You formulate your first theorem at 2nd level and gain a new
theorem every 2 levels thereafter. Theorems all require you to
have a minimum biohacker level and are organized accordingly.
Some theorems require you to satisfy other prerequisites, such
as knowing other theorems.
Theorems marked with an asterisk (*) apply to your biohacks class feature and do not stack with one another. Only one such theorem can be applied to an individual biohack.
You must be 2nd level or higher to choose these theorems.
As a standard action, you can use your custom microlab to quickly render medical aid to an adjacent willing or unconscious creature. If you are an instinctive biohacker, the target regains a number of Stamina Points equal to your key ability score modifier. If you are a studious biohacker, the target regains a number of Hit Points equal to your key ability score modifier. This number increases to 1d6 + your key ability score modifier at 4th level, and to 2d8 + your key ability score modifier at 8th level. You must have your custom microlab in your possession to use this ability, and you can use it a number of times per day equal to your key ability score modifier. Regardless of what type of biohacker you are, once a creature has benefited from your field dressing, they cannot benefit from your field dressing again until they take a 10-minute rest to recover Stamina Points.
Any biohack inhibitor you successfully use against a foe decreases that foe’s speed by 50%, to a minimum of 5 feet, in addition to the normal inhibitor effect you choose. If the target has multiple movement types, all its speeds are decreased.
You can quickly turn the compounds and catalysts in your custom microlab into medicinals (Core Rulebook 231). You can create an analgesic, an antitoxin, or a sedative with an item level no higher than your biohacker level. If you are an instinctive biohacker, you can also make excitants and stimulants (Armory 133). If you are a studious biohacker, you can also make antiemetics and coagulants (Armory 132). These medicinals are highly unstable and cannot be stored for later use or used by anyone else. You can add one of these medicinals to any attack you make with an injection weapon as part of the action to make the attack or attacks, but you can’t add a biohack of any kind to the same attack. You can use this ability a number of times equal to your key ability score, and you regain all expended uses of this ability (up to your maximum) when you take a 10-minute rest to recover Stamina Points.
When you hit an enemy with a weapon with the injection weapon special property, you can cause the ammunition (whatever it may be) to lodge painfully in that creature’s body. The target takes an additional amount of damage equal to half your key ability modifier.
When you use your custom microlab to craft a serum, you can do so in half the normal time.
Using complex chemical concoctions, you have altered your own physiology. When an enemy scores a critical hit against you, reduce the amount of damage dealt by a number equal to your key ability score modifier. This does not prevent you from taking critical hit effects. At 6th level, reduce the damage from critical hits by twice your key ability score modifier. At 12th level, you reduce it by three times your key ability score modifier, and at 18th level, you reduce it by four times your key ability score modifier.
You have handled so many toxins that they’ve accumulated in your skin (or equivalent outer layer). Any creature that hits you with a natural attack must succeed at a Fortitude save or gain the sickened condition for 1 minute. Any creature that swallows you whole must succeed at a Fortitude save or gain the nauseated condition for 1 round; the creature automatically vomits you back out at the start of its next turn. (This vomiting takes no action.) When expelled, you land prone adjacent to the creature in a square of the creature’s choosing. Once a creature has been affected by your toxic skin, it can’t be affected by it again for 24 hours, although it could be affected by another biohacker’s toxic skin.
As a standard action, you can treat a willing, adjacent creature to remove the shaken, sickened, or staggered condition. This doesn’t end the effect that caused the condition, and the target can regain the condition from any source as normal. You can use this ability a number of times equal to your key ability score modifier. You regain all expended uses of this ability (up to your maximum) when you take a 10-minute rest to recover Stamina.
You gain a +2 circumstance bonus to your Medicine check when using the treat disease and treat drugs or poison tasks, and can do so with greater speed. It takes you 1 minute to treat disease, and a move action to treat drugs or poison. You can also attempt these tasks without a medkit, medical lab, or medical bay, though doing so takes the normal amount of time for both tasks and you do not gain the bonus to the checks.
You must be 8th level or higher to choose these theorems.
If you have the weapon specialization class feature, add your full class level to damage (rather than half your class level) with small arms and weapons with which you have gained proficiency through the injection expert class feature.
Constant tinkering allows you to increase the range of ranged injection weapons with which you gained proficiency through your injection expert class feature. The range increments of these weapons double when you use them. At 16th level, their range increments instead triple when you use them.
Add the following conditions to the list of those you can remove with the treat condition theorem: frightened and nauseated. You must know the treat condition theorem to select this theorem.
You can use fringe science to tweak your biohacks so that you can affect any creature with biohacks that normally don’t affect creatures with the unliving universal creature rule. If the biohack had the poison descriptor, you can remove that descriptor each time you use that biohack.
You have ironed out many of the kinks in your formulas, and your biohacks now remain effective even when they leave your possession. This allows you to give your biohacks to others to use at their convenience. Other creatures must load a biohacks into an injection weapon before use as a move action, or apply the biohack to themself or an adjacent willing or unconscious ally as a standard action. Biohacks you create that are not used count against your maximum until they are used or become inert 24 hours after creation.
Once per day, you can target a living creature with a special biohack as a standard action. This doesn’t deal any damage and doesn’t count against your total uses of biohacks, but it otherwise functions as a biohack. If you hit the target, they must succeed at a Fortitude saving throw or fall into a deep sleep after 1 round, gaining the asleep condition. On a successful saving throw, the target is unaffected. At 14th level, you can use this ability twice per day. This is a poison effect.
You must be 14th level or higher to choose these theorems.
Any booster you successfully use on yourself or an ally grants the benefits of Agile Casting, Shot on the Run, or Spring Attack (your choice) for a number of rounds equal to your key ability score, in addition to its normal effect. The ally does not have to meet any of these feats’ prerequisites to gain these benefits.
When you use the field dressing theorem, the target instead regains a number of Hit Points or Stamina Points (whichever you normally restore with field dressing) equal to 4d8 + your key ability score modifier, or 6d8 + your key ability score modifier if you are 18th level or higher. You must know the field dressing theorem to select this theorem.
Add the following conditions to the list of those you can remove with the treat condition theorem: cowering, dazed, panicked, paralyzed, and stunned. You must know the treat condition and improved treat condition theorems to select this theorem.
You have consumed enough fortifying chemical concoctions to have negated some of the fear you feel. You are immune to the shaken condition. If you are frightened, you need not flee or fight, and if you are panicked, you need not drop all held items and flee, but you still cower if you are cornered. You still take the penalties associated with frightened and panicked as normal.