Technomancer Review and Analysis


Technomancer Class Discussion

Horizon Hunters

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Technomancer Playtest Feedback – Intro & Overview

Hello everyone. I’ve put together a review of the Technomancer class from the Playtest. I was extremely excited to see the class finally appear — Technomancer is my favorite class from SF1E, and I’ve been looking forward to it since day one. This is a long series of posts. I'm just warning you up front. That said...

Unfortunately, this version of Technomancer is a disappointment.

What follows is a multi-post breakdown of the Technomancer’s current design. I focus on mechanical analysis, with some flavor and thematic commentary mixed in. There are strong opinions ahead, but I also will take the time to break down evaluations of feats, subclass hacks, and core mechanics. I'll provide some suggestion and recommendations as well for fixing the issues. Some combination of a subset of my recommendations would be nice to see implemented in some way.

Core Verdict:


    The class is mechanically disjointed.
  • Its action economy is abysmal, especially in the early game.
  • The core loop (Overclock + Jailbreak + Spellshape) is fragile, overloaded, and fails at low levels.
  • The class is overly dependent on specific feats just to function normally.
  • Subclasses (programming languages) do not come online until level 6+, and some never function properly at all.
  • Many core features conflict with each other or come too late to be relevant.

Main Takeaways:


  • The class is a worse version of the Wizard. Fewer spells, fewer spell slots, worse action economy, and no meaningful tradeoff.
  • The Overclock mechanic is a trap. It costs actions, conflicts with Jailbreak timing, and dominates your turn structure. Most feats try to work around it rather than with it.
  • Jailbreak Spell is essential, but not granted until level 3. That means levels 1–2 feel like a broken class preview.
  • Spellshapes dominate the feat list, but you can only use 1–2 at a time, and you have very few spells to put them on early. Most of them compete with each other rather than synergize.
  • **Each subclass is missing its core functionality at level 1.** DPS++ doesn’t function as a gish. FORTRUN has no durability. ServoShell lacks a minion. VIPER lacks consumables. None of them work until their Advanced or Greater hack—if at all.
  • Technomancer needs to embody both magic affecting tech, AND tech affecting magic. It fails at this. I go over this more in the ending analysis. The class needs more Tech in Technomancer.

Coming Posts:

I’ll be breaking the rest of this feedback into several focused follow-ups:


  • Core Class Review – Skills, proficiencies, action economy, spellcasting, and core loop
  • Subclass Review – Full breakdown of programming languages and their magic hacks
  • Feat Review – All class feats by level, including trap picks and mandatory tax options
  • Fix Suggestions – Mechanical and structural changes that could make the class viable

Note: I used AI to help me format this with BBCode. I'm reviewing and editing it, but if it feels weird, it's because of that probably (or maybe you just don't like my wiriting). I also will repeat several of my suggestions in each section where they are relevant, in case you want to skim over things.

Horizon Hunters

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Technomancer Core Features Review

This post covers the base class features of the Technomancer—what every build has in common before subclass, feat, or spell picks. There are major issues with fundamentals here: you start with less than other casters, and your mechanical identity actively sabotages itself.

Skills:

Skills – 1+INT is Not Good

Technomancers get 1 trained skill + INT modifier. That is the lowest in the game, and it’s not good for a class whose entire concept is about versatility, knowledge, and interfacing with tech.

I understand your logic Paizo. Arcana + Computers + 1 + Int = the wizard's Arcana + 2 + Int. You are failing to account for the fact that you added 2 more core skills to the game when balancing this. This effectively means the technomancer is nerfed AND less flexible in skill selection. The witchwarper gets class skill + 3 + Int. This means the witchwarper is a more skilled class than the Technomancer, the class whose core archetype is being highly knowledgable.

Recommendation: Bump to 2+INT minimum. The technomancer should not be worse than the Witchwarper.

Proficiencies:

Weapon & Armor Proficiency – Underwhelming and Unsynergistic

You get:

  • Expert proficiency in simple weapons
  • Expert in light armor only
  • No progression in class DC[b]

    These stats would be tolerable if you were a pure backline caster. But multiple class features:

  • Encourage using grenades (which rely on class DC)
  • Rely on attacking with weapons
  • Subclasses like DPS++ and FORTRUN, explicitly want you to be in melee or attacking with guns

    This creates a contradiction: the class [b]wants you to use tech gear, but doesn’t give you the stats to support it. You fall behind in both accuracy and save DCs.

    Recommendation: Allow Technomancers to gain Master proficiency scaling with class DC.
    DPS++ should get Master proficiency in simple weapons—it’s core to their subclass fantasy. You MIGHT be able to get away with just master in class DC for auto fire and area weapons, but master in simple weapons only allows the subclass to function without missing all of the time. Alternatively, you could add a feature to DPS++ that allows your weapon attacks affected by one of your spells to be made with your spellcasting proficiency or something to that effect.

  • Spellcasting Slots:

    Spellcasting – The Most Limited Arcane Caster

    Technomancers cast arcane spells, but:

  • They get fewer spell slots per level (3 instead of 4) compared to Wizard, Sorcerer, Mystic, and Witchwarper.
  • They are the only printed starfinder class locked to the arcane tradition.
  • They are dependent on spell slots to trigger class features (see: spellshapes and focus spells).

    Your main class identity is built around modifying your spellcasting through spellshape feats—but you have fewer opportunities to actually cast spells than any other full caster. This creates a mechanical tension where the class tells you to use spells more often—but particularly in the early levels, doesn't give you any non-cantrip spells to cast.

