Casting Call – Survivor – Out of Time 14th Level Android Oracle

Further to my post on Foster Nikodemus, the 14th Level Magus I posted a few weeks ago in preparation for a one-shot that I will be running set in an updated version of Monte Cook’s classic Dark Space campaign setting, I am happy to share another character that will make his debut in that session, Survivor, an Android who spent a millennia in stasis.

For those interested, here is the background that Survivor’s player came up with:

My original designation was Omega 25. I was born into the world in the middle of the Pirathon Purge. An android, developed and built to outlast the apocalypse. A prototype made in a buried research facility by AI and Robotics experts. The plan was to fill my head with all of the knowledge of their civilization. The plan only partially succeeded. On the day of my birth, in fact in the very same hour that my consciousness awoke, the Dark reached our facility. I believe, though I was never told that they turned me on prematurely, surely they did not intend for me to be such a weakling. The Dark quickly destroyed all of the other computers, robots and androids in the facility. My creators would be unable to transfer the knowledge to me how they had planned. They began furiously documenting all they could. Unfortunately only a few hours later Death also reached our facility. I was left alone, surrounded by scraps of papers, tidbits of knowledge, unfinished thoughts, a few written books, and a lot of death.

I absorbed what I could and tried to make my way out of the facility. However when I reached the exit I was unable to open the door. I was not strong enough to pry it open and lacked any tools with which to make my escape. I was trapped! After the panic subsided I decided that someone or something would eventually come for me. Nothing ever did. I soon realized that to conserve resources and to avoid the insanity of total isolation I had to start setting longer and longer rest cycles. First days, then weeks, then months, eventually a year at a time. I felt it a good idea to wake up on my birthday every year and celebrate by checking the exit. I followed this until my 200th birthday. Then I lost hope. I began setting the sleep cycles even longer. A decade, a century, a millennium. Time just disappeared. It’s meaning was lost to me. I remember the last time that I went to sleep for a millennium I never closed my eyes, time just slipped by.

The last time I woke up in the facility everything was so different. Firstly my visual sensors were messed up. I mean what kind of idiot goes to sleep for a millennium with their eyes open. The second and much more important thing was that instead of feeling out of sync with time, I felt perfectly in tune with it. It was as if something had changed inside me. I don’t know if it was some of my original design coming online finally or if some other divine spark had ignited a new part of my being. What I do know for sure is that when I went to check the exit door this time, even though it was still blocking my way at this moment, in another moment of time it wasn’t. I felt myself step to that other moment of time for a second as I walked right through the door. Turning now, I gave it one last pound with my fist, this time from the outside.

Not long, by my standards, after I emerged from the facility I was picked up by a Loremaster scout ship. I learned much from the Loremasters about what had transpired since the purge. I developed my control over time. And working with the Loremasters I discovered my purpose in life. To explore the 20 and discover other ancient AI’s that had survived the Dark. AI’s that may hold the lost knowledge of my creators and the other ancient civilizations. To gain their knowledge and fulfill my destiny!

On that day that I was saved I discarded my old designation and assigned myself a new one, Survivor.

Survivor – Dark Space Redux
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Male Android Man Out of Time Oracle 14
XP 140,000
Neutral Good

Strength 8 (-1)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 16 (+3)
Wisdom 10 (+0)
Charisma 16 (+3)
Size: Medium
Height: 6′
Weight: 205 lbs
Skin: Light
Eyes: Washed Out White
Hair: Black Straight

Maximum Hit Points: 87
Hit Dice: 14d8
Speed: 30 feet
Armor Class: 15 (Nanite Ablative Armor + Dex)

Proficiency bonus: +5
Initiative modifier: + 3
Attack (handheld / thrown): + 4
Attack (missile / finesse): + 8
Strength save: -1
Dexterity save: + 3
Constitution save: + 1
Intelligence save: + 3
Wisdom save: + 5
Charisma save: +8
Insight (passive): 12 (17 with advantage)
Perception (passive): 17 (22 with advantage)
Languages: Geideri Prime
Proficiency: Simple Weapons, Stun Gun, Light Armor, Medium Armor, Shields, Engineer’s Tools, Technologist

Born of Lostech: Survivor’s long experience with ancient high technology taught him to work carefully around timeworn high technology. When you are rolling to determine how technology works (as described on page 268 of the Dungeon Master’s Guide), you can always ignore a result that would use a charge or waste an item. You still suffer any other effects of a failed roll. Further, when you attempt to learn or recall a piece of lore relating to timeworn high technology, if you do not know that information you often know where and from whom you can obtain it (though doing so may be an adventure unto itself).

Sacred Flame [Target must succeed on a DC 16 Dexterity saving throw or suffer 3d8 radiant damage (range 60 feet)]
Stun Gun [+8 to hit; 1d12+3 thunder damage, Ammunition (range 20/60), Semi-Automatic, Reload (Capacity: 10, 1 charge per use)]
Unarmed strike [+3 to hit; 1 bludgeoning]

Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 3 = +3
Animal Handling Wis 0 = +0
Arcana Int 8 = +3 +5
Athletics Str -1 = -1
Deception Cha 3 = +3
History Int 8 = +3 +5
Insight Wis 5 = +5 +5
Intimidation Cha 3 = +3
Investigation Int 3 = +3
Medicine Wis 5 = +0 +5
Nature Int 3 = +3
Perception Wis 5 = +0 +5
Performance Cha 3 = +3
Persuasion Cha 3 = +3
Religion Int 3 = +3
Sleight of Hand Dex 3 = +3
Stealth Dex 3 = +3
Survival Wis 0 = +0

Oracle spells:

First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 3/day
Fourth-level castings: 3/day
Fifth-level castings: 2/day
Sixth-level castings: 1/day
Seventh-level castings: 1/day

Survivor’s Cantrips are Guidance, Mending, Resistance, Sacred Flame, Spare the Dying, Thaumaturgy.

