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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 reaction, you can expend one of your biohacks to protect an ally attuned to your custom microlab who is about to take falling damage. The target must be adjacent to you or within the first range increment of a ranged injection weapon you're wielding. The target treats the fall as if it were 20 feet shorter, plus an additional 10 at 5th level and every 3 levels thereafter.
At 5th level, you can spend 1 Resolve Point when you use this theorem to instead target an ally who is about to take bludgeoning damage from an attack or spell. The ally reduces the damage taken by an amount equal to twice your key ability score modifier. At 10th level, this amount increases to three times your key ability score modifier, and at 15th level, this amount increases to four times your key ability score modifier. Once a creature has benefited from this use of cushion the blow, they cannot benefit from it again until they take a 10-minute rest to recover Stamina Points.
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.
Once per day, you can spend 10 minutes creating fast-acting mutagens that alter subjects' physiology (granting sticky suckers or webbing and fins on their appendages). Choose either a climb speed of 20 feet or a swim speed of 20 feet. At the end of the 10 minutes, you and all those attuned to your custom microlab gain the selected movement speed with a duration of 10 minutes Ã— your biohacker level. A creature that already has the chosen form of movement is unaffected by the mutagen. You must have your custom microlab in your possession to use this ability.
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.
You can administer a special biohack to a living creature, enhancing the target's flexibility. This functions as a biohack booster but does not count against your total uses of biohack. If you hit the target, they increase the distance they can 2nd Level move when using Acrobatics to tumble by 5 feet, and they reduce the amount by which the Acrobatics DC increases when the target tumbles through a space threatened by multiple opponents to 1 per additional foe beyond the first. The target can also calculate the DC of Athletics checks to jump as though they always had a running start. You can use this special biohack a number of times per day equal to your key ability modifier, and its effects last for 1 minute.
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.
Any booster you successfully use on yourself or an ally causes the target's skin to sprout thorny projections for a number of rounds equal to your key ability score modifier, in addition to the booster's other effects. Any creature who hits the target with a natural attack or unarmed melee attack takes 1d6 piercing damage; this damage increases to 2d6 at 8th level, to 3d6 at 14th level, and to 5d6 at 20th level.
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.
You can use locomotive adaptation twice per day, and the climb and swim speeds you grant with this theorem increase to 30 feet each. When selecting the movement speed you give the targets, you add a burrow speed of 20 feet as well as an extraordinary fly speed of 20 feet with average maneuverability to the options from which you can choose. You must have the locomotive adaptation theorem to choose this theorem.
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.
Following a regimen of experimental treatments, you have altered your senses to notice even the faintest traces of sounds or movement. You gain blindsense (vibration) with a range of 5 feet as well as a +2 enhancement bonus to Will saving throws against illusions.
As a move action, you can spend 1 Resolve Point to enter a state of heightened awareness. This state allows you see invisible creatures as per see invisibility, your enhancement bonus to Will saving throws against illusions increases to +4, and you take a –2 penalty to Fortitude saving throws due to the enhanced strain on your body. This state lasts for a number of minutes equal to 10 Ã— your biohacker level, and you can end the state before then as a swift action.
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.
Any biohack inhibitor you successfully use against a foe that has a nonmagical fly speed severely inhibits that target's ability to fly. In addition to taking the inhibitor's normal effects, the target has its maneuverability reduced to clumsy; if its maneuverability is already clumsy, its fly speed is halved.
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.
Any booster you successfully use on yourself or an ally grants the target the ability to take a guarded step through difficult terrain for a number of rounds equal to your key ability score modifier, in addition to its normal effects.
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.
Using your custom microlab, you can spend 1 hour to treat the effects of radiation in one living creature, after which you make a special check, rolling 1d20 and adding your biohacker level and any insight bonus you have to Medicine checks to the result. The check's DC equals the radiation effect's save DC. If you succeed, the target is cured of both the radiation's poison effects and the radiation sickness disease, moving the target to the healthy state on both tracks. At 14th level, it takes you only 10 minutes to perform this treatment, though this doesn't count as a 10-minute rest to regain Stamina Points.
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 know how to fight through nausea. You are immune to the sickened condition. While you are nauseated, you can take either a swift action and move action during your turn or two move actions. The nauseated condition still prevents you from attacking, casting spells, concentrating on spells, or doing anything else that requires attention.
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.
Once per day, you can spend 10 minutes creating and administering a mutagen that gives your body ooze-like qualities for a number of hours equal to your key ability score modifier. For this duration, you gain the compression and unflankable universal creature rules, as well as immunity to the additional damage from critical hits (though you are still affected by critical hit effects).
Once during the mutagen's duration as a reaction when you take piercing or slashing damage, you can split into two copies of yourself. Divide your current Hit Points and Stamina Points evenly between the two, but otherwise, the copies share the same statistics and equipment. If one of the copies casts a spell, expends ammunition, or uses other limited-use resources, that resource is consumed for both copies. Any item dropped by just one copy becomes inert, shapeless biomatter. The copies share the same initiative count, with one acting immediately after the other. Each turn, one of the copies can use a full round's worth of actions, and the other can take only a move action.
The effect lasts 5 rounds, after which one of the copies dissolves, and the other copy becomes you. Combine the copies' Hit Point totals and Stamina Point totals to determine your HP and SP totals when the effect ends; these totals cannot exceed their normal maximums. If the copies are adjacent to each other, one copy can meld with the other as a move action, ending the effect prematurely. If one of the copies is reduced to 0 HP, the effect ends; your remaining copy becomes the “real” version, and you are staggered until the end of your next turn.