    Recommendation: Give Technomancers the same number of spell slots as other casters (4 per level), or allow more free/low-cost use of spellshapes. Also consider making most of their class features (overclock, jailbreak, etc.) operate from cantrips. Another possibility is to give all technomancers 1 temp spell gem per spell rank (or however many would be balanced). This give them a consumable techy feel, enables viper, and lets them cast the same number of spells as other classes, with the viper getting features similar to arcane bond drain chaining for wizard.

  • Spell Cache:

    Spell Cache – A Weaker Wizard Thesis

    Spell Cache lets you swap in known spells for others in your cache—but only a limited pre-selected number. Compare this to the Wizard’s Spell Substitution Thesis, which allows access to their entire spellbook when preparing.

    This makes the level 8 feat Spell Library functionally mandatory. Without it, you’re artificially limited to a tiny subset of your known spells. The feats that temporarily add spells to your cache CAN be interesting, but are so limited (generally just one download before disappearing) that they are a headache to manage.

    Recommendation: Just give Technomancers the Wizard’s Spell Substitution functionality. Spell Library could be baked in, and spell prep should be less rigid for a class themed around modular casting.

    Overclock + Jailbreak:

    Overclock + Jailbreak – The Engine is Broken

    This is the core loop of the class:


    • Spend an action to Overclock Gear (you must do this first).
    • On a future turn, cast a spell and use Jailbreak Spell (which consumes Overclock).
    • Reapply Overclock.

    The issue is: most spells cost 2 actions, spellshapes cost 1 action at levels 1 and 2, and Overclock costs 1 action. That’s a 4-action turn, minimum. You need 5 actions if you want to move or reposition. The action economy is one of the most starved I have ever seen printed. This results in everyone else taking cover, using tactics, and making attacks, while the technomancer stands there after a single spell and must choose between engaging with their core class mechanics and turning into a sitting duck, or playing smart.

    To make matters worse, you don’t even get Jailbreak until level 3. Which means your class simply does not function at levels 1–2. There are also WAY too many feats, spellshapes, and subclass features with interactions that make you NOT want to jailbreak. This is problematic seeing as how it's the core class design to use it.

    Recommendation:


    • Make Overclock Gear a free action or passive toggle that isn't consumed.
    • Give Jailbreak at level 1—it is not optional.
    • Rework focus spells so they help you engage this loop instead of requiring it to work.

    Summary of Class Feature Issues


    • Skill access is too low for a smart class.
    • Weapon and item interaction lags behind accuracy and scaling expectations.
    • You are the least effective arcane caster by raw spellcasting metrics. Even the witch gets hex cantrips, off tradition spells, and hex focus spells that are better.
    • Spell cache is strictly inferior to wizard spell substitution and feels incomplete.
    • Overclock + Jailbreak is a fragile, overloaded action loop that needs major restructuring.

    Horizon Hunters

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    Technomancer Programming Language Review

    This post reviews each Programming Language (subclass) and its three associated Magic Hacks (focus spells). These are meant to define your build and provide you with signature class tools. In practice, none of the subclasses function properly at level 1, and some never fully come online at all.

    Each subclass gives:

  • A Level 1 hack (always a spellshape focus spell)
  • A Level 6 hack (Advanced Hack, also a spellshape)
  • A Level 10 hack (Greater Hack, sometimes an actual focus spell)

    The general pattern is that the Greater Hack is the one that finally delivers on the subclass fantasy—which means most subclasses don't work as advertised until mid-to-late game. That’s far too late.

    Note: This DPS++ spoiler section isn't working for some reason.

    DPS++:

    DPS++ – The Gish That Isn’t

  • Initial Hack: Thermoelectric Phase Change
    Change the damage type of a spell and add persistent damage on crits.
    Solid flavor and flexibility—just not usable more than once/day early on due to being a spellshape focus spell.

  • Advanced Hack: Virtualized Data Transmission
    Teleport to a spell’s area (or anywhere in range on Jailbreak).
    Extremely flavorful and creative utility—this is the most fun spellshape in the class.

  • Greater Hack: Overclock Brain
    Gain Quickened for 1 minute, usable only for Strikes.
    This is the gish enabler. It’s excellent. It should be the subclass’s level 1 hack, not its capstone.

    Verdict: DPS++ is a “fighter-mage” subclass that can’t fight effectively and can’t spellcast freely until level 10. The weapon accuracy, action economy, and core subclass fantasy don’t connect until very late levels. You can't make a subclass based on shooting a gun, and then give it the WORST gun accuracy in the game. The quickened condition is the only thing that enables this subclass as Overclock Gear demands your third action. You still have nothing left over for moving.

  • FORTRUN:

    FORTRUN – The Caster Tank With No Armor

  • Initial Hack: Energy Sink
    Gain resistance to the element of your last damage spell (Jailbreak gives all resistances).
    The scaling is off, and it makes for weird gameplay where if you can't afford to jailbreak, you are incentivized to do the same damage type as your enemy, which is often the worst damage type to use.

  • Advanced Hack: Active Defense Firewall
    Store a spell in your armor that auto-casts when you get hit in melee.
    A creative trap mechanic, but doesn’t interact with Jailbreak, Overclock, or your actual class loop.

  • Greater Hack: Overclock Armor
    Grants a scaling force field
    This is the durability the subclass needs—why is it not available at level 1?

    Verdict: FORTRUN tries to be tanky, but you only wear light armor and don’t get hit point buffs or permanent protection. Your subclass tries to encourage melee range positioning, but doesn’t give you tools to survive it until far too late. Again, you printed a subclass based on wearing armor, then gave it the worst armor, with the worst proficiency. This subclass needs to give the player medium armor and master proficiency scaling. Anything less and you are encouraging suicidal behavior at a number of level ranges.