Android

  • Artificial Ancestry: Survivor has advantage on saving throws against being charmed and magic can’t put him to sleep.
  • Constructed Body: Survivor counts as both a construct and humanoid. He has advantage on saving throws against disease, fatigue, paralysis, poison, and being stunned.
  • Cybernetic Mind: Survivor suffers disadvantage when making Wisdom (Insight) rolls, but gains advantage on saving throws against fear.
  • Nanite Surge: Once per day, Survivor can use a bonus action to add +5 to the result of one d20 roll, either before or after the roll. When he uses this ability, his circuitry-tattoos glow with light equivalent to that of a torch until the start of his next turn.

Survivor’s Known Spells (Survivor’s Mystery Spells are in bold).

  • First Level spells are Cure Wounds, Expeditious Retreat, Shield of Faith.
  • Second Level spells are Blur, Gentle Repose, Hold Person, Shield of Faith, Spiritual Weapon.
  • Third Level spells are Haste, Slow, Speak with Dead.
  • Fourth Level spells are Death Ward, Dimension Door, Freedom of Movement.
  • Fifth Level spells are Greater Restoration, Legend Lore, Raise Dead, Scrying
  • Sixth Level spells are Contingency, Heal, Word of Recall
  • Seventh Level spells are Etherealness, Sequester, Teleport

Oracle of Time

  • The DC to resist your spells is DC 16 (8 + proficiency bonus + your charisma modifier).
  • Clouded Vision: Survivor cannot see anything beyond 60 feet, but he has Darkvision 60 feet and Blindsight 30 feet. 

Time Mystery Revelations:

  • Momentary Glimpse: When Survivor completes a long rest, roll two d20s and record the number rolled. You can replace any attack roll, saving throw, or ability check made by Survivor or a creature that he can see with on these foretelling rolls. Survivor must choose to do so before the roll, and he can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When Survivor finishes a long rest, he loses any unused foretelling rolls.
  • Speed/Slow Time: Survivor knows the haste spell.
  • Temporal Celerity: When Survivor rolls initiative, he can roll a d6 and add it to the result. Once he uses this ability he must complete a long rest before using it again. Further, he rolls initiative three times and keeps the highest of the results.
  • Time Hop: Survivor knows the teleport spell.
  • Time Flicker: Survivor knows the blur spell.

Survivor’s Gear
Batteries (10 spares), Chemalyzer, Grade 3 Hemochem (2 doses), Jet Pack, Laser Pistol, Medlance, Nanite Ablative Armor, Stun Gun

NEW RULES FOR HIGH TECHNOLOGY ITEMS

High Technology Properties

Semi-Automatic
A weapon that has the semi-automatic property can attack twice when the attacker takes the Attack action. This does not stack with the Multiattack or Extra Attack abilities.

High Technology Items

Jet Pack
Technological Gear, Very Rare
Weight 10 lbs., Capacity: 100, 1 charge per use
A jetpack consists of a pair of cylindrical tanks worn on a shoulder harness with a pair of motion-sensitive rings worn on the thumbs that are used as wireless thrust and attitude controls. The jetpack can be activated with a Use Object Action or your free “interact with object” action (as described on page 190 of the Player’s Handbook). The jetpack grants a fly speed of 60 feet. The exhaust isn’t hot or concentrated enough to be used as a weapon.

A jetpack can be operated in overdrive, giving the wearer a fly speed of 90 feet and consuming twice as many charges per round.

Nanite Ablative Armor
Medium Armor, Rare
Armor Class (AC): 13 + Dex modifier (max 2), Weight: 35 lbs, Properties: Reload (Capacity 24, 1 charge per hour)
This suit of armor consists of several layers of scaly mesh over a thick, clothlike polymer weave. When activated, a suit of nanite ablative armor grants the wearer additional protection against nanites, through the use of imperceptible magnetic fields that repel the microscopic robots. An active suit of nanite ablative armor grants advantage on all saving throws against effects from nanite sources and all attack rolls from nanites suffer disadvantage against you while this armor is active.

Stun Gun
Weapon (firearm), Rare
Damage: 1d12 thunder, Weight: 3 lbs., Properties: Ammunition (range 20/60), Semi-Automatic, Reload (Capacity: 10, 1 charge per use).
This weapon uses a sonic amplifier to produce powerful low-frequency bursts of energy that pummel targets. The weapon has a relatively short range, but the fact that it deals nonlethal damage at range and can knock targets prone makes it a favorite for those seeking to capture their foe alive. 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.

EXISTING HIGH TECHNOLOGY ITEMS

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.

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.

Grade Three Hemochem
Pharmaceutical, 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. Grade three Hemochem heals 3 hit points per round.

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.

Casting Call – Survivor – Out of Time 14th Level Android Oracle

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

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.

The following are a few new high tech items that I recently converted for a series of short fantasy/horror/sci-fi adventures.

NEW RULES FOR HIGH TECHNOLOGY ITEMS

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High Technology Properties 

Autofire
A weapon that has the Autofire property can be used to fire a hail of shots at your enemies in two different ways, each of which takes your Action.

The first is to cover a 10ft radius area with a hail of lead. Make an attack roll and all targets in the area must make a Dexterity save against the result of your attack or take weapon damage (without adding your ability modifier) on a failed save, or half damage on a successful save. This attack uses 10 shots.

The second is to focus fire on a single target. Make an attack roll and, if you hit, add two extra damage dice to your damage roll. For example, if you hit a target with this attack using a Laser Rifle, you roll 4d10 fire damage. This attack uses 5 shots.

Laser
A weapon with the laser property passes through force fields and force effects, such as the wall of force spell. Objects like glass or other transparent barriers do not provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage from a laser passing through it. Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks.

Semi-Automatic
A weapon that has the semi-automatic property can attack twice when the attacker takes the Attack action. This does not stack with the Multiattack or Extra Attack abilities.

