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Esoteric Machinist (Technomancer Archetype)

Studying exotic forms of magic and weaving them into their mechanical creations, esoteric machinists see themselves as enlightened mages who view the arcane arts as a means of expanding the capacity of mortality into unimagined territories.


Esoteric machinists are proficient with simple weapons, as well as light armor and bucklers. If using Starfinder’s weapon categories, the esoteric machinist is proficient with basic melee weaponry, small arms, grenades, and light armor.

In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.


The esoteric machinist may combine spheres and talents to create magical effects. The esoteric machinist is considered a Mid-Caster and uses Intelligence as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) This replaces the spells class feature.

Spell Pool The esoteric machinist gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her intelligence modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Blended Training

An esoteric machinist gains a combat or magic talent every time she gains a class level. Esoteric machinists use their casting ability modifier as their practitioner modifier.

Signature Sprite (Su)

The esoteric machinist gains Technomancy as a bonus sphere at 1st level, and uses her class level as her caster level with that sphere. This stacks with other caster level sources normally. In addition, the esoteric machinist possesses a special device called a sprite cache which contains a unique sprite with a permanent duration. If the sprite is destroyed, the sprite cache creates a new permanent sprite after 1 hour. This ability replaces spell cache.

Sphere Potency (Su)

At 3rd level, the esoteric machinist increases the saving throw DC of all of her sphere abilities and martial talents by 1. This ability replaces spell focus

Perpetual Magic (Su)

At 6th level, when an esoteric machinist uses a sphere ability with a duration of at least 1 minute per caster level on herself, she may choose to make the duration of the effect permanent until dismissed or dispelled.

She can only have one effect made permanent in this way at a time. This increases to two effects at 12th level and three effects at 18th level. This ability replaces cache capacitor.

Magical Resolve

At 19th level, the esoteric machinist draws strength from her magic. Whenever she spends at least three spell points on a sphere effect, she gains one point of resolve.

She must use her own spell points for this ability. This ability replaces resolve attunement

Fuse Techniques (Su)

At 20th level, an esoteric machinist may use two magic sphere abilities or a magic sphere ability and a combat sphere ability as part of the same action. To do this, she spends spell points equal to the cost of the most expensive sphere ability, and this requires an action equal to the longest action between the two abilities. This ability replaces fuse spells.

Magic Hacks

Esoteric machinists can select the following magic hacks in addition to normal magic hacks.

2nd level Magic Hacks

Champion: You gain a single champion feat as a bonus feat Expanded Capacity: The maximum number of charges you may possess from the Tech sphere increases by 2.

Expanded Talents: You gain a single magic or combat talent as a bonus talent. You must meet the prerequisites for this talent but can select this magic hack multiple times.

Insight: An esoteric machinist can select a technical insight (as a technician) in place of a prowess. The esoteric machinist must meet the prerequisites of a technical insight and cannot select a technical insight that requires prerequisite technician levels unless those levels are gained from another source.

The esoteric machinist uses their technomancer level in place of their technician level.

Altered Magic Hacks

Several magic hacks work differently for the esoteric machinist than they would for a normal technomancer ExploitsASP: An esoteric machinist is considered to be a sphere arcanistUSoP for the purpose of determining how her arcanist exploits function.

Spell Modifications: Any magic hack which could alter the casting or effects of a spell (such as Selective Spell, Quicken Spell, Robot Influence, or Spell Grenade) can be used to alter a magic sphere effect in the same manner.

Spell Slot Expenditures: Whenever an esoteric machinist would use a magic hack that requires them to spend a spell slot (such as Empowered Weapon or Fabricate Tech), she may spend a spell point instead, treating it as an expended spell slot of a level equal to 1/2 her caster level (minimum 1).

Section 15: Copyright Notice

Arcforge Campaign Setting: Spheres Left Behind © 2020, Legendary Games; Author: Matt Daley