Archives of Nethys

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

Biohacker | Envoy | Mechanic | Mystic | Nanocyte | Operative | 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.

Tool Module (Ex)

Source Galaxy Exploration Manual pg. 19
Level Required 8
You can spend 10 minutes (during which time you can’t rest to recover Stamina Points) installing a technological item that you can operate with one hand into your experimental weapon prototype. While you’re holding your experimental weapon prototype in at least one hand, you can use the installed item as if you were holding it. If the technological item and your experimental weapon prototype both use batteries of the same capacity, they can expend charges from each other’s batteries. The technological item remains joined to the weapon until you uninstall it with 10 minutes of work. You can’t have more than one item installed in your experimental weapon prototype at a time. You must have an experimental weapon prototype to select this mechanic trick.