Tech Revolution
Classes
Your body houses an untold number of nanites, tiny machines that can grant you incredible fortitude, transform into tools, and course across the battlefield to decimate your foes. Your total control of these nanites makes you an adept combatant who can manifest the perfect weapon or tool at a moment’s notice. Whether your powers stem from accidental infection, excruciating experiments, or voluntary symbiosis, your nanites grow stronger by the day as you gradually transform into a being more machine than mortal. |
Spells
You draw a spirit into a comm unit or computer, allowing you to consult the spirit for information. |
Armor
Name | Level | Price | EAC | KAC | Max Dex Bonus | Armor Check Penalty | Speed Adjustment | Upgrade Slots | Bulk | |
---|---|---|---|---|---|---|---|---|---|---|
6 | 5,100 | +8 | +10 | 4 | -1 | -5 ft. | 1 | 1 | ||
18 | 380,000 | +23 | +25 | 5 | -2 | -5 ft. | 4 | 1 | ||
10 | 18,100 | +13 | +15 | 4 | -1 | -5 ft. | 2 | 1 | ||
2 | 900 | +2 | +4 | 3 | -1 | -5 ft. | 0 | 1 | ||
14 | 75,500 | +17 | +19 | 5 | -2 | -5 ft. | 3 | 1 | ||
3 | 1,500 | +2 | +4 | 4 | -1 | - | 0 | 1 | ||
11 | 25,000 | +12 | +15 | 5 | -1 | - | 1 | 1 | ||
7 | 8,000 | +6 | +9 | 4 | -1 | - | 1 | 1 | ||
19 | 585,000 | +19 | +21 | 8 | - | - | 0 | L | ||
4 | 2,100 | +3 | +4 | 5 | - | - | 1 | L | ||
14 | 75,500 | +15 | +17 | 6 | - | - | 1 | L | ||
4 | 2,150 | +5 | +6 | 2 | -2 | -5 ft. | 0 | 3 | ||
19 | 560,000 | +24 | +25 | 4 | -2 | -5 ft. | 3 | 3 | ||
9 | 12,800 | +14 | +15 | 2 | -2 | -5 ft. | 1 | 3 | ||
14 | 70,000 | +18 | +20 | 3 | -2 | -5 ft. | 2 | 3 | ||
13 | 49,750 | +15 | +17 | 5 | - | - | 1 | 1 | ||
9 | 14,500 | +10 | +11 | 5 | - | - | 0 | 1 | ||
17 | 256,000 | +18 | +20 | 5 | - | - | 2 | 1 |
Powered Armor
Name | Level | Price | EAC | KAC | Max Dex Bonus | Armor Check Penalty | Size | Upgrade Slots | Bulk | |
---|---|---|---|---|---|---|---|---|---|---|
18 | 424,000 | +21 | +25 | 4 | -3 | Medium | 2 | 25 | ||
14 | 75,000 | +21 | +23 | 4 | -4 | Huge | 0 | 50 | ||
13 | 59,400 | +18 | +20 | 5 | -3 | Medium | 2 | 22 | ||
6 | 5,200 | +6 | +10 | 5 | -1 | Medium | 1 | 16 | ||
8 | 12,600 | +13 | +14 | 5 | -2 | Medium | 1 | 19 | ||
8 | 11,200 | +11 | +17 | 2 | -4 | Huge | 1 | 57 | ||
20 | 875,000 | +28 | +30 | 3 | -3 | Large | 4 | 32 | ||
5 | 3,450 | +10 | +11 | 2 | -3 | Large | 3 | 37 | ||
12 | 41,200 | +17 | +20 | 3 | -3 | Large | 2 | 35 |
Armor Upgrades
Name | Level | Price | Slots | Armor Type | Capacity | Usage | Bulk | |
---|---|---|---|---|---|---|---|---|
2 | 650 | 1 | Heavy, Light, Powered | - | - | - | ||
6 | 3,900 | 1 | Heavy, Light, Powered | - | - | - | ||
10 | 17,500 | 1 | Heavy, Light, Powered | - | - | - | ||
11 | 23,850 | 1 | Heavy, Light, Powered | - | - | - | ||
5 | 2,800 | 1 | Heavy, Light, Powered | - | - | - |
Weapons
Name | Level | Price | Damage | Range | Critical | Bulk | Capacity | Usage | Special | |
---|---|---|---|---|---|---|---|---|---|---|
8 | 9,500 | 3d6 F | 60 ft. | Burn 1d6 | 2 | 40 Charges | 10 | Line, Sniper (150 ft.), Unwieldy | ||
14 | 75,000 | 7d6 F | 60 ft. | Burn 2d6 | 2 | 80 Charges | 10 | Line, Sniper (200 ft.), Unwieldy | ||
20 | 875,000 | 14d6 F | 60 ft. | Burn 4d6 | 2 | 100 Charges | 20 | Line, Sniper (250 ft.), Unwieldy | ||
10 | 18,500 | - | 15 ft. | - | 3 | 80 Charges | 16 | Blast, Shield 2d10, Unwieldy | ||
14 | 72,000 | - | 20 ft. | - | 3 | 80 Charges | 16 | Blast, Shield 3d12, Unwieldy | ||
6 | 4,300 | - | 15 ft. | - | 3 | 40 Charges | 8 | Blast, Shield 1d12, Unwieldy | ||
18 | 368,000 | - | 20 ft. | - | 3 | 100 Charges | 25 | Blast, Shield 5d12, Unwieldy | ||
2 | 740 | 1d6 F | - | Burn 1d6 | 1 | 20 | 1 | Bright, Powered (capacity 20; usage 1) | ||
12 | 34,600 | 4d6 F | - | Burn 2d6 | 1 | 40 | 2 | Bright, Powered (capacity 40; usage 2) | ||
8 | 9,200 | 2d6 F | - | Burn 1d8 | 1 | 20 | 1 | Bright, Powered (capacity 20; usage 1) | ||
16 | 162,000 | 8d6 F | - | Burn 2d8 | 1 | 40 | 2 | Bright, Powered (capacity 40; usage 2) | ||
18 | 380,000 | 6d10 So | - | Push (15 ft.) | L | 40 | 2 | Powered (capacity 40; usage 2), Thruster, Unbalancing | ||
12 | 36,700 | 2d10 So | - | Push (10 ft.) | L | 40 | 2 | Powered (capacity 40; usage 2), Thruster, Unbalancing | ||
6 | 4,350 | 1d6 So | - | Push (10 ft.) | L | 20 | 1 | Powered (capacity 20; usage 1), Thruster, Unbalancing | ||
3 | 1,400 | 1d4 So | - | Push (5 ft.) | L | 20 | 1 | Powered (capacity 20; usage 1), Thruster, Unbalancing | ||
1 | 35 | - | - | - | L | - | - | - | ||