High Technology Items
Jet Pack
Technological Gear, Very Rare
Weight 10 lbs., Capacity: 100, 1 charge per use
A jetpack consists of a pair of cylindrical tanks worn on a shoulder harness with a pair of motion-sensitive rings worn on the thumbs that are used as wireless thrust and attitude controls. The jetpack can be activated with a Use Object Action or your free “interact with object” action (as described on page 190 of the Player’s Handbook). The jetpack grants a fly speed of 60 feet. The exhaust isn’t hot or concentrated enough to be used as a weapon.

A jetpack can be operated in overdrive, giving the wearer a fly speed of 90 feet and consuming twice as many charges per round.

Laser Pistol
Weapon (firearm), Rare
Damage: 1d12 radiant, Weight: 2 lbs., Properties: Ammunition (range 50/200), Laser, Semi-Automatic, Reload (Capacity: 10, 1 charge per use).

Laser Rifle
Weapon (firearm), Very Rare
Damage: 2d10 radiant, Weight: 6 lbs., Properties: Ammunition (range 150/600), Automatic, Laser, Reload (Capacity: 20, 1 charge per use).

Nanite Ablative Armor
Medium Armor, Rare
Armor Class (AC): 13 + Dex modifier (max 2), Weight: 35 lbs, Properties: Reload (Capacity 24, 1 charge per hour)
This suit of armor consists of several layers of scaly mesh over a thick, clothlike polymer weave. When activated, a suit of nanite ablative armor grants the wearer additional protection against nanites, through the use of imperceptible magnetic fields that repel the microscopic robots. An active suit of nanite ablative armor grants advantage on all saving throws against effects from nanite sources and all attack rolls from nanites suffer disadvantage against you while this armor is active.

Smart Armor
Medium Armor or Heavy Armor, Rare
Armor Class (AC): 13 + Dex modifier (max 2) (Compact Form) or 15 + Dex modifier (max 2) (Expanded Form), Weight: 20 lbs, Properties: Reload (Capacity 60, 1 charge per 10 minutes)

While inactive, smart armor resembles a breastplate of adamantine scales, which doesn’t seem out of place among most metal armor, except for its alien aesthetics. When activated as a Reaction, smart armor expands to cover the wearer’s legs and limbs, and a built-in magnetic generator hardens the armor into a rigid, plate-like form. When in this form, it uses the statistics of smart armor (expanded form). It can be collapsed back to breastplate form with a bonus action, and automatically retracts when it loses power. In either form, smart armor reduces bludgeoning, piercing, slashing from nonmagical weapons that aren’t adamantine by 2.

Sonic Rifle
Weapon (firearm), Very Rare
Damage: 2d10 thunder, Weight: 6 lbs., Properties: Ammunition (range 150/600), Automatic, Reload (Capacity: 20, 1 charge per use).

A sonic rifle emits a blast of devastating sonic waves that shatter and blast flesh, bone, and anything else they happen to strike. A target critically hit by a sonic rifle must succeed at a DC 13 Constitution saving throw or be deafened. The deafened condition does not heal naturally and must be cured by a lesser restoration

Stun Gun
Weapon (firearm), Rare
Damage: 1d12 thunder, Weight: 3 lbs., Properties: Ammunition (range 20/60), Semi-Automatic, Reload (Capacity: 10, 1 charge per use).
This weapon uses a sonic amplifier to produce powerful low-frequency bursts of energy that pummel targets. The weapon has a relatively short range, but the fact that it deals nonlethal damage at range and can knock targets prone makes it a favorite for those seeking to capture their foe alive. 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.

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

Casting Call – Foster Nikodemus – High Tech 14th Level Magus

In the coming weeks, I will be running a few short adventures for a friend in a reworked version of Monte Cook’s classic Dark Space setting, using the following PC.

These adventures are intended to test the draft rules I have worked up for the Magus and my conversions of Pathfinder’s high technology items.  I will be posting the sessions on the Dungeon Musings YouTube channel, but figured that regular readers may enjoy seeing how all these rules come together in one character.

Dark Space Redux
For those who may be curious about the setting of these adventures, the following is the pitch I sent to my buddy.

Here’s what I’m proposing as the “10 Things” breakdown for our take on Dark Space 2.0:

1) Dark Space 2.0 = Macabre Planetary Romance.
This take on the setting is swords & sorcery & sci-fi & horror, in equal parts. The galaxy is still recovering from the apocalyptic impact of the Pirathon Purging and, though civilization has returned to the Twenty Worlds (for the most part), nobody knows what has happened to the billion other inhabited planets and advanced civilizations that populated the rest of the Galaxy, before the Purging.

Rayguns and spaceships are common to the setting, but for a variety of reasons (price, reliability, etc…) a good sword still has a favored place. And, while there are organizations, like the Loremasters, that fund missions to reconnect with the Lost of the Galaxy, some urge caution, noting that the rediscovery of Dresden, the Necroworld, serves as a lesson that some things are better left undiscovered.

2) I keep my Spellbook next to my Engineering Textbook.
Magic has been around for as long as sentient species have been around (and, indeed, it most certainly predates mankind), and it developed alongside the development of science. Rather than being mutually exclusive areas of inquiry, magic and technology can and do interact freely (indeed, it is said that wizards were some of the first scientists).

However, since magic is, essentially, an individual using their skills and training to break the natural laws, and since not everyone can do that, scientists came to be more influential over time, since their discoveries often did more to benefit society, as a whole, than the discoveries of magic.

3) The Pirathon Purging.
Several thousand years ago, an extremist sect of a scientist/priests known as the Pirathon unleased a virulent pair of viruses on an unsuspecting galaxy. The two divinely augmented viruses released came to be known as the Dark and the Death…the first of which was a computer virus driven by a maliciously crafty divine spark and the second was a lethal biological agent that killed across species.

