendary Resistance (3/Day).
If the targotha fails a saving throw, it can choose to succeed instead.
ACTIONS
Multiattack.
The targotha can make three attacks: one with its bite and two with its razor fins.
Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.
Razor Fins. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Jolt. Ranged Spell Attack: +6 to hit, range 150 ft., one target. Hit: 10 (2d8 + 1) lightning damage and the target must succeed on a DC 18 Constitution saving throw or it is stunned until the start of the targotha’s next turn. This attack does not suffer disadvantage when the targotha is engaged in melee.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Volatile Breath (Recharge 6).
The targotha exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, or it suffers the effects of the confusion spell for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. As a bonus action, the targotha can ignite the gas, forcing each creature in the area to make a DC 18 Dexterity saving throw, or it suffers 56 (16d6) fire damage on a failed saving throw, or half as much on a successful one.
LEGENDARY ACTIONS The targotha can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The targotha regains spent legendary actions at the start of its turn.
Detect. The targotha makes a Wisdom (Perception) check.
Tail Attack. The targotha makes a tail attack.
Jolt. The targotha makes a jolt attack.

TORTURER ROBOT
Torturer Robot
Small robot, unaligned
Armor Class 18 (natural armor)
Hit Points 55 (10d6 + 20) plus Force Field 40
Speed Fly 40 ft.
STR 8 (-1) DEX 20 (+5) CON 14 (+2) INT 10 (+0) WIS 15 (+2) CHA 1 (-5)
Saving Throws Dex +9
Skills
: Insight +6, Medicine +4, Perception +6
Damage Vulnerabilities: lightning
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 12
Languages: Common, Hallit
Challenge 8 (3,900 XP)
Durable Frame. The torturer robot’s advanced robotic frame provides a measure of protection against attacks. When an attacker hits the mannequin robot, it must roll damage dice twice and take the lower of the two results.
Force Field. The torturer robot is surrounded by a shimmering field of energy that makes it immune to critical hits, while the field is active. The force field has a buffer of 40 hit points which the torturer robot loses before it loses its own hit points. The force field regenerates 4 hit points at the start of each of the torturer robot’s turns.
Nanosurgeon (Recharge 5-6). The torturer robot can inject purpose-programmed nanites that duplicate the cure wounds, lesser restoration and protection from poison spells as if cast using a 5th level spell slot. The torturer robot’s spellcasting ability bonus is considered to be zero for the purpose of these effects.
Reactive Gyros. The antigrav generators that grant a torturer robot flight also grant it advantage on all Dexterity saving throws.
Vulnerable to Critical Hits. When the torturer robot is hit with a critical hit, it must make a DC 15 Constitution saving throw or be stunned for 1 round.
ACTIONS
Multiattack.
The torturer robot makes four melee attacks or four ranged attacks.
Rotating Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) slashing damage.
Surgical Laser. Ranged Weapon Attack: +8 to hit, range 50, one target. Hit: 8 (1d6 + 5) radiant damage.

ZHEN WORM
Zhen Worm
Medium beast, unaligned
Armor Class 10 (natural armor)
Hit Points 19 (3d8 + 6)
Speed 20ft., burrow 10 ft., swim 20 ft.
STR 12 (+1) DEX 10 (+0) CON 14 (+2) INT 2 (-5) WIS 10 (+0) CHA 1 (-5)
Skills: Stealth +2
Damage Resistance: fire; bludgeoning, piercing, and slashing from weapon attacks
Damage Immunities
: psychic
Condition Immunities: blinded, charmed, frightened
Senses tremorsense 60ft., passive Perception 10
Languages: Common, Hallit
Challenge 1/2 (100 XP)
ACTIONS
Slam.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage and the target is grappled (escape DC 14). Until the grapple ends, the creature is restrained, and the snake can’t constrict another target.

DUNGEON MUSER’S NOTES
As with my other conversions, I based these on existing 5E monsters, but tried to keep many of the cool, unique abilities from the original Pathfinder write-ups (like the abilities of the gray goo, the scrapyard robot, and the capacitor ooze).

Of all of these monsters, the most lethal is likely the gray goo and I look forward to unleashing it on my PCs.

RESOURCEFUL RESKINNING
Each of the robots above could easily be reskinned as a golem of some sort, for use in campaigns that don’t feature a high technology component.

The targotha could pass for a variant aboleth or dragon turtle (a dragon eel?).

NUMERIA AWAITS!
These monsters should give both players and DMs a variety of new high tech threats to add their Iron Gods campaigns.

Next week I hope to have a 5E version of the Pathfinder RPG Oracle class and then I will be moving on to the second adventure in the Iron Gods adventure path, Lords of Rust.

Until next time, I remain;

  • THE DUNGEON MUSER
MUSER’S MENAGERIE 8 – Numerian Monsters for 5th Edition Dungeons & Dragons

ROBOTIC RUNES AND RADIOACTIVE RITUALS – High Technology Spells for 5th Edition Dungeons & Dragons

TECHNOLOGY MAGIC (NEW SPELLS/FORMULAE)
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The following spells are drawn from Paizo’s outstanding Technology Guide.

I was reluctant to convert these over, since 5th Edition D&D seems to have dealt away with the kind of hyper-specialized spells that have characterized earlier editions of the game.

However, in a campaign like Iron Gods, where high technology plays such a prominent role, these spells may see more consistent use, so I decided it would be worth converting these spells over to 5E.

Each of these are assumed to be new additions to the alchemist, cleric, druid, magus, and wizard spell lists but, given that these spells relate to high technology, DMs may wish to restrict them to characters who have the Technomancer feat, the Artificer cleric domain, and/or the Renegade Technic Leaguer or the Kellid Tribesman backgrounds.

Boom

ANTITECH FIELD
7th- level abjuration
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V,S,M (a pinch of rust)
Duration: Concentration, up to 10 minutes

You bring into being a mobile, hemispherical energy field that prevents high technology items, signals, and creatures from entering.

An antitech field suppresses any high technology effect used within, brought into, or deployed into the area, but does not negate it. Time spent within an antitech field counts against the suppressed effect’s duration.

Robots and other technological constructs that come in contact with an antitech field must attempt a Constitution saving throw each round they remain in the field or be stunned. Success indicates the creature suffers disadvantage on its ability checks and attack rolls until it leaves the antitech field. An affected robot can make a new Constitution saving throw at the end of each of its turns. On a success, they are no longer stunned, but suffer disadvantage on it ability checks and attack rolls until it leaves the antitech field.

Partially technological creatures like androids or cyborgs merely suffer disadvantage on all attack rolls and ability checks if they fail this saving throw. Note that cybernetic equipment does not function in an antitech field, and all benefits granted by such gear are suppressed.

Non-technological creatures can enter the area, as can low-tech missiles like sling stones and arrows. High-tech missiles such as bullets and missiles, as well as high-tech rays like lasers and particle beams, immediately halt upon contacting the field, and either drop to the ground harmlessly or detonate. The antitech field does not offer any protection against explosions caused by technological explosives detonating against it—thus, creatures within the field could still take damage from a rocket that explodes against it.

If a creature is larger than the area enclosed by the barrier, any part of the creature that lies outside the barrier is unaffected by the field.

This spell can be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.

ANTITECH MAGIC CIRCLE
4th-level abjuration
Casting Time: 1 action
Range: 10 feet
Components: V,S, M (powdered copper worth at least 100 gp, which the spell consumes)
Duration: 1 hour

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

While active, robots and other high technology creatures can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.

Robots and other high technology creatures suffer disadvantage on attack rolls against targets within the cylinder.

Targets within the cylinder can’t be charmed, frightened, or possessed by robots and other high technology creatures.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a robot or other high technology creature from leaving the cylinder and protecting targets outside it.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 1 hour for each slot level above 4th.

ANTITECH REBUKE
4th-level abjuration
Casting Time: 1 action
Range: 150 feet
Components: V,S, M (powdered fragments of technology, which the spell consumes)
Duration: Concentration, up to 1 minute

You shroud the targeted high technology item, or robot or other high technology creature, with disruptive magical energy. The target (or creature carrying the targeted item) must succeed on a Wisdom saving throw when you cast this spell or be stunned for the duration of the spell.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

At Higher Level. When you cast this spell using a spell slot of higher, it targets one additional target for each slot level above 4th.