4 | 300 | - | - | - | L | - | - | - | ||
7 | 860 | - | - | - | L | - | - | - | ||
10 | 2,575 | - | - | - | L | - | - | - | ||
13 | 7,100 | - | - | - | L | - | - | - | ||
16 | 23,000 | - | - | - | L | - | - | - | ||
19 | 76,000 | - | - | - | L | - | - | - | ||
14 | 72,000 | 4d8 So | 30 ft. | Deafen | 1 | 40 Charges | 2 | Boost (2d6), Polarize (2d6), Professional (musician) | ||
10 | 18,400 | 2d8 So | 30 ft. | Deafen | 1 | 40 Charges | 2 | Boost (1d8), Polarize (1d8), Professional (musician) | ||
6 | 4,280 | 1d8 So | 30 ft. | Deafen | 1 | 20 Charges | 1 | Boost (1d6), Polarize (1d6), Professional (musician) | ||
2 | 765 | 1d6 So | 30 ft. | Deafen | 1 | 20 Charges | 1 | Boost (1d4), Polarize (1d4), Professional (musician) | ||
18 | 372,000 | 7d8 So | 40 ft. | Deafen | 1 | 80 Charges | 2 | Boost (2d8), Polarize (2d8), Professional (musician) | ||
16 | 169,000 | 7d10 B | S | - | Staggered | 1 | - | - | Analog, Lockdown, Modal, Professional (maintenance worker) | ||
11 | 25,500 | 3d10 B | S | - | Staggered | 1 | - | - | Analog, Lockdown, Modal, Professional (maintenance worker) | ||
6 | 4,250 | 1d10 B | S | - | Staggered | 1 | - | - | Analog, Lockdown, Modal, Professional (maintenance worker) | ||
1 | 315 | 1d6 B | S | - | Staggered | 1 | - | - | Analog, Lockdown, Modal, Professional (maintenance worker) | ||
13 | 46,000 | 5d4 So | 40 ft. | Digitize 2d6 | L | 80 Charges | 4 | Bright, Professional (vidgamer) | ||
19 | 580,000 | 10d4 So | 40 ft. | Digitize 4d6 | L | 100 Charges | 5 | Bright, Professional (vidgamer) | ||
7 | 6,000 | 2d4 So | 40 ft. | Digitize 1d6 | L | 40 Charges | 2 | Bright, Professional (vidgamer) | ||
14 | 65,000 | 5d8 So | 80 ft. | Digitize 2d8 | 1 | 80 Charges | 4 | Bright, Professional (vidgamer) | ||
20 | 900,000 | 10d8 So | 160 ft. | Digitize 4d8 | 1 | 100 Charges | 5 | Bright, Professional (vidgamer) | ||
8 | 8,000 | 2d8 So | 80 ft. | Digitize 1d8 | 1 | 40 Charges | 2 | Bright, Professional (vidgamer) | ||
9 | 13,700 | 3d4 A | 40 ft. | Wound | L | 20 Charges | 4 | Automatic | ||
20 | 888,000 | 5d10 A | 60 ft. | Wound | L | 80 Charges | 8 | Automatic | ||
15 | 118,000 | 3d8 A | 50 ft. | Wound | L | 40 Charges | 5 | Automatic | ||
3 | 1,490 | 1d4 A | 40 ft. | Wound | L | 20 Charges | 4 | Automatic | ||
18 | 360,000 | 9d12 S | - | Embed 8d4 | L | - | - | Analog, Penetrating, Unwieldy | ||
12 | 32,000 | 4d12 S | - | Embed 4d4 | L | - | - | Analog, Penetrating, Unwieldy | ||
2 | 130 | - | - | - | L | - | - | - | ||
5 | 430 | - | - | - | L | - | - | - | ||
8 | 1,325 | - | - | - | L | - | - | - | ||
11 | 3,600 | - | - | - | L | - | - | - | ||
14 | 10,300 | - | - | - | L | - | - | - | ||
17 | 35,000 | - | - | - | L | - | - | - | ||
20 | 118,000 | - | - | - | L | - | - | - | ||
2 | 115 | - | - | - | L | - | - | - | ||
5 | 415 | - | - | - | L | - | - | - | ||
8 | 1,300 | - | - | - | L | - | - | - | ||
11 | 3,500 | - | - | - | L | - | - | - | ||
14 | 9,800 | - | - | - | L | - | - | - | ||
17 | 34,000 | - | - | - | L | - | - | - | ||
20 | 115,000 | - | - | - | L | - | - | - | ||
19 | 555,000 | 1d10 A | 30 ft. | Wound | L | 10 Mini-Rockets | 1 | Deconstruct 5d4 | ||
14 | 72,000 | 1d8 A | 30 ft. | Wound | L | 10 Mini-Rockets | 1 | Deconstruct 4d4 | ||
11 | 25,200 | 1d6 A | 30 ft. | - | L | 10 Mini-Rockets | 1 | Deconstruct 3d4 | ||
9 | 13,300 | 1d4 A | 30 ft. | - | L | 10 Mini-Rockets | 1 | Deconstruct 2d4 | ||
7 | 5,250 | 3d4 E | 30 ft. | Stunned | 1 | 2 Nets | 1 | Entangle, Stun | ||
4 | 1,750 | - | 30 ft. | - | 1 | 2 Nets | 1 | Entangle | ||
14 | 71,500 | - | 100 ft. | - | 2 | 3 Missiles | 1 | Guided | ||
9 | 14,600 | 2d10 E & P | 80 ft. | Staggered | 1 | 4 Rounds | 2 | Buttressing, Sniper (500 ft.), Unwieldy | ||
14 | 78,800 | 4d10 E & P | 80 ft. | Staggered | 1 | 4 Rounds | 2 | Buttressing, Sniper (750 ft.), Unwieldy | ||
19 | 610,000 | 9d10 E & P | 80 ft. | Staggered | 1 | 6 Rounds | 2 | Buttressing, Sniper (750 ft.), Unwieldy | ||
4 | 2,350 | 1d10 E & P | 80 ft. | Staggered | 1 | 2 Rounds | 2 | Buttressing, Sniper (250 ft.), Unwieldy | ||
7 | 5,750 | 2d4 E & P | 30 ft. | Electrocute | L | 20 Round | 1 | Injection, Integrated (1 slot) | ||
2 | 580 | 1d3 E & P | 30 ft. | Electrocute | L | 20 Round | 1 | Injection, Integrated (1 slot) | ||
12 | 32,800 | 4d4 E & P | 40 ft. | Electrocute | L | 20 Round | 1 | Injection, Integrated (1 slot) | ||
17 | 232,000 | 8d4 E & P | 40 ft. | Electrocute | L | 20 Round | 1 | Injection, Integrated (1 slot) | ||
