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Player > Class > Playtest > Biohacker
| BIOHACKER | Stamina Points 6 + Constitution Modifier |
6 HP |
The pursuit of scientific knowledge and expertise is like a pebble sinking into an infinite ocean—each new depth brings a new outlook, new understanding, and new wisdom about the interlocking nature of the wide universe and all matter in it. You are fascinated with science and all its many facets. You understand that the fundamentals of biology, chemistry, physics, and myriad other disciplines can help you bolster your allies and exploit your enemies’ weaknesses, and that they can reveal new insights and epiphanies over time. You might be studious and methodical about your field research, pushing your mind and scientific discoveries to ever-growing heights. Or, you might be more unorthodox or reckless, improvising unstable concoctions while hitting upon otherwise unknowable brilliance and effectiveness. Either way, you offer skilled support to your allies in the thick of battle, and you are incredibly erudite about several fields of scientific study and their relations to biological life.
Your Intelligence helps you learn and know more about the scientific world than the average person, while your Wisdom helps you interpret these facts, apply them to real-world situations, and know how to push the limits of what’s possible, so you should choose either Intelligence or Wisdom as your key ability score. Once made, this choice cannot be changed. A high Dexterity can make you better able to aid your allies and hinder your foes with your ranged injections.
SKILL RANKS PER LEVEL 6 + INTELLIGENCE MODIFIER.
Bluff (Cha), Computers
(Int), Culture (Int), Diplomacy (Cha), Engineering (Int), Life Science (Int),
Medicine (Int), Perception (Wis), Physical Science (Int), Profession (Cha, Int,
or Wis), Sense Motive (Wis), and Sleight of Hand (Dex)
ARMOR PROFICIENCY: Light armor
WEAPON PROFICIENCY:
Basic melee weapons, small arms, and grenades
At 1st level, you have created a small customized scanning device that you
can use to evaluate and treat your allies’ wounds, identify unknown substances,
and determine your enemies’ weaknesses from a distance. You can configure your
custom scanner to take the shape of anything that can fit in your hand or a
similar appendage, or design it to install in your armor (which does not take
up an armor upgrade slot) or as an augmentation in your brain, your eyes, or
an arm (which does not occupy a system in your body).
Your custom scanner
counts as a basic medkit (Starfinder Core Rulebook 220) and a chemalyzer (Starfinder
Armory 100) and can be used for any purposes applicable to those items.
As
long as you have access to your custom scanner, as a move action you can target
a creature within 30 feet that is within your line of sight and attempt a special
skill check to identify it: if the creature is living, this is a Life Science
check, and if the creature is unliving, it is a Physical Science check. The
DC of this check is tied to the creature’s rarity, as presented on the Creature
Rarity table on page 133 of the Core Rulebook.
Additionally, as long as you
have access to your custom scanner, you can use Life Science or Physical Science
instead of Mysticism to make serums (for more about crafting items, see page
235 of the Core Rulebook).
If your custom scanner is damaged, destroyed,
lost, or stolen, you can kitbash a new one from any medkit or chemalyzer, reconfiguring
the materials into a new custom scanner with 1 hour of work. You can have only
one custom scanner at a time. If you create a new custom scanner, your old one
functions as a normal item of whatever type you made it from.
At 1st level, you are proficient with weapons that have the injection weapon
special property (Core Rulebook 181), as long as the weapon has not gained that
weapon special property through a weapon fusion, spell, class feature, or similar
ability or effect. At 1st level, you gain a +1 bonus to attack rolls with these
weapons. At 9th level, that bonus increases to +2.
When you hit an ally with
a weapon that has the injection weapon special property, you can choose not
to deal damage to that ally, though that ally is still affected by the effects
of the drug, poison, medicinal compound, counteragent, restorative, or other substance that was loaded into the injection weapon.
When you fire a weapon with the injection special property and you have multiple
types of ammunition loaded into the weapon, you choose which type of ammunition
you fire when you attempt the attack.