No inhabitant of the Twenty Worlds knows what happened in other parts of the Galaxy, but most inhabitants of the Twenty Worlds (well, 19 of the Worlds…Dresden was pretty much immune to the Death…) were spared extermination by the Death thanks to the divine magic of the priesthood of Immotos (a human god of discovery and exploration). This quick action left the priest of Immotos as a powerfully influential cultural force in the Post-Purging society (helped, in no small part, by the death of some rival gods when their entire body of worshippers were snuffed out by the Death and/or the effects of the Dark…).

Unfortunately, the computers were not so fortunate, and nearly all recorded knowledge was wiped out by the aggressive spread of the Dark. While some of the survivors of the Purging were able to recreate some of that lost knowledge, most complex information that required computers for calculation, such as the navigation charts used by starships, was totally lost.

In the time since, some of that information has been rediscovered by the Lorekeepers and other intrepid archaeologists, in computers that were somehow spared the effect of the Dark (indeed it was the rediscovery of a damaged, but uninfected, computer in a flooded aqua arcology on Geideri that allowed the Twenty Worlds to find each other again), and the rediscovery of this valuable knowledge is one of the key motivations behind the exploration of the “lost” areas of the Twenty Worlds and the ruins found in the Dark Space beyond.

4) Softech
The continuing threat of the Dark meant that rebuilding a society based on traditional computers would be an invitation to future disaster and, sadly, traditional biotech was susceptible to the Death, so it was not a viable alternative.

Fortunately, a somewhat unstable alternative to biotech, which came to be known as Softech, presented an alternative. Softech fused magic and biotechnology to create organisms with near-infinitely malleable, yet stable, DNA that proved remarkably resistant to the Death (the magically shifting DNA proved too slippery for the Death to get hold of), which was easily adapted for a variety of uses.

At the time of the Purging, Softech was a niche industry, used to create bizarre products for sale to the wealthy (floating pets that emitted pleasant odors and sounds, etc..), but it has since proved to be the basis for rebuilding of civilization in the Twenty Worlds.

However, nobody thought to ask whether Softtech was developed by the arcane genesplicer who first introduced it to the Twenty Worlds, or whether he/she had it given to him/her by some other creature…

5) Twenty Known Worlds
These represent the worlds that have been rediscovered, to date. Independent explorers and expeditions founded by the Loremasters try to push the boundaries of the Known Worlds into the Dark Space beyond, but without widely distributed starmaps (which some rival organizations jealously guard) or any way of knowing how the Death and the Dark may have affected the rediscovered worlds, this can be a dangerous matter of trial and error (where “error” most often means death by any one of a variety of nasty means…).

One of the things that has been utterly lost to the Dark is the means by which the Lost Galaxy used to communicate with each other. Loremasters know that there was some form of hyperspace-driven internet-type network that would relay communications from world-to-world, but nobody knows how it actually worked.

Some spacers say that they receive weird messages while travelling in hyperspace, which they attribute to the Ghost of the Hypernet, but most say that’s just superstition.

6) Hardtech is Ancient and Omnipresent
All the trappings of a rough-and-tumble sci-fi setting, like Star Wars or Firefly, are present here, though seen through a Post-Apocalyptic Softech lens.

You may have a handheld scanner, but it was likely crafted thousands of years before your birth and it features a core of Softech wiring that requires frequent nutrient baths.

You may have a “burner pistol” (slang for a plasma pistol), but it’ll be old and unreliable (since it’s cheaper to buy cartridges for an older, existing gun than to buy a brand-new one).

Also, since it wasn’t a big priority for Post-Purging society to figure out how to build hi-tech guns, manufacturers have had to try and figure out how to rebuild them, thousands of years after that knowledge passed from the minds of men, so there are still some kinks to work out in them.

Finally, you could have a ship that can get around the planet, but without either a Softech hyperspace engine (which is too large for a small ship) or a mage or psychic to power a smaller hyperspace device…you are stuck on that planet.

7) A Present based on a Fictional Past.
Post-Purging society in the Twenty Worlds tried to rebuild a civilization as close to the one they lost in the course of the Purging. Unfortunately, given the loss in life, knowledge, and technology in the course of the Purging, this has sometimes ended with results that are more poor imitations of life in the Lost Galaxy, rather than a carbon copy.

For instance, the Twenty Worlds has an Interworld Sentate, based loosely on the Intergalactic Senate of the Lost Galaxy, and an Interworld Defence Force at their disposal, but it is really just a loose alliance, like the United Nations. The IDF does have a standing army, but highly skilled members of the IDF, like your magus, are more often deployed like Old West Texas Marshals (one warrior mage, one riot) than like traditional military units.

While this is hardly ideal, the IDF has become a much sought after source of peacekeeping for much of the Twenty Worlds, so they find their resources stretched thin, a lot of the time.

8) The Pirathon.
One of the great mysteries in the Twenty Worlds is who the Pirathon were and why they unleashed the Dark and the Death. Fragments of information, found in surviving Hardtech computers have suggested that the Pirathon was an anti-technology cult, but it is not clear what  god they may have prayed to (in the D&D sense of clerics/paladins), if they even had divine backing

Whatever the case may be, every living inhabitant of the Twenty Worlds knows the name of the Pirathon and their role in bringing about the end of the civilization of the Lost Galaxy.

9) Lost Worlds.
It is estimated that only 1 in a 10,000 people survived the Purging in the Twenty Worlds, leaving vast swaths of each of the Twenty Worlds completely devoid of sentient beings (or, at least, of people).

In the thousands of years since the Purging, most efforts of the Post-Purging society has been to reconnect with the wider Lost Galaxy and rebuild their interstellar civilization, rather than to recivilize each planet. This has left many parts of the Twenty Worlds untouched and unexplored for thousands of years (some of which have been remade into savagely inhospitable climates, due to weather control satellite systems driven mad by the Dark).

The Loremasters have funded expeditions into those forgotten areas, but the survivors who return report dangerous creatures, degenerate humanoid tribes, and lethal Hardtech devices that remain potent, thousands of years after the Purging.

