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Player > Class > Playtest > Biohacker > Superserum
SUPERSERUM (EX) 20th Level
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.
- Your superserum can bring a dead creature back to life, no matter how
long it’s been dead. The target’s body must be largely intact, and its soul
must be free and willing to return. (If either requirement is not met, the
superserum is wasted.) A creature returned to life by your superserum has
10 Hit Points. Otherwise, the creature’s status is the same as if it had
been targeted by a raise dead spell.
- Your superserum can rewire the physiological makeup of the target, causing
massive internal damage. The target takes 17d10 points of damage and is
exhausted and stunned for 1 round. If the target succeeds at a Fortitude
saving throw (DC = 10 + 1/2 your biohacker level + your key ability score
modifier), the damage is halved and the target is instead fatigued for only
1 round.
- Your superserum can course like a panacea throughout the target, relieving
them of debilitating mental or physical trauma. Choose one set of ability
scores: Intelligence, Wisdom, and Charisma, or Strength, Dexterity, and
Constitution. The target is healed of all such ability score damage, and
all such drained ability score points are restored. Regardless which set
of scores you choose, the superserum also eliminates all ongoing confusion,
fear, and insanity effects. This superserum also removes any mental afflictions
that could be removed with dispel magic, as well as afflictions using the
mental disease track. It removes all effects magically altering the target’s
memory, even instantaneous effects, and it can restore a memory to perfect
clarity (even if the memory loss is due to the mundane passage of time).
The target must be willing or unconscious to benefit from this superserum.
- Your superserum can enhance a target’s senses, allowing them to see
things as they actually are. For 1 hour, the target is treated as if under
the effects of true seeing.
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