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SF2E Tech Class Playtest

SF2E Tech Class Playtest Adaptation

Source: PZO22006_TechClass_Playtest.pdf (Paizo Inc., 2025) Status: PLAYTEST - Subject to change before final release Module Source Tag: playtest

This document adapts the Starfinder 2E Tech Class Playtest content for the pf2e-starships module. The playtest introduces two new classes—the Mechanic and the Technomancer—along with robot companions, customizations, magic hacks, and new equipment.


Table of Contents

  1. Mechanic Class
  2. Robot Companions
  3. Technomancer Class
  4. Equipment

Mechanic Class

When it comes to tech, your understanding is unmatched. You're constantly crafting and modifying gear, whether that's computers, explosives, tools, weapons, or items of your own design. You've constructed a sophisticated exocortex, a custom neural implant linking your own mind to your most complex creation: a robot companion, a weapon turret, or remote mines.

Key Statistics

AttributeValue
Key AttributeIntelligence
Hit Points8 + Constitution modifier per level
PerceptionExpert
FortitudeExpert
ReflexExpert
WillTrained
SkillsComputers, Crafting, + 2 + Int mod additional
AttacksTrained in simple, martial, unarmed
DefensesTrained in light armor, medium armor, unarmored
Class DCTrained in mechanic class DC

Mechanic Class Features

Custom Rig

You begin with a specialized toolkit called a custom rig. Your custom rig weighs 1 Bulk and counts as both a commercial repair toolkit plus any one of the following: a commercial hacking toolkit, infiltrator's toolkit, or maker's toolkit. You can use your custom rig with one hand if wearing it or two hands if holding it.

You can integrate purchased toolkits (or higher-grade versions) into your custom rig by spending 10 minutes. Your custom rig and integrated toolkits can't be sold or used by another creature.

Modify Action

MODIFY

  • Traits: Manipulate, Mechanic
  • Requirements: You are holding or wearing your custom rig.

Using your custom rig, you quickly customize a piece of gear. Interact to draw, retrieve, or swap an item, then add one mod to the item. The item remains modded until the start of your next turn, ending early if you Modify again or if the item is destroyed or leaves your possession.

Base Mods:

ModRequirementsEffect
Big Boomgrenade or area weaponIncrease radius by 5 ft (burst), area by 5 ft (cone), or 10 ft (line)
Bunker Bustergrenade or weaponBypasses 5 Hardness, or 5 + razing value if it has razing
Incapacitantgrenade or weaponGains nonlethal trait
Magnetic LevitatorsarmorBase land Speed gains hover
Long-Range Propulsorsgrenade or ranged weapon+10 ft range (grenade) or +30 ft range increment (ranged weapon)
Troubleshootitem, drone, or turretReduce glitching condition by 1

Exocortex Options

At 1st level, you choose your exocortex type:

Drone Exocortex

Your exocortex connects to a basic robot companion called a drone. Your drone begins with one integrated weapon mount. You control it with your thoughts at up to 150 feet range.

  • Spend 2 actions to Command for 3 actions (instead of 1 action for 2)
  • Can Modify drone and its weapons when within reach
  • Drone counts as armor for Modify purposes

Drone-Specific Mods:

ModEffect
Desperate RepairDrone gains temporary HP = level + Int mod
Killbot+2 status bonus to damage (+2 per weapon damage die, max +8)

Mine Exocortex

Your exocortex manages a network of mines. Create 2 + Int mod mines during daily preparations.

DEPLOY MINE ◆ to ◆◆

  • Traits: Manipulate, Mechanic
  • Cost: 1 mine

Deploy a mine in an adjacent square (1 action) or occupied square within 30 feet (2 actions). Select fire or piercing damage.

DETONATE MINE ◆ or ⟳

  • Traits: Concentrate, Mechanic
  • Requirements: Mine within 100 feet

Detonate mine in 10-foot burst dealing 2d6 fire or piercing damage (basic Reflex). Increases by 1d6 at 3rd level and every 2 levels thereafter.

Mine-Specific Mods:

ModEffect
Smart MineSelect 1 target within 60 ft excluded from detonation area (2 at 5th level)
Targeting Mine+Int modifier to mine damage

Turret Exocortex

Your exocortex connects to a deployable turret stored in your custom rig.

  • Occupies 5-foot square, provides lesser cover
  • Fire remotely within 100 feet using your attack modifier
  • Has its own targeting sensors including darkvision
  • Commercial martial ranged weapon with 2 upgrade slots
  • Level = your level, AC = class DC, Hardness = half level (rounded up)
  • HP = 6 + (2 + Int mod) per level
  • Hardness increases: 10 at 5th, 15 at 10th, 20 at 15th

DEPLOY TURRET

  • Traits: Manipulate, Mechanic

Deploy turret into unoccupied square within 30 feet, or collect from adjacent square.