10 | 17,300 | 2d8 P | 20 ft. | - | - | 1 Round | 1 | Conceal | ||
14 | 68,500 | 4d8 P | 20 ft. | - | - | 1 Round | 1 | Conceal | ||
18 | 357,000 | 6d8 P | 20 ft. | - | - | 1 Round | 1 | Conceal | ||
6 | 3,900 | 1d8 P | 20 ft. | - | - | 1 Round | 1 | Conceal | ||
11 | 25,200 | 2d8 B & F | 50 ft. | Knockdown | L | 4 Mini-Rockets | 1 | Integrated (1 slot) | ||
15 | 102,000 | 5d6 B & F | 60 ft. | Knockdown | L | 4 Mini-Rockets | 1 | Integrated (1 slot) | ||
19 | 525,000 | 8d6 B & F | 70 ft. | Knockdown | L | 4 Mini-Rockets | 1 | Integrated (1 slot) | ||
6 | 4,000 | 1d8 B & F | 50 ft. | Knockdown | L | 4 Mini-Rockets | 1 | Integrated (1 slot) | ||
10 | 18,200 | 2d10 B & F | 80 ft. | Knockdown | 1 | 9 Mini-Rockets | 1 | Explode (10 ft.), Integrated (2 slots), Unwieldy | ||
15 | 108,000 | 4d10 B & F | 80 ft. | Knockdown | 1 | 12 Mini-Rockets | 1 | Explode (10 ft.), Integrated (2 slots), Unwieldy | ||
20 | 817,000 | 7d10 B & F | 100 ft. | Knockdown | 1 | 12 Mini-Rockets | 1 | Explode (10 ft.), Integrated (2 slots), Unwieldy | ||
5 | 3,000 | 1d10 B & F | 80 ft. | Knockdown | 1 | 6 Mini-Rockets | 1 | Explode (10 ft.), Integrated (2 slots), Unwieldy | ||
7 | 6,820 | 2d8 E & P | 80 ft. | Arc 2d4 | 2 | 12 Rounds | 1 | Buttressing | ||
12 | 37,000 | 4d8 E & P | 80 ft. | Arc 4d4 | 2 | 15 Rounds | 1 | Buttressing | ||
17 | 264,000 | 8d8 E & P | 80 ft. | Arc 4d8 | 2 | 18 Rounds | 1 | Buttressing | ||
2 | 900 | 1d8 E & P | 80 ft. | Arc 1d4 | 2 | 12 Rounds | 1 | Buttressing | ||
11 | 25,750 | 5d6 P | 60 ft. | Injection DC +2 | 1 | 5 Darts | 1 | Aurora, Injection, Sniper (500 ft.), Stun, Unwieldy | ||
1 | 400 | 1d8 P | 60 ft. | Injection DC +2 | 1 | 1 Darts | 1 | Aurora, Injection, Sniper (250 ft.), Stun, Unwieldy | ||
17 | 265,000 | 11d6 P | 60 ft. | Injection DC +2 | 1 | 5 Darts | 1 | Aurora, Injection, Sniper (500 ft.), Stun, Unwieldy | ||
5 | 3,180 | 2d6 P | 60 ft. | Injection DC +2 | 1 | 3 Darts | 1 | Aurora, Injection, Sniper (250 ft.), Stun, Unwieldy | ||
8 | 9,800 | 1d12 P | 30 ft. | - | L | 16 Rounds | 2 | Analog, Automatic | ||
13 | 50,600 | 2d12 P | 40 ft. | - | L | 18 Rounds | 2 | Analog, Automatic | ||
18 | 380,000 | 4d12 P | 40 ft. | - | L | 20 Rounds | 2 | Analog, Automatic | ||
4 | 2,100 | 1d6 P | 30 ft. | - | L | 14 Rounds | 2 | Analog, Automatic |
Augmentations
Name | Level | Price | Systems | |
---|---|---|---|---|
5 | 2,900 | Spinal Column | ||
13 | 47,900 | Spinal Column | ||
17 | 242,900 | Spinal Column | ||
9 | 12,900 | Spinal Column | ||
13 | 51,000 | Lungs and Throat | ||
5 | 3,100 | Endocrine | ||
13 | 50,000 | Endocrine | ||
13 | 51,500 | Throat | ||
9 | 13,850 | Throat | ||
18 | 395,000 | Throat | ||
5 | 3,150 | Throat | ||
9 | 12,900 | Lungs | ||
19 | 545,000 | Lungs | ||
3 | 1,300 | Lungs | ||
13 | 49,000 | Lungs | ||
4 | 2,000 | Ears | ||
8 | 9,500 | Ears | ||
12 | 32,000 | Endocrine | ||
6 | 3,900 | Endocrine | ||
18 | 325,000 | Endocrine | ||
8 | 9,900 | Throat | ||
5 | 3,000 | Endocrine | ||
8 | 9,500 | Endocrine | ||
11 | 25,500 | Endocrine | ||
14 | 74,000 | Endocrine | ||
17 | 255,000 | Endocrine | ||
20 | 850,000 | Endocrine | ||
11 | 25,000 | Skin | ||
12 | 35,000 | All Feet | ||
8 | 9,500 | All Feet | ||
4 | 2,100 | All Feet | ||
16 | 164,000 | All Feet | ||
6 | 3,900 | All Legs | ||
3 | 1,250 | All Feet | ||
12 | 37,000 | All Feet | ||
7 | 6,300 | Heart |
Items
Name | Level | Price | Bulk | Hands | Capacity | Usage | |
---|---|---|---|---|---|---|---|
3 | 1,500 | L | - | 20 | 1/reconfiguration | ||
9 | 12,800 | L | - | 40 | 1/minute | ||
4 | 2,000 | L | - | 40 | 1/minute | ||
13 | 53,500 | 1 | - | 40 | 40 | ||
5 | 3,100 | L | 2 | 20 | 1/hour | ||
5 | 2,000 | 1 | - | - | - | ||
3 | 1,250 | - | - | 20 | 1/day | ||
3 | 2,000 | 2 | - | 40 | 1/hour | ||
20 | 850,000 | L | 1 | - | - | ||
4 | 2,100 | - | - | - | - | ||
4 | 50 | L | 1 | 20 | 1/day | ||
6 | 3,750 | L | - | 20 | 2/hour | ||
14 | 75,000 | 1 | - | 10 | 1/round | ||
2 | 450 | - | - | - | - | ||
11 | 24,000 | L | - | - | - | ||
7 | 7,000 | L | - | - | - | ||
2 | 850 | 4 | - | 20 | 1/hour | ||
1 | 350 | 8 | - | 20 | 1/hour | ||
6 | 4,300 | 6 | - | 80 | 2/hour | ||
7 | 7,000 | - | - | - | - | ||
11 | 25,000 | - | - | 40 | 4/hour | ||
1 | 150 | - | - | 20 | 1/hour | ||
6 | 4,500 | 12 | - | 100 | 1/hour | ||
12 | 32,500 | 2 | - | 80 | 4/hour | ||
8 | 8,500 | 2 | - | 80 | 4/hour | ||
16 | 148,000 | 2 | - | 100 | 4/hour | ||
16 | 148,000 | 2 | - | 100 | 4/hour | ||
4 | 375 | 1 | - | - | - | ||
