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
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
| Attribute | Value |
|---|---|
| Key Attribute | Intelligence |
| Hit Points | 8 + Constitution modifier per level |
| Perception | Expert |
| Fortitude | Expert |
| Reflex | Expert |
| Will | Trained |
| Skills | Computers, Crafting, + 2 + Int mod additional |
| Attacks | Trained in simple, martial, unarmed |
| Defenses | Trained in light armor, medium armor, unarmored |
| Class DC | Trained 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:
| Mod | Requirements | Effect |
|---|---|---|
| Big Boom | grenade or area weapon | Increase radius by 5 ft (burst), area by 5 ft (cone), or 10 ft (line) |
| Bunker Buster | grenade or weapon | Bypasses 5 Hardness, or 5 + razing value if it has razing |
| Incapacitant | grenade or weapon | Gains nonlethal trait |
| Magnetic Levitators | armor | Base land Speed gains hover |
| Long-Range Propulsors | grenade or ranged weapon | +10 ft range (grenade) or +30 ft range increment (ranged weapon) |
| Troubleshoot | item, drone, or turret | Reduce 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:
| Mod | Effect |
|---|---|
| Desperate Repair | Drone 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:
| Mod | Effect |
|---|---|
| Smart Mine | Select 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:
| Array | Damage | Range | Traits | Group |
|---|---|---|---|---|
| Chaingun | 1d8 P | 90 ft | analog | projectile |
| Disintegrator | 1d8 acid | 60 ft | tech | corrosive |
| Laser Beam | 1d8 fire | 60 ft | tech | laser |
| Thunderclap | 1d8 sonic | 60 ft | tech | sonic |
| Volt Thrower | 1d8 elec | 60 ft | tech | shock |
| Zero Emitter | 1d8 cold | 60 ft | tech | cryo |
Turret-Specific Mods:
| Mod | Effect |
|---|---|
| Pinpoint Shot | +Int modifier to turret damage |
| Shift Array | Change turret's selected array |
Mechanic Advancement
| Level | Class Features |
|---|---|
| 1 | Ancestry/background, attribute boosts, initial proficiencies, custom rig, modify, exocortex, mechanic feat |
| 2 | Mechanic feat, skill feat |
| 3 | General feat, mechanic's ingenuity, mobile exocortex, skill increase, will expertise |
| 4 | Mechanic feat, skill feat |
| 5 | Attribute boosts, ancestry feat, damage customizations, mechanic weapon expertise, skill increase |
| 6 | Mechanic feat, skill feat |
| 7 | General feat, mechanic's ingenuity, mechanic's reflexes, skill increase, weapon specialization |
| 8 | Mechanic feat, skill feat |
| 9 | Ancestry feat, mechanical expertise, remote mods, skill increase |
| 10 | Attribute boosts, mechanic feat, skill feat |
| 11 | General feat, medium armor expertise, perception mastery, skill increase |
| 12 | Mechanic feat, skill feat |
| 13 | Ancestry feat, enduring mods, impressive endurance, mechanic weapon mastery, skill increase |
| 14 | Mechanic feat, skill feat |
| 15 | Attribute boosts, general feat, greater weapon specialization, manifold mods, mechanic's ingenuity, skill increase |
| 16 | Mechanic feat, skill feat |
| 17 | Ancestry feat, critical eye, mechanical mastery, skill increase |
| 18 | Mechanic feat, skill feat |
| 19 | General feat, instant mods, medium armor mastery, skill increase |
| 20 | Attribute 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
| Feat | Prerequisites | Description |
|---|---|---|
| Commercial Customization | drone exocortex | Drone gains one commercial customization. (Special: Take up to 3 times) |
| Critical Explosion | mine exocortex | Add Int mod to mine damage. Critical failure causes persistent damage = Int mod |
| Explosive Shot | — | New mod: non-area weapon deals 1 splash damage per weapon die |
| High Voltage | drone exocortex | Drone gains Electrical Discharge (1d6 elec in 15-ft cone or 30-ft line, +1d6/2 levels) |
| High-Tech Medic | — | Store 3 healing items in custom rig. New mods: Concentrated Dosage, Healbot |
| Multidisciplinary Mechanic | — | Choose biotech (Nature), magitech (Arcana), or necrotech (Religion). Gain skill training and Additional Lore |
| Shielded Turret | turret exocortex | Turret provides cover (greater with Take Cover) |
2nd Level
| Feat | Prerequisites | Description |
|---|---|---|