  • ServoShell:

    ServoShell – The Robot Mage Without A Robot

  • Initial Hack: Signal Relay
    Cast a buff spell, and it copies to your summon via Jailbreak.
    You don’t have a summon at level 1. You don’t have enough spell slots to buff and summon anyway. Dead feature until late levels, so why is it the level 1 focus spell?

  • Advanced Hack: Hardlight Simulacrum
    Summons are treated as constructs. Jailbreak gives you free Overclock.
    This finally makes the subclass playable. But it doesn’t fix the action order issue: you want to jailbreak your summon, but can't without overclock, and summons are 3 actions. The flow is janky as hell and makes your summons WORSE (coming in late in the combat) because you tried to use your class features with it.

  • Greater Hack: Overclock Minion
    Your summoned minion is Quickened for 1 minute.
    A strong effect, but doesn’t trigger until round 3+ without some miracle of setup. (turn 1 summon, turn 2 quicken, but its already your turn so the summon doesn't get the extra action, turn 3 it finally gets an extra action)

    Verdict: ServoShell does not function at level 1. You need at least two turns to even start your subclass loop. The subclass needs a permanent robot familiar/minion baseline to work at all. I can't stress this enough. Relying on three action summon spells makes this subclass dead in the water. I would recommend an ability to cast robot/construct summon spells as 2 action polymorph spells on your permanent robot minion, replacing it's stats for the duration.

  • Viper:

    VIPER – The Hacker That Can’t Afford to Hack

  • Initial Hack: Dynamic Frequency Scaling
    You can reuse a spell gem one additional time (or avoid destroying it).
    Would be good if you had spell gems. You don’t. The class gives you no way to get them. The jailbreak effect is completely nonsensical. I have no idea what it means or how it is supposed to work. Do I roll some sort of check on a gem that would get destroyed to not destroy it? What does it mean for a spell gem to be broken? You need to rewrite this.

  • Advanced Hack: Log Spell Execution
    Store a spell gem spell in your cache. Jailbreak lets you steal spells from any tradition.
    Incredible potential, completely wasted because you can’t afford to use the class’s engine.

  • Greater Hack: Overclock Lattice
    Lets you heighten spell gems up to your max rank. Jailbreak lets you match your current spell slot.
    Late-game payoff for a concept that never had enough support. Too little, too late.

    Verdict: VIPER is a great idea sabotaged by the game economy. You need daily temporary spell gems to make this subclass viable. Without them, nothing works. Overclock Lattice is extremely good but doesn't come into play until level 10, which is near the end of the campaign for most of the APs. This is the most functional subclass as written, but still suffers severely from lack of the resource the subclass requires to operate. No other class or subclass has ever been printed by you that so clearly relies on consumables and provides no method of routinely acquiring them.

  • Takeaways:


    • All subclasses fail to deliver on their fantasy at level 1. The spellshape focus spells fail to fulfill the focus spell design promise: a reusable spell that is reliably available every fight. This also leads to weird behaviors like casting your spellshape focus spell because it isn't a cantrip, JUST so you can overclock without spending a spell slot. It's very bad design. These level 1 focus spells need to be normal focus spells that have an EXTRA jailbreak effect if jailbreak is used on them, instead of yet another spellshape that isn't usable at the level it is given.
    • Initial Hacks are all spellshapes that require spell slots, which the class doesn’t have many of. These NEED to be regular focus spells that we can reliably jailbreak and overclock from.
    • Most subclasses don’t even start working until level 10.
    • The one thing each subclass needs to function (weapons, armor, minion, consumables) is delayed or missing entirely.

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    Technomancer Feat Review – Levels 1 to 8

    This post covers all Technomancer class feats from levels 1 through 8. I’ve kept the writeups short unless a feat is unusually important, broken, or problematic. Later feats (10+) will be covered in a separate post.

    Level 1 Feats:

    Level 1 Feats

  • Counterspell – Standard counterspell. Does what you expect. Functional but unimpressive without further investment.

  • Denial of Safety – It’s Widen Spell. Jailbreak adds another 5 feet—but only for AoEs, which you won’t cast until you get 2nd-rank spells. Doesn’t do anything at level 1.

  • Incognito Spell – It’s Conceal Spell. Jailbreak lets you Demoralize when casting. That’s great if you’re investing in Intimidation—but thematically strange (you’re hiding the spell, yet somehow scaring people with it).

  • Programming Prodigy – Reskinned Spellbook Prodigy. Helps against stingy GMs. Should honestly be baseline for prepared casters.

  • Signal Boost – It’s Reach Spell. Solid early pick—reach is extremely valuable and action-efficient. Jailbreak adds even more reach. This is one of the best level 1 feats.

  • Spell Circuit – Lets you cast spell gems and chips without drawing them. Jailbreak lets you burn one spell gem to cast another. Interesting action economy option, but totally dead without cheap, renewable spell gems—which you don’t get.
  • Level 2 Feats:

    Level 2 Feats

  • Ammo Infector Virus – Lets you Strike and Hack with one action… if you have Combat Hack. That’s a skill feat requiring expert in Computers, which you can’t get until level 3. You can’t even qualify for this at level 2 unless multiclassing. Feels like it was written for a Multiclassing level 1-2 feat pick into Technomancer.

  • Cantrip Expansion – Standard cantrip expansion. No complaints, no fanfare.

  • Gear Authentication – Lets you lock an item to yourself and teleport it to your hand. Must match your programming language. Very niche; the teleport is a single-action trick that’s mostly useful for armor (which you rarely swap). Not worth a feat.

  • Safemode Spell – It’s Nonlethal Spell. Jailbreak converts the spell into a Will-save illusion. That’s oddly flavorful and might occasionally be useful—best used for certain campign types.
  • Level 4 Feats:

    Level 4 Feats

  • Alakablam – Reload a weapon with a spell gem and Overclock Gear at the same time. Effect is vague: does it buff one shot or the whole clip? Cool idea, but requires consumables you don’t have.

