Armory discussion - Technological Items and the Fabricate Tech technomancer magic hack


General Discussion


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One of the things greatly missing in the Core rulebook that Armory fixed in a big way was a scarcity of Technological Items as basic gear. This was especially disappointing for the Technomancer, who had a 2nd level hack, Fabricate Tech, that would let him use spell slots to create technological items with minutes/level duration, theoretically allowing him to whip up all kinds of solutions.

That promise is now fulfilled. Here's a few cool things a Technomancer can now do.

1. Map huge areas with a 3rd level spell - create an Autocartographer, then transfer the data files to something permanent before it goes "poof."

2. Create a key to lock/unlock any tech lock you disabled with a 4th level spell - a Bypass Subroutine can be useful on some (fairly short) infiltration missions if you want to close doors behind you and/or retrace your steps.

3. Eliminate environmental concealment penalties with a 2nd level spell - Clearsight Goggles.

4. Obliterate huge amounts of matter at 20th level with a fuzed 7th level spell slot - 20 minute of feeding junk through a Disintegration Hoop can be more useful than a casting of Disintegrate.

5. Decoy or limited utility drones via a 2nd level spell - the basic deckhand, physician, and valet drones all fit under the bulk limit. Compares favorably to the rounds/level 'bot spells in some uses.

6. Boost your mind-affecting saves by +2 and become immune to emotion based blindsight/blindsense with a 4th level spell - the advanced Emotion Regulator is your friend against certain enemies.

7. Language translation for a 3rd level slot - use an Envoy's Mouthpiece in a pinch if you can't afford to learn Tongues.

8. Facing a lot of enemy grenades? Whip up a Grenade Scrambler (variable spell level) to make them less accurate and less likely to catch the whole party.

9. Need to camoflague a sniper or a piece of equipment? A 1st level spell gets you a Holoshroud.

10. Walking on water something you want to do, or facing a fight or short hike with lots of difficult terrain? A 3rd level spell and some Hoverskates will get you where you need to be.

11. Want a decoy to enter rooms or go around corners to draw fire or trigger visual traps? A 2nd/4th level spell will get you a Mimic Imager with a hologram of yourself 20'/100' away.

12. Want to do condition removal like a Mystic? :-( Sorry, the Nanite Hyopen is a limited use item and therefore can't be used with this magic hack. For about a minute I thought I'd found a huge exploit and power move.

13. Want Ethereal Jaunt without spending a spell known? A 6th level slot gets you 10 rounds (not all at once if you don't want) use of a Personal Phase Shifter for all your wall phasing needs.

14. Need a heavy duty 30' bridge that can angle up 45 degrees as a makeshift ramp? The Portable Gangway is just a 2nd level slot away.

15. A Radiation Sweeper is a 1st level spell substitute for Detect Radiation spell.

16. Thing something's is a hologram, and also want to record everything? A 3rd level spell gets you a True-Frame Camera that sees through the dark, holograms, and some illusions. Transfer your saved footage to permanent storage before the camera expires.

17. Do you want 2000' of cable that obeys commands to tie itself around objects, coil, uncoil, and go rigid? 2000' of smart cable is 10 bulk and only costs you a 2nd level spell. Go nuts.

18. Alien ovipositor or corporate tracking chip got you down (and implanted)? Use a 2nd level spell slot and a Subdermal Extractor to remove those nasties. Also works on captured enemy implants, if you really want to piss them off.

19. Nasty mosquitos and nanite swarms trying to eat you alive? Spend a 3rd level spell slot to whip up some advanced Swarmproof Bangles for some decent DR against swarms and AC bonus against nanite attacks.

20. Who doesn't want a +4 bonus on several common types of skill checks? Then you'll want a specialized toolkit for the low cost of a 1st level spell. Great for door busting, sniping, searching rooms, and a few less common uses.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

VERY COOL!


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One nice thing about using Fabricate Tech to replace spells known is that a lot of the spells that would otherwise be doing the same work (Detect Radiation, Tongues, Ethereal Jaunt) are self only, whereas with a tech solution you can hand it off to an ally.

This ability and the expanded list of options also opens up some space for the GM and PC to negotiate some invented uses that should exist, even if they aren't published. For example, there's a 40' collapsable ladder that is a personal item rather than a tech item. Why can't there be a 60' powered ladder that autoextends and comes in under the 10 bulk limit and is designed for firefighters? Ask you GM to make up an item level and you're good to go.

Took a look at Pact Worlds, and in there you've got:

1. Antigravity Belt, level 3 spell slot, reduce gravity penalties.

2. Autoclaw, level 3 spell slot, +10 strength bonus to breaking doors and other things

3. Magboots, level 1 spell slot, keep your normal speed in metal surfaced zero g areas.

4. Purifying Puck, level 2 spell slot, (slowly) remove gas/fog/cloud effects from an area.

5. Tracking Bug, level 2 spell slot, follow a target out of sight from as far as 500' away. But duration is going to limit the utility of this one obtained through a hack.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

This list is also very nice for mechanics who take the excellent Tech Tinkerer trick, though they will not be able to do everything the technomancer can (which is not a bad thing.)


