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.

Teleport Grenade (Su)

Source Drift Crisis pg. 46
Level Required 8
When you throw a grenade, you can spend 1 Resolve Point as part of the action to teleport the grenade to its destination. This increases the grenade’s range to 100 feet plus 10 feet for every technomancer level you have, with no range increment. In addition, your attack roll with the grenade ignores partial cover and cover, but not improved cover and total cover.