  • Delete Root Access – Cast a mind control spell on a robot of CR = your level – 3. Jailbreak can cause a long term crit fail. Extremely narrow. Even if it works, the target will be the weakest thing on the field. Fun flavor, bad mechanics.

    *************************************

  • Double SpellshapeThis feat is mandatory. It should be a baseline class feature. Without it, your core class design is crippled. No other class has to spend a feat to progress its core mechanic in such a fundamental way. I cannot stress this enough: ANY feat pick at level 4 that is not this feat is a TRAP OPTION. You cannot print the class with this being a feat. This is like forcing the barbarian to spend feats to progress their instinct, or the thaumaturge to go from personal antithesis to actual weaknesses.
    *************************************

  • Overclock Focus – Once per day, regain a focus point if you cast a spell without Jailbreaking it. That breaks your loop. The reward is a single focus point. This feat is a trap.

  • Spell Protection Protocol – Gives allies a save bonus vs. spells (+1 normally, +3 vs. your own spells). Requires ServoShell or FORTRUN… the two subclasses least likely to cast offensive AoEs. Misaligned design.
  • Level 6 Feats:

    Level 6 Feats

  • Advanced Magic Hack – Get your subclass’s second hack. This is a standard feat for focus spell progression.

  • Booming Bootloader – Adds sonic damage and a Frighten effect to your summon spells. Sounds cool—until you remember summoning is 3 actions and doesn’t flow with your loop. Niche use only.

  • Hardlight Illusion – Buffs illusion spells and makes them deal real damage on Jailbreak. This is a fantastic spellshape. Powerful, flavorful, and synergistic. I wish all spellshapes were this good.

  • Overclock Spell Database – Once per day, cast another spell from your cache if you don’t Jailbreak a spell. Breaks your loop to maybe cast again later. Feels like a lesser Wizard bonded item feat. Not worth it.

  • Pirate Spell – If you counter a spell, you can use your cache to prep it. You already had to spend a slot to counter it, so this is just replacing what you lost. Wizards do this for free if they are spell substitution wizards (the thesis technomancer is trying to mimic).

  • White Hat Hack – If you’re Overclocked and cast a spell without Jailbreaking, you remove Glitching from allies. Breaking your core loop to lower glitching is not worth a feat usually. There will likely be some APs where this will be strong.
  • Level 8 Feats:

    Level 8 Feats

  • Backup Spell – Once per hour, get one more spell slot, but glitch yourself in exchange. Jailbreak removes glitching. Nice as a last-ditch option, but the debuff makes it unreliable in combat. This is a nice way to recast 1 hour duration buffs endlessly though. Best used out of combat, where it is very strong for refreshing buffs.

  • Cross Platform Application – Learn another subclass’s initial hack. Sounds good—until you realize it’s another spellshape and won’t synergize well unless you picked very carefully.

  • Grenade Spell – Turns a spell into a grenade. Jailbreak adds AoE. Not bad if you build around it, but suffers from lack of scaling and class DC issues with grenades. Needs class DC scaling to be worth it. Also needs grenades... which are expensive if you don't get them reliably. The reusable grenade shell item helps with this a great deal if you can obtain them (should be easy, but your mileage may vary by GM).

  • Spell LibraryMandatory feat. Expands spell cache to all your known spells, one per spell rank. Without this, you’re just worse than the Wizard at prep. Should be built into the class, or just give technomancer spell substitution. There are a lot of good options in the level 8 feat category, and all of them are trap options when compared to this feat.

  • Split Tunneling – Lets you split a spell’s damage between two targets. Jailbreak upgrades a miss into a partial hit. This is a very good offensive tool and a solid pick for blasters.

    Note for level 8: The feats in level 8 are overloaded with good options. Maybe it feels this way because other levels have too many bad feats, but it is something to consider.

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    Technomancer Feat Review – Levels 10 to 20

    This post covers the rest of the Technomancer class feats, from levels 10 through 20. By this point in the class, your feat economy is extremely tight—most of the critical picks have already been spent on mandatory engine-stabilizing feats. While the options do get more interesting at high levels, many of them still suffer from timing, action economy, or cost problems.

    Level 10 Feats:

    Level 10 Feats

  • Compressed Casting – It’s Quickened Spell, once per day. Technomancer's loop is so action-starved that you’d think this would help, but it doesn’t fix the flow disruption caused by Overclock timing. If you overclock, you can't cast a second spell. If you don't overclock, your cycle is broken next turn. Feats should not negatively interact with your core class flow. The jailbreak effect is basically the Double Jailbreak effect without having to take Double Jailbreak.... You are going to take Double Jailbreak.

  • Double JailbreakEssential upgrade to Double Spellshape. Lets you apply 2 spellshapes and get the extra jailbreak effect. Arguably mandatory; you won’t find a better level 10 option. This COULD stay as a feat, but man.... its the best feat at whatever level you put it in.

  • Greater Magic Hack – Grants your subclass’s 3rd focus spell. Standard feat, required for late-game subclass function. With the current design, arguably the one feat that makes several of the subclasses even work at all.

  • Overvolt Resistor – Spellshape that ignores resistances or immunities. Jailbreak pierces immunity (a bit). This sounds good, but if you are using this because you already know the enemy is immune, just cast a different spell. Still, it has situational use.

  • Soft Reboot – Once per hour, Overclock yourself as a reaction at the start of your turn. This is one of the few flow-fix tools that actually works, but 1/hour makes it unreliable. Would be a must-pick if it were 1/10 min.
  • Level 12 Feats:

    Level 12 Feats

  • Advanced Cross Platform Application – Gain another subclass hack… if you spent three other feats first. That’s 4 total feats for a single extra spellshape. Never worth it. You need to not require so many feats.