Turret Arrays:

ArrayDamageRangeTraitsGroup
Chaingun1d8 P90 ftanalogprojectile
Disintegrator1d8 acid60 fttechcorrosive
Laser Beam1d8 fire60 fttechlaser
Thunderclap1d8 sonic60 fttechsonic
Volt Thrower1d8 elec60 fttechshock
Zero Emitter1d8 cold60 fttechcryo

Turret-Specific Mods:

ModEffect
Pinpoint Shot+Int modifier to turret damage
Shift ArrayChange turret's selected array

Mechanic Advancement

LevelClass Features
1Ancestry/background, attribute boosts, initial proficiencies, custom rig, modify, exocortex, mechanic feat
2Mechanic feat, skill feat
3General feat, mechanic's ingenuity, mobile exocortex, skill increase, will expertise
4Mechanic feat, skill feat
5Attribute boosts, ancestry feat, damage customizations, mechanic weapon expertise, skill increase
6Mechanic feat, skill feat
7General feat, mechanic's ingenuity, mechanic's reflexes, skill increase, weapon specialization
8Mechanic feat, skill feat
9Ancestry feat, mechanical expertise, remote mods, skill increase
10Attribute boosts, mechanic feat, skill feat
11General feat, medium armor expertise, perception mastery, skill increase
12Mechanic feat, skill feat
13Ancestry feat, enduring mods, impressive endurance, mechanic weapon mastery, skill increase
14Mechanic feat, skill feat
15Attribute boosts, general feat, greater weapon specialization, manifold mods, mechanic's ingenuity, skill increase
16Mechanic feat, skill feat
17Ancestry feat, critical eye, mechanical mastery, skill increase
18Mechanic feat, skill feat
19General feat, instant mods, medium armor mastery, skill increase
20Attribute boosts, mechanic feat, skill feat

Level-Based Class Features

Mobile Exocortex (3rd)

  • Drone: Gain Synchronized Step action (you and drone each Stride once)
  • Mine/Turret: Gain Reposition Exocortex action (mine/turret Strides up to 30 ft)

Will Expertise (3rd)

Will saves proficiency increases to expert.

Damage Customizations (5th)

New mods available:

  • Energy Versatility: Change energy damage type to acid, cold, electricity, fire, or sonic
  • Physical Versatility: Change physical damage type to bludgeoning, piercing, or slashing

Mechanic Weapon Expertise (5th)

Simple/martial weapons and unarmed attacks increase to expert. Gain critical specialization effects.

Mechanic's Reflexes (7th)

Reflex saves increase to master. Success becomes critical success.

Weapon Specialization (7th)

+2 damage with expert weapons, +3 master, +4 legendary.

Mechanical Expertise (9th)

Mechanic class DC increases to expert.

Remote Mods (9th)

Range to Modify exocortex increases by 30 feet.

Medium Armor Expertise (11th)

Light/medium armor and unarmored defense increase to expert.

Perception Mastery (11th)

Perception increases to master.

Enduring Mods (13th)

Pick one mod during daily preparations that doesn't count against limit (lasts 24 hours).

Impressive Endurance (13th)

Fortitude saves increase to master. Success becomes critical success.

Mechanic Weapon Mastery (13th)

Simple/martial weapons and unarmed attacks increase to master.

Manifold Mods (15th)

When you Modify, select two mods instead of one.

Greater Weapon Specialization (15th)

+4 damage with expert, +6 master, +8 legendary.

Critical Eye (17th)

Perception increases to legendary.

Mechanical Mastery (17th)

Mechanic class DC increases to master.

Instant Mods (19th)

Modify as a free action instead of a single action.

Medium Armor Mastery (19th)

Light/medium armor and unarmored defense increase to master.

Mechanic Feats

1st Level

FeatPrerequisitesDescription
Commercial Customizationdrone exocortexDrone gains one commercial customization. (Special: Take up to 3 times)
Critical Explosionmine exocortexAdd Int mod to mine damage. Critical failure causes persistent damage = Int mod
Explosive ShotNew mod: non-area weapon deals 1 splash damage per weapon die
High Voltagedrone exocortexDrone gains Electrical Discharge (1d6 elec in 15-ft cone or 30-ft line, +1d6/2 levels)
High-Tech MedicStore 3 healing items in custom rig. New mods: Concentrated Dosage, Healbot
Multidisciplinary MechanicChoose biotech (Nature), magitech (Arcana), or necrotech (Religion). Gain skill training and Additional Lore
Shielded Turretturret exocortexTurret provides cover (greater with Take Cover)

2nd Level

FeatPrerequisitesDescription
Area Denial Turretturret exocortex2 actions: turret gains area (cone) or (line), range halved
Biometric AssessorNew mod: Recall Knowledge as free action on hit with +1 circumstance bonus
Coordinated Firedrone or turret2 actions: you and exocortex Strike same target, combine damage on double hit
Hunker Down2 actions: Stride, Take Cover, then Detonate/Strike/drone Strike
Instant DeploymentReaction on initiative: drone Strides or Deploy Mine/Turret
Mobile Deploymentmine or turret2 actions: Stride twice, Deploy Mine/Turret at any point
Modify DroneApply mods to drone as if weapon
Remote OperationUse hacking toolkit to Drive vehicle remotely within 30 ft

