Domo Arigato Mr Roboto

Necros and Zombies and Tech...oh my!

Necros and zombies and tech

Defeating three cybertech borg-ish undead, with drills for hands, the party moves into the final encounter, with a necromancer with three zombies. The party quickly dispatches the zombies, and surrounds the necromancer. Surviving a hold person spell on CLO E, and a negative energy emanation, the party drops the necro, wiping out the Smileys, hopefully once and for all. Having completed their mission, they get a line on their missing person they’ve been looking for, supposedly in a Clockwork gang facility. Tempus Fugit !


750 xp per character. 18,750 xp total per character, 6th level is 23,000.

Lootz: 1,202 gp per character, split 6 ways

7 batteries
22 silver disks
12 fire opals at 100 gp each, 1200 gold
3 garnets at 300 gp each, 900 gold
Wand Scorching Ray, 16 charges, AKALIN the MAGUS
Potion of Cure Moderate Wound, 2, HROTHGAR the FOEHAMMER
18 vials of SOOTHE, at 200 gp each, 3,600 gold
5 gas grenades
+1 light crossbow, CLO E the ROGUE
Scroll, Technomancy Q
Wand of Ray of Exhaustion, 13 Charges, 3rd level, Wand CL 5, Save DC 14 Q
Wand of Ray of Enfeeblement, 34 Charges, 1st level, Wand CL 1, Save DC 11 Q
Scroll of Animate Dead, 2, 375 value X2, sell 375 gold
Scroll of Command Undead, 7th level spell, 2,275 value, sell 1,137 gold


Tech Gear:
Access Card – 3 – White, White, Black
Price varies; Brown 3 gp; Black 10 gp; White 40 gp; Gray 90 gp; Green 160 gp; Red 250 gp; Blue 360 gp; Orange 490 gp; Prismatic 1,000 gp; Slot none; Weight —; Capacity —; Usage —
An access card is a small strip of stiff plastic with a color-coded stripe on one side. Some access cards are further decorated with names or titles, or even photographs of long-dead crew members. An access card functions as a key—when swiped through an electronic lock (a move action), an access card unlocks any lock of its color code or a color code of a lower rating. Although access cards do not consume energy themselves, they work in only electronic locks that currently have power. Among certain societies, access cards are also used as decorations, worn as affectations, and incorporated into ceremonial regalia.
Access cards must be encoded to specific locks before they can function. Often, all of the doors in a complex are keyed to a unique set of cards that don’t work on doors found in other complexes, much like a skeleton key might open all the doors in one castle but none in another. Coding an access card for specific locks requires a lock coder. Some access cards could be worth far more than the prices listed above if they’re specifically encoded to locks that protect more valuable or significant contents.
Craft (varies, see below); Cost (varies)
• Brown: Craft DC 15; Cost 1 gp, 5 sp
• Black: Craft DC 16; Cost 5 gp
• White: Craft DC 17; Cost 20 gp
• Gray: Craft DC 18; Cost 45 gp
• Green: Craft DC 19; Cost 80 gp
• Red: Craft DC 20; Cost 125 gp
• Blue: Craft DC 21; Cost 180 gp
• Orange: Craft DC 22; Cost 245 gp
• Prismatic: Craft DC 23; Cost 500 gp
Craft Technological Item, production lab

Battery – 17 SilverDisks (uncharged batteries) – 99
Price 100 gp; Slot none; Weight 1 lb.; Capacity —; Usage —
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—the people have taken to calling batteries “silverdisks” and sometimes use them as coins. A battery contains 10 charges when full; to charge an item with a battery, one simply slips the disk-shaped device into the proper slot on the item. The battery’s charge instantly fully depletes, and the item’s internal capacitors fill with 10 charges as it does so. If the item had fewer than 10 open slots in its capacity, the excess charges the battery once held are lost. A battery can be kept within an object indefinitely, or it can be ejected from the object for the purposes of recharging it or storing it elsewhere without affecting the item’s charge. Inserting or ejecting a battery is a move action.
Placing a battery in a generator’s charging slot can recharge it. However, each time a battery is recharged, there’s a 20% chance that the battery is destroyed in the process. A destroyed battery is worth only 10 gp. The bulk of “silverdisks” in circulation today are destroyed batteries; one can tell a functional battery from a destroyed one by the way the circuitry seems to shimmer slightly when reflecting light. The circuitry in a charged battery glows with a soft blue radiance equal to that of a candle.
Craft DC 25; Cost 50 gp; Craft Technological Item, production lab