However, in spite of the danger, the Loremasters remain convinced that the value of the secrets that these lost areas may hold is great enough to justify the risk of plumbing the depths of these techno-ruins.

10) A New Dawn or the End of Days?
Some inhabitants of the Twenty Worlds feel that the rediscovery of the Twenty Worlds, and their alliance in forming the Interworld Senate, represents a new dawn for civilization, and the first step towards reclaiming the half-remembered splendor of the Lost Galaxy. To these folks, the Loremasters and their ilk represent the best hope for civilization.

Others, however, feel that they are the last light shining in a devastated galaxy, and that it is simply a matter of time before the Pirathon’s dark patron notices that a handful of worlds, out of the billions annihilated in the Purging, escaped the wrath of the Dark and the Death…and returns to finish what it started.

To these folks, the Loremasters represent the most significant threat to civilization, and fear that, by blindly stumbling about in the Lost Galaxy, they may bring the final doom of civilization back with them…

Foster Nikodemus is a former member of the Interworld Defence Force who has retired to work as an explorer/archaeologist for the Lorekeeper organization.

If you are curious about Foster’s name, I thought it would give the setting more “regional flavor” to set naming conventions for each world and Geideri Prime has surnames drawn from classical Greece (so last names like Achilles, Nike, Lysander) and British-sounding first names.

So something like Saint-John Thales, Elizabeth Archaeleos, or Jefferson Zoticus would be right at home on Geideri Prime.

 


Foster Nikodemus – Dark Space Redux
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Male Human Lorekeeper Magus 14
XP 140,000
Neutral Good

Strength 11 (+0)
Dexterity 16 (+3)
Constitution 13 (+1)
Intelligence 18 (+4)
Wisdom 14 (+2)
Charisma 9 (-1)
Size: Medium
Height: 5′ 10″
Weight: 185 lbs
Skin: Light
Eyes: Grey
Hair: Black Straight

Maximum Hit Points: 87
Hit Dice: 14d8
Speed: 30 feet
Armor Class: 15 (Smart Armor – Compact Form + Dex) or 17 (Smart Armor – Expanded Form + Dex)

Proficiency bonus: +5
Initiative modifier: + 8
Attack (handheld / thrown): + 5
Attack (missile / finesse): + 8
Strength save: +0
Dexterity save: + 3
Constitution save: + 6
Intelligence save: + 9
Wisdom save: + 2
Charisma save: -1
Insight (passive): 12 (17 with advantage)
Perception (passive): 17 (22 with advantage)
Languages: Geideri Prime
Proficiency: Simple Weapons, Martial Weapons, Laser Pistol, Laser Rifle, Sonic Rifle, Stun Gun, Light Armor, Medium Armor, Heavy Armor, Engineer’s Tools, Technologist, Land Mounts, Shuttlecraft

Experienced Engineer: Foster’s time with the Lorekeepers has taught him to work carefully around timeworn high technology. When you are rolling to determine how technology works (as described on page 268 of the Dungeon Master’s Guide), you can always ignore a result that would use a charge or waste an item. You still suffer any other effects of a failed roll. Further, when you attempt to learn or recall a piece of lore relating to timeworn high technology, if you do not know that information you often know where and from whom you can obtain it (though doing so may be an adventure unto itself).

Cold Bringer (Rapier +1) [+9 to hit; 1d8+4 piercing, finesse]
Fire Bolt [+8 to hit; 3d10 fire damage (range 120 feet)
Laser Pistol [+8 to hit; 1d12+3 fire damage, Ammunition (range 50/200), Semi-Automatic, Reload (Capacity: 10, 1 charge per use)
Shocking Grasp [+8 to hit; advantage on roll vs. target in metal armor, 3d8 lightning damage and target can’t take reactions until the start of its next turn]
Sonic Rifle [+8 to hit; 2d10 thunder damage, Ammunition (range 150/600), Automatic, Reload (Capacity: 20, 1 charge per use)
Unarmed strike [+3 to hit; 1 bludgeoning]

Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 3 = +3
Animal Handling Wis 2 = +2
Arcana Int 9 = +4 +5
Athletics Str 5 = +0 +5
Deception Cha -1 = -1
History Int 9 = +4 +5
Insight Wis 2 = +2
Intimidation Cha -1 = -1
Investigation Int 4 = +4
Medicine Wis 2 = +2
Nature Int 4 = +4
Perception Wis 7 = +2 +5
Performance Cha -1 = -1
Persuasion Cha -1 = -1
Religion Int 4 = +4
Sleight of Hand Dex 3 = +3
Stealth Dex 3 = +3
Survival Wis 2 = +2

Feats:
Alert:

  • Foster gains a +5 bonus to initiative.
  • Foster can’t be surprised while he is conscious.
  • Other creatures don’t gain advantage on attack rolls against Foster as a result of being hidden from him.

Technomancer:

  • Foster can spend 1 hour to recondition up to three pieces of timeworn technology, after which the item no longer has a chance of glitching until he completes a long rest. He can perform this reconditioning while he completes a short or a long rest.
  • Foster gains the ability to power technological items with his spell power and vice versa, as a bonus action, as set out on the table below. Once he uses this ability he must complete a short rest or a long rest before using it again. For example, as a bonus action he 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
  • Foster’s spells that have charm effects can affect robots, ignoring their immunity to the charmed condition. Further, his conjure spells can now be used to conjure robots.

Weapon Master:

  • Proficient with Laser Pistol, Laser Rifle, Sonic Rifle, and Stun Gun.

Foster typically uses Technologist to summon four Arachnid Robots with a conjure minor elementals spell.

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.

Magus spells:

First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 3/day
Fourth-level castings: 1/day

Foster’s Cantrips are Fire Bolt, Light, Mage Hand, Shocking Grasp.
Foster can prepare 11 magus spells daily.
Foster’s Spellbook (his Wizard spells are in bold).

