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Player > Class > Playtest > Biohacker > Custom Scanner
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.
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