The last line of Fabricate Tech wrote:
You can’t create armor, weapons, magic items, or items with limited uses or charges (such as batteries, drugs, or fuel) with this hack.

Maybe I'm too negative on this interpretation, but if the text of the hack tells you you can't make batteries with it, all those items that require battery power or have charges/usage entries should also not be accessible (as presumably they have batteries in them).

Or maybe the example of a battery being not allowed is in error (since they were intending to allow you to make all these powered tech items).


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Cellion wrote:
The last line of Fabricate Tech wrote:
You can’t create armor, weapons, magic items, or items with limited uses or charges (such as batteries, drugs, or fuel) with this hack.

Maybe I'm too negative on this interpretation, but if the text of the hack tells you you can't make batteries with it, all those items that require battery power or have charges/usage entries should also not be accessible (as presumably they have batteries in them).

Or maybe the example of a battery being not allowed is in error (since they were intending to allow you to make all these powered tech items).

The core book is real confused on how batteries interact with powered equipment. There are over a dozen references to undefined “power cells” that are sort of but not really related to batteries, maybe.

I believe a “power cell” referred to the idea of an internal power source integrated into each powered item. Batteries are/were then used to recharge this power cell, not permanently attached as the direct source themselves.

Why? Because that’s how powered items worked in the Pathfinder technology guide, which presumably was their starting point. At some point in development, however, that power cell/battery distinction got confused or partially erased.

I find it easiest to assume power cells exist, and a created item comes with a full charge. It’s only when it is depleted you have to insert a battery, which fills the power cell.

I continue to hope they’ll FAQ or errata power cell references in the core book.


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The Charging Jolt Technomancer hack is a good example of a power cell reference. You can only use it to charge a weapon power cell, whatever that is. So if power cells exist as I suggest, that’s a useful limitation. But if power cells get erased in favor of batteries, you can just charge your weapon battery, then transfer it to a different device.

Edit: The Recharge (2nd level Technomancer) spell is more evidence for a separate "power cell" (or something) internal to a powered device that is different form a detachable battery. It distinguishes between charging a battery directly (10 charges) and the powered device itself (5 charges), so it clearly thinks powered devices can hold a charge and function independently of having a battery currently inserted.


With a single use of Fabrticate tech, you could only make 10ft of smart cable I believe. The a "single item" of smart cable is 10ft.


Big Lemon wrote:
With a single use of Fabrticate tech, you could only make 10ft of smart cable I believe. The a "single item" of smart cable is 10ft.

I think like all rope/metal cable the intent is that you buy it in foot (here in Starfinder, 10 foot) increments of length as a whole piece. The smart cable provides both a 10' increment for price, and a 20' increment for bulk, so they don't think you're only buying 10' individual lengths.


Xenocrat wrote:
Big Lemon wrote:
With a single use of Fabrticate tech, you could only make 10ft of smart cable I believe. The a "single item" of smart cable is 10ft.
I think like all rope/metal cable the intent is that you buy it in foot (here in Starfinder, 10 foot) increments of length as a whole piece. The smart cable provides both a 10' increment for price, and a 20' increment for bulk, so they don't think you're only buying 10' individual lengths.

Yes, its very clear that you can buy longer pieces, but consider:

1. A 2,000ft piece of smart cable is worth almost 200x more than any other item you can make with a 3rd level spell via this ability.
2. This would be the only item entry one can make copies of up to its bulk limit with a single "casting".

Feels like an exploit to be able to ignore pricing/quantity in favor of the bulk limit.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Doesn't feel like an exploit to me. Seems like a perfectly applicable use of the spell.


Ravingdork wrote:
Doesn't feel like an exploit to me. Seems like a perfectly applicable use of the spell.

Really? Getting an object that costs 800,000c* for a 3rd level spell slot when a 6th level spell slot gets you an item worth 380,000c doesn't feel a little... imbalanced?\

(*the cost of 2,000ft of smart cable)


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Big Lemon wrote:
Ravingdork wrote:
Doesn't feel like an exploit to me. Seems like a perfectly applicable use of the spell.

Really? Getting an object that costs 800,000c* for a 3rd level spell slot when a 6th level spell slot gets you an item worth 380,000c doesn't feel a little... imbalanced?\

(*the cost of 2,000ft of smart cable)

Really. I mean, it's a friggin' smart rope. It only does so much regardless of its listed value.


Yeah. Its not like you can resell the rope for money.


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Now, this is good: two (high level) power armors have bulk of 10 or below and therefore can be created with Fabricate Arms, and since you can wear it over light armor, get proficiency with it, and create it on you...

1. Celerity Rigging (level 12), gives a speed boost in addition to fantastic KAC and good EAC, +6 strength bonus.

2. Starguard (level 20), +10 strength bonus, 31 EAC/33 KAC after dex bonus, 10' reach and 120' blindsight(vibration). Go crazy.