  • First Level spells are Detect Magic, Detect Radiation, Fog Cloud, Silent Image, Technomancy.
  • Second Level spells are Invisibility, Levitate, Scorching Ray, Web.
  • Third Level spells are Fireball, Fly, Haste, Leomund’s Tiny Hut, Lightning Bolt, Magic Circle, Recharge, Water Breathing.
  • Fourth Level spells are Arcane Eye, Conjure Minor Elementals, Fabricate, Polymorph, Remove Radioactivity.

Magus

  • The DC to resist your spells is DC 17 (8 + proficiency bonus + your intelligence modifier).
  • Spellstrike: Whenever Foster casts a magus spell or cantrip that requires a melee attack roll, he can deliver the spell through his bonded weapon instead. To do so, he takes the Attack action with a melee weapon and simultaneously casts any magus spell he has prepared or magus cantrip he knows as a bonus action. If he hits, the melee weapon attack deals its normal damage as well as the effects of the spell. If he rolls a critical hit, the spell damage is doubled. Spellstrike can be used once per round.
  • Spell Combat: Once per round, when he takes the Attack action, Foster can cast any non-cantrip magus spell that he has prepared as a bonus action, either before or after the Attack. If the spell is a ranged attack that would suffer Disadvantage on the attack, he can make a DC 10 Constitution check as part of the bonus action to make the ranged attack normally.
  • Arcane Pool: Foster has 14 points in his Arcane Pool. He regains all Arcane Pool points when he completes a long rest. He can expend points from his Arcane Pool as a bonus action to grant any nonmagical weapon he are holding, or his bonded weapon, a bonus to hit and damage rolls and transform the weapon into a magic weapon for a duration of Concentration, up to 1 minute. The bonus to hit and damage depends on the amount of Arcane Pool points spent, as follows.
Bonus to Hit and Damage Arcane Pool Point Cost
+1 1
+2 3
+3 6
  • Sword Magus: Foster can use his Arcane Pool abilities with magic weapons. When he does so, his Arcane Pool ability supersedes the weapon’s bonuses and abilities for the duration of the Arcane Pool ability.
  • Spell Recall: Foster may transform unspent Arcane Pool points into one spell slot as a bonus action on his turn. The table below shows the costs of creating a spell slot of a given level.
Spell Slot Level Arcane Pool Point Cost
1 1
2 3
3 5
4 6
  • Extra Attack: Foster can attack twice when he takes the Attack action.
  • Elemental Weapon: Foster can infuse his bonded weapon with primal elemental power. Foster can expend 5 points from his Arcane Pool as a bonus action to transform any nonmagical bonded weapon into a magical weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For a duration of Concentration, up to 1 hour, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits
  • Knowledge Pool: As an action, Foster can transform unexpended Arcane Pool points to cast one spell from the magus spell list as if he had prepared that spell, whether he has that spell prepared or not. The table below shows the costs of casting a spell of a given level.
Spell Level Arcane Pool Point Cost
1 3
2 4
3 6
4 7

For the sake of easy reference, the Magus spell list is reproduced here:

1ST LEVEL Burning Hands, Chromatic Orb, Color Spray, Detect Magic, Earth Tremor, Expeditious Retreat, Feather Fall, Fog Cloud, Grease, Ice Knife, Jump, Longstrider, Magic Missile, Ray of Sickness, Shield, Silent Image, Tenser’s Floating Disk, Thunderwave, Unseen Servant, Witchbolt

2ND LEVEL Aganazzar’s Scorcher, Cloud of Daggers, Darkness, Enhance Ability, Enlarge/Reduce, Flaming Sphere, Gust of Wind, Invisibility, Levitate, Magic Weapon, Mirror Image, Melf’s Acid Arrow, Misty Step, Ray of Enfeeblement, Scorching Ray, Shatter, Snilloc’s Snowball Swarm, Spider Climb, Web

3RD LEVEL Blink, Counterspell, Dispel Magic, Flame Arrows, Fireball, Fly, Gaseous Form, Haste, Lightning Bolt, Major Image, Melf’s Minute Meteors, Phantom Steed, Sleet Storm, Slow, Stinking Cloud, Tidal Wave, Vampiric Touch, Water Breathing, Wind Wall

4TH LEVEL Arcane Eye, Dimension Door, Elemental Bane, Evard’s Black Tentacles, Fire Shield, Greater Invisibility, Ice Storm, Phantasmal Killer, Polymorph, Stoneskin, Storm Sphere, Vitriolic Sphere, Wall of Fire

Magus Arcana:

  • Familiar: Foster knows the find familiar spell and can cast it as a ritual.
  • Mystic Arcanum: Foster can cast the delayed blast fireball spell without expending a spell slot. He must finish a long rest before he does so again.
  • Quickened Magic: When Foster casts a spell that has a casting time of 1 action, he can expend 2 points from his Arcane Pool to change the casting time to 1 bonus action for this casting.
  • Pool Strike: Foster may expend 2 or more points from his Arcane Pool as a bonus action to charge one of his hands with mystic energy. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. He may then make a melee spell attack with his charged hand to deal 2d10 damage of that type to the target you hit. He may expend further Arcane Pool points to increase the damage done, as set out in the following table:
Pool Strike Damage Arcane Pool Point Cost
2d10 2
3d10 3
5d10 5
6d10 6

Foster Nikodemus’ Gear
Batteries (10 spares), Chemalyzer, Flash Grenade, Grade 3 Hemochem (2 doses), Green E-Pick, Helmet that incorporates Black Veemods and Periapt of Proof Against Poison, Ion Tape, Jet Pack, Laser Pistol, Medlance, Smart Armor, Sonic Rifle, Zipstick

Cold Bringer: A +1 rapier that was originally crafted for an elite commander of a Dresden armed forces. It grants the wielder resistance to Cold and allows the wielder to understand and read the Dresden language.

NEW RULES FOR HIGH TECHNOLOGY ITEMS

High Technology Properties 

Autofire
A weapon that has the Autofire property can be used to fire a hail of shots at your enemies in two different ways, each of which takes your Action.