DETECT RADIATION
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V,S
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of radiation within 30 feet of you. If you sense radiation in this way, you can use your action to see a faint aura around any visible creature, item, or area that bears radiation which informs you of the level of radioactivity.

This spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

DISCHARGE
3rd-level abjuration
Casting Time: 1 action
Range: 150 feet
Components: V,S
Duration: Instantaneous

Discharge dissipates the charges from one high technology item, temporarily depowers one electrically powered high technology item that does not use charges, or severely hinders a robot.

If the spell targets an item with charges, the object loses all of its remaining charges. If the object is powered by electrical means other than charges, its functions are suppressed for 1d4 rounds.

If the spell targets a non-robot creature, the target must make a Constitution saving throw or one charged or electrically powered item on their person is affected, as described above. If the target is a robot, the robot must succeed on a Constitution saving throw or it suffers disadvantage on ability checks and attack rolls for 1 minute. An affected robot can make a new Constitution saving throw at the end of each of its turns. On a success, the effect of the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you double the number of high technology items you affect for each spell slot level over 4th level.

IRRADIATE
3rd-level conjuration
Casting Time: 1 action
Range: 150 feet
Components: V,S
Duration: Instantaneous

You flood a 10 foot radius area with Low Level Radiation that lasts until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you increase the level of Radiation by one for each spell slot level over 3rd level, to a maximum of Severe Radiation Level using a 6th level spell slot. When cast using a higher level spell slot, the radiation spreads, per the standard 5E radiation rules.

MEMORY OF FUNCTION
7th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V,S, M (powdered skymetal worth at least 1,000 gp, which the spell consumes)
Duration: Instantaneous

You restore a broken item, or damaged robot or construct, to a functional state, as if it were new and intact. Any pieces missing from the item or construct remain missing. Significant missing pieces may prevent proper functioning. If the item uses charges, the item becomes fully charged.

A timeworn item becomes fully charged, but doesn’t lose the timeworn condition (this spell is one of the few ways a timeworn item can be recharged). For 1 hour after this spell is cast on a timeworn item, that item does not suffer any chance of glitching. Other consumables such as ammunition are not restored.

When this spell is cast upon a damaged robot or construct, all hit point damage dealt to that creature is healed. When this spell is cast upon a destroyed robot or construct, it is restored to full functionality and full hit points, provided no significant portion of the destroyed construct (such as an entire limb) is missing. Robots and constructs brought back in this fashion regain their memories up to the moment of their destruction and have no particular inclination to serve the caster.

PROTECTION FROM HIGH TECHNOLOGY
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V,S, M (powdered copper, which the spell consumes)
Duration: Concentration, up to 10 minutes

Until the spell ends, one willing creature you touch is protected against robots and other high technology creatures have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

RECHARGE
3rd-level evocation
Casting Time: 1 action
Range: Touch
Components: V,S, M (200 gp worth of diamond dust, which the spell consumes)
Duration: Instantaneous

You restore up to 10 charges to a battery or half that number of charges to a high technology item capable of being charged by a battery. If you recharge a battery, there is a 20% chance that the battery is destroyed by the attempt.

If you restore more charges than the item can hold, the creature holding the item must succeed at a Dexterity saving throw or take 1d6 points of lightning damage for each excess charge. This spell provides no knowledge of how many charges an item can safely hold, but you can choose to bestow fewer charges than the maximum allowed to reduce the risk; you must declare how many charges you are restoring before casting this spell.

REMOVE RADIOACTIVITY
4th-level conjuration
Casting Time: 1 action
Range: Touch
Components: V,S
Duration: Instantaneous

You remove all radiation from a 20 foot radius around the point you touch. However, this spell has no effect on naturally radioactive materials, and as long as such materials remain in an area, the radiation that was removed may return.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, this spell affects naturally radioactive materials, such as nuclear reactors or atomic warheads, as well.

TECHNOMANCY
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V,S, M (oil stirred with a coil of wires)
Duration: Concentration, up to 10 minutes

For the duration, you detect the presence of high technology within 30 feet of you. If you sense high technology in this way, you can use your action to see a faint aura around any visible creature or object in the area that is of high technology origin, and you learn its rough function (weapon, pharmaceutical, robot, etc…). Using this spell grants you advantage on your first Intelligence check made to understand how to use a high technology item.

This spell can penetrate most barriers, but it is blocked by 1 foot of stone or 3 feet of wood or dirt.

DUNGEON MUSERS’ NOTES

While I was initially skeptical of whether it was necessary to convert these spells over from Pathfinder to 5E, now that they are done, I think they will add a lot to an Iron Gods campaign.

In particular, assuming that most of these spells were created by the Technic League, I think that these spells can help to explain why the League is so much better at dealing with high technology than any other group.

In my own Iron Gods campaign, in the interest of keeping high technology as mysterious as I can, I will likely restrict all of them to player characters who have the Technomancer feat and either the Renegade Technic Leaguer or Kellid Tribesman backgrounds.

Incidentally, in my conversion of the memory of function spell, I chose to dump the restriction that the Pathfinder version has relating to time (the PF version can only affect items destroyed up to 10 years per caster level ago). Most of the high technology gear found in the Iron Gods campaign is over 9000 years old and, since the spell grants no control over the restored items, who am I to prevent a foolish player from restoring an out of control annihilator robot to full health (like, say, the one encountered in Valley of the Brain Collectors…moo hoo ha ha ha!).

RESOURCEFUL RESKINNING

Apart from the memory of function spell, none of the spells presented here will likely see much use in campaigns that do not have a high technology presence, though you could rename the irradiate spell “exhaustion” and otherwise use it as written.

IS THIS A SPELLBOOK OR AN ENGINEERING TEXTBOOK?

I hope these spells give players and DMs playing/running 5th Edition D&D campaigns with a high tech presence (like, say, the Iron Gods adventure path) some additional opportunities to add a high technology vibe to their games.

Until next time, I remain;

  • THE DUNGEON MUSER
ROBOTIC RUNES AND RADIOACTIVE RITUALS – High Technology Spells for 5th Edition Dungeons & Dragons

Religious Smithing, Ray Gunslingers, and Robot Magic – Technological Class Options for 5th Edition Dungeons & Dragons

TECHNOLOGICAL CLASS OPTIONS FOR 5TH EDITION DUNGEONS & DRAGONS

Since high technology and super-science plays such a significant role in the Iron Gods, I felt it was important to convert some of the unique technology-related class options that are found in the Pathfinder RPG for use in my 5th Edition Dungeons & Dragons conversion.

As with the Gunslinger class, and firearms in general, these options may not be appropriate for all campaigns (particularly those without a technological presence). However, they should provide some tech-heavy options for PCs in the Iron Gods campaign that’ll let them bask in the high technology vibe that suffuses that adventure path.

But enough talk, let’s get to the tech options!

ARTIFICER DOMAIN
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This domain functions the same as the divine domains listed on pages 59 to 63 of the Player’s Handbook.

ARTIFICER DOMAIN SPELLS
Cleric Level Spells
1 shield, unseen servant
3 heat metal, magic weapon
5 elemental weapon, meld into stone
7 fabricate, stone shape
9 animate objects, creation

BONUS CANTRIP
At 1st level, you gain the mending cantrip, which doesn’t count towards your total number of cantrips known.

BONUS PROFICIENCY
When you choose this domain at 1st level, you gain proficiency with heavy armor.

FORTIFYING AURA
Starting at 2nd level, you can use your Channel Divinity to project an aura that shields you and your allies from harm. When you activate this ability with a bonus action, you and all allies within 30 feet of you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons until the start of your next turn.

DANCING WEAPON
At 6th level, you can use your Channel Divinity to cast the spiritual weapon spell.

ANVIL STRIKE
At 8th level, you gain the ability to infuse your weapon strikes with destructive power. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder to the target. When you reach 14th level, the extra damage increases to 2d8.

TOUCH OF CREATION
Starting at 17th level, you can cast the wall of stone spell at will as an action.

TECHSLINGER (NEW GUNSLINGER ARCHETYPE)
This Gunslinger archetype functions the same as the archetypes found in the description of the Gunslinger class found here.


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Note that many of this archetype’s abilities refer to rules for high technology items that can be found here.