  • Clever Counterspell – It’s Wizard’s clever counterspell. Extremely good for a counterbuild. Otherwise skippable.

  • Liminal Hyperlink – Create a short-range linked portal. Niche utility and some teleport tricks, but most games won’t justify spending a level 12 feat on this. There are several spells which come close to this behavior. This can be a good third focus spell if you skipped one of your subclass ones.

  • Reactive Firewall – Once per hour, give an attacker disadvantage if you’re Overclocked. This is actually good, and should be considered for defense builds. The overclock requirement means any disruption to your flow makes it unavailable, making you not want to jailbreak.
  • Level 14 Feats:

    Level 14 Feats

  • Debug Spell – Spellshape that boosts low-die size spells (like d4 cantrips). Utterly devastating with Force Barrage or other small die size spells. Nearly worthless on d10 or d12 spells. Overall a great spellshape feat, as it is situationally useful depending on the spell.

  • Reflect Spell – Same counterspell reflect seen in other classes. If you’re deep in counterspell territory, this is fine. If not, skip it.

  • Sleep Mode – Once per day, start a fight Overclocked. Which saves you… one action. Per Day. This is not a level 14 effect. Should be 1/10 min or a passive trait. This feels like it should be a core class feature at level one that always works. This is the equivalent to Barbarian Rage. Ever since you gave the barbarian their rage at the start of combat, the class design just WORKS. This would also do a lot to fix Servoshell and let you jailbreak your summon on turn one. As is, it's once per day limit makes it nearly worthless.

  • Tashtari Cluster – Bank a second Overclock charge for later. In theory this gives you back-to-back Jailbreaks, but it takes four rounds of setup. Most fights will be over before this pays off.
  • Level 16 Feats:

    Level 16 Feats

  • Master Code Cracker – Upgrades Double Jailbreak: now you get both spellshape jailbreak effects. This is the final piece of the spellshape engine. Feels close to mandatory to fully unlock the class. Probably should have been progression, not a feat.

  • Quine Relay – Effortless Concentration reskin. Absolutely excellent for action economy, and one of the only “clean” feats with no gotchas. Highly recommended.

  • Shatter Spell – Spellshape for Dispel Magic. If you successfully counteract a spell, deal force damage to someone in the area. Jailbreak increases damage or makes it AoE. Extremely niche, won’t come up often. Also very late to get an effect like this. The effect already scales by spell rank, that makes it perfect to introduce at low levels.

  • Spellshape Modder – Once per 10 min, temporarily gain any spellshape feat. Can’t use its Jailbreak. This would be amazing at low levels—at 16, it’s too little, too late. The inability to use jailbreak is like kicking a dead horse. Jailbreaking spellshapes is your core class mechanic, EVERYTHING should interact with it.
  • Level 18 Feats:

    Level 18 Feats

  • Speedrun – Focus spell that lets you phase through enemies and walls. Cool flavor, but this is a mobility tool you should’ve had 8 levels ago. Doesn’t scale to 18th-level expectations. It's like a really good blink spell, at a level you are summoning meteors from the sky.

  • Sudo Spell – Lets you cast a 4th- or 5th-rank spell from a slot, then cast it again next turn for free. Good spell economy, but only works on back-to-back casting, and not all spells benefit from that. Mainly good for easy fights where back to back casting of low level spells is acceptable.

  • Vigilant Administrator – Gain a second reaction, only for counterspelling. Campaign-dependent feat—either utterly and completely OP and busted or worthless. If your GM throws lots of enemy casters at you, this is amazing. Otherwise, skip. A Starfinder version of Strength of Thousands would see half the GMs banning this feat in frustration.
  • Level 20 Feats:

    Level 20 Feats

  • Auto Spellshape – All spellshapes are free actions. Sounds powerful, but you’ve already been doing this since level 3 via Jailbreak. Only difference: now you don’t need Overclock. Too little, too late. It also doesn't interact with double spellshape, so really it's just a feat for letting you not use your core class mechanics and still use spellshapes freely... Which is a weird capstone to have.

  • God Mode – Apply 3 spellshapes (or 4 with Jailbreak) to a spell once every 10 minutes. This is the dream payoff for the class design—finally unlocks the chaos you’ve been promised since level 1. Great capstone.

  • Root Access – Bog standard get a second 10th-level spell slot. It’s raw power. Always a top-tier pick. Not flashy, but brutally effective.
  • Final Thoughts on Feats


    • Too many core mechanics are gated behind feats: Double Spellshape, Jailbreak scaling, Spell Library.
    • Several “fix” feats just patch over core problems (like Overclock action economy, or not starting combat with it on).
    • A lot of the coolest effects are locked behind bad economy or bad action flow.
    • Spellshape synergy gets better late game, but it takes 5–6 feats just to get the system working. Most of your feats aren't flavor, they are needed to make your class abilities actually work.

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    Technomancer Fix Suggestions & Design Philosophy

    This final post offers mechanical fixes, feature rewrites, and thematic corrections based on the preceding review. Some are surgical tweaks; others address broader conceptual failures. Use it for ideas if you like, or ignore where you disagree.

    The Stakes: Technomancer Represents the Setting

    Starfinder is a world where magic and technology exist in the same space. No class exemplifies that vision more than the Technomancer.

    When the Technomancer fails, the setting fails to express its core idea.

    Right now, the Technomancer feels like:

  • A worse wizard
  • With more feat tax
  • And less tech flavor

    That is the opposite of what this class should be. Here are suggestions for fixing core issues:

    Core Design Goals:

    Core Design Goals (That Need Reinforcement)


    • The Technomancer should:
    • Cast arcane spells.
    • Alter and reprogram magic with tech-based logic.
    • Use technology as both input and target of their magic.
    • Feel distinct from other casters—especially Wizard and Witchwarper.