4 | 2,000 | 2 | - | 10 | 1/hour | ||
1 | 200 | - | - | - | - | ||
3 | 400 | - | - | - | - | ||
5 | 750 | - | - | - | - | ||
11 | 25,000 | L | - | 5 | 1/round | ||
9 | 13,200 | L | 1 | 20 | 5/round | ||
8 | 9,100 | L | 1 | 20 | 5/round | ||
3 | 1,100 | L | - | 20 | 1/day | ||
1 | 80 | - | - | - | - | ||
5 | 2,250 | - | - | - | - | ||
11 | 20,000 | - | - | - | - | ||
17 | 190,000 | - | - | - | - | ||
5 | 2,750 | L | - | 20 | 1/10 minutes | ||
2 | 100 | - | - | - | - | ||
6 | 4,500 | 1 | 1 | 20 | 1/minute | ||
6 | 4,100 | L | - | 20 | 2/10 minutes | ||
1 | 75 | - | - | - | - | ||
5 | 3,000 | 4 | - | - | - | ||
11 | 25,000 | 1 | - | 5 | 1/use | ||
1 | 200 | L | - | - | - | ||
1 | 200 | L | - | - | - | ||
1 | 200 | L | - | - | - | ||
1 | 200 | L | - | - | - | ||
1 | 200 | L | - | - | - | ||
1 | 200 | L | - | - | - | ||
1 | 200 | L | - | - | - |
Drone Mods
When under attack, your drone can disappear swiftly. Once per minute, as a reaction after taking damage, your drone can immediately activate its reactive camouflage as though it had remained stationary for 1 round, and it can attempt a Stealth check to hide even if it’s currently observed. If the drone also spends 1 Resolve Point while activating this ability, it can also take a defensive step after attempting the Stealth check. This mod requires that your drone has the reactive camouflage mod. |
Your drone contains an extensive database of information as well as a powerful processing unit for analysis. Once every 10 minutes, when the drone makes a skill check to identify a creature or recall knowledge, it can roll 1d6 and add the result to the roll as an insight bonus. At 11th level, the drone rolls 1d8 instead, and at 16th level, it rolls 1d10. In addition, the drone adds Computers, Culture, Life Science, Mysticism, Physical Science, and Profession to the skills it can select with its skill unit. |
Powerful processors provide your drone with exceptional language mastery. Your drone learns an additional number of languages equal to 4 + the drone’s Intelligence modifier (minimum 2). Every time you gain a level, you can swap out one of these additional languages for a different language. |
Select two technological items of no more than light bulk, each with item levels no higher than your mechanic level. Add these items to the tools installed in your drone’s tool arm and to the list of tools that your drone is programmed to use. This mod requires that your drone has the tool arm mod. |
Your drone has agile subroutines that can readily read and adapt to social situations. Your drone’s Charisma score increases by 2, and it adds Bluff, Diplomacy, Intimidate, Profession, and Sense Motive to the skills it can select with its skill unit. In addition, it adds the following feats to the list of feats it can choose from: Advance Warning, Antagonize, Diversion, Fast Talk, Greater Feint, Improved Feint, Skill Focus, Skill Synergy, Tactful Advisor, Unfriendly Fire, and Veiled Threat. Finally, the drone gains one of those feats for which it meets the prerequisites. |
Your drone incorporates noqual into its armor and several internal systems, dissipating magical effects. The drone gains spell resistance equal to 6 + its level. You can choose this mod a second time, increasing the spell resistance to 11 + its level. |
Using sophisticated sensors and ballistics processors, your drone not only provides withering covering fire but can also quickly convey recommendations for how to best target your attacks. Your drone gains a +2 bonus to attack rolls to use covering fire, and it can choose to grant the circumstance bonus exclusively to you, rather than to the next ally to attack that foe. If it does so and that attack hits, it deals 1 additional damage per weapon damage die. You must be able to see or hear your drone to gain this benefit. |
Your drone is programmed with an array of emergency protocols. If your drone’s good save bonus is Reflex, the drone gains a +1 bonus to Will saves; otherwise it gains a +1 bonus to Reflex saves. As a reaction, you can issue a reflexive command to your drone, allowing the drone to perform a reaction. |
Your drone’s frame is especially thick, housing redundant systems that mitigate otherwise-lethal damage. Your drone gains 3 Hit Points, plus an additional Hit Point for each mechanic level you have. |