SUPERCHARGED SHOT
Beginning when you choose this gunslinger archetype at 3rd level, you gain the ability to maximize the power of the shots you take with high technology firearms. Once per turn, when you take the Attack action and attack with a high technology firearm, you can spend 1 grit point and an extra charge to deal double damage to one creature hit by your attack. This damage increases to triple damage at 6th level, quadruple damage at 10th level, and quintuple damage at 14th level. This damage is doubled on a critical hit.

For example, a 12th level techslinger could spend 1 grit point and an extra charge when shooting with an inferno pistol to do 3d10 fire damage on a hit or 6d10 fire damage on a critical hit.

EFFICIENT MARKSMAN
At 3rd level, you gain the ability to spend 1 grit point to use 1 charge fewer than normal when firing a high technology firearm.

EYE FOR GUNS
Starting at 3rd level, you no longer need make any ability checks to understand high technology firearms. You automatically understand how to use any high technology firearms you find. This ability only applies to high technology firearms.

RELIABLE
At 3rd level, you gain the ability to spend 1 grit point as a reaction to prevent a timeworn firearm from glitching.

ENGINEER’S TOUCH
Starting at 6th level, you can ignore detrimental glitches that are rolled when a timeworn firearm glitches. Instead, they are treated as if you had rolled no glitch.

TRY HITTING IT
At 14th level, you gain the ability to squeeze an extra shot out of a depleted high technology firearm. Once per turn, as a bonus action, you can spend 1 grit point to grant 2 temporary charges to a high technology firearm, even if that firearm normally cannot be recharged. This charge fades when you create a short rest or a long rest.

BRING OUT THE BIG GUNS
At 14th level, you gain the ability to use your Gunslinger abilities with high technology firearms with the Cannon, Support, and Artillery properties.

TECHNOMANCER (NEW FEAT)
Prerequisites: Proficiency with Technologist and the ability to cast at least one spell.
Artificer_by_Zgfisher

Note that the abilities of this feat refer to rules for high technology items that are found here.

You mastered the art of blending magic and super-science and unlocked the secrets of technology from a lost age. You gain the following benefits:

  • You can spend 1 hour to recondition a piece of timeworn technology, after which the item no longer has a chance of glitching until you complete a long rest. You can perform this reconditioning while you complete a short or a long rest. At 5th level you can recondition two timeworn items in the same amount of time, at 11th level you can recondition three timeworn items, and at 17th level you can recondition four timeworn items.
  • You gain the ability to power technological items with your spell power and vice versa, as a bonus action, as set out on the table below. Once you use this ability you must complete a short rest or a long rest before using it again. For example, as a bonus action you could expend 5 charges from a battery to gain a 3rd level spell slot.
Spell Slot Level Charges
1st 2
2nd 3
3rd 5
4th 6
5th 7
  • Your spells that have charm effects can affect robots, ignoring their immunity to the charmed condition. Further, your conjure spells can now be used to conjure robots. For example, you could cast the dominate person spell on a gearsman robot or you could use the conjure elemental spell to summon a collector robot.

DUNGEON MUSERS’ NOTES
5th Edition D&D seems to have moved away from abilities and spells that have limited or specialized applicability (for example, spells that only work in certain environments or only target certain kinds of creatures), so I feel like these rules may represent a departure from some of the design aesthetics of D&D 5E.

That said, given that these rules are designed to be used in a campaign loaded with hi-tech items and foes, the limited nature of some of these abilities/options may not be as limited, in practice, as they seem at first glance.

With that bit of pre-emptive defence work out of the way, let’s talk about each of the options, in turn.

Of all the options presented above, the Artificer domain is the one most easily adapted for campaigns with a more traditional fantasy flavor. I patterned the domain abilities off the Artificer domain in the Pathfinder RPG and some of the divine options out of the Pathfinder supplement, Inner Sea Gods.

For the Techslinger, I tried to keep most of the abilities from the Pathfinder version of the Techslinger archetype introduced in the Pathfinder Technology Guide, but ended up adding several totally new abilities to balance it with the other Gunslinger archetypes. The 5E version of the Techslinger is too dependent on high technology to be appropriate for most fantasy campaigns (none of the abilities work without high technology guns), unless your DM is willing to keep you in particle guns and laser guns from 3rd level onward.

Finally, for the Technologist, I decided to go with an idea that I have been playing with for the past few months, which is to adapt Pathfinder Prestige Classes into one or more feats.  Feats in 5E are more substantive than those in previous editions of D&D, most often representing a bundle of related abilities, so they seem like an idea mechanism for replicating the kind of “niche” abilities that Prestige Classes represent.

The Technologist Feat’s abilities are mostly 5E versions of the key abilities from the Prestige Class, though I jettisoned the abilities that related to Pathfinder-specific crafting rules.

RESOURCEFUL RESKINNING
Moreso than any of the other 5E conversions I have done, or am likely to do, of the Iron Gods adventure path, these conversions are pretty difficult to reskin into other non-high technology versions, but if someone else has ideas as to how to do so, I’d be all ears.

ADD A TOUCH OF TECH TO YOUR CAMPAIGN!
While these options may not be appropriate for every 5th Edition D&D campaign, I think they would be great thematic additions to the Iron Gods adventure path, for both PCs and NPCs (how terrified would your players be when the Technic Leaguer they are fighting summons more robots for them to fight with her Technologist feat?).

To supplement these rules, I will be posting conversions of some of the spells from the Technology Guide in the coming weeks, but for now, I hope you enjoy the new abilities these options offer.

Until next time, I remain;

  • THE DUNGEON MUSER
Religious Smithing, Ray Gunslingers, and Robot Magic – Technological Class Options for 5th Edition Dungeons & Dragons

MUSER’S MENAGERIE 5 – More Iron Gods Adventure Path Monsters for Dungeons & Dragons 5th Edition

IRON GODS 5E BESTIARY – Part Five
As I have noted in previous entries in this series of blog postings, one of the most important things that needs to be converted in order to run the Iron Gods adventure path using 5th edition Dungeons & Dragons is the roster of exotic monsters encountered by the players along the way and, arguably, the three characters presented below are the three most important of all the others encountered in the first chapter of the Iron Gods adventure path.

For those who have missed the earlier Iron Gods 5E Bestiaries, this entry represents the final batch of conversions from the fifth part of the Fires of Creation. The conversions for the earlier parts of Fires of Creation can be found here, here, here, and here.

If you are planning on playing the Iron Gods adventure path, these characters may represent SPOILERS!

So, with those comments out of the way, let’s get to the final conversions for the Fires of Creation!

IRON GODS BESTIATRY: Fires of Creation – Part Five

KHONNIR BAINE
Khonnir
Medium humanoid (human), chaotic good
Armor Class 13 (amulet of protection)
Hit Points 33 (6d8+ 6)
Speed 30 ft.
STR 9 (-1) DEX 14 (+2) CON 10 (+0) INT 18 (+4) WIS 14 (+2) CHA 13 (+1)
Saving Throws: Dex +5, Int +7, Wis +5
Skills
: Arcana +7, Insight +5, Persuasion +4, Stealth +5
Senses passive Perception 12
Languages: Common, Androffan, Draconic, Dwarven, Gnome, Hallit, Ignan, Orc, Terran, Undercommon
Challenge 6 (2,300 XP)
Special Equipment. Khonnir Baine wears an amulet that functions as a Ring of Protection (see 191 of the Dungeon Master’s Guide).
Cunning Action.
On each of his turns, Khonnir Baine can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). Khonnir Baine deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Khonnir Baine that isn’t incapacitated and Khonnir Baine doesn’t have disadvantage on the attack roll.
Spellcasting. Khonnir Baine is a 7th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). He has the following spells prepared:
Cantrips (at will): acid splash, bomb, mending, shocking grasp
1st level (4 slots): expeditious retreat, mage armor, unseen servant
2nd level (3 slots): melf’s acid arrow, scorching ray, web
3rd level (3 slots): dispel magic, fireball, fly, protection from energy
4th level (1 slot): fabricate
ACTIONS
Dagger Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