    • Thematically, they should embody:
    • Tech altering magic (e.g., devices that tweak, counter, or emit spells, jailbreak spellgems and chips for later use, etc. This is not handled well).
    • Magic altering tech (e.g., hacked weapons, reprogrammed constructs, shield-wrapped machines, etc. This part is already covered fairly well).
    • A sense of tools, devices, and engineered manipulation—not just incantation.

    Fixes – Core Mechanics

    Overclock & Jailbreak Loop

  • Make Overclock a free action or passive toggle that isn’t consumed.
  • Give Jailbreak at level 1—this is not optional. People need to know how the class functions at level 1, and this is central to it.
  • Allow Jailbreaking or Overclocking from cantrips to support the loop at low levels. The main tax is the action economy used to cast the spells, you don't need to force spell slot expenditure too.
  • Consider adding a class feature that gives automatic Overclock at the start of combat. This would go a MASSIVE way towards smoothing gameplay.

    Focus Spell Problem

  • Stop giving subclass spellshapes as level 1 focus spells—they don't function.
  • Replace them with actual focus spells that:

  • Work at level 1
  • Enable early Jailbreak/Overclock synergy
  • Support the subclass identity (e.g., gish boost, summon synergy, temporary shields)

    Spellcasting Deficiency

  • Give 4 spell slots per rank to match other casters.
  • Allow Technomancers to make daily temporary spell gems.

    Weapon & Grenade Interaction

  • Grant Master proficiency in Class DC. This will help with grenade interactions that the technomancer wants to use.
  • Let Technomancers use Spell DC for class grenades or infused weapons/gadgets if modded by a spellshape.

    Fixes – Subclass Support

    DPS

  • Add a subclass feature that uses spellcasting proficiency for weapon attacks affected by your spells.
  • Or give scaling to Master in simple weapons.

    FORTRUN

  • Grant Medium Armor Proficiency and Master Proficiency.
  • Consider making Overclock Armor the level 1 hack.

    ServoShell

  • Give a permanent robot familiar or minion. Doesn't need to be as good as the Mechanic's companion. We can buff ours with spells.
  • Let summon spells optionally function as 2-action polymorphs on your minion, swapping its stats.
  • This is the subclass that should explore reusable, magical technology as a companion, and as useful tech devices that are consistently reliable.

    VIPER

  • Give daily or free craftable temp spell gems—either based on cache or class level. This is really not optional. you NEED to do this.
  • Reword confusing hack effects, particularly jailbreak for Dynamic Frequency Scaling.
  • Reinforce the “black hat wizard” vibe with actual access to spells outside arcane, consistently. This is the technomancer that copycat's the party's Mystic, to their endless annoyance, until the mystic drops and the technomancer saves their ass.
    [/spoiler]

    Thematic Shortfalls & Opportunities

    Right now, the class claims to manipulate technology with magic—but there’s no sense that technology is manipulating your magic. The one aspect: jailbreaking is all handwaved as happening as part of casting the spell.

    Remember Clarke’s Third Law:
    “Any sufficiently advanced technology is indistinguishable from magic.”

    That means this fusion must go both ways.

  • Where is the lightning bolt wand that is also a charging station for your batteries?
  • Where is the gauntlet that auto-jailbreaks a stored spell with a certain spellshape and lets you cast it?
  • Where is the Magitech USB port that plugs into a robot summon to give it the buff of the spell being stored?
  • Where is the starmetal nanoswarm smoke grenade that obscures vision both mundane and magical, but transmits from millions of little cameras to your network so your allies are unaffected?

    Technomancers need physical technology that interacts with their spellcasting.

    Even if it’s just flavor—show the machinery. Right now, it’s a bunch of feats and math pretending to be tech.

    Final Thoughts

    The Technomancer has the potential to be the most iconic class in Starfinder. It should sit at the intersection of arcane mastery and technological wizardry. Instead, it’s a bogged-down wizard variant with clunky mechanics, endless feat tax, and little actual connection to tech. I am very hopeful for this class. It is THE class I want to play the most in the system, so if I sound sanctimonious, overly opinionated, or something, it's because I want Technomancer to be good.

    Thanks for reading!


  • 2 people marked this as a favorite.

    This is spot-on. I’ve come to the exact same conclusions and nearly identical suggestions for improvement in my own playtests, and something tells me we’re far from being the only ones either. Thank you for this extensive write-up as well, this should hopefully lay out what needs to be improved on the Technomancer in as much detail as can be given.

    To echo a few points: the Technomancer in my opinion should be a class that bridges tech and magic, and is equally comfortable using magic to interface with tech as they are doing the inverse. What they are in practice is a spellshape-focused Wizard with a bit of programming flavor. They are way too hungry for spell slots and their subclasses are full of mechanics that are dysfunctional or entirely non-functional, particularly at low level. The class’s core engine does not work properly across wide and frequently-played level ranges, and its mechanics fall short of its theme.

    If I had to add one thing, it’s that there is a workaround to the spell slot issue for overclocking at low level (which I guess it fitting for a programmer class): because overclocking requires a non-cantrip spell, you can use your focus spellshape purely to overclock. With that said, this feels wasteful and not really the way to play the class as intended, plus it interferes with jailbreaking if you wanted to use that spellshape and still only have 1 Focus Point.

    Horizon Hunters

    2 people marked this as a favorite.

    Yes, the wasting of spellshape focus spells to trigger overclock I think I mentioned somewhere, and it's very janky. It feels very bad to overclock your gear by burning a focus point and an action for zero effect, that SCREAMS broken class feature.

