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.

Phase Swarm (Su)

Source Starfinder Enhanced pg. 80
Level Required 14
You can create a technological swarm that overwhelms opponents. As a standard action, you can spend 1 Resolve Point to create an electromagnetic swarm that fills a 10-foot-by-10-foot area within 60 feet. This swarm deals 6d6 fire and electricity damage and has 50 Hit Points, swarm defenses, swarm immunities, and a fly speed of 30 feet. You can take a standard action at the beginning of your turn each round to maintain this swarm, to a maximum number of rounds equal to your technomancer level. The damage done by your phase swarm increases by 1d6 for every 3 technomancer levels you have beyond 14th. The swarm can do nothing but move its speed and attack one designated enemy per round.