MEYANDA
Meyanda
Medium humanoid (android), neutral evil
Armor Class 18 (studded leather)
Hit Points 58 (9d8+ 18)
Speed 30 ft.
STR 12 (+1) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)
Saving Throws: Cha +3, Wis +6
Skills
: Perception +6, Religion +6, Survival +6
Senses passive Perception 16
Languages: Common, Androffan, Orc, Undercommon
Challenge 5 (1,800 XP)
Artificial Ancestry: Meyanda has advantage on saving throws against being charmed, and magic cannot put her to sleep.
Channel Divinity. Once per short rest or long rest Meyanda can use her channel divinity to Turn Undead or do one of the other potential uses listed below.
Constructed Body. Meyanda counts as both a construct and a humanoid for the purpose of effects targeting such creatures (such as the Charm Person spell, a Mace of Smiting, and a ranger’s favored enemy ability). She have advantage on saving throws against disease, fatigue, paralysis, poison, and being stunned.
Cybernetic Mind. Meyanda has difficulty processing her own emotions and understanding those of others. As a result, she suffers disadvantage when making Wisdom (Insight) checks, but she gains advantage on all saving throws against fear.
Gaslight Influence. Meyanda can use her Channel Divinity to cast the enthrall spell.
Madness Aura.
Meyanda can use her Channel Divinity to project an aura that makes all enemies within 30 ft. roll a DC 14 Charisma saving throw or suffer the effects of the confusion spell until the start of Meyanda’s next turn.
Mindshattering Strike. Once per turn, when Meyanda hits a creature with a weapon attack, she can cause the attack to deal an extra 4 (1d8) psychic damage to the target.
Nanite Surge. Once per day, Meyanda can use a bonus action to add +3 to the result of one d20 roll. This can be done before or after making the d20 roll. When Meyanda uses this ability, her circuitry-tattoos glow with light equivalent to that of a torch until the start of her next turn.
Spellcasting.
Meyanda is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the following spells prepared (the spells in bold are from the Madness domain):
Cantrips (at will): light, mending, spare the dying, thaumaturgy, vicious mockery,
1st level (4 slots): create or destroy water, cure wounds, dissonant whispers, shield of faith, tasha’s hideous laughter
2nd level (3 slots): aid, crown of madness, lesser restoration, ray of enfeeblement, spiritual weapon
3rd level (3 slots): dispel magic, fear, hypnotic pattern, protection from energy, spirit guardians
4th level (3 slots): confusion, divination, freedom of movement, hallucinatory terrain
5th level (1 slot): dream, flame strike, mislead
ACTIONS
Multiattack.
Meyanda makes two attacks with her inferno pistol or her spiked gauntlet.
Inferno Pistol Ranged Weapon Attack: +5 to hit, range 30/150, one target. Hit: 7 (1d10+2) fire damage. On a critical hit with this weapon, the target takes 1d4 fire at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. 10 shots per nanite canister.
Spiked Gauntlet Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 4 (1d4+2) piercing damage.

SANVIL TRETT
Sanvill
Medium humanoid (human), neutral evil
Armor Class 15 (studded leather)
Hit Points 52 (7d10 + 14)
Speed 30 ft.
STR 18 (+4) DEX 16 (+3) CON 14 (+2) INT 16 (+3) WIS 8 (-1) CHA 15 (+2)
Saving Throws: Con +4, Int +5
Skills
: Arcana +5, Deception +6, Investigation +5, Persuasion +6
Senses passive Perception 9
Languages: Common, Androffan, Hallit, Orc
Challenge 3 (700 XP)
Arcane Pool. Sanvill Trett has 7 points in his arcane pool. He may expend 1 point to gain +1 to hit and damage with his longsword, 3 points to gain +2 to hit and damage with his longsword, or 6 points to gain +3 to hit and damage with his longsword.
Elemental Weapon. Sanvill Trett may expend 5 points from his arcane pool to have his longsword gain +1 to attack rolls and deal 1d4 extra damage that is one of acid, cold, fire, lightning, or thunder damage (chosen when Sanvill Trett uses this ability).
Pool Strike. Sanvill Trett may expend points from his arcane pool as a bonus action to do extra acid, cold, fire, lightning, or thunder damage on one hit (the damage type chosen when Sanvill Trett uses this ability). Sanvill Trett may expend 2 points to do 2d10 damage, 3 points to do 3d10 damage, 5 to do 5d10 damage, or 6 to do 6d10 damage.
Spell Shield. As a reaction, Sanvill Trett may expend 1 point from his arcane pool to impose disadvantage on an attack roll that targets him.
Spellcasting. Sanvil Trett is a 7th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following spells prepared:
Cantrips (at will): chill touch, light, minor illusion
1st level (4 slots): burning hands, detect magic, thunderwave
2nd level (3 slots): invisibility, mirror image, misty step
3rd level (3 slots): counterspell, haste, invisibility
4th level (1 slot): greater invisibility
ACTIONS
Multiattack.
Sanvil Trett makes two attacks with his longsword.
Longsword Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.
Spell Combat. Sanvil Trett makes an attack with his longsword and casts any non-cantrip magus spell he has prepared as a bonus action.
Spellstrike. When Sanvil Trett casts a magus spell or cantrip that requires an attack roll, he can deliver the spell through his longsword. Using this action also costs Sanvil Trett his bonus action.

DUNGEON MUSER’S NOTES
One thing that regular readers of these conversions may note is that I have not given any of these characters Legendary Actions. My reasoning for not giving these characters Legendary Actions is different for each of these characters.

For Khonnir Baine, I didn’t feel that an NPC that will never see combat with the PCs needed those actions. For Meyanda, I felt that the combo of her spells, her abilities, and her ally (a Collector Robot) will make for enough of a challenge that she did not need additional actions to feel like a potent threat throughout the final fight. And for Sanvil, I felt that his Improved Invisibility and other Magus abilities will make him a challenging enough opponent without Legendary Actions.

Another thing I didn’t bother to include in the above stats are tool proficiencies, though I would likely give each of these characters proficiency with engineer’s tools and the technologist metaproficiency (rules for both of which can be found here).

Speaking of new rules, those looking for rules for Khonnir’s bomb cantrip can find it here, in my conversion of the Pathfinder Alchemist class to 5E.

If you’d like to see the rules for Meyanda’s race or for the Madness cleric domain can find them here and here, respectively.

Those looking for the Magus class (Sanvil’s been built as an NPC Magus) can find my conversion of the Pathfinder Magus class to 5E here.

RESOURCEFUL RESKINNING
While the Iron Gods characters are fairly unique in their abilities, there is nothing to stop an enterprising Dungeon Master from using these stats for another purpose.

For instance, the stats for Sanvill Trett could easily be used to represent an arcane assassin sent to kill the PCs.   Similarly, the stats for Khonnir Bhaine could be used for a tomb robbing wizard (not far off from what Khonnir is in the Fires of Creation anyway). Finally, while Meyanda’s stats are a little more mechanically linked to her race, she could serve as a priest to a god of madness, dreams, or altered states.

THE LAST LOG IS ON THE FIRES OF CREATION
With these three characters done, I am have now completed my conversions of the monsters and NPCs from the Fires of Creation. It will still be a while before I get to put these conversions to the test, but this has been an educational experience and I look forward to unleashing the hordes of the Iron Gods on my players sometime in the near future.

Until next time, I remain;

  • THE DUNGEON MUSER
MUSER’S MENAGERIE 5 – More Iron Gods Adventure Path Monsters for Dungeons & Dragons 5th Edition

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

IRON GODS TECHNOLOGY IN 5E DUNGEONS & DRAGONS
One of the elements that makes the Iron Gods adventure path so unique is the bevy 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, it seems that I will need 5E versions of these items, if I will be running it in 5E.

In the interest of my own sanity, I have restricted this batch of conversions to the items actually found or used in Pathfinder Adventure Path #85: Fires of Creation (Iron Gods 1 of 6), rather than attempt to convert over everything from the Pathfinder Campaign Setting: Technology Guide. With that in mind, I give warning the THE FOLLOWING CONTAINS MINOR SPOILERS FOR FIRES OF CREATION 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!

THE SPOILS OF THE FIRES OF CREATION

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Before delving into the high techology items, there are a few new rules that I need to discuss.

NEW SKILLS AND TOOLS RULES
Understanding and Using High Technology Items
Before a character can make use of a high technology item, she must understand what it is that she has found. In order to do so the character must succeed on a number of Intelligence checks based on the complexity of the item, as determined by the DM (usually 3 or 4 for anything found in the Iron Gods adventure path) with the results compared to the Figuring Out Alien Technology table found on page 268 of the Dungeon Master’s Guide.