4th Level

FeatPrerequisitesDescription
Adaptive CamouflageNew mod: armor wearer can Hide/Sneak without cover/concealment
Concentrated ExplosionNew mod: grenade area halved but +1 damage die
Double Detonationmine exocortex1 action, 1/round: Detonate Mine twice, combine damage
Gravitic Minesmine exocortexChoose Black Hole (pull 5 ft) or Big Bang (push 5 ft) when deploying
Self-Destructturret exocortex2 actions: turret explodes in 20-ft emanation (1d6 P + 1d6 fire, +1d6 P/2 levels)
Tactical Dronedrone exocortexDrone becomes mature companion. Can use 1 action even without Command

6th Level

FeatPrerequisitesDescription
Auto-Targetdrone or turretReaction: drone/turret Strikes creature using move action (doesn't count toward MAP)
Cloaking Companiondrone or turret1 action: drone/turret gains concealment until next turn (+8: lasts 1 minute)
Defensive Programmingdrone exocortexDrone gains Covering Posture (adjacent allies gain lesser cover)
Double Deploymentmine exocortex1 action: Deploy Mine twice (both within 30 ft of each other)
Tactical CustomizationTactical DroneDrone gains one tactical customization. (Special: Take up to 3 times)
Tactical Team-Upturret exocortex2 actions: turret Strikes, then you Strike (target off-guard against your Strike)

8th Level

FeatPrerequisitesDescription
Activate Targeting System1 action (Flourish): next attack ignores circumstance penalties and concealment flat checks
Refined ChassisTactical DroneDrone becomes graceful or burly companion
Cloaking FieldNew mod: 5-ft emanation of concealment from armor/exocortex
Expansive Arrayturret exocortexAdd 2 of: 2d8 mental, 2d8 poison, 2d8 vitality, or 2d8 void arrays. (Special: Take twice)
Gravitic Dampener1 action (Aura): turret/drone/mine creates 10-ft difficult terrain for Int mod rounds
Instant InstallInstall Upgrade as single action with custom rig
Transmutative CasingNew mod: damage counts as cold iron or silver (16th: +adamantine, aucturnite)

10th Level

FeatPrerequisitesDescription
Advanced CustomizationRefined ChassisDrone gains one advanced customization. (Special: Take up to 3 times)
Energy Expulsionturret (energy array)2 actions: Strike + 10-ft emanation or 15-ft cone damage (basic Reflex)
Flickering ShieldNew mod: armor grants 5 + Int mod temp HP, +Int mod HP/round for 1 minute
Proximity Alert Minesmine exocortexDeployed mine auto-detonates when creature enters/leaves burst area
Rocket Boostersdrone exocortexDrone gains fly 20 ft and Activate Thrusters (2 actions: Stride twice through enemies, 5d6 B, +1d6/2 levels)

12th Level

FeatPrerequisitesDescription
Deploy Bunkerdrone or turret1 action: create 5-ft-wide, 5-ft-high metal wall adjacent to drone/turret
Glitch PulseNew mod: Strikes cause glitching 3 for 1 round (tech creatures Fort save or glitching 3)
Healing Minesmine exocortexNew mod: mines heal instead of damage
Shockwave PulseNew mod: area save failure = knocked prone; single target = Fort save or prone
Spinning Bladesdrone exocortexDrone gains Spin to Win (2 actions: 20-ft emanation melee damage, basic Reflex, +1d6/2 levels)

14th Level

FeatPrerequisitesDescription
Advanced DroneAdvanced DroneDrone becomes advanced companion
Advanced Targeting SystemActivate Targeting System1/10 minutes: add fortune trait to affected attack roll
Convertible Chassisdrone exocortex1-hour activity to change chassis. Drone gains Mobile Reconfiguration (2 actions, Flourish)
Synchronized Advancedrone or turret2 actions: Synchronized Step/Stride + Reposition, then Strike and Take Cover if adjacent

16th Level

FeatPrerequisitesDescription
Self-Repairing Exocortexdrone or turretDrone or turret gains fast healing 5 (deactivates if takes electricity damage)
Superior CustomizationSuperior DroneDrone gains one superior customization. (Special: Take up to 3 times)
Terraforming MinesGravitic MinesAdd Gravity Field option: area becomes high/low/normal/zero gravity for 1 minute

18th Level

FeatPrerequisitesDescription
Elite DroneSuperior DroneDrone becomes specialized companion
Enduring ExocortexExocortex functions when you're at 0 HP/unconscious/dying (3 actions/round on your turn)
Permanent Mod10-minute activity: apply permanent mod to non-consumable item

20th Level

FeatPrerequisitesDescription
Auto LoopGain extra reaction each enemy turn for mechanic reactions
MultitaskerPermanently quickened (+1 action for Command drone, fire turret, or Detonate Mine)
Ultimate Dronedrone exocortexDrone gains true AI, free will, acts independently. Choose path: Bodyguard, Diplomat, Diva, Hacker, or Nurse

Robot Companions

Robot companions follow animal companion rules with modifications:

  • Gains construct, robot, and tech traits; loses animal trait
  • Immune to: bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal, paralyzed, poison, sickened, spirit, vitality, void
  • Weakness to electricity = half level (rounded up)
  • Size increases from advancement are optional
  • Begins with one commercial customization
  • Destroyed drone can be replaced with 1 week downtime (mechanics: daily preparations)

