Here is a advanced customization for your robot companion as a mechanic.
Autoinjector: Once every hour, your drone can use a single action to initiate an emergency injection sequence to a friendly target in melee range, restoring Hit Points equal to its level to the target. If your drone is superior, it instead restores Hit Points equal to twice its level.
Subsonic Ammo is a class of ammunition that moves slower than normal. This reduces the force of the bullets fired, but it also reduced the sound of the firearm. This ammo reduced the damage from the weapon by -1 per die rolled. However, if you are hidden when you make the attack, the target does not become aware of your presence unless they spend an action to look for you as normal.
Type Commercial Price double base ammo cost Bulk L
This small injector is strapped to your body and already linked to a vein. Prep Injector Three actions (manipulate) you .load the injector with any consumable of your choosing. You also choose an action and trigger that will cause the injector to dispense the consumable. Dispense no action At an action of your choosing, the auto-injector dispenses.
You fuel a weapons ammo with arcane power about to burst. Touch a weapon an ally is holding. The next shot from that weapon upon hitting the target explodes as a level 0 fragmentation grenade. It does not explode if it misses the target. Heighten(level 2) The fragmentation grenade is level 2 Heighten(level 4) The fragmentation grenade is level 4 Heighten(level 6) The fragmentation grenade is level 10 Heighten(level 8) The fragmentation grenade is level 12
The best solution is just more armor! You gain the following new mod. Up Armor( drone exocortex): Using the tools of just more sheets of metal, you increase the AC of your drone by 2. This stacks with other sources that increase the armor of the drone.
They don’t blow right away! You can bounce a grenade off a flat surface to double the first range increment of any thrown item. Explosive or alchemical devices do not explode on that first bounce.
Basics– Why not tech wizards! The tech playtest focuses on the technomancer and the mechanic. The mechanic is the pet class with rogue elements of being skill based and the technomancer is the wizard.
Mechanics or Crunch– The classes work. They both operate well within the realms of the base Pathfinder 2e mechanics. The mechanic is a pet class and it follows the basic pet class idea, and the Technomancer feels like a sorcerer bloodline on a wizard. Those are good pieces making a great whole. 5/5
Theme or Fluff– I like what’s here, but I also feel like we may have lost things in edition change. The mechanic lost the ability to just put a computer in their head and do awesome stuff. What’s here is good, but it’s also a bit less than what it could have been. The technomancer doesn’t feel like its own thing. It’s a wizard with a bloodline. That’s not bad, but I wanted more. I wanted maybe even a whole new school of spells here. It’s still just arcane spells. Again, not bad by any stretch, but I wanted tech spells. These two things don’t feel distinct. 4/5
Execution– It’s Paizo. Solid layout, production, art, and even text makes this something to be studied. Yes, I keep saying the exact same things, but it’s for the exact same reason. For a free product, this is amazingly well done. 5/5
Summary– I like the options, but I want more distinct things in the future. Overall, these will play amazingly well with the rest of the classes out there. I just want new ground to be broken with Starfinder. Right now Starfinder 2nd ed feels more like a setting change and less like it’s own edition. Thats good for some respects, but bad for others. Then again, I’m gonna play the hell out of this system. So I may not be getting exactly what I want, but I am getting Pathfinder in Space, which I want! 93%
You’re family has always been good at running around the big ones. You gain the trained proficiency rank in acrobatics. If you would automatically become trained in acrobatics (from your background or class, for example), you instead become trained in a skill of your choice. Once per turn, when you take the step action, you move 10 feet instead.