Deactivating Surge
Supernatural
Level11

Source

Starfinder Enhanced pg. 80

You can manipulate the energies surrounding technological devices and constructs. As a reaction, upon hitting an opponent or object with a weapon with the technological subtype, you can spend 1 Resolve Point to attempt to temporarily deactivate one technological weapon, piece of equipment, or armor upgrade worn or carried by the target. Roll 1d20 + your technomancer level; the DC is equal to 10 + the item level. If you succeed, you deactivate the device until the beginning of your next turn. The device’s owner can spend a move action and attempt an Engineering skill check against your technomancer magic hack DC to try to reactivate the device.

You can instead use deactivating surge to temporarily deactivate a construct that has the technological subtype (such as a robot). You don’t need to attempt a check, but the creature can attempt a Fortitude save to negate the deactivating effect. If it fails, it’s staggered until the beginning of your next turn. Once you’ve used this ability to attempt to deactivate a construct, that creature is immune to your deactivating surge for 24 hours.


Dragonscript

ID

3fa0b93f33e9da2ce62b23b4
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