You carry a collection of catalysts, chemicals, compounds, and specialized
nanites, plus a small mixing apparatus and syringes, which you can use to quickly
fashion solutions that produce different effects depending on the order in which
you mix these ingredients. These solutions are called injections, and you can
use them to boost your allies or hinder your foes. Your injections produce their
effects only when you inject a creature with them (see below), and only you
know how to make and administer them in the exact effective way. An injection
that is not in your possession becomes inert until you pick it up again.
Each day, you must spend 10 minutes to prepare the ingredients for a number
of injections equal to your biohacker level + your key ability score modifier.
This preparation time includes only readying the compounds and chemicals you
need to make your injections, and you decide the specific injection you create
as part of the standard action you take to attack with it or inject a creature
with it (see below). When you regain the daily uses of your injections class
feature, any injections that you created earlier but didn’t use become inert,
even if they’re still in your possession—their method of creation depends largely
on unstable chemicals and methods that can’t be reproduced at a large scale.
You can readily replenish the chemicals for your injections on a regular basis
at no cost, unless the GM states otherwise.
single injection is held in a
physical syringe that you can wield in one hand. It is considered a consumable
item with negligible bulk, with an item level equal to your biohacker level,
hardness equal to your biohacker level, and 1 Hit Point. You must hit an unwilling
creature with a melee attack to inject them with an injection, and an injection
counts as a consumable basic melee weapon for this purpose. An injection can
be injected into a willing or unconscious creature (or yourself) as a standard
action, as long as the target is within your reach. An injection can also be
loaded into a weapon with the injection weapon special property as a move action,
and you can deliver the injection with a normal attack with that weapon. When
you attack an ally with an injection loaded into a weapon that has the injection
weapon special property, that ally is considered flat-footed against your attack.
Injections come in two varieties: counteragents and restoratives. Unless otherwise
stated, counteragents and restoratives affect both living and unliving creatures.
At 1st level, you know the basic counteragents and restoratives listed below,
in addition to the unique counteragent and restorative granted by your primary
field of study. As you increase in level, you can also devise
theorems to learn special injections, as well as abilities to modify or enhance
your existing injections (see Biohacker Theorems), in addition to
learning a second and a third field of study. Additionally, fields of study
eventually provide you with breakthroughs that also equip you with special injections
you can use, as described in their entries.
A counteragent hinders a creature’s defenses. The effects of a counteragent last for a number of rounds equal to half your key ability score modifier (minimum 1 round) unless stated otherwise. A creature can be under the effect of only one of your counteragents at a time, though it could be under the effect of multiple counteragents originating from multiple biohackers. If you affect a creature with a different one of your counteragents, the effects of the previous counteragent end. When you use a counteragent injection, it can have one of the following effects.
A restorative aids a creature in one manner or another. The effects of a restorative last for a number of rounds equal to your key ability score modifier (minimum 1 round) unless stated otherwise. You can affect creatures with multiple different restoratives at a time. When you use a restorative injection, it can have one of the following effects.
Your primary field of study represents your area of expertise within the scientific community. Choose your primary field of study upon taking your first level in biohacker, and once made, this choice cannot be changed. A field of study grants you a unique counteragent and restorative, many of which work only on living creatures and have special properties and descriptors as described in their entries. Descriptions of the fields of study you can choose are here.
You gain a special ability that you can use like an injection from your primary field of study. For more information about how breakthroughs work, see Fields of Study
Thanks to your genius scientific mind, you have a specific way of approaching problems that surpasses the methods used by typical researchers and scholars. If your key ability score is Wisdom, you have an instinctive mind. If your key ability score is Intelligence, you have a studious mind. Your scientific method affects your spark of ingenuity class feature (see below).
You can innately see the connections between things and often act instinctively on those connections. Instead of your Intelligence modifier, you can add your Wisdom modifier to Life Science, Medicine, and Physical Science skill checks.