The character may add any relevant skill or tool proficiency bonus they have to this roll, though if they do not have proficiency in the Technologist “tool,” they suffer disadvantage on this roll, unless they have someone who already understands the item explaining it to them. For instance, the Medicine skill could be used to identify pharmaceuticals, and Engineer’s Tools could be used to identify most other high technology items, though the DM is encouraged to allow inventive players to use other skills or tools, if they make a good pitch for it.

If the character fails four or more times before reaching the required number of successes, the item glitches (see below).

Once a character understands a high technology item, they are free to use the item as intended, though the item may pose other challenges, particularly if it is timeworn (see below).

New Tools:
The following are new tools that function much like the other tools and supplies described in the Player’s Handbook.

Engineer’s Tools
Engineer’s Tools are implements that are used to create, maintain, and alter high technology. They are used like any other tools and characters that are proficient with Engineer’s Tools may add their proficiency bonus to checks made with Engineer’s Tools. However, note that, without the proficiency in the Technologist “tool,” a character still suffers disadvantage on such rolls.

Technologist
The technologist “tool” does not refer to a set of tools or supplies that are used for specific purposes, but instead refers to a kind of “meta proficiency” that enables you to use your other tool and skill proficiencies without penalty when using or identifying Numerian high technology.

Normally, when a character tries to identify, use, or interact with Numerian high technology, they suffer disadvantage on their rolls. However, if you are proficient with the Technologist tool, you make those rolls normally.

Sanvil_Trett

NEW ITEM RULES
Capacity and Charges
Many high technology items have the Capacity property. This lists the maximum number of charges that the item can hold and will list how many charges are expended when the item is used.  When an item’s entire capacity has been exhausted, it no longer functions.

Implantation
Implantation is a numerical value indicating how invasive the cybertech is. The higher the number, the more invasive the cybertech. Implantation influences the time and difficulty of installing and removing the cybertech.

The total combined implantation values of all cybertech implanted in a single creature can’t exceed either that creature’s Constitution score or Intelligence score—a creature’s Constitution sets the physical limit of what its body can accept in the form of cybernetic implants, while the creature’s Intelligence sets the mental limit of what its brain can control. An implant whose implantation value would cause the total to exceed either of these two scores does not function, but still takes up a body slot. In addition, as long as a character has cybernetic implants installed whose combined implantation exceeds his Constitution or Intelligence, he suffers disadvantage on all saving throws.

Slot
This is the part of the body into which the cybertech must be implanted. A single slot can only ever host a single piece of cybertech. Cybertech slots are separate from normal magic items and do not count as being used for the purposes of worn magic items.

WEAPONS:
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Autograpnel
Weapon (firearm), Rare
Damage: 3d6 piercing, Weight: 10 lbs, Ammunition (range 30/300), Reload (1 shot, Capacity 20, 1 charge per shot)
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 Use an Object action; reattaching the grapnel to the gun barrel is a Use an Object action.

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 19 and 20 hp. A successful DC 30 Strength check is required to snap the cord. If the wielder retracts the cord while it’s attached to a creature, the autograpnel attempts to pull the target with a +8 bonus (as if shoving the target, as described on page 195 of the Player’s Handbook). If used against objects, an autograpnel can pull an item that weighs 25 pounds or less back to the user with a Use an Object 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 grant advantage on climbing checks.

Flare Gun
Weapon (firearm), Uncommon
Damage: 1d12 fire, Weight: 1 lb., Properties: Ammunition (range 2400), Reload (1 shot)
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, making attack rolls at disadvantage if it’s being used to target a specific point.

The flare detonates once it hits a target or reaches its maximum range of 2400 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 make a successful DC 10 Constitution saving throw each round or be blinded for 1d4 rounds by the intense light, or for as long as they remain in the area (whichever is longer). A creature struck by a flare takes 1d8 points of fire damage, and continues to take the same amount until it uses an action to make a DC 10 Dexterity check to remove the flare.

Inferno Pistol
Weapon (firearm), Rare
Damage: 1d10 fire, Weight: 2 lbs, Properties: Ammunition (range 30/150), Reload (1 nanite canister, 1 charge per use)
A description of the Inferno Pistol can be found at page 60 of Pathfinder Adventure Path #85: Fires of Creation (Iron Gods 1 of 6). On a critical hit with this weapon, the target takes 1d4 fire at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Neural Inhibitor
Weapon (melee), Rare
Damage: 1d10 bludgeoning, Weight: 2 lbs, Properties: Reload (Capacity 10)
While powered down, this sturdy, 2-foot truncheon functions as a mace. Once it is activated by expending a charge (with a Use an Object action), each time the weapon hits a target, it consumes 1 charge and the creature struck must make a DC 10 Constitution saving throw or have disadvantage on attack rolls, ability checks, and Wisdom saving throws for one round. Creatures immune to the charmed condition do not have to make the Constitution saving throw.

Stun Gun
Weapon (firearm), Rare
Damage: 1d12 thunder, Weight: 3 lbs, Properties: Ammunition (range 25/200), Reload (Capacity 10, 1 charge per use)
When a target is reduced to 0 hit points by a Stun Gun attack, it automatically stabilizes and does not have to make death saving throws. On a critical hit with this weapon, the target is knocked prone if it is Large size or smaller.

ARMOR:
Neraplast Armor
Light Armor, Rare
Armor Class (AC): 12 + Dex modifier, Weight: 2 lbs, Properties: Reload (Capacity 24, 1 charge per use)
A description of the Neraplast Armor can be found at page 60 of Pathfinder Adventure Path #85: Fires of Creation (Iron Gods 1 of 6). By spending an action and 1 charge, the wearer gains advantage on all Dexterity (Stealth) checks, which lasts until the wearer enters a terrain of significantly different coloration and background patterns.

Panic Suit
Medium Amor, Rare
Armor Class (AC): 12 + Dex modifier (max 2), Weight: 2 lbs; Properties: Reload (Capacity 10, 1 charge per hour)
When not being worn, a panic suit is a fist-sized plastic sphere. When activated with a Use an Object action, it envelops the creature holding it in a full-body protective suit. While activated, it provides immunity to low radiation and resistance against all forms of energy except thunder damage. Its air filters grant advantage on saving throws against inhaled poisons and diseases.

A panic suit is a single-use item. When its charges run out or its wearer deactivates it, it falls apart into useless fragments.

PHARMACEUTICALS:
Hemochem
Pharmaceutical, Uncommon-Rare
Hemochem stops bleeding and promotes healing. A single dose of hemochem allows the patient to regain a number of hit points per round for 1 minute, up to their maximum hit points. Multiple doses injected do not stack, but they do reset the duration of the effect back to 1 minute. Five grades of hemochem exist; the amount of healing granted by a dose depends on the pharmaceutical’s grade, as detailed below.

Grade Rarity Hit Points regained per round
Grade 1 Uncommon 1 hit point
Grade 2 Uncommon 2 hit points
Grade 3 Rare 3 hit points
Grade 4 Rare 4 hit points
Grade 5 Rare 5 hit points

Torpinal
Pharmaceutical, Uncommon
Torpinal is a serum that makes the injected subject more cooperative during interrogation. One minute after a target is injected with torpinal, he must make a DC 10 Wisdom saving throw or become charmed for 10 minutes and suffer disadvantage on any Charisma (Deception) checks made for the duration. Additional doses can be used, and often are used when the subject succeeds at a saving throw against torpinal. Each dose administered within a 1-minute period forces a new saving throw to resist the effects, with the DC increasing by 2 per additional dose (to a maximum of DC 18).

Whenever the victim is posed a question during this time, the victim must make an additional Wisdom saving throw at disadvantage (DC = the DC of the dose of torpinal the victim failed his saving throw against) to resist replying to the question in as truthful a manner as he can. The victim isn’t compelled to follow any suggestions other than the one to answer questions truthfully. Creatures immune to poison or the charm condition are immune to Torpinal.

Vitality Serum
Pharmaceutical, Uncommon
A description of the Vitality Serum can be found at page 61 of Pathfinder Adventure Path #85: Fires of Creation (Iron Gods 1 of 6). When this serum is injected, the patient gains immunity to low radiation and advantage on all saving throws against radiation effects for 1 hour. In addition, the serum restores up to 2 exhaustion levels lost to radiation.