Your drone houses a devastating sound cannon. Once per hour, the drone can activate the sonic blast as a standard action, dealing sonic damage to all creatures and objects in a 30-foot cone; affected targets can halve the damage with a successful Fortitude saving throw (DC = 10 + 1/2 your mechanic level + your Intelligence modifier). The blast deals 1d10 damage for every two mechanic levels you have. |
Your drone’s echolocation is especially powerful. It gains blindsight (sound) with a range of 5 feet. As a move action, the drone can increase its blindsight range to 30 feet until the beginning of its next turn. While you’re within your drone’s blindsight range, you can sense anything that it senses with its blindsense (sound) and blindsight (sound). This mod requires that your drone has the echolocators drone mod. |
Your drone gains two of the following benefits: it gains blindsense (scent) with a range of 30 feet; it gains sense through (vision [smoke only]) with a range of 30 feet; or its insight bonus to Perception skill checks increases to +4. If your drone has the camera mod and you choose the sense through ability above, the camera gains this sense through ability as well. This mod requires that your drone has the enhanced senses mod. |
Drone Chassis
Often built with a low profile to avoid return fire, an artillery drone is a mobile weapons platform strong enough to support the heaviest of ranged armaments. Its heavily armored core belies its exceptional agility and mechanical precision, allowing the drone to perch atop precarious vantage points and make tiny adjustments to line up the perfect shot. |
Often built to resemble a sapient species, the protocol drone is an adept translator and negotiator programmed to sense and adapt to a wide variety of social situations and domestic tasks. |
Among the smallest of all drones, the sage drone is an ambulatory supercomputer designed to analyze its surroundings and provide real-time advice. The drone readily identifies and reacts to danger, proving an adept combatant despite its lightweight frame and minimal armor. |
Mech Frames
Mech Lower Limbs
HP | EAC/KAC | Slots | Fort | Ref | Speed | Cost | |
---|---|---|---|---|---|---|---|
0 (0) | +2/+2 | 0 | +0 | +1 | 10 ft. | 1.5 x Tier | |
0 (0) | +0/+1 | 0 | +0 | +0 | 0 x Tier | ||
2 (0) | +1/+1 | 0 | +0 | +1 | 20 ft. | 1 x Tier | |
4 (1) | +1/+1 | 1 | +1 | +0 | 10 ft. | 2 x Tier | |
0 (0) | +1/+1 | 0 | +0 | +0 | fly 10 ft. (perfect) | 1 x Tier | |
4 (0) | +0/+2 | 1 | +1 | +1 | 10 ft. | 1.5 x Tier | |
8 (1) | +0/+2 | 1 | +1 | +1 | 1.5 x Tier |
Mech Upper Limbs
HP Adv. | EAC/KAC | Slots | Melee | Ranged | Cost | |
---|---|---|---|---|---|---|
0 | +1/+2 | 3 | +0* | +0* | 1 x Tier | |
0 | +1/+1 | 2 | +0 | +0 | 0 x Tier | |
0 | +1/+2 | 2 | +1 | +0 | 1 x Tier | |
0 | +1/+1 | 2 | +1* | +1* | 1 x Tier | |
1 | +2/+2 | 2 | +0 | +0 | 1 x Tier |
Mech Power Cores
Rate | Initial | Maximum | Cost | |
---|---|---|---|---|
2 | 0 | 5 | 0 x Tier | |
2 | 1 | 6 | 1 x Tier | |
3 | 1 | 7 | 2 x Tier | |
3 | 2 | 8 | 3 x Tier | |
4 | 3 | 9 | 4 x Tier | |
1 | 4 | 8 | 0 x Tier | |
1 | 5 | 10 | 1 x Tier | |
1 | 6 | 13 | 2 x Tier | |
2 | 7 | 15 | 3 x Tier | |
2 | 9 | 18 | 4 x Tier |
Mech Power Core Templates
Rate | Initial | Maximum | Cost | |
---|---|---|---|---|
+0 | -1 | -1 | 0 x Tier | |
-1 | +0 | +1 | 0.5 x Tier | |
+0 | +0 | +0 | 0.5 x Tier | |
+0 | +0 | +0 | 1 x Tier |
Mech Weapons
Slots | Damage | Range | Critical | Capacity | Special | Cost | |
---|---|---|---|---|---|---|---|
1 | Medium A | 150 ft. | Corrode | 10 | Automatic | 3.5 x Level | |
1 | Low S | - | - | - | Analog, Penetrating, Thrown (20 ft.) | 2.5 x Level | |
2 | Medium P | - | - | - | Reach, Thrown (40 ft.) | 2 x Level | |
2 | Low B | - | - | - | Analog, Block, Reach, Trip | 2 x Level | |
1 | Medium S | - | Bleed | - | Thrown (20 ft.) | 3.5 x Level | |
1 | Low B | - | - | - | Analog, Reach, Trip | 3 x Level | |
2 | Medium F | - | Burn | - | Thrown (20 ft.) | 2.5 x Level | |
1 | High F | - | Burn | 5 | Ignite, Blast (60 ft.), Line (100 ft.) | 4.5 x Level | |
1 | High C | 150 ft. | Staggered | 10 | Automatic | 4 x Level | |
2 | Low C & P | - | Staggered | - | Reach, Thrown (40 ft.) | 2.5 x Level | |
1 | - | 120 ft. | - | - | - | 2.5 x Level | |
1 | Low B | - | - | - | Analog, Penetrating | 2 x Level | |
1 | Medium F | 250 ft. | - | 20 | Automatic | 3.5 x Level | |
1 | Low F & P | 200 ft. | - | 12 | - | 2.5 x Level | |
1 | High E & F | 100 ft. | Wound | 10 | Line | 4 x Level | |
1 | High E & F | - | Severe Wound | - | Thrown (20 ft.) | 3.5 x Level | |
