Technomancers have access to the following alternate class features.
Your studies of the fundamental forces of the galaxy have
enabled you to enhance one of your body’s systems to benefit
from the energy of stored spells. You might have been bestowed
this augmentation by an order of technomancers, implanted
the augmentation into yourself as part of your research,
or witnessed part of your body undergo a technomantic
apotheosis that left you with the ability to cast spells.
Your cache augmentation takes the form of any cybernetic
augmentation or magitech augmentation (Starfinder Armory
90) of your choice with an item level of 1. Each time you
gain a level, the item level of your augmentation increases
by 1, and you can replace it with a different augmentation
with an item level equal to your technomancer level or
lower. This augmentation counts toward the total number
of augmentations you can have implanted into each of your
body’s systems as normal.
At 6th level, each time you regain your spells, choose one of the following: attack rolls, Computers and Engineering checks, Fortitude saves, or Reflex saves. You gain a +1 enhancement bonus to rolls of your chosen type. This enhancement bonus increases to +2 at 12th level and +3 at 18th level.
At 12th level, each time you regain your spells, choose a second option from the 6th-level list. You gain a +1 enhancement bonus to rolls of this type. This enhancement bonus increases to +2 at 18th level.
At 18th level, each time you regain your spells, choose a third option from the 6th-level list. You gain a +1 enhancement bonus to rolls of this type.
These enhancement bonuses count as part of the effects of your cache augmentation, and if your augmentation is removed or its effects suppressed (such as by the reject augmentation spell; Starfinder Armory 149) you also lose these bonuses.
This replaces spell cache and cache capacitor.
At 6th level, you can acquire a cache hack, a fundamental shift
in the focus of your spell cache that alters the spells you can
cast with the cache capacitor class feature. Choose one of the
cache hacks described on page 93; your cache capacitor can
hold the listed spells instead of those described on page 120 of
the Core Rulebook.
Some of the cache hacks described below allow you to place spells with targets into your cache capacitor. These spells are marked with an asterisk (*). For such spells, you effectively gain the ability to cast the cached spell at will. You don’t need to make any decisions required for the spell in advance, but their duration expires normally. Reestablishing one of these spells requires only that you cast the spell again; you don’t need to spend 5 minutes reestablishing it. You can have only one instance of each spell active at a time, and casting the spell again causes the previous instance to automatically end, as if its duration had expired. After 24 hours, you lose the ability to cast the spell in your cache capacitor and effects produced by those spells immediately end, as if their duration had expired.
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Aside from the change in the spell list and the changes listed above, your cache capacitor otherwise functions as described in the cache capacitor class feature. This alters cache capacitor.
You can adjust your magical knowledge, granting you the ability
to hack your spellcasting in unexpected ways. Select three
magic hacks that you do not have but whose prerequisites
you meet. As a move action, you can gain the benefit of one
of these magic hacks for 1 minute. You can use this ability
multiple times each day, but each time you use it after the
first in a single day, you must spend 1 Resolve Point. If you use
hack capacitor again before the duration expires, you replace
the previous magic hack with the new choice. If a magic hack
you chose with hack capacitor has a daily use limitation, any
uses of any magic hack from your hack capacitor count toward
the hack’s daily limit. Each time you gain a technomancer
level, you can replace one magic hack you selected with this
ability with another choice.
At 12th level, select a fourth magic hack. As a move action, you can gain the benefit of two magic hacks for 1 minute by spending 1 Resolve Point (or 2 Resolve Points if you have already used this ability during the same day). Both magic hacks count as a single choice for the purpose of this ability, so if you use this ability again during the same day, both magic hacks are replaced.
At 18th level, select a fifth magic hack. As a move action, you can gain the benefit of three magic hacks for 1 minute by spending 2 Resolve Points (or 3 Resolve Points if you have already used this ability during the same day). All three magic hacks count as a single choice for the purpose of this ability. At 19th level, you can use this ability as a swift action or a move action.
This replaces cache capacitor and resolve attunement.