Drone Chassis Types

Agile Chassis

  • Size: Small or Medium
  • Melee: integrated blade (agile, finesse, versatile P), 1d6 slashing
  • Stats: Str +1, Dex +3, Con +2, Int –4, Wis +2, Cha –1
  • HP: 6 | Skill: Acrobatics | Senses: low-light vision
  • Speed: 40 ft, climb 20 ft
  • Support Benefit: Launch item/weapon 20 ft; you Interact to catch
  • Advanced Maneuver: Surgical Strike (2 actions: Stride + blade Strike, +1d6 precision if undetected, +2d6 at tactical/advanced)

Imitator Chassis

  • Size: Varies (matches chosen ancestry)
  • Melee: fist (agile, finesse), 1d4 bludgeoning
  • Stats: Str +2, Dex +2, Con +2, Int –4, Wis +2, Cha +1
  • HP: 4 | Skill: Deception | Senses: low-light vision
  • Speed: Matches chosen ancestry
  • Special: +2 circumstance to Deception DC to Impersonate chosen ancestry
  • Support Benefit: Target within first range increment becomes off-guard to your Strikes until next turn
  • Advanced Maneuver: Disturbing Display (1 action: Demoralize using Deception, visual not linguistic; target off-guard while frightened)

Powerful Chassis

  • Size: Medium or Large
  • Melee: hydraulic fist, 1d8 bludgeoning
  • Melee: serrated blade, 1d8 slashing
  • Stats: Str +3, Dex +1, Con +2, Int –4, Wis +2, Cha –1
  • HP: 8 | Skill: Athletics | Senses: low-light vision
  • Speed: 30 ft
  • Support Benefit: Your Strikes that damage threatened creatures deal 1d6 persistent bleed (2d6 at commercial/advanced)
  • Advanced Maneuver: Hydraulic Flipper (2 actions: melee Strike, auto-prone on hit)

Surveillance Chassis

  • Size: Small
  • Ranged: spark (range 30 ft), 1d4 electricity
  • Stats: Str +0, Dex +3, Con +1, Int –4, Wis +3, Cha +0
  • HP: 4 | Skill: Stealth | Senses: darkvision
  • Speed: 25 ft, fly 20 ft
  • Support Benefit: Adjacent creatures can't flank you or make you off-guard until end of next turn
  • Advanced Maneuver: Blinding Spotlight (2 actions, Light: target within 60 ft dazzled until end of next turn or Averts Gaze; Points Out if undetected)

Tank Chassis

  • Size: Medium or Large
  • Melee: battering ram (shove), 1d6 bludgeoning
  • Stats: Str +2, Dex +1, Con +3, Int –4, Wis +2, Cha –1
  • HP: 10 | Skill: Athletics | Senses: low-light vision
  • Speed: 20 ft
  • Support Benefit: +1 circumstance to next attack roll against foe in reach
  • Advanced Maneuver: Ram Slam (2 actions: Stride straight line + battering ram Strike, push 10 ft if moved 20+ ft and hit)

Customizations

Commercial Customizations

CustomizationEffect
Armored Plates+1 item bonus to AC (+2 if superior)
Artificial PersonalityCan attempt Charisma checks, speaks Common
Aquatic AdaptationWaterproof, swim 20 ft
CamerasYou can see through companion's sensors via comm unit
ClimberClimb 20 ft
FlierFly 20 ft
GroundedLoses electricity weakness
Integrated Weapon MountTrained in simple/martial weapons, 1 weapon mount (take twice for second)
Light MountsBright light 20 ft, dim light +20 ft (toggle as 1 action)
Linguistic UploadSpeaks 2 additional languages (requires Artificial Personality or Sapient)
Manual DexterityUse up to 2 limbs as hands for manipulate actions
Nightvision SensorsDarkvision
Olfactory ReceptorsScent (imprecise) 30 ft
Skill ModuleTrained in chosen skill (repeatable, different skills)
SpeakersYou can speak through companion
Upgrade SlotGains 1 armor upgrade slot

Tactical Customizations (Mature+)

CustomizationEffect
Assistant+1 circumstance to shared trained skill if companion within reach
Biotech Healing CircuitNo longer immune to healing
BurrowerBurrow 20 ft
EcholocationHearing as precise sense 30 ft
Expertise ModuleExpert in trained skill
Emergency RebootFree action when reduced to 0 HP: 1 HP, immune to damage for 1 minute, can't act
Hardened Chassis+2 HP per level
High SpeedOne Speed increases to 40 ft
NetworkIntegrated hacking kit, connect to adjacent computer as 1 action
Share ChargeCan power battery-requiring items from own reserves

Advanced Customizations (Burly/Graceful+)

CustomizationEffect
Emergency Repair1 action: heal level HP (superior: 2× level) every 10 minutes
Maneuver Module+1 circumstance to 2 of: Disarm, Grapple, Reposition, Shove, Trip (superior: +2)
Neural Upload1 action: control companion directly for 1 minute (lose own senses)
Optimized AvoidanceNo damage on save success for chosen save type (repeatable)
Recharge1 action: recharge touched battery (clumsy 1 for 1 round)
Resistant PanelsResistance = half level to chosen damage type (repeatable)
SapientNot immune to mental/spirit, Int +0, can attempt Int/Cha actions, speaks Common

Superior Customizations (Specialized+)

CustomizationEffect
Agility OptimizationMovement doesn't trigger reactions, Acrobatics expert (or master)
CamouflageCan Sneak in chosen biome even if observed, Stealth expert (or master)
Glow UpDiplomacy expert (or master), Cha +3 (requires Artificial Personality or Sapient)
Speedster+10-foot status bonus to all Speeds

Technomancer Class

You know that magic and technology are all part of the same code—a code you've learned to hack. You're versed in a magical programming language that allows you to overclock your equipment into higher performance and versatility. You've learned to jailbreak your spells, pushing your magic past the limits.