1 | High F & P | 150 ft. | - | 2 | Explode (10 ft.), Unwieldy | 4 x Level | |
1 | High P | 120 ft. | - | 10 | Automatic | 3 x Level | |
2 | Medium S | - | - | - | Analog, Reach, Thrown (20 ft.), Trip | 2.5 x Level | |
1 | Low S | - | Wound | - | - | 2.5 x Level | |
1 | Medium So | 80 ft. | Knockdown | 5 | Blast, Penetrating | 4 x Level | |
2 | Medium P | S | - | - | - | Analog, Penetrating, Reach, Thrown (40 ft.) | 2 x Level | |
2 | Medium B | P | - | Bleed | - | Analog, Block | 2.5 x Level | |
1 | Medium S | - | - | - | - | 2.5 x Level | |
1 | Medium B | P | 80 ft. | Knockdown | 10 | - | 2.5 x Level | |
1 | Low So | - | Knockdown | - | - | 3 x Level |
Mech Auxiliary Systems
The mech stores an exceptional amount of ammunition for each of its weapons. The mech can reload each of its weapons two additional times |
This system of finely tuned energy rods and powerful heat sinks allows a pilot to boost the mech’s attack accuracy in exchange for stabilizing its weapons’ output. |
The mech’s cargo hold conceals subtle boosters that can launch its contents at high velocity. |
The mech’s body houses a small garage capable of storing a single creature, vehicle, or other object no larger than two size categories smaller than the mech. An operator can move from a stored vehicle to the mech’s cockpit as a move action, and vice versa. A mech can have no more than two cargo hold systems. |
Consisting of light-warping and sound-dampening technomagical mechanisms installed just beneath the armor, a cloaker system enhances a mech’s ability to avoid notice. The mech gains the ability to attempt Stealth checks. |
This electromagnetic pulse cannon destabilizes enemy mechs’ sophisticated machinery. Attacks with an EMP cannon target EAC, and the DC of Fortitude saves to resist its effects equal 12 + 1/2 your mech’s tier. |
This simple system consists of a secure, reinforced, motion-activated door that’s programmed to open when one of a mech’s registered operators enter or exit. An entry hatch system allows a pilot to enter or exit the mech as a move action. A registered operator can instead spend 1 Resolve Point to enter or exit as a swift action. |
This complex system plugs straight into a mech’s locomotive core, stabilizing its maneuvers and allowing for extraordinary bursts of speed. |
These circuits channel the dissipating force of a mech’s shields, transforming the energy into offensive power. |
Consisting of specialized reinforcements to the mech’s lower limbs, this system allows a mech to plow past obstacles. The mech treats all difficult terrain as normal terrain. |
Installed directly into a mech’s sensing and heads-up display systems, a reconnaissance array gives the mech a +2 bonus to Perception checks and a +5 bonus to Computers checks when using the scan action |
This device blasts enemies with a wide range of energy waves, overwhelming targets’ sensors and triggering erroneous readouts. |
Technomagical conduits weave through every part of the mech, constantly analyzing the mech’s position and calculating dozens of other possible positions nearby. With a burst of energy, the mech can teleport to any of these destinations. |
The mech’s array of powerful engines enable it to fly across short distances. |
This system consists of energetic nodes that connect to the mech’s sundry weapon mounts. When purchasing this auxiliary system, choose two of the following energy types: acid, cold, electricity, fire, or sonic. |
The mech has numerous holsters, harnesses, and other fittings that can hold spare weapons. As a move action, the mech can store one weapon it’s currently wielding in one or more of its upper limb slots, placing it in the weapon rack. As part of that same action, the mech can also draw one weapon from the weapon rack, automatically installing it for immediate use. The weapon rack can be used only to store weapons that occupy upper limb slots, and the rack can hold a number of weapons with a total number of combined slots no greater than 4. |
Mech Upgrades
Cost | |
---|---|
Increase the mech’s Shield Points by an amount equal to its tier. | 3 x Tier |
Increase each of the mech’s movement speeds by 10 feet. | 2 x Tier |
The mech gains a +1 bonus to its EAC and to its Reflex saving throws. | 2 x Tier |
Increase the mech frame’s base HP by 5, and increase its HP advancement by 1. | 1 x Tier |
