Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Biohacker | Envoy | Evolutionist | Mechanic | Mystic | Nanocyte | Operative | Precog | Solarian | Soldier | Technomancer | Vanguard | Witchwarper
Drone


Main Details | Alternate Class Features | Archetypes | Class Builds | Magic Hacks

Magic Hacks

You learn your first magic hack at 2nd level and an additional hack every 3 levels thereafter. Magic hacks require you to be a certain level and are organized accordingly.

Brain Hacker (Su)

Source Character Operations Manual pg. 95
Level Required 8
To you, living brains are merely a type of organic computer, and you’ve learned to hack them as easily as you would an artificial mind. For the purpose of determining the effects of your technomancer spells, you treat all living creatures with an Intelligence score of 12 or higher as if they were both their original type and subtype and constructs with the technological subtype, whichever is more beneficial for you. This ability allows you to heal living creatures with spells like mending and make whole, as if they were constructs.