7 gas grenades, Party, A grenade is a small, cylindrical device that is designed to be thrown as a splash weapon 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 a free 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-foot-radius spread. A successful DC 15 Reflex save halves any damage dealt by a grenade.
When a gas grenade detonates, it creates a 20-foot spread of foul-smelling toxic gas. All creatures in this area of effect must succeed at a DC 14 Fortitude save or become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. The gas created lingers in the area for 5 rounds, and any creature that succeeds at its initial save but remains in the cloud must continue to save each round on its turn. The gas is not thick enough to obscure vision, and is a poison effect. The vapors can be dispersed in 1 round by moderate or stronger wind.

Grippers, Grippers are powerful, long-handled tools that resemble a blacksmith’s tongs. Once they’re set, they can be locked into place to grip an object. Used when attempting to pry open a stuck object (in a manner similar to the use of a crowbar), grippers grant a 2 circumstance bonus on Strength checks. When used to attach two devices, a set of grippers holds on with an effective Strength score of 24. Applying grippers to a creature and then locking the grippers to crush flesh and bone is a standard action that provokes an attack of opportunity and also requires a successful melee attack with an improvised weapon. Once locked, the grippers deal 1d47 points of damage.

Black E-Pick, +1 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. Brown e-picks allow a user to make Disable Device checks against electronic devices without penalty; those of higher ratings also grant a competence bonus (as indicated below). See Skills for more information on how the Disable Device skill works in regards to technology.

Flashlight, When activated, a flashlight creates a beam of normal light in a 60-foot cone. It also increases the light level in the area beyond this initial cone by one step, out to a 120-foot cone. It does not increase the light level in normal light or bright light. A flashlight has no effect in areas of magical darkness. Capacity 10; Usage 1 charge/8 hours
medlance, 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 touch attack to dispense it as a standard action. Otherwise, administering liquid via a medlance is a move 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.

2 doses grade 1 hemochem (grants Fast Healing 1 for 1 minute)

vitality serum (The glass receptacle of this injector contains 1 dose of a bright-yellow serum. When injected into a creature (this is a standard action), the substance grants immunity to low radiation for 1 hour, and a +5 alchemical bonus on all saving throws against other radiation effects for that duration. In addition, it heals 1d4 points of Strength damage caused by radiation poisoning. Vitality serum cannot cure Constitution drain caused by radiation poisoning.)

universal serum. A viscous, blue serum fills the receptacle attached behind the nozzle of this metallic injector. Three small panels on the side of the injector light up one at a time when touched— selecting a color (red, blue, or green) is a swift action. The injector contains only 1 dose of universal serum. Injecting the serum is a standard action that heals the recipient of 1d8 points of damage and has an additional effect depending upon the current color selection. Red grants the recipient a +4 enhancement bonus to Constitution. Blue grants the recipient a +4 enhancement bonus to Strength. Green grants the recipient a +4 enhancement bonus to Dexterity. The enhancement bonus lasts for 3 minutes, after which the recipient of the serum becomes fatigued for 1 hour. If the recipient receives more than 1 dose of universal serum in a 24-hour period, the healing effect still occurs but no enhancement bonus is granted; instead, the recipient immediately becomes fatigued for 1 hour.

zip stick, 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 nonlethal damage with a successful touch attack. A zipstick is used most often to activate or deactivate items that function on ion-bonding technology, such as ion tape.

ion tape, 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 hardness 8 and 30 hit points. When used to bind a creature, a few strips of activated ion tape require a successful DC 28 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.