| Area Denial Turret | turret exocortex | 2 actions: turret gains area (cone) or (line), range halved |
| Biometric Assessor | — | New mod: Recall Knowledge as free action on hit with +1 circumstance bonus |
| Coordinated Fire | drone or turret | 2 actions: you and exocortex Strike same target, combine damage on double hit |
| Hunker Down | — | 2 actions: Stride, Take Cover, then Detonate/Strike/drone Strike |
| Instant Deployment | — | Reaction on initiative: drone Strides or Deploy Mine/Turret |
| Mobile Deployment | mine or turret | 2 actions: Stride twice, Deploy Mine/Turret at any point |
| Modify Drone | — | Apply mods to drone as if weapon |
| Remote Operation | — | Use hacking toolkit to Drive vehicle remotely within 30 ft |
4th Level
| Feat | Prerequisites | Description |
|---|---|---|
| Adaptive Camouflage | — | New mod: armor wearer can Hide/Sneak without cover/concealment |
| Concentrated Explosion | — | New mod: grenade area halved but +1 damage die |
| Double Detonation | mine exocortex | 1 action, 1/round: Detonate Mine twice, combine damage |
| Gravitic Mines | mine exocortex | Choose Black Hole (pull 5 ft) or Big Bang (push 5 ft) when deploying |
| Self-Destruct | turret exocortex | 2 actions: turret explodes in 20-ft emanation (1d6 P + 1d6 fire, +1d6 P/2 levels) |
| Tactical Drone | drone exocortex | Drone becomes mature companion. Can use 1 action even without Command |
6th Level
| Feat | Prerequisites | Description |
|---|---|---|
| Auto-Target | drone or turret | Reaction: drone/turret Strikes creature using move action (doesn't count toward MAP) |
| Cloaking Companion | drone or turret | 1 action: drone/turret gains concealment until next turn (+8: lasts 1 minute) |
| Defensive Programming | drone exocortex | Drone gains Covering Posture (adjacent allies gain lesser cover) |
| Double Deployment | mine exocortex | 1 action: Deploy Mine twice (both within 30 ft of each other) |
| Tactical Customization | Tactical Drone | Drone gains one tactical customization. (Special: Take up to 3 times) |
| Tactical Team-Up | turret exocortex | 2 actions: turret Strikes, then you Strike (target off-guard against your Strike) |
8th Level
| Feat | Prerequisites | Description |
|---|---|---|
| Activate Targeting System | — | 1 action (Flourish): next attack ignores circumstance penalties and concealment flat checks |
| Refined Chassis | Tactical Drone | Drone becomes graceful or burly companion |
| Cloaking Field | — | New mod: 5-ft emanation of concealment from armor/exocortex |
| Expansive Array | turret exocortex | Add 2 of: 2d8 mental, 2d8 poison, 2d8 vitality, or 2d8 void arrays. (Special: Take twice) |
| Gravitic Dampener | — | 1 action (Aura): turret/drone/mine creates 10-ft difficult terrain for Int mod rounds |
| Instant Install | — | Install Upgrade as single action with custom rig |
| Transmutative Casing | — | New mod: damage counts as cold iron or silver (16th: +adamantine, aucturnite) |
10th Level
| Feat | Prerequisites | Description |
|---|---|---|
| Advanced Customization | Refined Chassis | Drone gains one advanced customization. (Special: Take up to 3 times) |
| Energy Expulsion | turret (energy array) | 2 actions: Strike + 10-ft emanation or 15-ft cone damage (basic Reflex) |
| Flickering Shield | — | New mod: armor grants 5 + Int mod temp HP, +Int mod HP/round for 1 minute |
| Proximity Alert Mines | mine exocortex | Deployed mine auto-detonates when creature enters/leaves burst area |
| Rocket Boosters | drone exocortex | Drone gains fly 20 ft and Activate Thrusters (2 actions: Stride twice through enemies, 5d6 B, +1d6/2 levels) |
12th Level
| Feat | Prerequisites | Description |
|---|---|---|
| Deploy Bunker | drone or turret | 1 action: create 5-ft-wide, 5-ft-high metal wall adjacent to drone/turret |
| Glitch Pulse | — | New mod: Strikes cause glitching 3 for 1 round (tech creatures Fort save or glitching 3) |
| Healing Mines | mine exocortex | New mod: mines heal instead of damage |
| Shockwave Pulse | — | New mod: area save failure = knocked prone; single target = Fort save or prone |
| Spinning Blades | drone exocortex | Drone gains Spin to Win (2 actions: 20-ft emanation melee damage, basic Reflex, +1d6/2 levels) |
14th Level
| Feat | Prerequisites | Description |
|---|---|---|