The first is to cover a 10ft radius area with a hail of lead. Make an attack roll and all targets in the area must make a Dexterity save against the result of your attack or take weapon damage (without adding your ability modifier) on a failed save, or half damage on a successful save. This attack uses 10 shots.

The second is to focus fire on a single target. Make an attack roll and, if you hit, add two extra damage dice to your damage roll. For example, if you hit a target with this attack using a Laser Rifle, you roll 4d10 fire damage. This attack uses 5 shots.

Laser
A weapon with the laser property passes through force fields and force effects, such as the wall of force spell. Objects like glass or other transparent barriers do not provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage from a laser passing through it. Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks.

Semi-Automatic
A weapon that has the semi-automatic property can attack twice when the attacker takes the Attack action. This does not stack with the Multiattack or Extra Attack abilities.

High Technology Items
Jet Pack
Technological Gear, Very Rare
Weight 10 lbs., Capacity: 100, 1 charge per use
A jetpack consists of a pair of cylindrical tanks worn on a shoulder harness with a pair of motion-sensitive rings worn on the thumbs that are used as wireless thrust and attitude controls. The jetpack can be activated with a Use Object Action or your free “interact with object” action (as described on page 190 of the Player’s Handbook). The jetpack grants a fly speed of 60 feet. The exhaust isn’t hot or concentrated enough to be used as a weapon.

A jetpack can be operated in overdrive, giving the wearer a fly speed of 90 feet and consuming twice as many charges per round.

Laser Pistol
Weapon (firearm), Rare
Damage: 1d12 radiant, Weight: 2 lbs., Properties: Ammunition (range 50/200), Laser, Semi-Automatic, Reload (Capacity: 10, 1 charge per use).

Laser Rifle
Weapon (firearm), Very Rare
Damage: 2d10 radiant, Weight: 6 lbs., Properties: Ammunition (range 150/600), Automatic, Laser, Reload (Capacity: 20, 1 charge per use).

Smart Armor
Medium Armor or Heavy Armor, Rare
Armor Class (AC): 13 + Dex modifier (max 2) (Compact Form) or 15 + Dex modifier (max 2) (Expanded Form), Weight: 20 lbs, Properties: Reload (Capacity 60, 1 charge per 10 minutes)

While inactive, smart armor resembles a breastplate of adamantine scales, which doesn’t seem out of place among most metal armor, except for its alien aesthetics. When activated as a Reaction, smart armor expands to cover the wearer’s legs and limbs, and a built-in magnetic generator hardens the armor into a rigid, plate-like form. When in this form, it uses the statistics of smart armor (expanded form). It can be collapsed back to breastplate form with a bonus action, and automatically retracts when it loses power. In either form, smart armor reduces bludgeoning, piercing, slashing from nonmagical weapons that aren’t adamantine by 2.

Sonic Rifle
Weapon (firearm), Very Rare
Damage: 2d10 thunder, Weight: 6 lbs., Properties: Ammunition (range 150/600), Automatic, Reload (Capacity: 20, 1 charge per use).

A sonic rifle emits a blast of devastating sonic waves that shatter and blast flesh, bone, and anything else they happen to strike. A target critically hit by a sonic rifle must succeed at a DC 13 Constitution saving throw or be deafened. The deafened condition does not heal naturally and must be cured by a lesser restoration or a similar ability.

EXISTING HIGH TECHNOLOGY ITEMS
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.

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.

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

Grade Three Hemochem
Pharmaceutical, 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. Grade three Hemochem heals 3 hit points per round.

Green E-Pick
Technological Gear, 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. A Green E-Pick grants +4 to all checks. 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.

Helmet with Black Veemod
Technological Gear, Rare
Weight 2 lbs., Capacity 10, 1 charge/day
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.

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.

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.

Casting Call – Foster Nikodemus – High Tech 14th Level Magus

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

HI-TECH TOXINS AND STARBORNE PLAGUES – New Diseases and Poisons for 5th Edition Dungeons & Dragons

NUMERIAN DISEASES AND POISONS

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In the course of preparing to run my own version of the Iron Gods adventure path, I came across the terrifying variety of high technology diseases and poisons in Paizo’s incredible Numeria, Land of Fallen Stars sourcebook. I really love the idea of player characters being exposed to exotic illnesses as they plumb the depths of millennia old starship ruins, particularly if those illnesses manifest as creepy symptoms (like circuitry-like traces spreading across a character’s scalp), and those diseases and poisons, once converted to 5E rules, will give me plenty of uniquely nasty hazards to throw at my players.

Since I will be using these hazards in my own campaign, I figured I would reproduce those rules here.

However, I won’t be reproducing any of the descriptive information found in the Numeria sourcebook relating to these diseases and hazards.

NUMERIAN DISEASES

Bluespit
When a creature comes into contact with an area or creature infected by bluespit, the creature must succeed on a DC 12 Constitution saving throw or become infected.

It takes 1d4 hours for bluespit’s symptoms to manifest in an infected creature. Symptoms include coughing up blue-tinged sputum. The infected creature suffers one level of exhaustion, and it regains only half the number of hit points from spending Hit Dice and no hit points from finishing a long rest.

At the end of each long rest, an infected creature must make a DC 12 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character’s exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of exhaustion below 1, the creature recovers from the disease.

Coward’s Mark
A creature that is exposed to airborne spores or corpses of those killed by coward’s mark must succeed on a DC 12 Constitution saving throw or become infected.

One week after becoming infected, round marks on the skin appear, and the character must make a DC 12 Wisdom saving throw every time any other creature comes within 30 feet of the infected creature. If the infected creature fails this saving throw, it becomes frightened. It may repeat its saving throw at the end of each of its turns. Once it makes a successful saving throw against a specific approaching creature, it does not need to make another saving throw until it completes a long rest.

