source: Starfinder Core Rulebook

Found 1604 matches

Tech Countermeasures
[Level: 8]

As a move action, you can spend 1 Resolve Point to make it more difficult for enemies to target you with technological weapons for 1 round. Until the start of your next turn, as a reaction just before an enemy attacks you with a technological weapon, you can force that enemy to roll the attack twice and take the lower result; if the weapon allows a Reflex save instead of requiring an attack roll, you instead gain the benefit of evasion (as the operative’s class feature; see page 93) against the attack. This magic hack has no effect on spells that target you or on weapons or attacks that are not technological in nature.

Tech Master
[Level: 20]

You are a master of technology. You can spend 1 Resolve Point to craft any technological weapon, armor, or item at a rate of 1 minute per item level or spend 1 Resolve Point to convert any existing technological armor or weapon into another suit of armor or another weapon of equal or lesser value at a rate of 1 minute per item level. This uses the normal crafting rules presented on page 235, but the item being converted counts as its full value in crafting components. You cannot convert a one- handed weapon into a two-handed weapon. When converting an item into a cheaper item, any excess value is lost and cannot be reclaimed by converting the item back.

Techlore
[Level: 3]

You rewire your mind to give you greater insight into the nature of magic and technology. You gain a +1 insight bonus to Computers and Mysticism checks. This bonus increases by 1 at 6th level and every 3 levels thereafter.

Technomantic Dabbler
Prerequisites: Intelligence 15, character level 5th, no levels in technomancer.

You dabble with coding in the language of magic.

Technomantic Proficiency
[Level: 2]

As a standard action, you can spend 1 Resolve Point to temporarily learn how to use a weapon in combat. Choose a single weapon; you gain proficiency with it (and any identical weapon) for a number of minutes equal to your class level. Each round you use the weapon reduces this magic hack’s duration by 1 minute. For example, at 4th level, you could gain proficiency with corona laser rifles for 4 minutes. If you fire such a weapon for 2 rounds, you remain proficient with it for 2 more minutes.

Telekinesis
Level:

Technomancer 5

School: transmutation Casting Time: 1 standard action Range: long (400 ft. + 40 ft./level) Duration: concentration (up to 1 round/level) or instantaneous; see text Saving Throw: none, Will negates (object), see text Spell Resistance: yes (object), see text
Telekinetic Projectile
Level:

Mystic 0

School: evocation Casting Time: 1 standard action Range: close (25 ft. + 5 ft./2 levels) Duration: instantaneous Saving Throw: none Spell Resistance: no