skillslot w mark I engineering skillchip, +2 Knowledge Engineering
Brain Slot Cybertech
Skillslot 2,000 gp 1 lb. 1 DC 30
A skillslot is implanted into the target’s brain, leaving a small port at the base of the skull. This port is covered with a flap of skin when not in use. Once installed, a skillslot has no effect until a skillchip is inserted into the port (see here for information on the various forms of available skillchips.) An inserted skillchip enhances the user’s ability in the skill encoded on the chip; the magnitude to which the skill is enhanced depends on the power of the skillchip. This does not grant ranks in the associated skill. It takes 10 minutes for a skillchip to adjust itself to a new skillslot; during this time, the user takes a -2 penalty on all skill checks as distracting sensations flood his mind. When a skillchip is removed, its benefits end immediately, but the wearer suffers no ill effects.

black nanite hypogun, 2 charges. Nanite hypoguns inject specialized nanites into a creature’s body to heal many sorts of physical and mental injuries. Injecting someone with a nanite hypogun requires a touch attack. Nine categories of nanite hypogun exist along the color code scale, as detailed below. All nanite hypoguns have two settings. On the primary setting, the hypogun heals an amount of hit point damage determined by its color. Each use of a hypogun on its primary setting consumes 1 charge. On the secondary setting, a dose from a nanite hypogun has a different effect determined by its color—these effects mimic specific restorative spells as indicated on the chart below. Each use of a hypogun on its secondary setting consumes 5 charges. Although they are not magical, nanite hypoguns have an effective caster level for the purposes of determining the potency of their effects as required by special circumstances (such as determining if a disease is cured, or if damage caused by a clay golem’s cursed wound ability can be healed).
A nanite hypogun functions only on a living, corporeal creature. It has no effect on undead creatures whatsoever.
Color Primary Effect Secondary Effect CL
Black 2d8+3 healing Lesser restoration 3rd

4 nanite cannister, A nanite canister is used to power technological devices that use nanites—such items generally don’t require other sources of power, as the nanites themselves do the bulk of the work when the object is activated. The canister contains a small, independent power source and a supply of nanites. A single canister contains enough nanites to provide 10 charges for a nanotech item or weapon.
veemod goggles. These goggles come in a variety of colors and shapes, but most are sleek and streamlined in appearance. The primary use for these goggles is to enhance vision via the application of a “vision enhancement module,” or “veemod.” A pair of veemod goggles can be fitted with only one veemod at a time; attaching a veemod is a standard action that provokes an attack of opportunity. Veemod goggles consume charges only when a veemod is installed. The rate at which a veemod uses charges depends on the veemod installed. Capacity 10; Usage varies

Laser Rifle charges 1
Price 20,000 gp; Type two-handed ranged; Proficiency exotic (firearms); Dmg (M) 2d6 fire; Dmg (S) 1d10 fire; Critical ×2; Range 150 ft.; Capacity 20; Usage 1 charge; Special automatic, touch; Weight 6 lbs.
A laser rifle is a larger, more powerful version of a laser pistol, and functions as such except for the differences listed here.
Craft DC 27; Cost 10,000 gp; Craft Technological Arms and Armor, military lab
Automatic: This weapon can act as a semi-automatic weapon (see below), or it can fire a burst of shots with a single pull of the trigger to attack all creatures in a line. This line starts from any corner of the wielder’s space and extends to the limit of the weapon’s range or until it strikes a barrier it cannot penetrate. When using an automatic weapon to attack all creatures in a line, the wielder makes a separate attack roll against each creature in the line. Each creature in the line can be attacked with only one shot from each burst. Each attack roll takes a -2 penalty, and its damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not affect an automatic weapon’s line attack. Roll to confirm each attack roll that threatens a critical hit separately. A single burst with an automatic weapon consumes 10 charges. When taking a full-attack action with an automatic weapon, the wielder can fire as many bursts in a round as he has attacks, provided he has enough charges to make all of the attacks.
Semi-Automatic: A semi-automatic weapon normally fires one shot as an attack. However, the user can take a full-attack action to fire twice, as if using the Rapid Shot feat (including taking a -2 penalty on all attacks). If the wielder has the Rapid Shot feat, she can use the additional shot from that as well, but the penalty for all shots fired in that round increases to -6.
Touch: Attacks with the weapon resolve as touch attacks.