Your mind is a fortress of information that can only rarely be breached. Instead of your Wisdom modifier, you can add your Intelligence modifier to Perception and Sense Motive skill checks and to Will saving throws.
As you gain experience, you devise theorems about the way the universe works
and how you can alter it. Some biohacker theorems you can use on yourself, fundamentally
altering your physiological structure to gain specific benefits, while others
require the use of your custom scanner or other equipment or add additional
options for your injections.
You learn your first biohacker theorem at 2nd
level, and you learn an additional theorem at 4th level and every 2 levels thereafter.
If a theorem allows an opponent a saving throw to resist its effects, the DC
is equal to 10 + half your biohacker level + your key ability score modifier.
If a theorem requires an opponent to attempt a skill check, the DC is equal
to 10 + 1-1/2 × your biohacker level + your key ability score modifier.
Unless
otherwise specified, you can’t learn a theorem more than once. Once you learn
a theorem, that choice cannot be changed. See Biohacker Theorems here.
Possible permutations and offshoots of your formulas constantly run through
your mind, and in a pinch you can effectively apply your favorite hypotheses
to your injections in the field. Once per day, depending on your scientific
method, you can alter the way one of your injections works. You can do this
one additional time per day at 9th level and at 15th level.
If you are an
instinctive biohacker, you can add the dazzled condition to the effects imposed
by any of your counteragents, in addition to their normal effects. This effect
lasts the length of the counteragent’s duration. Or, in addition to their normal
effects, you can remove one of the following conditions with any of your restoratives:
dazzled, fascinated, or shaken. If you are at least 9th level, you can instead
add the flat-footed condition as one of the effects imposed by any of your counteragents.
Or, you can remove any one of the following conditions with any of your restoratives:
dazzled, deafened, fascinated, fatigued, off-target, shaken, or sickened.
If you are a studious biohacker, you can combine the effects of two injections
into one, expending one use of your injection ability to create and deliver
both injections at the same time. This takes no additional time and enables
a creature to be under the effects of two different counteragents simultaneously.
Both effects last for a number of rounds equal to your key ability score modifier.
You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with. For weapons with which you have gained proficiency through the injection expert class feature (with the exception of basic melee weapons), you instead add half your character level to damage you deal with those weapons.
You choose a second field of study, which must be different from your primary field of study. When you do, you gain that field of study’s unique counteragent and restorative. Once made, this choice cannot be changed.
You gain a special ability that you can use like an injection from your secondary field of study. For more information about how breakthroughs work, see Fields of Study here.
Your custom scanner improves. When you have access to it and attempt to craft a serum, you treat your ranks in Physical Science or Life Science as if they were 1 higher. Additionally, the range at which you can use your custom scanner to attempt to identify a creature increases to 50 feet.
You choose a third field of study, which must be different from your primary and secondary fields of study. When you do, you gain that field of study’s unique counteragent and restorative. Once made, this choice cannot be changed.
You gain a special ability that you can use like an injection from your tertiary field of study. For more information about how breakthroughs work, see Fields of Study here.
Your custom scanner further improves. When you have access to it and attempt to craft a serum, you treat your ranks in Physical Science or Life Science as if they were 2 higher. Additionally, the range at which you can use your custom scanner to attempt to identify a creature increases to 80 feet.
Whenever you use your spark of ingenuity class feature, you regain 1 Resolve Point, up to your normal maximum.
At 20th level, you have developed the formula for a superserum that can effect major changes in the bodies of those into whom you inject it, including yourself. You can create a number of superserums per day equal to your key ability score modifier. Your superserums are a special type of injection, and you create them as part of the 10 minutes of preparation time needed to create your normal injections for the day. Your superserums function in the same way as your other injections, except that when you attempt to inject a creature with them, the superserum imparts one of the following effects. You must decide this effect as part of the standard action you take to attack with the superserum or inject a creature with it.
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