| Advanced Drone | Advanced Drone | Drone becomes advanced companion |
| Advanced Targeting System | Activate Targeting System | 1/10 minutes: add fortune trait to affected attack roll |
| Convertible Chassis | drone exocortex | 1-hour activity to change chassis. Drone gains Mobile Reconfiguration (2 actions, Flourish) |
| Synchronized Advance | drone or turret | 2 actions: Synchronized Step/Stride + Reposition, then Strike and Take Cover if adjacent |
16th Level
| Feat | Prerequisites | Description |
|---|---|---|
| Self-Repairing Exocortex | drone or turret | Drone or turret gains fast healing 5 (deactivates if takes electricity damage) |
| Superior Customization | Superior Drone | Drone gains one superior customization. (Special: Take up to 3 times) |
| Terraforming Mines | Gravitic Mines | Add Gravity Field option: area becomes high/low/normal/zero gravity for 1 minute |
18th Level
| Feat | Prerequisites | Description |
|---|---|---|
| Elite Drone | Superior Drone | Drone becomes specialized companion |
| Enduring Exocortex | — | Exocortex functions when you're at 0 HP/unconscious/dying (3 actions/round on your turn) |
| Permanent Mod | — | 10-minute activity: apply permanent mod to non-consumable item |
20th Level
| Feat | Prerequisites | Description |
|---|---|---|
| Auto Loop | — | Gain extra reaction each enemy turn for mechanic reactions |
| Multitasker | — | Permanently quickened (+1 action for Command drone, fire turret, or Detonate Mine) |
| Ultimate Drone | drone exocortex | Drone 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
| Customization | Effect |
|---|---|
| Armored Plates | +1 item bonus to AC (+2 if superior) |
| Artificial Personality | Can attempt Charisma checks, speaks Common |
| Aquatic Adaptation | Waterproof, swim 20 ft |
| Cameras | You can see through companion's sensors via comm unit |
| Climber | Climb 20 ft |
| Flier | Fly 20 ft |
| Grounded | Loses electricity weakness |
| Integrated Weapon Mount | Trained in simple/martial weapons, 1 weapon mount (take twice for second) |
| Light Mounts | Bright light 20 ft, dim light +20 ft (toggle as 1 action) |
| Linguistic Upload | Speaks 2 additional languages (requires Artificial Personality or Sapient) |
| Manual Dexterity | Use up to 2 limbs as hands for manipulate actions |
| Nightvision Sensors | Darkvision |
| Olfactory Receptors | Scent (imprecise) 30 ft |
| Skill Module | Trained in chosen skill (repeatable, different skills) |
| Speakers | You can speak through companion |
| Upgrade Slot | Gains 1 armor upgrade slot |
Tactical Customizations (Mature+)
| Customization | Effect |
|---|---|
| Assistant | +1 circumstance to shared trained skill if companion within reach |
| Biotech Healing Circuit | No longer immune to healing |
| Burrower | Burrow 20 ft |
| Echolocation | Hearing as precise sense 30 ft |
| Expertise Module | Expert in trained skill |
| Emergency Reboot | Free action when reduced to 0 HP: 1 HP, immune to damage for 1 minute, can't act |
| Hardened Chassis | +2 HP per level |
| High Speed | One Speed increases to 40 ft |
| Network | Integrated hacking kit, connect to adjacent computer as 1 action |
| Share Charge | Can power battery-requiring items from own reserves |
Advanced Customizations (Burly/Graceful+)
| Customization | Effect |
|---|---|
| Emergency Repair | 1 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 Upload | 1 action: control companion directly for 1 minute (lose own senses) |
| Optimized Avoidance | No damage on save success for chosen save type (repeatable) |
| Recharge | 1 action: recharge touched battery (clumsy 1 for 1 round) |
| Resistant Panels | Resistance = half level to chosen damage type (repeatable) |
| Sapient | Not immune to mental/spirit, Int +0, can attempt Int/Cha actions, speaks Common |
Superior Customizations (Specialized+)
| Customization | Effect |
|---|---|
| Agility Optimization | Movement doesn't trigger reactions, Acrobatics expert (or master) |
| Camouflage | Can Sneak in chosen biome even if observed, Stealth expert (or master) |
| Glow Up | Diplomacy 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
| Attribute | Value |
|---|---|
| Key Attribute | Intelligence |
| Hit Points | 6 + Constitution modifier per level |
