Archives of Nethys

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

Biohacker | Envoy | 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.

Spell Static (Su)

Source Starfinder #23: Hive of Minds pg. 50
Level Required 8
If you have the spell countermeasures magic hack, as a standard action, you can spend 1 Resolve Point to extend that protection to creatures of your choice within 30 feet. This protection lasts 1 round per technomancer level you have, even if the creature subsequently moves more than 30 feet away from you. A creature can benefit from this ability again only after it has taken a 10-minute rest from which it could regain Stamina Points.