The teknician’s exocortex grants him all of the following abilities as he advances in level.
Combat Tracking (Ex)
At 1st level, the teknician’s exocortex provides him with enhanced combat ability, granting the teknician proficiency with heavy armor, shields, and advanced firearms. As a move action during combat, the teknician can designate a foe for his exocortex to track. As long as that target is in sight, the exocortex feeds the teknician telemetry, vulnerabilities, and combat tactics, allowing him to make attacks against that target as if his base attack bonus were equal to his engineer level. Designating another target causes the teknician to immediately lose this bonus against the previous target.
Memory Module (Ex)
At 1st level, the teknician can use his exocortex’s memory module to enhance his own knowledge. Once per day, as an immediate action while not in combat, the teknician can reroll a failed skill check to recall knowledge. In addition, his exocortex grants the teknician the Skill Focus feat as a bonus feat. The teknician can’t use his exocortex’s memory module while combat tracking is activated. Every time the teknician gains an engineer level, the teknician can rebuild his exocortex’s memory module, replacing the exocortex’s bonus Skill Focus feat with Skill Focus in a different skill.
Wireless Hack (Ex)
At 5th level, on any round the teknician doesn’t use combat tracking, his exocortex can access another computer system within 20 feet, allowing it to attempt a Computers check against that computer each round, using his skill bonus. This counts as a standard action for the purpose of the Computers skill. The teknician must remain within 20 feet of the computer system for the entire time his exocortex is interacting with the computer. If the task requires multiple actions (or even rounds) to accomplish, the teknician can spend his actions to work in concert with his exocortex, counting both his action and the exocortex’s effective standard action toward the total time required. If the teknician doesn’t has the remote hack class feature, the teknician must be adjacent to the computer to attempt his checks.
Exocortex Mods (Ex)
At 7th level, the teknician’s exocortex allows him to apply any one of the following drone mods to himself as if the teknician was a drone with that mod installed: armor slot, cargo rack, climbing claws, enhanced senses, hydrojets, jump jets, resistance, smuggler’s compartment, speed, or weapon proficiency (gaining proficiency in exotic weapon proficiency). At 11th level, the teknician can apply an additional mod, and his options expand to include echolocators, excavator, flight system, greater resistance, invisibility field, and reactive camouflage. At 14th and 17th levels, the teknician can apply an additional mod. Each time the teknician gains a level, he can switch any of his mods for different mods, but the teknician must always choose at least one mod from the 7th-level list.
Twin Tracking (Ex)
At 10th level, the teknician can designate two targets for his exocortex to track, increasing his base attack bonus against each. The teknician can designate both targets with a single move action, but the teknician must be able to see them both at that time.
Multitasking (Ex)
At 15th level, the teknician can designate three targets for his exocortex to track (and designate them all as a single move action). In addition, the range of his exocortex’s wireless hack increases to 40 feet. His exocortex can also engage in combat tracking and hack a nearby computer at the same time, but the computer counts as one of the exocortex’s designated targets (allowing the teknician to track only two targets at the same time while wirelessly hacking the computer). Lastly, the teknician can access his exocortex’s memory module in combat, even while it is engaged in combat tracking.
Quad Tracking (Ex)
At 20th level, the teknician’s exocortex can track four targets simultaneously, and hacking a nearby computer doesn’t count against that limit.