Tech Class Playtest Errata & Encounter

Friday, May 2, 2025

Greetings, Starfinders!
We’d like to thank our entire community from the bottom of our hearts for the overwhelmingly enthusiastic reception we’ve seen for the Starfinder Tech Class Playtest! The playtest is still ongoing, and you can fill out (and modify) your feedback surveys until May 30th.

We know you’re eager for new adventure content to playtest with, so we’ve cooked up a little bonus encounter for you to run for mechanics, technomancers, and their allies! Check that out at the end of this blog!

Additionally, the team has already received tremendously useful feedback, and we’ve spotted some irregularities in our code that might cause your exocortexes or spell databases to glitch. So before you take off on your next adventure, make sure your mechanic and technomancer are properly patched and updated with the newest addition to the Official Starfinder Playtest FAQ. We’ve included a summary and explanation of some of the changes below:

Artist Yun Huai Huang; iconics Quig and Raia taking cover behind a door frame from a firing turret

Illustration by Yun Huai Huang


Mechanic

  • Modify Possession: Some Starfinders have expressed concern that Modify doesn’t work with grenades, thrown weapons, and exocortexes that leave your possession when used. To fix this, under "Modify" on page 4, replace the line "or leaves your possession" with "or a character other than you, your drone, or your turret attempts to use the item."
  • Modify Drone: You need the Modify Drone feat in order to modify the weapons on your drone. Remove "and any weapons it wields" from the first sentence of the third paragraph under Drone on page 5.
  • Deploy Mine: Using an extra action to deploy a mine should only change whether or not you can deploy it in an unoccupied square, not how far away you can deploy it. Replace the text of Deploy Mine with the following: “You deploy a mine, planting it in an unoccupied square within 30 feet. You can increase the number of actions you spend Deploying a Mine to two to instead plant the mine in an occupied square within 30 feet. When you Deploy a Mine, you select whether it will deal fire damage or piercing damage when detonated.”
  • Aucturnite Ammunition: Transmutative Casing (feat 8) allows you to deal damage as if you were using aucturnite. Aucturnite ammunition and weapons gain the critical (mental) trait.
  • Advanced & Elite Drone Prerequisites: Change the prerequisite of Advanced Drone (feat 14) to Refined Chassis. Change the prerequisite of Elite Drone (feat 18) to Advanced Drone.
  • Convertible Chassis: Replace the text of Convertible Chassis (feat 14) with the following: “Your drone easily converts between different forms. During daily preparations, choose two different chassis for your drone. You can select a different chassis as a 1-hour activity with the concentrate and manipulate traits. Your drone gains the Mobile Reconfiguration action. Mobile Reconfiguration [two actions] Your drone changes itself from one of its chassis to another.”

Robot Companion

· Robot Companion Skills: Like animal companions, robot companions are always trained in Acrobatics and Athletics, so they don’t need those skills as bonus skill proficiencies. Replace the Agile Chassis robot companion's skill with Stealth, and the Powerful Chassis and Tank Chassis robot companion's skill with Survival.

· Graceful and Burly: Graceful robot companions use the same adjustments as a nimble animal companion. Burly robot companions use the same adjustments as a savage animal companion.

Technomancer

· Defensive Measures: Change the technomancer feature Defensive Measures to increase your proficiency rank in unarmored defense and light armor to expert.

· Electrotether: The spell electrotether is the updated version of the gravity tether spell from the Starfinder Playtest rulebook. It uses the same statistics as gravity tether, except it has the electricity trait and can target up to two creatures (even if it’s not heightened).

· Spell Transfer Protocol: The magic hack spell transfer protocol was cut during development. The advanced magic hack for the ServoShell programming language is hardlight simulacrum.

While publishing errata for a playtest is unusual, we feel some of these changes dramatically changed how these classes were played and needed to be addressed early on in the playtest process. And if you’re still looking for opportunities to playtest these classes, stay tuned to this blog and check out the games being offered at this year’s PaizoCon!


Artificial Anomalies and the Awkward Attack on Actors (Moderate 1)

Designed by Aras Yazgan

This encounter takes place on Akiton, along a trade route between the city of Arl and the settlements of Golden Bay. Talk to your players about what their characters are doing in the area. Some likely options are bandits, performers, or vigilantes patrolling the road. Playing these roles isn’t required, but might inspire some fun table banter.

The encounter takes place soon after the emergence of the Newborn (during the events of A Cosmic Birthday). A traveling theater troupe called the Aspiring Acting Aggregate has just started its yearly trip between the cities of the Ridgelands. On the way to Booster City, they were attacked by a group of robots experiencing an existential awakening due to psychic energy released by the Newborn. The robots draped themselves in fabric to appear human, then fired a turret at the troupe to scare them into abandoning their bus.

