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

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.

Deactivating Surge (Su)

Source Starfinder Enhanced pg. 80
Level Required 11
You can manipulate the energies surrounding technological devices and constructs. As a reaction, upon hitting an opponent or object with a weapon with the technological subtype, you can spend 1 Resolve Point to attempt to temporarily deactivate one technological weapon, piece of equipment, or armor upgrade worn or carried by the target. Roll 1d20 + your technomancer level; the DC is equal to 10 + the item level. If you succeed, you deactivate the device until the beginning of your next turn. The device’s owner can spend a move action and attempt an Engineering skill check against your technomancer magic hack DC to try to reactivate the device.
You can instead use deactivating surge to temporarily deactivate a construct that has the technological subtype (such as a robot). You don’t need to attempt a check, but the creature can attempt a Fortitude save to negate the deactivating effect. If it fails, it’s staggered until the beginning of your next turn. Once you’ve used this ability to attempt to deactivate a construct, that creature is immune to your deactivating surge for 24 hours.