    Horizon Hunters

    To give an idea as to how congested the feat picks are for the class, lets take a look at the progression you should take if you want your core class feature (jailbreak) to advance properly, and you want your subclass to function in the current playtest:

    2: free pick
    4: Double Spellshape
    6: Advanced Magic Hack, or free pick if you don't want it (hardlight illusion, is fantastic)
    8: Spell Library
    10: Greater Magic Hack
    12: Double Jailbreak (level 10 feat)
    14: Free Pick (recommend Debug Spell)
    16: Master Code Cracker
    18: Free Pick, but probably Quine Relay from level 16. Arguably better to take this first.
    20: Capstone free pick

    If you are following your subclass progression that's 3-4 free picks in total. That's a LOT of overhead to make your class features work. Also notice how you only have room for 2-3 spellshape feats if you want to properly jailbreak them.

    making jailbreak progression part of the core class, and making spell substitution the baseline for spell cache and ditching Spell Library would dramatically improve your flexibility with feat choices:

    2: free pick
    4: free pick
    6: Advanced Magic Hack, or free pick if you don't want it (hardlight illusion, is fantastic)
    8: free pick - lots of good options here
    10: Greater Magic Hack (or free pick if you fix level 1 focus spells to be actually good and workable)
    12: free pick
    14: Free Pick (recommend Debug Spell)
    16: free pick, but probably Quine Relay
    18: Free Pick
    20: Capstone free pick

    This looks a lot more like how every other class feels when looking at their feat list. There are a few really good picks that jump out, but nothing feels mandatory anymore.


    1 person marked this as a favorite.
    Dragonbane999 wrote:

    Technomancer Fix Suggestions & Design Philosophy

    This final post offers mechanical fixes, feature rewrites, and thematic corrections based on the preceding review. Some are surgical tweaks; others address broader conceptual failures. Use it for ideas if you like, or ignore where you disagree.

    The Stakes: Technomancer Represents the Setting

    Starfinder is a world where magic and technology exist in the same space. No class exemplifies that vision more than the Technomancer.

    When the Technomancer fails, the setting fails to express its core idea.

    Right now, the Technomancer feels like:

  • A worse wizard
  • With more feat tax
  • And less tech flavor

    That is the opposite of what this class should be.

  • Grateful for this thorough, reasonable analysis. I'm not the most crunch-minded fan, but the Technomancer Playtest read as being pretty troubled to my eyes, so seeing it spelled out so well is really clarifying.

    I agree with your high-level quoted take here, too: Technomancer is very core to what makes Starfinder different from nearly every other sci-fi game on the market, so it being incoherent and nonfunctional is a real problem.


    Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Society Subscriber

    I think I'm just gonna link this thread in the "open response" section of the playtest survey. This is way more in-depth than anything I'd have the time or ability to write/playest personally, and correctly identifies most of my sore spots with the class.


    3 people marked this as a favorite.

    I agree that the technomancer is not in the best place but some of the suggestions and wants in this analysis go way beyond. Full caster with master strikes has been mostly a red line for Paizo (one time there was a way to pull it off and it was quickly errata'd). 4 slot casters usually have diminished features compared to 3 slots (who tend to have some extra gimmick or ability added on).

    Like mechanically the technomancer is a little underwhelming, but it's more or less a side grade to the arcane Witch right now. What it needs is some more interesting tech interactions, evening out of bad options, and a handful of quality of life improvements.

    There are some okay suggestions here (like the obvious glaring issue with class DC and the critique of some super questionable focus spells) but they kind of get buried in the ridiculous power boosts being called for.

    Teridax wrote:
    This is spot-on.

    I'm kind of surprised to see you say that with how much concern you've had over power creep in the past.


    2 people marked this as a favorite.
    Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Society Subscriber

    Squiggit, I think the praise is coming from correctly identifying problems rather than providing solutions.

    Horizon Hunters

    5 people marked this as a favorite.

    I would like to say that I don't expect for all or even most of the suggestions to be implemented. A subset would work for fixing the class. I provided a range of suggestions for fixes.

    When dealing with a class that is underpowered, it is often best to start with strong changes, and then dial back. You can easily get yourself in a design hole by trying only small tweaks. Sometimes the correct solution is a few small tweaks and one big one. If you never try a big one, you won't find the solution.

    Perhaps giving DPS++ master proficiency in simple weapons is too much, but then you can try something like a focus spell that gives a +1 bonus to hit with your firearms while it's overclocked. Maybe that will work. Maybe a +1 isn't powerful enough. You won't know which one works best until you try the bigger change and decide it needs to be dialed back.

    There are also suggestions I made that are definitely not meant to go together. 4 spell slot per rank AND a temp spell gem per rank would be utterly busted and OP, for instance. Hell, even 1 spell gem per rank is probably too much, but start with a strong adjustment, and dial it back.

    I mentioned it before, but the Technomancer is a keystone iconic for the setting itself. It is the setting of Starfinder packaged into a class that says "This is how this setting is different from other settings. This is how this setting works with itself"

    The Technomancer being a strong option should be the given IMO. Right now it is a weak arcane caster with little tech flavor. There are other ways to fix the class than my suggestions, but it's just a bunch of ways to potentially fix issues with the class. I tried to make many of my suggestions strong enough to fix more than just one issue at a time, so your criticism is reasonable that many seem very strong.


    4 people marked this as a favorite.
    Squiggit wrote:
    I'm kind of surprised to see you say that with how much concern you've had over power creep in the past.

    I still have that same concern, and HolyFlamingo! is correct on this one: I think OP's review in general is absolutely worthy of praise, but it is especially their criticism that resonates with me. I've documented my own list of adjustments and suggestions, and you can see that while they often tend towards the same goals as OP's, they go about them differently. For instance, I want the DPS++ Technomancer to have a compelling reason to Strike at all levels, but more in the sense of one good Strike a round alongside spells rather than full gish Striking, so no master proficiency for me.