If the PCs talk to the troupe, an older woman named Madame Garvino (indignant female human stage manager) explains the situation: “Some upstarts set up a scheme just on the edge of Arlkari Plateau. The gall! They robbed us blind, not only of credits, but of our cloth, our smoke machines… Our everything was in that bus! We’re ruined.” She describes the ambush, explaining how snipers shot at them from a distance while two hooded figures ordered them to leave their bus, commenting, “The youth these days have no respect!”

When the PCs investigate the ambush site described by Madame Garvino, they find bits of cloth strewn atop the rocks, made to look like ambushers. An abandoned tour bus with AAA’s logo on the side is parked behind the rocks, emptied of valuables. As they investigate, the PCs notice electronic chittering and movement from the ruins to the northwest.

Read or paraphrase the following to set the scene:

Two twig-thin rusty robots are moving electronics. One stops abruptly and yells, “Darling! Darling! Rumbled! That is what we are!” The other responds with: “You wanna get my kiddo, you’re gonna have to go through me, bucko,” a famous line from an old audio theater show. They drop what they were holding and take aggressive stances.

Map: Use the desert map from Starfinder Flip-Mat: Alien Ruins

Creatures: Two repair-class security robots have been newly awakened into Sentient Robotic Organisms (SROs), but they lack the emotional regulation and sophistication to communicate properly. Each robot starts barely within the view of the PCs arriving from the southeast, one up north and the other to the west. The robots reposition around the rocks to lure the PCs into the turret’s range, which is placed on the slightly elevated plateau surrounded on three sides with rocks. If the PCs attack the turret, the robots desperately try to protect it. If the turret breaks, one stops attacking, drops prone, and spends all its actions yelling “Nooooo!” while the other attacks the PC who last dealt damage to the turret in a frenzy.

Adjustments: If the robots are put out of commission before they can act or lure the players to the turret, one or two more robots emerge from the ruins to keep the battle going.

Hazards: A laser turret is set up behind the wall, hidden by the rocks. It’s surrounded by random knickknacks from the AAA bus.


REPAIR-CLASS SECURITY ROBOTS (2) / CREATURE –1

[small, construct, robot, tech]

Perception +8; darkvision
Skills Acrobatics +4, Athletics +2, Computers +2
Str +1, Dex +3, Con +2, Int +1, Wis +0, Cha +0
AC 14; Fort +5, Ref +8, Will +2

HP 8; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, unconscious; Weaknesses electricity 1

Exigency [reaction] Frequency once every 10 minutes; Trigger A creature targets the security robot with an attack; Effect The robot overclocks its processing power to attempt to avoid an attack, gaining a +2 circumstance bonus to its AC against the triggering attack.

Speed 25 feet

Melee [one-action] slam +4, Damage 1d4+1 bludgeoning

Ranged [one-action] welding torch +5 (range increment 30 feet), Damage 1d4+1 fire

Fire Suppressor [two-actions] The robot sprays a torrent of water that functions as hydraulic push (DC 16). The robot must refill its tanks after using this ability.


LASER TURRET / HAZARD 1

[complex, hazard, tech, trap]

Stealth +10 (trained)
Description A concealed turret pops up and fires a laser when intruders enter a secure area.
Disable DC 18 Computers (trained) to reprogram the turret, or DC 17 Crafting (trained) to cut power to the turret, or DC 16 Thievery (trained) to disable the turret

AC 16; Fort +10, Ref +4
Hardness 5, HP 24 (BT 12); Immunities critical hits, object immunities, precision damage

Laser Blast [reaction] Trigger A creature moves within 30 feet of the turret; Effect The trap makes a laser Strike against the creature. The trap then rolls initiative.

Routine (3 actions) The trap makes a laser Strike against up to three creatures in range, or multiple Strikes against one creature in range if it has no additional targets.

Ranged laser +9 (range increment 90 feet), Damage 1d6+3 fire

Reset The trap resets after 1 minute.


Development: A PC who succeeds at a DC 14 Computers or Crafting check realizes the robots are displaying complex behaviors that suggest they have developed emotions, higher thinking, and possibly even free will. A DC 18 Occultism or Religion check correctly determines that the robots have developed souls. The robots aren’t responsive to attempts at diplomacy during the battle, but afterward, they might be repaired and counseled rather than simply scrapped. The AAA troupe’s missing property is scattered around the rocks, set up haphazardly to resemble a crude stage.