Universal Serum
Pharmaceutical, Uncommon
A description of the Universal Serum can be found at page 61 of Pathfinder Adventure Path #85: Fires of Creation (Iron Gods 1 of 6). Injecting this serum restores 2d4+2 hit points to the patient and an additional effect, based on the serum color selected. You can select a color with a Use an Object action. A Red serum grants the patient a Strength 21 for the duration. Blue serum grants the patient 20 temporary hit points for the duration. Green serum grants the patient a Dexterity 21 for the duration. Whatever the color, each serum lasts for 1 hour, after which the patient gains one level of exhaustion. If a patient receives more than 1 dose of universal serum before completing a long rest, the healing effect still occurs, but it has no other beneficial effects and suffers a further level of exhaustion.

CYBERTECH:
Skillslot
Cybertech, Rare
Slot: brain, Weight 1 lb, Implantation 1
A skillslot is implanted into the target’s brain, leaving a small port at the base of the skull. This port is covered with a flap of skin when not in use. Once installed, a skillslot has no effect until a skillchip is inserted into the port (see below for information on the various forms of available skillchips.) An inserted skillchip enhances the user’s ability in the skill, tools, or supplies encoded on the chip. The magnitude to which the skill is enhanced depends on the power of the skillchip. It takes 10 minutes for a skillchip to adjust itself to a new skillslot; during this time, the user suffers disadvantage on all skill checks as distracting sensations flood his mind. When a skillchip is removed, its benefits end immediately, but the wearer suffers no ill effects. While a skillchip for a set of tools or supplies is in a skillslot, the user may also use those tools or supplies as if she was proficient with them (though she does not get to add her proficiency bonus to ability checks using those tools/supplies unless she is already proficient with them).

Skillchip
Cybertech, Uncommon-Rare
A skillchip contains a wealth of knowledge and lore concerning a single skill, set of tools or supplies. Skillchips are available for the Arcana, History, Medicine, Nature, and Religion skills and all tools and supplies listed in the Player’s Handbook, as well as the Engineer’s Tools described above. In order for a user to access a skillchip’s lore, it must be inserted into an active skillslot.

The magnitude of the bonus granted by a skillchip varies, as summarized on the following table.

Model Rarity Bonus
Mark 1 Uncommon +2 to all checks
Mark 2 Uncommon +3 to all checks
Mark 3 Rare +4 to all checks
Mark 4 Rare +5 to all checks
Mark 5 Rare +6 to all checks

TECHNOLOGICAL GEAR:
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Access Card
Technological Gear, Common-Uncommon
An access card is a small strip of stiff plastic with a color-coded stripe on one side. Some access cards are further decorated with names or titles written in Androffan, or even photographs of long-dead crew members. An access card functions as a key—when swiped through an electronic lock (with a Use an Object action), an access card unlocks any lock of its color code or a color code of a lower rating. Although access cards do not consume energy themselves, they work in only electronic locks that currently have power. Among certain societies, access cards are also used as decorations, worn as affectations, and incorporated into ceremonial regalia.

Access cards must be encoded to specific locks before they can function. Often, all of the doors in a complex are keyed to a unique set of cards that don’t work on doors found in other complexes, much like a skeleton key might open all the doors in one castle but none in another. Coding an access card for specific locks requires a lock coder. Some access cards could be worth far more than the prices listed above if they’re specifically encoded to locks that protect more valuable or significant contents.

Battery
Technological Gear, Common
Weight 1 lb.
Most technological items are powered by electricity. While one can use the electricity provided by a generator, these are rare, expensive, and rarely portable. It’s more common and practical to charge such items with batteries. A battery looks like a small silver disk that’s etched with strange lines—some people have taken to calling batteries “silverdisks” and sometimes use them as coins. A battery contains 10 charges when full; to charge an item with a battery, one simply slips the disk-shaped device into the proper slot on the item. The battery’s charge instantly fully depletes, and the item’s internal capacitors fill with 10 charges as it does so. If the item had fewer than 10 open slots in its capacity, the excess charges the battery once held are lost. A battery can be kept within an object indefinitely, or it can be ejected from the object for the purposes of recharging it or storing it elsewhere without affecting the item’s charge. Inserting or ejecting a battery is a move action.

Placing a battery in a generator’s charging slot can recharge it. However, each time a battery is recharged, there’s a 20% chance that the battery is destroyed in the process. A destroyed battery is worth only 10 gp. The bulk of “silverdisks” in circulation today are destroyed batteries; one can tell a functional battery from a destroyed one by the way the circuitry seems to shimmer slightly when reflecting light. The circuitry in a charged battery glows with a soft blue radiance equal to that of a candle.

Chemalyzer
Techological Gear, Rare
Weight 8 lbs, Capacity 10, 1 charge per use
A chemalyzer is a handheld unit with an extendable wand tipped with a sampling nozzle. It grants advantage on all checks made to identify an unknown pharmaceutical, poison, chemical, or substance. It cannot aid in the identification of magical effects or items like potions.

E-Pick
Technological Gear, Common-Very Rare
Weight 1 lb., Capacity 10, 1 charge per use
An e-pick (short for “electronic lock pick”) is a small device that can be used to unlock and disable electronic locks and devices, much in the same way that a set of thieves’ tools can be used to dismantle mechanical locks and devices. The bonus is determined by the rating of the e-pick. Using the device does not grant proficiency with thieves tools, but allows the user to make rolls against electronic devices without disadvantage. If you are proficient with Engineer’s Tools, you may also add your proficiency bonus to checks when using an e-pick.

Color Rarity Bonus
Brown or Black Uncommon +2 to all checks
White or Gray Uncommon +3 to all checks
Green or Red Rare +4 to all checks
Blue or Orange Rare +5 to all checks
Prismatic Very Rare +6 to all checks

Emergency Beacon
Technological Gear, Rare
Weight 10 lbs, Capacity 30, 1 charge per use
An emergency beacon is a small, pod-shaped device that emits a bright red flash from a dome on its top once every 6 seconds when activated. The beacon also transmits its location. Any device capable of receiving signals of any sort can pick up a beacon’s signal, which can then be tracked back to the source with a successful DC 15 Intelligence (Investigation) or Wisdom (Survival) check. A beacon’s transmissions have a range of 100 miles over flat terrain, but this range is halved in forests or hills, and quartered in mountainous terrain or through water.

Flashlight
Technological Gear, Common
Weight 1 lb, Capacity 10, 1 charge per 8 hours
When activated, a flashlight creates a beam of bright light in a 60-foot cone. It also increases the light level in the area beyond this initial cone by one step (from darkness to dim, or from dim to bright), out to a 120-foot cone. A flashlight has no effect in areas of magical darkness.

Goo Tube
Technological Gear, Common
Weight 1/10 lb
Goo tubes are a form of preserved food. A single goo tube is a malleable cylinder with a cap on one end; when it’s opened and squeezed, the colorful, goopy contents are extruded. Although the texture and appearance of this goo is unappetizing, the paste is actually quite tasty, and comes in a mind-boggling assortment of flavors. A symbol on the side of the tube often grants a clue as to what flavor may be contained within, but these symbols can sometimes be counter-intuitive. The contents of a single goo tube can provide nourishment for a day for one Medium-size creature.

Grenade
Technological Gear, Uncommon-Rare
A grenade is a small, cylindrical device that is designed to be thrown as a ranged finesse weapon at a point up to 60 feet away or fired from a grenade launcher. Before being thrown by hand, the grenade must be primed with a quick twist of a dial at one end and then armed with a click of a button at the center of that dial. Priming and arming a grenade is done as part of the Attack action; a grenade launcher primes and arms all grenades it fires. The grenade detonates at the beginning of the wielder’s next turn, hopefully in the area targeted. When a grenade detonates, it damages all targets within a 20 feet of the grenade. A successful DC 15 Dexterity saving throw halves any damage dealt by a grenade.

The type of damage dealt by grenades varies widely and depends upon the nature of the specific grenade. The different types of grenades and the damage types they deal (along with any additional effects their damage deals) are listed below.

Grenade, Bang
Technological Gear, Uncommon
Weight: 1 lb.
Deals no damage but knocks creatures prone if they fail a DC 15 Strength saving throw and deafens them for 1d4 round if they fail a DC 15 Constitution saving throw.

