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 | Exocortex | Tricks

Mechanic Tricks

You learn your first mechanic trick at 2nd level and an additional trick every 2 levels thereafter. Mechanic tricks all require you to meet a minimum mechanic level, and they are organized accordingly. Some mechanic tricks require you to satisfy other prerequisites, such as having other tricks.

Remote Denial of Service (Ex)

Source Starfinder Enhanced pg. 47
Level Required 8
As a standard action, you can spend 1 Resolve Point to attempt to temporarily deactivate one technological weapon, piece of equipment, or armor upgrade carried by an enemy within 60 feet. Roll 1d20 + your mechanic level; the DC is equal to 15 + 1-1/2 × the item level. If you succeed, you deactivate the device until the end of that enemy’s next turn. The device’s owner can attempt a Reflex save to negate this effect; whether or not they succeed, you can’t choose the same target for this ability for 24 hours.