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.

Technological Apocalypse (Su)

Source Starfinder Enhanced pg. 81
Level Required 17
Once per day as a standard action, you can create a cataclysm that affects all technological devices with an item level lower than your technomancer level, other than your own, within 30 feet. Each technological item must succeed at a Fortitude save or become inoperable for a number of rounds equal to your Intelligence modifier. If you spend 3 Resolve Points when you use this ability, any technological creatures within this area must succeed at a Fortitude save or become staggered for one round.