The mech’s onboard computer has a tier equal to half the mech’s tier (minimum 1). The computer also gains the alarm countermeasure and one of the following upgrades or countermeasures: artificial personality, feedback, hardened, security II, or shock grid (rank 2). | 0.5 x Tier |
The mech gains a +1 bonus to its KAC and to its Fortitude saving throws. | 2 x Tier |
Vehicle Type Grafts
These craft enable travel on the surfaces of liquids, such as water, using a wide variety of propulsion methods. |
These land vehicles use powerful propulsion methods that enable them to travel at high speeds on open terrain. |
Cycles are vehicles that the pilot (and sometimes a passenger) ride directly on top of, and they can have a wide variety of uses. |
These speedy air vehicles are designed for continuous forward movement and generally have wings and landing gear. |
These slower air vehicles provide maximum maneuverability and are often propelled by large rotors or hover pads. |
These vehicles can submerge completely in a liquid (usually water) for extended periods, providing access to strange new realms for nonaquatic creatures. |
These heavily armored vehicles resist damage, maneuver ponderously, and are rarely available to civilians, though an adventurer with the right connections (legal or not) can certainly procure one. |
These rugged ground vehicles transport passengers or cargo. |
These relatively slow vehicles use numerous legs to stride over challenging terrain with ease. |
Vehicle Size Grafts
Adjustments | |
---|---|
Only the most massive vehicles are colossal in scope, such as enormous trains and aircraft carriers. | Increase price by 20%, Increase Hit Points by 20%, Increase collision damage by 3 dice, Decrease collision DC by 3, Decrease Piloting modifier by 2, Decrease attack modifier by 2, Increase passenger limit by 400% |
At this scale, vehicles tend to be built for mass transit or heavy freight hauling. | Increase price by 10%, Increase Hit Points by 10%, Increase collision damage by 2 dice, Decrease collision DC by 2, Decrease Piloting modifier by 1, Decrease attack modifier by 1, Increase passenger limit by 200% |
Huge vehicles excel at moving sizable cargo and ferrying passengers. | Increase price by 10%, Increase Hit Points by 10%, Increase collision damage by 1 die, Decrease collision DC by 1, Decrease Piloting modifier by 1, Decrease attack modifier by 1, Increase passenger limit by 100% |
This is the most common vehicle size. | - |
Single-occupant and passenger vehicles of this size cater to Small users, such as goblins, halflings, and ysoki. | Decrease collision damage by 1 die, Increase collision DC by 1, If the Piloting modifier is less than +0, increase it by 1 |
Vehicle Origin Grafts
Adjustments | |
---|---|
Created by mechanical artisans, these one-of-a-kind vehicles are an expression of their creators’ visions. | Decrease price by 50%, Increase modification slots by 1 |
Most vehicles are factory-made, use standardized parts for a particular civilization, and are relatively easy to repair, but have little room for creative modification. | Decrease price by 10%, Decrease modification slots by 1 (minimum 1), While in an area where standardized parts are available (such as a major settlement), decrease repair costs by 10% and decrease repair time by 25% |
Design prototype vehicles might represent secret technologies (potentially stolen), yet companies sometimes sell off old prototypes as collectors’ items after their associated technologies are refined, patented, and on the market. | Increase price by 10%, Increase modification slots by 1, Increase repair time and repair cost by 20% |
Vehicle Special Grafts
Adjustments | Special | |
---|---|---|
Designed for off-road travel, these rugged vehicles withstand rough terrain, weather, and abuse like no other. | Increase price by 5%, Decrease speed by 5 ft., Decrease attack modifier by 1, When moving through difficult terrain, this vehicle treats every other space of difficult terrain as a space of normal terrain | - |
These craft travel just as easily on land or in water. | Increase price by 10%, The vehicle becomes a land and water vehicle, gaining either a ground speed equal to its swim speed, or vice versa | The vehicle must have the boat type graft or any type graft that grants a land speed. |