Key Statistics

AttributeValue
Key AttributeIntelligence
Hit Points6 + Constitution modifier per level
PerceptionTrained
FortitudeTrained
ReflexTrained
WillExpert
SkillsArcana, Computers, + 1 + Int mod additional
AttacksTrained in simple, unarmed
DefensesTrained in light armor, unarmored
SpellsTrained in spell attack and spell DC
Class DCTrained in technomancer class DC

Technomancer Class Features

Technomancer Spellcasting

Arcane prepared spellcaster. At 1st level: 2 first-rank spells + 5 cantrips prepared daily.

Spell Database: Contains 10 arcane cantrips + 5 first-rank arcane spells + 1 first-rank spell from programming language. Add 2 spells per level + 1 spell from programming language when gaining new spell ranks.

Programming Language

Choose a programming language that determines:

  • Bonus spellshape feat at 1st level
  • Initial magic hack (focus spell)
  • Spell cache spells
  • Overclock boost
  • Jailbreak spellshape bonus

Spell Cache

Programming language grants bonus spells automatically added to spell database and cache. Can Download Spell to replace prepared spell with cached spell.

DOWNLOAD SPELL

  • Traits: Concentrate, Technomancer
  • Frequency: Once every 10 minutes

Overwrite one prepared non-cantrip spell with a spell from your spell cache of the same rank or lower.

Magic Hacks (Focus Spells)

Start with 1 Focus Point and initial magic hack from programming language. Refocus by scrolling spell database or arcane research.

Overclock Gear

OVERCLOCK GEAR

  • Traits: Concentrate, Technomancer
  • Requirements: Most recent action was to cast a non-cantrip spell.

One item you hold, wield, or wear (or tech minion you command) becomes overclocked for 1 minute. Only one overclocked item at a time. Gain programming language's overclock boost while item is overclocked.

Jailbreak Spell (3rd Level)

JAILBREAK SPELL

  • Traits: Concentrate, Spellshape, Technomancer
  • Requirements: Your gear is overclocked.

Apply a technomancer spellshape to next spell without extra action. Can apply jailbroken benefits. Gear is no longer overclocked after casting.

Technomancer Spells Per Day

LevelCantrips1st2nd3rd4th5th6th7th8th9th10th
152
253
3532
4533
55332
65333
753332
853333
9533332
10533333
115333332
125333333
1353333332
1453333333
15533333332
16533333333
175333333332
185333333333
1953333333331*
2053333333331*

*Administrator privileges grants 10th-rank slot.

Programming Languages

DPS++

Premier programming language for weapons. Responsible for universal weapon upgrade compatibility.

Spell Cache:

  • 1st: supercharge weapon
  • 2nd: caustic conversion
  • 3rd: electrotether
  • 4th: hydraulic torrent
  • 5th: impaling spike
  • 6th: disintegrate
  • 7th: true target
  • 8th: arctic rift
  • 9th: implosion

Magic Hacks: thermoelectric phase change (initial), virtualized data transmission (advanced), overclock brain (greater)

Spellshape: Signal Boost

Overclock Boost (weapon): Reduce cover bonus to AC by half spell rank (min 1). Reduce range penalties by 1. Circumstance bonus to weapon damage = spell rank. If spell dealt damage, bonus damage uses spell's damage type.

Jailbreak Spellshape: When using Signal Boost on damaging spell, +item bonus to damage = base weapon die to one target. No other modifiers apply.

FORTRUN

AbadarCorp standard for heat sinks and armor. Simple, elegant code designed to minimize life-threatening errors.

Spell Cache:

  • 1st: protection
  • 2nd: resist energy
  • 3rd: haste
  • 4th: unfettered movement
  • 5th: scouting eye
  • 6th: repulsion
  • 7th: energy aegis
  • 8th: gravity field
  • 9th: foresight

Magic Hacks: energy sink (initial), active defense firewall (advanced), overclock armor (greater)

Spellshape: Denial of Safety

Overclock Boost (armor): +1 circumstance bonus to AC until start of next turn. Hostile creatures touching or damaging you with unarmed/non-reach melee weapon take force damage = spell rank (or spell's damage type if applicable).

Jailbreak Spellshape: When using Denial of Safety on damaging spell, move 1 square/spell rank before spell takes effect (forced movement, no reactions).

ServoShell

Originally developed by university student for coffee-serving minibot. Maximizes compatibility between different software systems.