| Perception | Trained |
| Fortitude | Trained |
| Reflex | Trained |
| Will | Expert |
| Skills | Arcana, Computers, + 1 + Int mod additional |
| Attacks | Trained in simple, unarmed |
| Defenses | Trained in light armor, unarmored |
| Spells | Trained in spell attack and spell DC |
| Class DC | Trained 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
| Level | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 5 | 2 | — | — | — | — | — | — | — | — | — |
| 2 | 5 | 3 | — | — | — | — | — | — | — | — | — |
| 3 | 5 | 3 | 2 | — | — | — | — | — | — | — | — |
| 4 | 5 | 3 | 3 | — | — | — | — | — | — | — | — |
| 5 | 5 | 3 | 3 | 2 | — | — | — | — | — | — | — |
| 6 | 5 | 3 | 3 | 3 | — | — | — | — | — | — | — |
| 7 | 5 | 3 | 3 | 3 | 2 | — | — | — | — | — | — |
| 8 | 5 | 3 | 3 | 3 | 3 | — | — | — | — | — | — |
| 9 | 5 | 3 | 3 | 3 | 3 | 2 | — | — | — | — | — |
| 10 | 5 | 3 | 3 | 3 | 3 | 3 | — | — | — | — | — |
| 11 | 5 | 3 | 3 | 3 | 3 | 3 | 2 | — | — | — | — |
| 12 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | — | — | — | — |
| 13 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | — | — | — |
| 14 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | — | — | — |
| 15 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | — | — |
| 16 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | — | — |
| 17 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | — |
| 18 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | — |
| 19 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 1* |
| 20 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 1* |
*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
| Feat | Description |
|---|---|
| Counterspell ⟳ | Expend prepared spell to counter same spell being cast |
| Denial of Safety ◆ | Spellshape: +5 ft burst radius, +5-10 ft cone/line length. Jailbreak: additional +5-10 ft |
| Incognito Spell ◆ | Spellshape: spell gains subtle trait. Jailbreak: Demoralize using Arcana |
| Programming Prodigy | Gain Magical Shorthand. Critical failure to Learn a Spell becomes failure |
| Signal Boost ◆ | Spellshape: +30 ft range (touch becomes 30 ft). Jailbreak: +60 ft range |
| Spell Circuit ◆ | Spellshape: Cast from spell chip/gem without holding. Jailbreak: pick different gem to consume |
2nd Level
| Feat | Prerequisites | Description |
|---|---|---|
| Ammo Infector Virus ◆ | Combat Hack | Strike with ranged weapon; on hit, attempt Combat Hack |
| Cantrip Expansion | — | Prepare 2 additional cantrips daily |
| Gear Authentication | — | Lock item during daily prep; teleport to you with Access Remote Gear (1 action) |
| Safemode Spell ◆ | — | Spellshape: damaging spell gains nonlethal. Jailbreak: becomes illusion with mental damage (Will save) |
4th Level
| Feat | Prerequisites | Description |
|---|---|---|
| Alakablam ◆ | DPS++ or Viper | After casting from gem/chip, Reload weapon with consumed item and Overclock Gear. Spell damage type applies |
| Delete Root Access ◆ | delete in spell database | Spellshape: delete targets construct/tech creature. Failure = minion 1 min, critical failure = 1 hour |
| Double Spellshape ◆ | — | Spellshape: Jailbreak to apply another spellshape without its jailbreak |
| Overclock Focus ⟳ | — | 1/day after non-jailbroken non-cantrip spell while overclocked: regain 1 Focus Point |
| Spell Protection Protocol ◆ | FORTRUN or ServoShell | 5-ft aura: +1 status to saves vs magic (+3 vs your spells). Sustain up to 3 rounds |
6th Level
| Feat | Prerequisites | Description |
|---|---|---|
| Advanced Magic Hack | — | Learn advanced magic hack of your programming language |
| Booming Bootloader ⟡ | — | Spellshape: summon creatures deal 1d4 sonic/spell rank in 10-ft emanation. Jailbreak: 1 creature frightened 1 (2 on crit fail) |
| Hardlight Illusion ◆ | — | Spellshape: illusion can't be disbelieved by touch/damage. Jailbreak: mental damage becomes appropriate type |
| Overclock Spell Database ⟳ | — | 1/day after non-jailbroken non-cantrip spell while overclocked: cast from cache without slot within 1 minute |
| Pirate Spell | Counterspell | Add countered spell to temporary spell cache |
| White Hat Hack ⟡ | — | While overclocked, reduce glitching by half spell rank on targets within 100 ft × spell rank. Fortune effect on glitching recovery |