    The main reason I didn't dwell on critiquing the finer points of OP's suggestions is because ultimately, the spirit of what they're suggesting is good in my opinion. Even if I disagree on some details, my impression is that they want the Technomancer to be a functional class, not that they necessarily want to power-creep them and everything in Starfinder relative to Pathfinder, as others have advocated in the past. From my experience giving feedback, including on homebrew, I think it also doesn't necessarily make for the most productive conversation to criticize X or Y feature for being overly strong unless it's really beyond the pale, or the creator is expressly trying to make an exception from the system's overall balancing framework. All too often, online conversations break down into arguments because people all too easily dwell on each other's differences, so I'd rather focus on what we have in common instead and work from there.

    Vigilant Seal

    I currently have a 6th level Technomancer from SF1, & I've always enjoyed the class. Unfortunately, I did not feel good reading the playtest material, & after reading Dragonbane's analysis I know why. The whole concept of Overclocking & Jailbreaking feels janky & awkward & un-fun.

    I'm not as concerned about the spell slots, per se, but combined with the rest feels bad. I don't much care for any of the subclasses either, even without their issues. The only one that feels like a "combat caster" is the DPS++, but I'm not interested in being a "fighter/mage" with guns. I liked the feel of combat in SF1; I felt like my little Ysoki was quite effective, smooth, & enjoyable to play. I don't get that feeling from any of this :(

    Vigilant Seal

    I should clarify my comments a little: I "like" the idea of the Overclocking & Jailbreaking mechanics. I don't like the way they're implemented. The hits on the Action Economy are, IMO, too severe, & it's maddening that you don't get Jailbreak until 3rd level.

    Unless other casters get as many as 4 slots per level, I'm OK with maxing out at 3. My PF2 Wizard only has 5 cantrips & 3 slots per level; the bonus slots I get for various reasons are excellent, but I played that character to 7th level without knowing about some of those slot buffs & it felt just fine. But I wouldn't object to allowing Overclocking to work with cantrips. You would still mostly be using all 3 actions on your 1st combat turn to overclock, but you wouldn't need to "waste" a Focus spell for that purpose.

    Unless this is significantly changed, I don't see myself playing my beloved Rat Mage in SF2 :( I will likely start a Witchwarper at level 3, because it "feels" more like the pure caster I want to play.

    Edit: So, yea, I look at Witchwarpers & see 4 slots. IMO this is unfair for a class that feels stronger than the Technomancer.

    Vigilant Seal

    "You can’t even qualify for this at level 2 unless multiclassing."

    This might be true of multiclassing, but AFAIK the archetype system wouldn't allow it. I could be wrong, but I don't see how you're going to qualify for Ammo Infector Virus until 4th level, at which point you've more important choices.

    This brings me to another issue which, if mentioned in this thread I didn't see, but ... we still have no idea how either the Mechanic or the Technomancer will work with the archetype system. Overall, the more I've thought of this new Technomancer, since reading Dragonbane's comments, the less I like it & the more I think the entire concept needs to be re-worked.

    Horizon Hunters

    1 person marked this as a favorite.

    Yes, what I meant by that is that the only way it makes any sense to be a level 2 feat, is if they intend for it to be a valid pick for someone multiclassing INTO technomancer.

    When they do that, the bog standard "Basic Class Feat" that lets you pick a level 1 or 2 feat from your dedicated class is a feat with a level 4 requirement, so a level 4 person multiclassing into technomancer could pick Ammo Infector Virus and actually meet the prereqs. An ACTUAL technomancer cannot meet the prereqs unless I'm missing some niche feat somewhere that gives early expert.

    Its a feat in a level bracket that the actual class itself can NEVER take at the indicated level, which SCREAMS broken feat design.

    Vigilant Seal

    "Its a feat in a level bracket that the actual class itself can NEVER take at the indicated level, which SCREAMS broken feat design."

    Could not have said it better myself. It frankly boggles my mind that people who know how the rules work would think the current iteration of Ammo Infector Virus is a good idea.

    Thanks for all your efforts, Dragonbane. Very much appreciated.


    Great post, immensely illuminating.
    I only disagree with FORTRUN fixes.

    You treat light armor very poorly in a way that I worry you misunderstand the difference between Light and Medium. Medium armor will not give more AC. Medium and Light armor both max at +5 AC, they just do it with different Dex Caps and item bonuses, but they also have different strength necessities.

    If you give FORTRUN users medium armor you are encouraging them to become MAD as now they will need points in STR too to avoid a skill penalty. With how you want Technomancer to be skill versatile I don't think you intended to imply they should also be taking -2 to their STR and DEX skills.

    What Medium Armor provides that Light Armor doesn't is armor specialization benefits. I don't think adding these fixes the subclass, but if it helps it will be easy enough to allow Armor Spec for Light Armor at level 1 as a class feature. This way they can keep the DEX score they will already have at +3. We might consider having STR penalties reduced by 1 for light armor as well so FORTRUN users can get something that is Dex 3 / Item 2 at level 1 without a skill penalty.

    But circling back I don't actually think that slightly better armor is the fix. It should really be something dramatic. Maybe refreshing temp HP represented by a "force field". Something which artificially makes the FORTRUN a lot less squishy. Excitingly, maybe later level can have a damage conversion. Take a % of damage as a one time addition to spell damage. Something that encourages taking the risks of being a caster in the front.

    Seriously though, other than that I think this is a fantastic post and I will definitely be holding it side by side with the final Paizo release. I wish you were writing the new Technomancer because it sounds like you've got the correct idea already established in your head.

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