If the PCs return the bus and equipment to Madame Garvino, she rewards them for their help (or pays handsomely to buy back her goods, if the PCs are less charitable). If the robots were repaired and counseled, she warily agrees to take them on as apprentice actors, admitting that their “performance” was quite spectacular.

Thanks for playing!

--The Starfinder Team

More Paizo Blog.
Tags: Errata Starfinder Starfinder Playtest Starfinder Second Edition

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Thanks! The clarifications are much appreciated. There are still some things that I'll need GM rulings on, but the difference that makes to how we test mines is huge.

RPG Superstar Season 9 Top 16

Does the drone get the dying condition like companions or are they destroyed at 0 HP? If destroyed that would be pretty awful and unlike the inventor construct.


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Huge change in Mines lethality with 30' option for one action, especially when double deployment and double detonation come into play.

Always being able to 30' deploy also makes a big difference for being able to ranged Deploy/Mod(+int damage or avoid friendly fire)/Detonate in one turn, and the useability of Hunker Down, Instant Deployment, Mobile Deployment, Gravitic Dampener.

Being able to use three actions to double deployment six mines in a turn with Proximity Alert on them will be very funny at level 10. If no one moves you can still detonate four of them manually next turn.


Cyrad wrote:
Does the drone get the dying condition like companions or are they destroyed at 0 HP? If destroyed that would be pretty awful and unlike the inventor construct.

It's probably destroyed. But for basic, non-mechanic Robot Companions:

"If your robot companion is destroyed, you can spend a week of downtime to replace it at no cost."

For Drone Exocortex Mechanics:

"During your daily preparations, you automatically repair your drone, restoring it to maximum Hit Points, even if it’s been destroyed."

And at 6th level you can take this Tactical Customization via the feat and daily selection:

"Emergency Reboot: If your robot companion would be reduced to 0 Hit Points by damage, as a free action with the concentrate trait, you can initiate an emergency reboot. If you do, your robot companion is reduced to 1 Hit Point and shuts down completely for 1 minute. During this minute it becomes immune to damage, can’t be harmed, and can’t take any actions."


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The errata is cool and all, but you kind of didn't adress Robot companions having an additional tier compared to Animal Companions while not having any rule adressing what it actually does.


Xenocrat wrote:
Cyrad wrote:
Does the drone get the dying condition like companions or are they destroyed at 0 HP? If destroyed that would be pretty awful and unlike the inventor construct.

It's probably destroyed. But for basic, non-mechanic Robot Companions:

"If your robot companion is destroyed, you can spend a week of downtime to replace it at no cost."

For Drone Exocortex Mechanics:

"During your daily preparations, you automatically repair your drone, restoring it to maximum Hit Points, even if it’s been destroyed."

And at 6th level you can take this Tactical Customization via the feat and daily selection:

"Emergency Reboot: If your robot companion would be reduced to 0 Hit Points by damage, as a free action with the concentrate trait, you can initiate an emergency reboot. If you do, your robot companion is reduced to 1 Hit Point and shuts down completely for 1 minute. During this minute it becomes immune to damage, can’t be harmed, and can’t take any actions."

I disagree. Given that undead companions use the dying rules, this is almost certainly an oversight.


Squark wrote:


I disagree. Given that undead companions use the dying rules, this is almost certainly an oversight.

I hope you're right.


Drone Mechanic issues still outstanding...

Advanced Companions are still not a defined term... the rules don't cover that it means.

Superior Customization still requires a non-existent feat (Superior Drone) as a prereq.

So, only half of the major Drone feat issues have been addressed...


Xenocrat wrote:

Huge change in Mines lethality with 30' option for one action, especially when double deployment and double detonation come into play.

Always being able to 30' deploy also makes a big difference for being able to ranged Deploy/Mod(+int damage or avoid friendly fire)/Detonate in one turn, and the useability of Hunker Down, Instant Deployment, Mobile Deployment, Gravitic Dampener.

Being able to use three actions to double deployment six mines in a turn with Proximity Alert on them will be very funny at level 10. If no one moves you can still detonate four of them manually next turn.

Yeah almost no reason to do two actions to drop it in an occupied slot if you are adjacent to a mine you are already in a bad spot. So this allows for some very aggressive mine deployment. It will make some tough choices in if they want one or two big alpha strikes or use them in ones or twos so they don't use up all available mines fast in the fight.

A high level mine speced mine layer mechanic is going to make for some big bangs if they feel they need to really drop the hammer. Anything that is not wiped out by the mines is going to be pretty messed up.