Grenade, Flash
Technological Gear, Rare
Weight: 1 lb.
Deals no damage but blinds creatures for 1d4 rounds if they fail a DC 15 Dexterity saving throw.

Grenade, Soft
Technological Gear, Rare
Weight: 1 lb.
Deals 5d6 thunder damage, but if a target is reduced to 0 hit points by a Soft Grenade, it automatically stabilizes and does not have to make death saving throws.

Grippers
Technological Gear, Common
Weight: 5 lbs
Grippers are powerful, long-handled tools that resemble a blacksmith’s tongs. Once they’re set, they can be locked into place to grip an object. Used when attempting to pry open a stuck object (in a manner similar to the use of a crowbar), grippers grant advantage on Strength checks. When used to attach two devices, a set of grippers holds on with an effective Strength score of 19. Applying grippers to a creature and then locking the grippers to crush flesh and bone is a melee attack and, once locked, the grippers deal 1d6+4 points of bludgeoning damage.

Ion Tape
Technological Gear, Common
Weight: 1 lb.
Ion tape is a ribbon of material tightly wound around a spindle. A roll of ion tape fits in the palm of a hand and comes in a wide range of colors. A single roll contains 50 feet of tape. A single strip of tape is easy to cut through or tear. When wrapped around an object, it has a weak adhesive that keeps it in place. When ion tape is exposed to an electrical charge of any power (including a jolt from a zip stick), the tape bonds together into a single mass of plastic-like material, gaining AC 15 and 30 hit points. When used to bind a creature, a few strips of activated ion tape require a successful DC 20 Strength check to break. A second jolt from an electrical source causes the tape to revert to its weaker ribbon condition, at which point it can be torn free easily. A strip of ion tape can hold about 5 pounds of weight normally, but when activated via a jolt, a single hardened strip can support up to 300 pounds of weight. The uses for ion tape are many—it can be used to construct basic objects (such as a ladder), patch holes, bind prisoners, and so on.

Medlance
Technological Gear, Uncommon
Weight -, Capacity 10
This wand-like device contains a reservoir at one end and a small pad at the other. A medlance can be filled with a single dose of liquid, such as a pharmaceutical, a potion, or a poison. It can then be used to administer the liquid to a creature—if the target does not wish to be injected with the medlance’s contents, the wielder must succeed at a melee attack to dispense it as an Attack action. Otherwise, administering liquid via a medlance is a Use an Object action. A medlance doesn’t use charges, but after being used to administer 10 injections, its internal sterilization mechanisms are depleted and the device becomes useless.

Nanite Canister
Technological Gear, Uncommon
Weight: 1 lb., Disposable
A nanite canister is used to power technological devices that use nanites—such items generally don’t require other sources of power, as the nanites themselves do the bulk of the work when the object is activated. The canister contains a small, independent power source and a supply of nanites. A single canister contains enough nanites to provide 10 charges for a nanotech item or weapon.

Nanite Hypogun
Technological Gear, Rare-Legendary
Weight 1 lb., Capacity: 1 naninte canister, 1 or 5 charges per use.
Nanite hypoguns inject specialized nanites into a creature’s body to heal many sorts of physical and mental injuries. Injecting someone with a nanite hypogun requires a melee attack. Nine categories of nanite hypogun exist along the color code scale, as detailed below. All nanite hypoguns have two settings. On the primary setting, the hypogun heals an amount of hit point damage determined by its color. Each use of a hypogun on its primary setting consumes 1 charge. On the secondary setting, a dose from a nanite hypogun has a different effect determined by its color—these effects mimic specific restorative spells as indicated on the chart below. Each use of a hypogun on its secondary setting consumes 5 charges. A nanite hypogun functions only on a living, corporeal creature. It has no effect on undead creatures whatsoever.

Color Rarity Primary Effect Secondary Effect
Brown Rare 2d10 healing As resistance spell
Black Rare 3d10 healing As lesser restoration spell
White Very Rare 5d10 healing As revivify spell
Gray Very Rare 6d10 healing As death ward spell
Green Very Rare 8d10 healing As greater restoration spell
Red Very Rare 10d10 healing As heal spell
Blue Legendary 11d10 healing As regenerate spell
Orange Legendary 12d10 healing As resurrection spell
Prismatic Legendary 15d10 healing As true resurrection spell

Proximity Helmet
Technological Gear, Rare
Weight: 2 lbs, Capacity 10, 1 charge per hour
A full description of the Proximity Helmet can be found at page 61 of Pathfinder Adventure Path #85: Fires of Creation (Iron Gods 1 of 6). During the time the helmet is active, it grants the wearer advantage on all Wisdom (Perception) checks made to notice moving targets within 60 feet, in addition to its other features.

Radiation Detector
Technological Gear, Rare
Weight: 3 lbs, Capacity 10, 1 charge per hour
This device measures radiation levels in a 120-foot-radius circle. When activated, the device makes a soft clicking sound that changes in volume and frequency according to the radiation level encountered. A small screen on the top of the handheld device indicates the approximate source and strength of radiation in these areas, with red areas indicating severe radiation, yellow high radiation, green medium radiation, and blue low radiation. Areas with less radiation don’t register on the device’s screen.

Veemod
Technological Gear, Uncommon-Legendary
Weight –
A veemod (“vision enhancement module”) is a narrow crystalline strip that slots into a set of veemod goggles to enhance the goggles’ use. Inserting a veemod into a pair of goggles is a Use an Object action. Veemods are color-coded items, and provide the following benefits.

Color Rarity Effect Usage
Brown Uncommon This veemod darkens the goggles’ lenses, granting advantage on saves against light effects that cause blindness (such as the blinding smite spell). Further, any creature wearing these that has sunlight sensitivity no longer suffers disadvantage on Wisdom (Perception) checks in sunlight. 1 charge/day
Black Uncommon A black veemod enhances vision, and by blinking twice rapidly, the wearer can magnify what she’s seeing. Blinking twice again restores normal vision. This grants advantage on Wisdom (Perception) checks. 1 charge/day
White Rare This veemod is similar to a black veemod, except that the magnification is much stronger. This grants advantage on Wisdom (Perception) and Intelligence (Investigation) checks and, in conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. 1 charge/day
Gray Rare This veemod grants darkvision out to a range of 60 feet. 1 charge/hour
Green Very Rare This veemod magnifies vision even more than a white veemod, granting +5 to the wearer’s passive Perception and passive Investigation, in addition to the other features of a white veemod. 1 charge/day
Red Very Rare This veemod grants darkvision out to a range of 120 feet. 1 charge/hour
Blue Very Rare This veemod dramatically extends the scope of peripheral vision, granting advantage on Wisdom (Perception) checks and lets you see in all directions. 1 charge/hour
Orange Very Rare The wearer gains darkvision out to a range of 60 feet that penetrates all kinds of darkness, including magical darkness. 1 charge/hour
Prismatic Legendary This veemod allows the user to see through solid objects. Vision range is 20 feet, with the wearer seeing as if he were looking at something in bright light even if there is no illumination. X-ray vision can penetrate 20 feet of cloth, wood, or similar animal or vegetable material. It can see through up to 10 feet of stone and some metals. It can see through up to 10 inches of iron, steel, copper, brass, or similar metals. It cannot see through lead, gold, platinum, plutonium, or skymetals at all. It’s possible to scan an area of up to 100 square feet in 1 round. Secret compartments are 90% likely to be located by x-ray scanning. 1 charge/round

Veemod Goggles
Technological Gear, Rare
Weight -, Capacity 10, variable charge useage
These goggles come in a variety of colors and shapes, but most are sleek and streamlined in appearance. The primary use for these goggles is to enhance vision via the application of a “vision enhancement module,” or “veemod.” A pair of veemod goggles can be fitted with only one veemod at a time; attaching a veemod is a Use an Object action.

Veemod goggles consume charges only when a veemod is installed. The rate at which a veemod uses charges depends on the veemod installed.

Zipstick
Technological Gear, Common
Weight 1 lb., Capacity 10, 1 charge per use
A zipstick is a small pen-like device used to administer a small jolt of electricity. This jolt is enough to cause 1 point of lightning damage with a successful melee attack. A zipstick is used most often to activate or deactivate items that function on ion-bonding technology, such as ion tape.