Spell Cache:

  • 1st: summon robot
  • 2nd: illusory creature
  • 3rd: discharge
  • 4th: speak with computers
  • 5th: control machine
  • 6th: dominate
  • 7th: wall of steel
  • 8th: phantasmal fleet
  • 9th: telekinetic tantrum

Magic Hacks: signal relay (initial), spell transfer protocol (advanced), overclock minion (greater)

Spellshape: Incognito Spell

Overclock Boost (minion): When you Command overclocked minion, also Sustain a spell as free action.

Jailbreak Spellshape: When using Incognito Spell, spell manifests from minion's space instead. If touch range, minion can deliver. If Demoralizing, choose creature in range of minion.

Viper

Originally developed by Aspis Consortium engineers for hybrid items. Implemented as high-level, general purpose programming language.

Spell Cache:

  • 1st: delete
  • 2nd: translate
  • 3rd: locate
  • 4th: creation
  • 5th: truespeech
  • 6th: truesight
  • 7th: contingency
  • 8th: pinpoint
  • 9th: foresight

Magic Hacks: dynamic frequency scaling (initial), log spell execution (advanced), overclock lattice (greater)

Spellshape: Spell Circuit

Overclock Boost (spell gem or spell chip): Cast spell from other tradition items as arcane spells using your spell DC and attack rolls.

Jailbreak Spellshape: When using Spell Circuit from spell gem, draw item as free action and treat as electromag grenade (level ≤ spell gem level) until end of next turn. If spell dealt damage, grenade uses that damage type.

Magic Hacks

DPS++ Magic Hacks

Thermoelectric Phase Change ◆ (Focus 1)

  • Traits: Uncommon, Concentrate, Focus, Spellshape, Technomancer

If next action is to Cast a Spell with elemental trait and one damage type (no duration), replace trait and damage: air (elec/sonic), earth (B/P), metal (acid/slashing), fire (fire), water (cold), wood (poison).

Jailbreak: Critical failure or critical hit causes 1d6 persistent damage of chosen type.

Virtualized Data Transmission ◆ (Focus 3)

  • Traits: Uncommon, Concentrate, Focus, Spellshape, Technomancer, Teleportation
  • Requirements: Wielding tech ranged weapon.

If next action is to Cast a Spell with range and area, teleport to open space within spell's area (before or after effect).

Jailbreak: If single-target spell, teleport to any open space within range.

Overclock Brain ◆ (Focus 5)

  • Traits: Uncommon, Concentrate, Focus, Technomancer
  • Duration: 1 minute

Gain quickened condition. Extra action each round to Strike.

FORTRUN Magic Hacks

Energy Sink ◆ (Focus 1)

  • Traits: Uncommon, Concentrate, Focus, Spellshape, Technomancer

If next action is to Cast a Spell dealing energy damage, gain resistance = 2× spell rank to chosen energy type for 1 minute.

Jailbreak: Gain resistance to all energy damage = 2× spell rank.

Active Defense Firewall ◆ (Focus 3)

  • Traits: Uncommon, Concentrate, Focus, Spellshape, Technomancer
  • Duration: Until next daily preparations

If next action is to Cast a hostile single-target Spell, store in armor instead. When touched/damaged by unarmed/non-reach melee weapon, cast as reaction targeting triggering creature (off-guard). Can Dismiss to recover spell slot (not spell).

Overclock Armor ◆ (Focus 5)

  • Traits: Uncommon, Concentrate, Focus, Technomancer
  • Duration: 1 minute

Create shimmering energy functioning as superior force field. Then immune to overclock armor for 10 minutes.

Heightened (7th): Elite force field. Heightened (9th): Ultimate force field.

ServoShell Magic Hacks

Signal Relay ◆ (Focus 1)

  • Traits: Uncommon, Concentrate, Focus, Spellshape, Technomancer
  • Requirements: Line of effect to controlled tech minion.

If next action is to Cast a self-only Spell, affects minion instead.

Jailbreak: With harmless spell, affects minion in addition to original target.

Hardlight Simulacrum ⟡ (Focus 3)

  • Traits: Uncommon, Concentrate, Focus, Spellshape, Technomancer

If next action is to Cast summon Spell, summon hardlight simulacrum instead. Gains construct and tech traits, resistance = level to physical (except ghost killer), construct immunities; loses abilities/spells with those traits.

Jailbreak: Overclock Gear summoned creature as free action immediately.

Overclock Minion ◆ (Focus 5)

  • Traits: Uncommon, Concentrate, Focus, Technomancer
  • Range: 120 feet
  • Target: 1 controlled minion
  • Duration: 1 minute

Target gains quickened. Extra action each round for Stride or Strike only.

Viper Magic Hacks

Dynamic Frequency Scaling ◆ (Focus 1)

  • Traits: Uncommon, Concentrate, Focus, Spellshape, Technomancer

If next action is to Cast Spell from spell gem, gem becomes temporary item lasting until used again or daily preparations. If used from already-used gem today, it is destroyed.

Jailbreak: Gem only becomes broken on critical failure.

Log Spell Execution ◆ (Focus 3)

  • Traits: Uncommon, Concentrate, Focus, Spellshape, Technomancer

If next action is to Cast Spell from spell chip/gem, add to spell cache until Download Spell or next log spell execution. Only arcane list spells.

