What can Fabricate Tech create?


Rules Questions


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Could someone please clarify what can and can’t be made with the Fabricate Tech magic hack? Is it only things in the “technological items” table? Or pretty much anything non-magical that fits the other criteria? Are you truly intended not to be able to fabricate things like flashlights because they use charges, or is the line about charges/uses only intended to limit consumables and items that provide power/uses to other items (as in the examples given after that line of fuel, batteries, etc.?

It seems that if it is just that table, and nothing that uses power, then you’re looking at maybe a half dozen options at most (counting toolkits as a single option)?


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Here's how I figure it:

As defined in the book's glossary - "Technological Item: This is a piece of equipment that uses technology to function." So that's anything that isn't organic and doesn't run on magic. Something like a screwdriver might be too simple, but a powerdrill with a flathead bit would work. The rope in this game is a technological item, since it is made of finely crafted intersecting micro-filaments, so you could probably come up with a complex version of whatever it is you have in mind to create.

From Technological items section - "Of course, there’s a vast array of technological devices available in most settlements—well beyond the number that could possibly be presented in any real-world book. In general, any minor piece of equipment with a real-world equivalent (alarm clock, camera, digital keys for Vehicles you own, timer, watch, and so on) can be purchased with GM approval, costs 5 credits and has light bulk"

So you could make anything from a bit of rope to a computer to a set of roller skates, so long as you are high enough level, and the object is not a weapon (can still be used as an improvised weapon with a penalty as with any other non-weapon object), armor, magical, or expendable (like drugs, ammunition, or fuel).

The way my group is interpreting the bit about charges is that you can make an item that uses charges but you have to provide a battery or fuel separately.

No organic objects, like food, or rocks, antlers, shells, or sticks.

Other limiting factors are size restrictions (M size or 100 lbs), and the time constraints (1 minute / level duration, and takes a full round to fabricate an item).

This ability is best used outside of combat for utilitarian or roleplaying purposes. It has a lot to offer for those who can use it creatively. Think of all the things that humans are already capable of through the miracles of technology. We can drop from any height with the aid of glider suits and parachutes. We can triple our landspeed across most terrains with a mountain bike. From T-shirt cannons to egg beaters to ukuleles, there are a lot of possibilities to add fun to your game.

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It's limited by your imagination, but this would be a good place to brainstorm ideas for neat things you could do with it.

Also, I'm sure we'll get supplements which have more tech items listed in them rather than just whats in the CRB.


I missed the quotes about Technological Items. Thank you, that helps. The charges part is the troublesome part now, simply due to Starfinder Society play not giving me the option to really clear something with my GM too easily, but I like the rule you guys are running with. If you say it comes with a battery, but empty of charges, then Transfer Charge looks good.

Scarab Sages

I was wondering if a small-sized technomancer can fabricate a goblin junk-cycle, as it is technically "Medium sized."

Liberty's Edge

1 person marked this as FAQ candidate.
Pathfinder Adventure, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

"As a full action, you can expend an unused spell slot to temporarily construct a piece of technological gear from raw magic. You can create any single technological item with a level equal to or less than the level of the expended spell slot × 3, to a maximum of your caster level...You can’t create armor, weapons, magic items, or items with limited uses or charges (such as batteries, drugs, or fuel) with this hack."

Is it limited to the items in the "Technological Items" section in the book? Or can it make vehicles, computers, cybernetics and other equipment, like bonding agents, gear clamps, hygiene kits, etc.?

Can it make hybrid items? ["Other equipment is listed as being magic, technological, or a hybrid of both (*making it subject to effects that target either kind of item*)."] "Effects that modify or otherwise apply to magic or technological items also work when applied to hybrid items."

Also, the power seems to be limited, technically RAW, to items that have a level. Do everyday items, like an umbrella or toaster, have a level, as designated in the rules somewhere?

Liberty's Edge

Pathfinder Adventure, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
VampByDay wrote:
I was wondering if a small-sized technomancer can fabricate a goblin junk-cycle, as it is technically "Medium sized."

The item you can create is not based on your own size, the limit is Medium.


I'd really like to see OP's question answered in an FAQ update.


Sliska Zafir wrote:
VampByDay wrote:
I was wondering if a small-sized technomancer can fabricate a goblin junk-cycle, as it is technically "Medium sized."
The item you can create is not based on your own size, the limit is Medium.

I'm going to revive this because I was wondering the same thing. The junk cycle, at a glance, seems like it would be allowed. It's size is medium, and it doesn't use charges. it is not technically a weapon nor is it armor.

The junk cycle isn't specifically on the technological items list, but the fabricate tech magic hack doesn't explicitly say it has to be from the technological item list, just that it has to be a "technological item", and i can see people arguing that "technological item" was being used as a general term here. That argument feels a little flimsy to me, though.

More importantly, while not *technically* a weapon, the junk cycle can do damage, and worse yet you could purposely damage the bike and cause it to explode using it's unstable engine ability. that seems like a use that could easily be abused so I'd vote no on the junk cycle and fabricate tech (as cool as I think it would be to summon a motorcycle).


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Reviving this thread again rather than create a new one.

I'm playing a technomancer now and took this instead of Energize spell, banking on how cool my GM is.

Items that have been created so far:
A mass spectrometer to help analyze a mysterious substance the party found.
A coin press to create forged coins, so that certain parties wouldn't notice they had gone missing (at least without closer inspection and maybe a culture check). We had to come up with our own blanks though, because it doesn't come with 'charges', of course.

So even though I was on the fence about taking it, I'm really loving the RP and utility of this hack; maybe one of the best spells in the game for those purposes, if you (and your GM) are a little creative!


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Reviving this to address the "are batteries required" question.

I'll note that the Djinn Alien Archive entry in the Sun Diver's AP (Dawn of Flame #3) has this ability:

Quote:
Fabricate Item (Su) Once per day as a full action, a djinni can create one piece of gear of an item level equal to or lower than the djinni’s CR. The object can weigh up to 10 bulk and can be of up to Medium size. If the item needs ammunition, power, or other resources to function, it appears loaded with the required materials. The item persists for a number of minutes equal to the djinni’s CR.

With the exception of the highlighted language, this is pretty much identical to Fabricate Tech magic hack. I take it as support that it's not unreasonable to assume that objects created via Fabricate Tech and Fabricate Arms come fully charged/loaded and don't need an initial action/resource investment to actually use them.

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