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
Drone


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.

Junker's Jury-Rig (Ex)

Source Angels of the Drift #5 pg. 28
Level Required 2
You're able to quickly cobble together scrap items into something wondrous. You can spend 24 hours dissecting a spell gem of any technomancer spell whose Targets entry lists "at least 1 bulk of electronic material" to device a means to produce that effect nonmagically. This process destroys the dissected spell gem, but after doing so you permanently gain the ability to spend 1 Resolve Point as a full action to produce an extraordinary effect identical to that spell, using your mechanic level as your caster level and your Intelligence as your key spellcasting Ability Score.