Jailbreak: Can log any tradition spell as arcane (requires Overclock Gear viper effect or Trick Magic Item success).

Overclock Lattice ◆ (Focus 5)

  • Traits: Uncommon, Concentrate, Focus, Spellshape, Technomancer
  • Duration: 1 minute

When casting from spell chip/gem, heighten up to 2 ranks lower than highest slot.

Jailbreak: Heighten up to same rank as overclocking spell.

Other Magic Hacks

Liminal Hyperlink ◆◆ (Focus 5)

  • Traits: Uncommon, Concentrate, Manipulate, Technomancer, Teleportation
  • Range: 100 feet
  • Duration: 1 round (Sustained up to 1 minute)

Create two hyperlinks in unoccupied squares ≥15 feet apart. Creatures entering one emerge adjacent to the other.

Speedrun ◆ (Focus 9)

  • Traits: Uncommon, Concentrate, Technomancer
  • Duration: 1 round

Gain resistance 10 to all damage (except force), cosmic and incorporeal traits. Phase through walls, move through air. Can extend 1 round by ending overclock.

Technomancer Feats

1st Level

FeatDescription
CounterspellExpend prepared spell to counter same spell being cast
Denial of SafetySpellshape: +5 ft burst radius, +5-10 ft cone/line length. Jailbreak: additional +5-10 ft
Incognito SpellSpellshape: spell gains subtle trait. Jailbreak: Demoralize using Arcana
Programming ProdigyGain Magical Shorthand. Critical failure to Learn a Spell becomes failure
Signal BoostSpellshape: +30 ft range (touch becomes 30 ft). Jailbreak: +60 ft range
Spell CircuitSpellshape: Cast from spell chip/gem without holding. Jailbreak: pick different gem to consume

2nd Level

FeatPrerequisitesDescription
Ammo Infector VirusCombat HackStrike with ranged weapon; on hit, attempt Combat Hack
Cantrip ExpansionPrepare 2 additional cantrips daily
Gear AuthenticationLock item during daily prep; teleport to you with Access Remote Gear (1 action)
Safemode SpellSpellshape: damaging spell gains nonlethal. Jailbreak: becomes illusion with mental damage (Will save)

4th Level

FeatPrerequisitesDescription
AlakablamDPS++ or ViperAfter casting from gem/chip, Reload weapon with consumed item and Overclock Gear. Spell damage type applies
Delete Root Accessdelete in spell databaseSpellshape: delete targets construct/tech creature. Failure = minion 1 min, critical failure = 1 hour
Double SpellshapeSpellshape: Jailbreak to apply another spellshape without its jailbreak
Overclock Focus1/day after non-jailbroken non-cantrip spell while overclocked: regain 1 Focus Point
Spell Protection ProtocolFORTRUN or ServoShell5-ft aura: +1 status to saves vs magic (+3 vs your spells). Sustain up to 3 rounds

6th Level

FeatPrerequisitesDescription
Advanced Magic HackLearn advanced magic hack of your programming language
Booming BootloaderSpellshape: summon creatures deal 1d4 sonic/spell rank in 10-ft emanation. Jailbreak: 1 creature frightened 1 (2 on crit fail)
Hardlight IllusionSpellshape: illusion can't be disbelieved by touch/damage. Jailbreak: mental damage becomes appropriate type
Overclock Spell Database1/day after non-jailbroken non-cantrip spell while overclocked: cast from cache without slot within 1 minute
Pirate SpellCounterspellAdd countered spell to temporary spell cache
White Hat HackWhile overclocked, reduce glitching by half spell rank on targets within 100 ft × spell rank. Fortune effect on glitching recovery

8th Level

FeatPrerequisitesDescription
Backup Spell ◆-◆◆◆1/hour: regain expended slot (≥2 ranks lower), cast cached spell. Stupefied 3 and tech glitching 3 until end of next turn. Jailbreak: no glitching
Cross Platform ApplicationLearn initial magic hack of different programming language
Grenade SpellSpellshape: install burst/Reflex spell into held grenade. Jailbreak: any spell; use spell DC for grenade
Spell LibraryDuring daily prep, add 1 spell of each known rank to spell cache
Split TunnelingSpellshape: single-target attack spell affects second target (half damage, no secondary effects). Jailbreak: if primary fails, secondary becomes primary

10th Level

FeatPrerequisitesDescription
Compressed Casting1/day: cantrip or spell ≥2 ranks lower costs 1 fewer action (min 1). Jailbreak with Double Spellshape: both jailbreak benefits
Double JailbreakDouble Spellshape1/10 min spellshape: Jailbreak to apply another spellshape with its jailbreak
Greater Magic HackLearn greater magic hack of your programming language
Overvolt ResistorSpellshape: spell ignores resistance = level to acid/cold/elec/fire/sonic. Jailbreak: deal level damage even through immunity
Soft Reboot1/hour when Jailbreak ends overclock: gear becomes overclocked again