8th Level
| Feat | Prerequisites | Description |
|---|---|---|
| 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 Application | — | Learn initial magic hack of different programming language |
| Grenade Spell ◆ | — | Spellshape: install burst/Reflex spell into held grenade. Jailbreak: any spell; use spell DC for grenade |
| Spell Library | — | During daily prep, add 1 spell of each known rank to spell cache |
| Split Tunneling ◆ | — | Spellshape: single-target attack spell affects second target (half damage, no secondary effects). Jailbreak: if primary fails, secondary becomes primary |
10th Level
| Feat | Prerequisites | Description |
|---|---|---|
| Compressed Casting ⟡ | — | 1/day: cantrip or spell ≥2 ranks lower costs 1 fewer action (min 1). Jailbreak with Double Spellshape: both jailbreak benefits |
| Double Jailbreak ◆ | Double Spellshape | 1/10 min spellshape: Jailbreak to apply another spellshape with its jailbreak |
| Greater Magic Hack | — | Learn greater magic hack of your programming language |
| Overvolt Resistor ◆ | — | Spellshape: spell ignores resistance = level to acid/cold/elec/fire/sonic. Jailbreak: deal level damage even through immunity |
| Soft Reboot ⟳ | — | 1/hour when Jailbreak ends overclock: gear becomes overclocked again |
12th Level
| Feat | Prerequisites | Description |
|---|---|---|
| Advanced Cross Platform Application | Advanced Magic Hack, Cross Platform Application, Greater Magic Hack | Learn advanced magic hack of Cross Platform language |
| Clever Counterspell | Counterspell, Quick Recognition | Counterspell any spell in your database (expend spell with shared trait) |
| Liminal Hyperlink | — | Gain liminal hyperlink magic hack |
| Reactive Firewall ⟳ | — | 1/hour while overclocked: attacker rerolls attack, takes lower (misfortune) |
14th Level
| Feat | Prerequisites | Description |
|---|---|---|
| Debug Spell ◆ | — | Spellshape: damage dice results <2 become 2. Jailbreak: <3 become 3 |
| Reflect Spell | Counterspell | Countered spell reflects back on caster (single target, even if area) |
| Sleep Mode ⟡ | — | 1/day on initiative: gear becomes overclocked |
| Tashtari Cluster | — | Can have 2 overclocked items; choose which ends on Jailbreak |
16th Level
| Feat | Prerequisites | Description |
|---|---|---|
| Master Code Cracker | Double Jailbreak | Double Jailbreak applies both jailbreak benefits |
| Quine Relay ⟡ | — | At turn start: Sustain a Spell |
| Shatter Spell ◆ | — | Spellshape: dispel magic on success deals 1d4 × counteract rank force damage (basic Reflex). Jailbreak: all creatures in area or 1d6 × rank |
| Spellshape Modder ⟡ | — | 1/10 min at turn start: gain spellshape feat ≤ half level (no jailbreak) |
18th Level
| Feat | Prerequisites | Description |
|---|---|---|
| Speedrun | — | Gain speedrun magic hack |
| Sudo Spell ◆ | — | Spellshape: 4th-rank or lower spell with no duration echoes; cast again before end of next turn without slot. Jailbreak: 5th-rank or lower |
| Vigilant Administrator | Recognize Spell, Counterspell | Extra reaction each round for Counterspell only |
20th Level
| Feat | Prerequisites | Description |
|---|---|---|
| Auto Spellshape | — | Spellshape actions become free actions |
| God Mode ◆ | — | 1/10 min: use up to 3 spellshape feats as free actions. Can add 4th with Jailbreak (max 2 jailbreak benefits) |
| Root Access | administrator privileges | Gain 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.
| Grade | Level | Price | Burst | Damage | Critical |
|---|---|---|---|---|---|
| Commercial | 0 | 1 gp | 5 ft | 1d8 | glitching 1 |
| Tactical | 2 | 8 gp | 10 ft | 2d8 | glitching 1 |
| Advanced | 4 | 12 gp | 10 ft | 3d8 | glitching 1 |
| Superior | 10 | 150 gp | 15 ft | 8d8 | glitching 1 |
| Elite | 12 | 300 gp | 15 ft | 10d8 | glitching 2 |
| Ultimate | 16 | 1,300 gp | 20 ft | 12d8 | glitching 2 |
| Paragon | 19 | 5,000 gp | 20 ft | 14d8 | glitching 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 featsplaytest-class-features- Class features and magic hacksplaytest-equipment- Electromag grenades and related items
Source: Starfinder Tech Class Playtest © 2025 Paizo Inc.Authors: Jessica Catalan, Jenny Jarzabski, Mike Kimmel, Dustin Knight