TIMEWORN TECHNOLOGY:
Some technology found in the Fires of Creation adventure is described as being “timeworn” and, since I love the rules that the good folks at Paizo have written to represent the dangers of using 9000 year old equipment, I have repurposed the PF rules for use with 5E.

Between languishing in forgotten ruins open to the elements, being used by those ignorant of the nature of this technology, and having no one skilled at building, maintaining, or repairing such devices, most technological items are “timeworn”—damaged and malfunctioning (when not completely nonfunctional). These malfunctions manifest in two ways: limited charges and glitches.

Only technological items that consume charges (including nanite canisters) or are pharmaceutical items can be affected by these timeworn rules.

A piece of timeworn technology may have additional aesthetic and functional differences from a new piece of the same equipment. Many of these effects are purely cosmetic, such as cracks in the casing of an arc grenade or primitive etchings on a suit of technological armor placed there by a barbarian millennia ago (DMs are encouraged to use the tables found at pages 142 and 143 of the Dungeon Master’s Guide to help add character to these items) . Pieces of timeworn technology may also have minor mechanical effects beyond glitches (at the DM’s discretion). A timeworn laser pistol might constantly hum at a low but noticeable frequency. A timeworn plasma grenade could be caked in a strange viscous fluid that has a pungent odor, making its wielder more easily tracked via scent. Timeworn technological items should clearly evoke a sense of age and danger, and even the most standard piece of Androffan gear can be made unique based on individual deteriorations.

Note that not every technological item is timeworn, but most technology that PCs encounter outside of the deepest and most remote of ruins will be. These items function as presented in the previous chapter, can be recharged, and do not suffer glitches.

Timeworn technology also has the following properties.

Non-Rechargable
Timeworn technological items can’t be recharged. When a timeworn technological item is properly identified or first used, roll randomly to determine how many charges it has left before it becomes useless.

Glitches
Timeworn technology sometimes doesn’t work the way it was originally intended to. When an item glitches, its effect is hampered or enhanced, as determined by a d% roll. See below for a complete list of glitch effects for armor, weapons, pharmaceuticals, and other technological equipment. Not all glitches are catastrophic; they represent unpredictable effects, for good and ill.

Timeworn Technology Glitches
Timeworn technology doesn’t always work as intended. There’s a 50% chance that timeworn items glitch under the following conditions.

  • When an item is first used after a month or more of inactivity.
  • Anytime a single-use consumable is used.
  • When using an item in a way that would drain its last charge.
  • When an item requires a d20 roll (such as an ability check or an attack roll) to activate or use, and that roll results in a natural 1.
  • When a critical hit is scored against the wearer of an active defensive item, such as armor or a force field.

Not all glitches are catastrophic. When an item glitches, its effect is hampered or enhanced, as determined by a d% roll. For items that can consume a variable number of charges, these additional charges do not affect the item’s performance; if such an item must consume twice as many charges, the amount is based on how many charges the user intended to use. When a glitch would cause an item to consume more charges than it currently holds, the item is drained of all charges and fails to function, but any negative effects still occur. Items that fail to function simply shut down if activated, and cannot be activated again for 1 round.

Armor Glitches
d% Glitch
01-02 Armor abilities don’t function. All remaining charges are drained.
03-05 Armor* seizes up and abilities don’t function. The wearer is paralyzed for 1 round.
06-10 Armor doesn’t function, but still consumes the normal number of charges.
11-18 Armor doesn’t function, but no charges are lost.
19-50 Armor uses twice as many charges as normal (or expends an extra activation’s worth of charges if already active).
51-75 Armor functions normally.
76-80 Armor functions better than anticipated. Its AC improves by 1 for the duration of this charge.
81-90 Armor functions much better than anticipated. Its AC improves by 2 for the duration of this charge.
91-98 Armor functions normally; no charges are consumed by this use.
99-100 Armor functions normally and a power surge restores 1d6 charges to the item (up to but not exceeding its capacity).
*For a shield, the shield’s wielder is not impeded by the glitch.
General GlitchesItems other than armor, pharmaceuticals, or weapons use this general glitch table.
d% Glitch
01-02 Item does not function. All remaining charges are drained.
03-05 Item does not function, but still consumes the normal number of charges.
06-10 Item does not function, but no charges are lost.
11-18 Item uses twice as many charges as normal and jolts the user for 1d6 points of lightning damage, but otherwise functions normally.
19-50 Item uses twice as many charges as normal, but otherwise functions normally.
51-75 Item functions normally.
76-80 Item functions better than anticipated, and grants a +1d4 bonus on any ability check attempted with this use.
81-90 Item functions far better than anticipated, and grants advantage on any ability check attempted with this use.
91-98 Item functions normally and this use does not consume any charges.
99-100 Item functions normally and a power surge restores 1d6 charges to the item.
Pharmaceutical GlitchesTimeworn pharmaceuticals have a chance of glitching when the dose is administered, even if another dose was recently used effectively.
d% Glitch
01-02 Spoiled. Treat as poisoning by Assassin’s Blood (found on page 257 of the Dungeon Master’s Guide)
03-11 Spoiled. Treat as exposure to Sewer Plague (found on page 257 of the Dungeon Master’s Guide)
12-20 Spoiled. Patient is poisoned for 1d6 x 10 minutes
21-30 Spoiled. Patient is poisoned for 1d6 rounds
31-40 Spoiled. No effect.
41-50 Less potent. Decrease all saving throw DCs by 2*. Use minimum values for all random results (such as healing). Decrease durations by 50%.
51-60 Normal effect, but causes one level of exhaustion if the patient fails a DC 15 Constitution saving throw.
61-75 Normal effect, but hallucinogenic (disadvantage on Wisdom (Perception) checks and as if affected by the confusion spell for 2d4 rounds, until the patient makes a successful DC 15 Constitution saving throw).
76-85 Normal effect.
86-95 More potent. Increase any saving throw DCs by 2*. Reroll any result of 1. Increase durations by 100%.
96-100 Far more potent. As above, but treat as 2 doses.
* For a cardioamp, decrease the saving throw DCs on a more potent result, and increase the saving throw DCs on a less potent result.
Weapon GlitchesWeapons used to make more than one attack in a turn might glitch multiple times during that turn.
d% Glitch
01-02 Weapon does not function. All remaining charges are drained.
03-24 Weapon does not function, but still consumes the normal number of charges.
25-39 Weapon consumes twice as many charges as normal and deals 1d6 points of lightning damage per charge consumed (minimum 1d6) to the user.
40-65 Weapon consumes twice as many charges as normal.
66-75 Weapon functions normally but flashes brightly, blinding the wielder and adjacent creatures for 1 round unless they make a successful DC 15 Dexterity saving throw.
76-84 Weapon functions normally.
85-92 Weapon functions better than anticipated, granting advantage on attack rolls made with that weapon for 1 round.
93-96 Weapon functions much better than anticipated, granting advantage on attack rolls made with the weapon and an extra 1d6 damage on a successful hit.
97-98 Weapon functions normally, and this use does not consume any charges.
99-100 Weapon functions normally, and a power surge restores 1d6 charges to the item (up to but not exceeding its capacity).

DUNGEON MUSERS’ NOTES
Whew. That was a lot more work than I expected, but holy hell am I excited to get this campaign started. Fires of Creation has a ton of great high technology items that I can’t wait to get into the hands of my PCs!

I really like the “Figuring Out Alien Technology” rules from the 5E Dungeon Master’s Guide and I wanted to make those rules work with the awesome stuff in Paizo’s Pathfinder Campaign Setting: Technology Guide (including the awesome “glitch” rules from the Technology Guide). I think the combo of these rules will add some terrific atmosphere at the table when the PCs begin poking away at the high tech stuff they find.

When I converted 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.

Finally, you may have noticed that I have not included rules for firearms, even though some of the high technology items are firearms. I will be dealing with those rules when I tackle the Gunslinger class, which is next on my to-do list.

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).

GRAB YOUR ION TAPE, INJECT YOUR NANITES, AND READY YOUR RAYGUN…THE IRON GODS AWAIT!
With the high technology gear for Fires of Creation converted, the only remaining mechanical conversions I need to get done are the monster conversions and a 5E version of the Pathfinder RPG’s Gunslinger class. It won’t be long before my players will be setting out on the Iron Gods adventure path!

Until next time, I remain;

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