12th Level

FeatPrerequisitesDescription
Advanced Cross Platform ApplicationAdvanced Magic Hack, Cross Platform Application, Greater Magic HackLearn advanced magic hack of Cross Platform language
Clever CounterspellCounterspell, Quick RecognitionCounterspell any spell in your database (expend spell with shared trait)
Liminal HyperlinkGain liminal hyperlink magic hack
Reactive Firewall1/hour while overclocked: attacker rerolls attack, takes lower (misfortune)

14th Level

FeatPrerequisitesDescription
Debug SpellSpellshape: damage dice results <2 become 2. Jailbreak: <3 become 3
Reflect SpellCounterspellCountered spell reflects back on caster (single target, even if area)
Sleep Mode1/day on initiative: gear becomes overclocked
Tashtari ClusterCan have 2 overclocked items; choose which ends on Jailbreak

16th Level

FeatPrerequisitesDescription
Master Code CrackerDouble JailbreakDouble Jailbreak applies both jailbreak benefits
Quine RelayAt turn start: Sustain a Spell
Shatter SpellSpellshape: dispel magic on success deals 1d4 × counteract rank force damage (basic Reflex). Jailbreak: all creatures in area or 1d6 × rank
Spellshape Modder1/10 min at turn start: gain spellshape feat ≤ half level (no jailbreak)

18th Level

FeatPrerequisitesDescription
SpeedrunGain speedrun magic hack
Sudo SpellSpellshape: 4th-rank or lower spell with no duration echoes; cast again before end of next turn without slot. Jailbreak: 5th-rank or lower
Vigilant AdministratorRecognize Spell, CounterspellExtra reaction each round for Counterspell only

20th Level

FeatPrerequisitesDescription
Auto SpellshapeSpellshape actions become free actions
God Mode1/10 min: use up to 3 spellshape feats as free actions. Can add 4th with Jailbreak (max 2 jailbreak benefits)
Root Accessadministrator privilegesGain additional 10th-rank spell slot

Equipment

Electromag Grenades

Electromag Grenade (Item 0+)

  • Traits: Consumable, Electricity, Grenade, Tech
  • Usage: held in 1 hand
  • Bulk: L
  • Activate: ◆ Area Fire

These grenades discharge a shocking field that deals electricity damage with a basic Reflex save. Tech creatures and unattended tech items that critically fail become glitching.

GradeLevelPriceBurstDamageCritical
Commercial01 gp5 ft1d8glitching 1
Tactical28 gp10 ft2d8glitching 1
Advanced412 gp10 ft3d8glitching 1
Superior10150 gp15 ft8d8glitching 1
Elite12300 gp15 ft10d8glitching 2
Ultimate161,300 gp20 ft12d8glitching 2
Paragon195,000 gp20 ft14d8glitching 3

Key Terms

Flourish

Actions with this trait require too much exertion to perform frequently. You can only use 1 action with the flourish trait per turn.

Mod

Actions with this trait are special customizations that change how items work. You use the Modify action to apply mods. This action has the manipulate trait.

Overclock Gear

Overclocked Gear benefits from a special bonus based on your programming language.

Jailbreak

You can apply the additional jailbreak effects of the spellshape feat chosen when you use Jailbreak Spell. This is always optional and might not apply to every spell compatible with that spellshape.

Spellshape

Actions with the spellshape trait tweak your spell properties. You must use a spellshape action directly before Casting the Spell you want to alter. If you use any action other than Cast a Spell directly after, you waste the benefits.

Hover

Some creatures have a land Speed that represents hovering within 5 feet of a solid surface. Hovering creatures don't count as flying but might avoid certain terrain at GM discretion.

Untethered

You're in zero gravity without movement means. Can't take move actions unless they work in your environment. At turn end, move 5 feet in last direction moved. Use Push Off action to change direction.

Push Off ◆ (Move)

  • Requirements: One hand/leg free, untethered.

Use object/creature of same size or larger as leverage. Float up to half Speed in chosen direction. Can Push Off as free action after successful melee Strike or Shove.


Gravity Types

High Gravity

  • Bulk doubled, carry half as much
  • Move at half Speed, jump half as high/far
  • Physical ranged attacks impossible beyond 3rd range increment
  • Fall damage = distance fallen

Low Gravity

  • Bulk halved, carry twice as much
  • Jump twice as high/far
  • Physical ranged attacks possible up to 12th range increment
  • No damage for first 10 ft of fall, then 1/4 remaining distance

Normal Gravity

Standard Earthlike gravity conditions.

Zero Gravity

Creatures float unless they can propel themselves. Creatures without movement are untethered.


Implementation Notes

Module Source Tag

All items from this playtest should use the playtest source tag to distinguish from final SF2E release content.

Website Categories

  • Feats: mechanic class feats, technomancer class feats
  • Class Features: mechanic features, technomancer features, magic hacks
  • Equipment: electromag grenades
  • Companions: drone chassis, customizations

Compendium Packs

  • playtest-feats - All mechanic and technomancer feats
  • playtest-class-features - Class features and magic hacks
  • playtest-equipment - Electromag grenades and related items

Source: Starfinder Tech Class Playtest © 2025 Paizo Inc.Authors: Jessica Catalan, Jenny Jarzabski, Mike Kimmel, Dustin Knight