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Player > Class > Playtest > Biohacker > Injections
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.
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