Androffan technology

From PathfinderWiki
A diagram of an Androffan habitat ship from the Divinity retrieved from the Silver Mount in Numeria.
See also: Androffa and Technology

Most technology in Numeria is alien in origin, and either comes directly from the Androffan spaceship Destiny that crashed in Numeria thousands of years ago during the Rain of Stars,1 or has since been developed based on these items. The Androffan technology within them is so advanced as to be indistinguishable from magic to the common person. Androffan technology is also quite dangerous and prone to backfiring or even exploding, giving these items a well-deserved sinister reputation.2

Nearly all such items were once under the strict control of the Technic League of Numeria, who hoarded these items for their own profit and power2 until its collapse in 4716 AR.3

Items and phenomena

Technological devices, powers, and forces found primarily in or having their origin in Numeria include:

Practitioners

Technologists have unique talents for finding and using technology, while Technic League technomancers tried to preserve their stranglehold on what technological secrets have already been unlocked. Many technological devices are timeworn from their centuries on Golarion.4

In magic

Certain spells are capable of specifically targeting technological devices and forces.5

Iron priests are clerics, often of Brigh, Nethys, Gorum, or Haagenti, who can manipulate unliving constructs through divine magic in a similar manner as other clerics can turn undead.6 Technomancers can apply technology to amplify magic, and vice versa.7

In science

Sub-branches of Androffan technology include:

Usage and creation

Technological devices share much in common with magic items: both require extensive training, time, money, materials, and tools to create. However, technological items forgo spells for high-tech effects and capabilities.

Technological items must be created in specialized laboratories, which require power.9

Weapons and armor

Technological weapons have unique features and requirements. For instance, many require power to function.10

Technological firearms and ranged weapons, such as beam weapons, can have different fire modes, allowing even relatively unskilled wielders to rapidly fire single shots or quick bursts.10 They can also feature unusual attacks, such as lasers that burn through barriers or infectious mind-rending nanites.11

Armor of this nature can protect against elemental forces, including the vacuum of the Dark Tapestry.12

Hybrid items

Items can be designed to combine technology and magic, or can be enchanted after creation with magical abilities.13

Color coding

Androffan technological items can be categorized in terms of their relative strength via certain colors associated with various skymetals, though most items do not contain the skymetals associated with their color. There are nine known "colors" of technology, listed from weakest to most powerful:

Degradation over time

Androffan items can lose their functionality over time due to neglect and damage. Such items might not be rechargeable, and might require constant maintenance simply to maintain their basic functionality.14

Charging devices

Androffan technology requires power, usually in the form of electricity, and such power is hard to come by on Golarion. Batteries and generators can provide power, as can certain spells and abilities.[citation needed]

Radiation

Radiation is a mysterious poisonous aura of a technological nature that permeates many of Numeria's Androffan ruins.15

References

  1. James Jacobs & Russ Taylor. “Technology in the World” in Technology Guide, 4–5. Paizo Inc., 2014
  2. 2.0 2.1 James Jacobs, et al. Technology” in The Inner Sea World Guide, 256ff. Paizo Inc., 2011
  3. Erik Mona, et al. Broken Lands” in World Guide, 30. Paizo Inc., 2019
  4. James Jacobs & Russ Taylor. “Technology in the World” in Technology Guide, 5–8. Paizo Inc., 2014
  5. James Jacobs & Russ Taylor. “Technology in the World” in Technology Guide, 8. Paizo Inc., 2014 Specifically:
  6. James Jacobs & Russ Taylor. “Technology in the World” in Technology Guide, 12. Paizo Inc., 2014
  7. James Jacobs & Russ Taylor. “Technology in the World” in Technology Guide, 14–15. Paizo Inc., 2014
  8. 8.0 8.1 Adam Daigle & James Jacobs. “Continuing the Campaign” in The Divinity Drive, 65. Paizo Inc., 2015
  9. James Jacobs & Russ Taylor. “Technology in the World” in Technology Guide, 16. Paizo Inc., 2014
  10. 10.0 10.1 James Jacobs & Russ Taylor. “Technological Equipment” in Technology Guide, 20. Paizo Inc., 2014
  11. James Jacobs & Russ Taylor. “Technological Equipment” in Technology Guide, 29. Paizo Inc., 2014
  12. James Jacobs & Russ Taylor. “Technological Equipment” in Technology Guide, 32. Paizo Inc., 2014
  13. James Jacobs & Russ Taylor. “Technology in the World” in Technology Guide, 17. Paizo Inc., 2014
  14. James Jacobs & Russ Taylor. “Technological Hazards and Artifacts” in Technology Guide, 55. Paizo Inc., 2014
  15. James Jacobs & Russ Taylor. “Technological Hazards and Artifacts” in Technology Guide, 55–56. Paizo Inc., 2014