The weird weapon options in this book made Fabricate Arms a lot better, too. Whip up a heavy weapon for whatever occasion.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Isn't the level 20 armor out of reach since you only have 6th-level spells (so, up to level 18 items).


Ravingdork wrote:
Isn't the level 20 armor out of reach since you only have 6th-level spells (so, up to level 18 items).

I don’t think so, it allows you to use fuse spells. A resonance point and fusing 7 levels worth of spells should get you 19th and 20th level items once you’re that level.

At least one of these (Fabricate Explosive) doesn’t mention fuse spells and is limited to 18th level items, but Arms and Equipment do allow it.


I think, if your willing to spend a resolve and a whole bunch of spell slots to get level 20 powered armor, your not really breaking the game by doing so. ;)

The Exchange

Starfinder Charter Superscriber
Xenocrat wrote:
Now, this is good: two (high level) power armors have bulk of 10 or below and therefore can be created with Fabricate Arms, and since you can wear it over light armor, get proficiency with it, and create it on you...

Fabricate Arms seems to state you only get proficiency in weapons you create with it, not armor.


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I came back to this recently and wanted to discuss drone uses via this ability. With minutes duration and a 2nd level spell slot, they work very well indeed for remote trap activation and scouting.

Here are your options:

1. Domestic Drone, Basic, Deckhand Drone: Stealth drone chassis, climbing claws and tool arm (fire extinguisher) mods, Computers skill unit

2. Domestic Drone, Basic, Physician Drone: Stealth drone chassis, climbing claws and manipulator arm mods, Acrobatics skill unit, also treats Medicine as a single skill rank class skill

3. Domestic Drone, Basic, Valet Drone: Stealth drone chassis, manipulator arm and tool arm (hygiene kit and mirror), Perception skill unit, can speak the language it knows

The above require only a 2nd level spell and 4th character level.

4. Spy Drone: Hover drone chassis, no mods, Stealth skill unit, can use your Perception bonus (not just ranks) when you directly control it. I don't think you can use Fabricate Tech to incorporate any of the normally available sensory upgrades, however.

The spy drone requires a 2nd level spell slot and 6th character level.

Note that for all drones you're going to have to attach a battery to make them operate after you create them, but you can retrieve it after they disappear.

Of the domestic drones, the physician drone is the most generally useful, providing manipulator arms if you want to try remote skill checks, and the climbing claws are certainly better to have than the valet drone's hygiene kit. But the valet drone could be used to remotely communicate with someone from a safe distance, and the deckhand might prove useful against some burn/corrode threats. General uses for domestic drones include ground based "here I am" scouting to set off traps, finding impatient ambushers, and remotely trying to hack or bypass obstacles with your own skill ranks (but their attributes and class skills).

The spy drone is of course better for "bird's eye" scouting (if there's light, but note that it is eligible for the Darkvision spell if you have spells to burn), and pretty much dominates and has a great number of advantages over the Arcane Eye spell - doesn't require 10 minutes casting, doesn't require a 4th level slot or spell known. Not as stealthy, but you can cast Invisibility on it if you want to make it more survivable.

Also works with your Bombard Soldier buddy to rig his free grenade with a detonator and attach it to your temp drone as a kamikaze device.

Has anyone else come up with any clever drone tricks that work with cheap, throw away models?


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WHOA, holy escape vehicle, Techman!

The level 10 emergency raft, hovercraft, is only 4 bulk in its compressed form. So you can create this sucker with a 4th level spell at 10th level.

Emergency Raft, Hovercraft wrote:

When activated, it unfolds into a hover pod (Core Rulebook 229), except that it has 40 Hit Points, is broken when reduced to or below 20 Hit Points, provides no bonus to Piloting checks,

and has no autocontrol system. As a move action, you can return the hovercraft to its portable shape at the touch of a button, as long as no objects or creatures remain inside. An emergency hovercraft consumes 2 charges when you activate or collapse it, and it consumes 1 charge for every 10 minutes (or fraction thereof) its engines are in operation.
Hoverpod, modified for Emergency Raft stats wrote:

Item Level 7; Price 14,850 (N/A)

Large land and water vehicle (10 ft. wide, 10 ft. long, 4 ft. high)
Speed 30 ft., full 550 ft., 65 mph (hover)
EAC 17; KAC 20; Cover cover
HP 40 (20); Hardness 4
Attack (Collision) 5d10 (DC 17)
Modifiers –2 attack (–4 at full speed)
Systems planetary comm unit; Passengers 3

So Fabricate Tech is also Summon Hovercraft and you can make about one mile a minute until it expires.


You had me at 'summon hovercraft.'


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

My technomancer has used Fabricate Tech to get a radio jammer (when the bad guys had a detonator set on a lot of explosives), a set of speakers (wanted to give a concert and has Profession: Musician) and a Tier 3 computer to hack with.

It has proven to be more valuable than I had expected.

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