Timeworn technology sometimes doesn’t work the way it was originally intended to. Between languishing in forgotten ruins open to the elements, being used by those ignorant of the nature of this technology, and having no one skilled at building, maintaining, or repairing such devices, most technological items are "timeworn"—damaged and malfunctioning (when not completely nonfunctional). These malfunctions manifest in two ways: limited charges and glitches.
Only technological items that consume charges (including nanite canisters) or are pharmaceutical items can be affected by these timeworn rules, though any technological item can still become broken or nonfunctional just as any other item.
When an item glitches, its effect is hampered or enhanced, as determined by a d% roll. When a timeworn technological item is first used after a month or more of inactivity, there’s a 50% chance that it will glitch. Additionally, when using an item in a way that would drain its last charge, there’s a 50% chance it will glitch. If an item requires a d20 roll (such as a skill check or an attack roll) to activate or use, it has a 50% chance to glitch on a natural 1
Timeworn technology doesn’t always work as intended. There’s a 50% chance that timeworn items glitch under the following conditions.
• When an item is first used after a month or more of inactivity.
• Anytime a single-use consumable is used.
• When using an item in a way that would drain its last charge.
• When an item requires a d20 roll (such as a skill check or an attack roll) to activate or use, and that roll results in a natural 1.
• When a critical hit is confirmed against the wearer of an active defensive item, such as armor or a force field.
A piece of timeworn technology may have additional aesthetic and functional differences from a new piece of the same equipment. Many of these effects are purely cosmetic, such as cracks in the casing of an arc grenade or primitive etchings on a suit of technological armor placed there by a barbarian millennia ago. Pieces of timeworn technology may also have minor mechanical effects beyond glitches (at the GM’s discretion). A timeworn laser pistol might constantly hum at a low but noticeable frequency, imparting a -1 penalty on Stealth checks. A timeworn plasma grenade could be caked in a strange viscous fluid that has a pungent odor, making its wielder more easily tracked via scent. Timeworn technological items should clearly evoke a sense of age and danger, and even the most standard piece of gear can be made unique based on individual deteriorations.
Note that not every technological item is timeworn, but most technology that PCs encounter outside of the deepest and most remote of ruins will be. These items function as presented in the previous chapter, can be recharged, and do not suffer glitches.
A timeworn technological item that is still somewhat functioning is worth half of its normal listed price, though one drained of its charges is worth 1% of its normal value, as a curiosity to collectors. Timeworn technology also has the following properties.
Not all glitches are catastrophic. When an item glitches, its effect is hampered or enhanced, as determined by a d% roll. For items that can consume a variable number of charges, these additional charges do not affect the item’s performance; if such an item must consume twice as many charges, the amount is based on how many charges the user intended to use. When a glitch would cause an item to consume more charges than it currently holds, the item is drained of all charges and fails to function, but any negative effects still occur. Items that fail to function simply shut down if activated, and cannot be activated again for 1 round.
Timeworn technological items can’t be recharged. When a timeworn technological item is properly identified or first used, roll randomly to determine how many charges it has left before it becomes useless.

Timeworn Fire Extinguisher, Party This cylindrical device has a nozzle at one end and a handle on one side. When activated as a standard 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 readied action 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.
When used against a creature of the fire subtype, a blast from a fire extinguisher deals 4d6 points of damage (Reflex DC 15 halves). A breathing creature exposed to a direct blast from a fire extinguisher is not harmed as long as the area is relatively well-ventilated—using a fire extinguisher in a confined area with poor or no ventilation can result in slow suffocation (at the GM’s discretion).

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

timeworn chemicalizer, A chemalyzer is a handheld unit with an extendable wand tipped with a sampling nozzle. It grants a +5 competence bonus on all Craft (alchemy) or Knowledge (engineering) checks to identify an unknown pharmaceutical, poison, chemical, or substance. It cannot aid in the identification of magical effects or items like potions.


EMP Pistol 9 charges

Price 12,000 gp; Type one-handed ranged; Proficiency exotic (firearms); Dmg (M) 2d6 elec.; Dmg (S) 1d10 elec.; Critical ×2; Range 50 ft.; Capacity 10; Usage 1 charge; Special semi-automatic, touch; Weight 2 lbs.


An EMP pistol emits a beam of electromagnetic energy that cannot harm living creatures, but deals terrible damage to robots. An 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 an EMP pistol and takes damage from that hit must succeed at a DC 15 Fortitude save or be staggered for 1d4 rounds.


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