Wow, that's a big change to mines from what anyone thought they did. Huge boost in usefulness.
What about turrets broken threshold though, what exactly does that mean?

Great update, thanks to the devs and to Maya for getting this done. Hope there's more in the future.

Dataphiles

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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Is there anything on ServoShell technomancer and its early level action economy?

As the class doesn't come with an inherent buddy and its unclear how one gains a robotic companion (probably archetype?), its reliant on Summon Robot. That has a lot of action economy issue since its:

Round 1: 3 to summon
Round 2: 1 to sustain, 2 to cast (most) spell(s) (3) leaving no actions to Overclock.

So we can try again:

Round 2: Cast a spell (2), Overclock (1), out of actions so can't sustain what you just overclocked and it vapes.

This may be a result of not having more (or enough) (1) spells to cast to allow you to have (2) left over for Overclock and Command an Animal.


kaid wrote:
Xenocrat wrote:

Huge change in Mines lethality with 30' option for one action, especially when double deployment and double detonation come into play.

Yeah almost no reason to do two actions to drop it in an occupied slot if you are adjacent to a mine you are already in a bad spot. So this allows for some very aggressive mine deployment. It will make some tough choices in if they want one or two big alpha strikes or use them in ones or twos so they don't use up all available mines fast in the fight.

A high level mine speced mine layer mechanic is going to make for some big bangs if they feel they need to really drop the hammer. Anything that is not wiped out by the mines is going to be pretty messed up.

Two action could make sense if you're low on mines and/or trying to place it precisely to get 3+ targets inside the 10' radius if an enemy is occupying the key square or walls/terrain is in the way.

Man, at level one with Critical Explosion feat you can spend all three actions to 30' range Deploy/Mod/Detonate one mine for 2d6+8 damage. At 2nd level in turn 1 you can Instant Deployment a second to be ready for the reaction 2d6+4 followup when any survivors try to run.

Shadow Lodge

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

weapon mounts... are they one hand per mount (like 1e) or can you install a 2 handed weapon in each mount?


Nothing states they're one handed only


Thank you very much for an errata patch. It means a lot!

RPG Superstar Season 9 Top 16

Xenocrat wrote:
Cyrad wrote:
Does the drone get the dying condition like companions or are they destroyed at 0 HP? If destroyed that would be pretty awful and unlike the inventor construct.

It's probably destroyed. But for basic, non-mechanic Robot Companions:

"If your robot companion is destroyed, you can spend a week of downtime to replace it at no cost."

For Drone Exocortex Mechanics:

"During your daily preparations, you automatically repair your drone, restoring it to maximum Hit Points, even if it’s been destroyed."

And at 6th level you can take this Tactical Customization via the feat and daily selection:

"Emergency Reboot: If your robot companion would be reduced to 0 Hit Points by damage, as a free action with the concentrate trait, you can initiate an emergency reboot. If you do, your robot companion is reduced to 1 Hit Point and shuts down completely for 1 minute. During this minute it becomes immune to damage, can’t be harmed, and can’t take any actions."

That's pretty awful. If the construct goes to 0 even once, you basically lose your main class feature for the rest of the day. The inventor's construct can go down three times before they're destroyed.


Thank you for Mechanic clarifications. Looking forward to playtesting it this month.


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Well, only half the issues have been addressed, but it's better than nothing.
Was really hoping the action economy for overclocking with the ServoShell language would be addressed, as it's kind of unusuable as it's written. And Drones still have issues as well.
Still, thanks to the devs for listening to our concerns!


Quote:
Advanced & Elite Drone Prerequisites: Change the prerequisite of Advanced Drone (feat 14) to Refined Chassis. Change the prerequisite of Elite Drone (feat 18) to Advanced Drone.

We still don't know what Advanced Drone actually does, and Superior Customization still has Superior Drone as a prerequisite.


Cyrad wrote:
Does the drone get the dying condition like companions or are they destroyed at 0 HP? If destroyed that would be pretty awful and unlike the inventor construct.

Agreed if Inventor's Construct companion follows the PC death and dying rules with different flavor, I don't see any reason why Mechanic's shouldn't.


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Gravitic Mines / Terraforming Mines still not addressed. Reposting my earlier comments:

The 'Big Bang' effect on both is identical, only the version at 16th is missing the "this is forced movement" rider paragraph. Surely it's still considered forced movement?

I don't think it suddenly not being forced movement is the intent; I'm inclined to think one of those was meant to be something entirely different, probably the later one. I'd also expect they meant to add Gravity Field and whatever was meant to be there to the list, rather than picking two effects, but I'm less certain of that assumption.

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