At the end of each long rest, the infected creature can make a DC 12 Constitution saving throw. On a successful save, the DC for this save and the Wisdom saving throw drops by 1d6. When the saving throw DC reaches 0, the creature recovers from the disease. On a failure, the Wisdom saving throw DC increases by 1. When it reaches DC 20, the infected creature suffers the effects of long-term madness (found on pages 259-260 of the Dungeon Master’s Guide) and only feels safe in total solitude.

Final Rest
When a creature comes into contact with an area or creature infected by final rest, the creature must succeed on a DC 14 Constitution saving throw or become infected.

It takes one week for final rest’s symptoms to manifest in an infected creature. Symptoms include lack of motivation and flatness of affect. The infected creature disadvantage on all Charisma ability checks.

At the end of each long rest, an infected creature must make a DC 14 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character’s exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of exhaustion below 1, the creature recovers from the disease.

Fractal Etch
A creature that is exposed to an area or creature infected by fractal etch, or who is injected with fractal etch nanites, must succeed on a DC 15 Constitution saving throw or become infected by this high technology disease.

One week after becoming infected, the creature makes a DC 15 Constitution saving throw or it takes 5 (1d10) necrotic damage and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target is cured of fractal etch. The infected creature dies if this effect reduces its hit point maximum to 0 and it cannot rise as an undead creature.

If, while infected, the creature is exposed to 10 or more points of lightning damage from a single effect, it makes a DC 15 Constitution saving throw. On a success, it is cured of fractal etch, and on a failure it is stunned until the end of its next turn.

Spells or other abilities that suppress or affect high technology effect fractal etch.

At the end of each long rest, the infected creature can make a DC 15 Constitution saving throw. On a successful save, the DC for this save drops by 1d6. When the saving throw DC reaches 0, the creature recovers from fractal etch. On a failure, the target takes 5 (1d10) necrotic damage and its hit point maximum is reduced by an amount equal to the damage taken.

Shattermind
A creature that comes into physical contact with a creature infected by shattermind must succeed on a DC 14 Charisma saving throw or become infected.

Starting one day after becoming infected, the creature suffers disadvantage on Wisdom ability checks and saving throws.

At the end of each long rest, the infected creature can make a DC 14 Charisma saving throw. On a failure, the creature suffers the effects of long-term madness (found on pages 259-260 of the Dungeon Master’s Guide) until it completes a long rest. Once the infected creature succeeds on three saving throws, it is cured of shattermind.

The lesser restoration spell does not cure shattermind, it simply allows the infected creature to make another DC 14 Charisma saving throw, as if it had completed a long rest.

Soldier’s Peace
A creature that is bitten by a creature infected by soldier’s peace, or who is injected with soldier’s peace nanites, must succeed on a DC 14 Charisma saving throw or become infected by this high technology disease.

One day after becoming infected, once per round, the creature must succeed on a DC 14 Charisma saving throw the first time it attempts to attack or otherwise injure another creature. On a failure, the infected creature is incapacitated until the end of its next turn, then poisoned for another 1d4 rounds. On a success, the creature is merely poisoned until the end of its next turn.

Spells or other abilities that suppress or affect high technology effect soldier’s peace.

Soldier’s peace can only be cured by magical or high technology means.

Thought Crawlers
A creature that is bitten by a creature infected by thought crawlers, or who is injected with thought crawlers, must succeed on a DC 14 Constitution saving throw or become infected by this disease.

One day after becoming infected, the infected creature become easily influenced and treats any request as though delivered with a suggestion spell. The infected creature can resist this with a successful DC 12 Wisdom saving throw.

At the end of each long rest, the infected creature can make a DC 14 Constitution saving throw. On a successful save, the DC for this save drops by 1d6. When the saving throw DC reaches 0, the creature recovers from the disease. On a failure, the Wisdom saving throw DC increases by 1.

When the Wisdom save reaches DC 14, the infected creature must succeed on a Wisdom saving throw every time it is provoked or insulted. On a failure, the target must attack the provoking or insulting target for 1 round. If attacked, the target automatically responds, in kind (there is no saving throw to prevent this).

When the Wisdom save reaches DC 20, the infected creature must succeed on a DC 14 Constitution saving throw each round it is under stress (such as being in combat) or be poisoned until the end of its next turn.

NUMERIAN POISONS

Bloodbrush Extract (Inhaled)(150 gp per dose).
A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or suffer disadvantage on all Wisdom (Perception) ability checks for 2 hours. A creature may elect to fail this saving throw. However, for the duration, the poisoned creature also gains advantage on all Intelligence (Arcana) and Intelligence (Religion) checks.

Starspore (Ingested or Inhaled) (150 gp per dose).
A creature subjected to starspore must succeed on a DC 14 Constitution saving throw or gain Vulnerability to thunder damage and disadvantage on Constitution saving throws for 1 hour. A creature may elect to fail this saving throw. However, for the duration, the poisoned creature gains blindsight with a range of 60 feet.

DUNGEON MUSERS’ NOTES

Each of these is based, in part, on one of the diseases or poisons found in the 5th Dungeon Master’s Guide. Overall, I wish there were more diseases in the DMG (wait, did that come out right?), if only to provide better guidance on how 5E diseases should be designed, but I believe that these new diseases are balanced against those found in the official 5E source.

RESOURCEFUL RESKINNING

Each of these diseases and poisons, including the high technology diseases, could easily be reskinned to be a non-technological hazard, particularly if you ignore the high technology aspects of Fractal Etch and Soldier’s Peace.

YOUR PLAYER CHARACTERS ARE LOOKING PALE

These Numerian threats more than double the number of diseases that a 5th Edition D&D DM has to throw at their players and, if nothing else, they should give the life domain clerics in their campaign something useful to do with their lesser restoration spell. Please enjoy them in good health (I made a Wisdom saving throw against making that joke, but failed…).

Until next time, I remain;

  • THE DUNGEON MUSER
HI-TECH TOXINS AND STARBORNE PLAGUES – New Diseases and Poisons 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