These robust vehicles are fitted with armored plates or shielding systems that allow them to withstand punishing conditions. | Increase price by 20%, Decrease speed by 10 ft., Increase EAC by 2, Increase KAC by 2, Increase Hit Points by 10%, Increase hardness by 10%, Increase cover by 1 step (partial cover becomes cover, cover becomes improved cover, etc.) | The vehicle can’t have the tank type graft. |
Your vehicle contains a limited virtual intelligence that can control the vehicle for short periods of time. | Increase price by 5% | - |
Your vehicle’s movement is based on hover technology, achieving lift through powerful jets or antigravity fields. These vehicles are relatively fragile, as they need low overall mass to function properly. | Increase price by 10%, Increase speed by 5 ft., Decrease EAC by 1, Decrease KAC by 1, Decrease Hit Points by 20%, The vehicle becomes a land and water vehicle and gains the hover trait to its speeds. It can hover up to 5 feet over surfaces and ignores difficult terrain. | The vehicle must have the boat type graft or any type graft that grants a land speed. |
These vehicles operate just as effectively on the ground as they do in the air, whether they use extendable wings or jet propulsion. | Increase price by 15%, Increase speed by 10 ft., Decrease EAC by 1, Decrease KAC by 1, Decrease Hit Points by 10%, The vehicle becomes an air and land vehicle, gaining either a land speed equal to its fly speed, or vice versa. | The vehicle must have a land speed or fly speed. |
These vehicles are made of spare parts and discarded refuse, making for cheap (albeit unreliable) rides. | Decrease price by 20%, Decrease full speed by 50 ft., Decrease Piloting modifier by 3, Decrease attack modifier by 1, The vehicle gains the broken condition when reduced to 75% of its Hit Points instead of 50%. | If you have access to inert electronic and mechanical junk, this graft instead reduces vehicle price by 50%. This requires at least 10 bulk of junk for a Medium vehicle. For each size category larger than Medium, multiply the junk required by 8. |
These vehicles are built for comfort and boast amenities like fully adjustable heated seats, chilled beverage holders, and premium sound systems. | Increase price by 20%, Increase attack modifier by 1 | - |
Designed entirely for speed, these vehicles are designed for a single pilot for the purposes of racing or high velocity transportation; they also make excellent stunt fighters. | Increase speed by 5 ft., Decrease Hit Points by 10%, Decrease hardness by 20%, Decrease passenger limit by 50%, Increase full speed by 25% | - |
These vehicles tend to be large and ponderous, but are capable of high speeds over long distances. | Increase overland speed by 20%, Decrease Piloting modifier by 1, Increase passenger limit by 100% | - |
Vehicle Modifications
Level | Price | Capacity | Usage | |
---|---|---|---|---|
3 | 1,500 | - | - | |
9 | 14,000 | - | - | |
20 | 800,000 | - | - | |
1 | 115 | - | - | |
2 | 800 | - | - | |
16 | 175,000 | 5 | 1 | |
7 | 6,750 | - | - | |
8 | 91,000 | - | - | |
4 | 2,100 | - | - | |
10 | 18,000 | - | - | |
14 | 75,000 | 40 | 5/round | |
3 | 1,200 | - | - | |
19 | 540,000 | - | - | |
13 | 50,000 | - | - | |
5 | 2,900 | - | - | |
12 | 35,000 | - | - | |
4 | 2,050 | 20 | 2 | |
5 | 3,100 | - | - | |
10 | 18,750 | - | - | |
15 | 110,000 | - | - | |
2 | 750 | - | - | |
6 | 4,400 | - | - | |
13 | 52,000 | - | - | |
8 | 8,900 | - | - | |
13 | 51,000 | - | - | |
18 | 385,000 | - | - | |
8 | 8,500 | 20 | 5/round | |
2 | 535 | - | - | |
7 | 5,700 | - | - | |
12 | 32,000 | - | - | |
17 | 220,000 | - | - | |
9 | 13,000 | - | - | |
4 | 1,825 | - | - | |
7 | 6,500 | 20 | 5 | |
3 | 1,350 | - | - | |
3 | 1,350 | - | - |
NPC Class Grafts
Your body houses an untold number of nanites, tiny machines that can grant you incredible fortitude, transform into tools, and course across the battlefield to decimate your foes. |
Creature Companion Graft
An adoring gremlin that helps you sabotage and control technology. |
Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik Mona, Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
Starfinder Tech Revolution © 2021, Paizo Inc.; Authors: Kate Baker, Jessica Catalan, John Compton, Basheer Ghouse, Alexi Greer, Amanda Hamon, Gabriel Hicks, Joan Hong, Vanessa Hoskins, Jenny Jarzabski, Lyz Liddell, Ron Lundeen, Ianara Natividad, kieran t. newton, Emily Parks, Pam Punzalan, Mikhail Rekun, Simone D. Sallé, Paul Scofield, Shay Snow, Michael Sayre, Alex Speidel, Calliope Lee Taylor, Jason Tondro, Diego Valdez, Viditya Voleti, and Andrew White.