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Biohacker

The biohacker uses complex catalysts and fringe medical knowledge to augment her allies and inhibit her foes, often using injection weapons.

You’re fascinated by science in all its many facets. You understand that the fundamentals of biology, chemistry, physics, and other disciplines can help you exploit your enemies’ weaknesses and bolster your allies. You might be studious and methodical about your research, pushing your mind to the limit in search of discovery, or you might be a daring experimenter, improvising concoctions and stumbling upon grand revelations. Either way, you use your knowledge of several fields of scientific study to aid your allies, whether in the thick of battle or in crafting a perfect plan.

Key Ability Score: Your Intelligence helps you learn about the sciences, while your Wisdom helps you interpret facts and apply them to real-world situations. You should choose either Intelligence or Wisdom as your key ability score. Once made, this choice cannot be changed. A high Dexterity can help you better aid your allies and hinder your foes with your ranged biohacks.

Hit Points: 6

Stamina Points: 6 + Constitution modifier

Class Skills: 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), Sleight of Hand (Dex)

Proficiencies Armor Light; Weapons Basic melee weapons, small arms, and grenades

Skill Ranks per Level: 4 + Intelligence Modifier

Table 2–1: Biohacker
Class Level Base Attack Bonus Fort Save Bonus Ref Save Bonus Will Save Bonus Class Features
1st +0 +2 +0 +0 Biohacks, custom microlab, injection expert, primary field of study, scientific method
2nd +1 +3 +0 +0 Injection expert +1, theorem
3rd +2 +3 +1 +1 Spark of ingenuity 1/day, weapon specialization
4th +3 +4 +1 +1 Theorem
5th +3 +4 +1 +1 Custom microlab (advanced medkit), primary field of study breakthrough
6th +4 +5 +2 +2 Theorem
7th +5 +5 +2 +2 Secondary field of study
8th +6 +6 +2 +2 Theorem
9th +6 +6 +3 +3 Custom microlab (medical lab, 90 feet), injection expert +2, spark of ingenuity 2/day
10th +7 +7 +3 +3 Theorem
11th +8 +7 +3 +3 Secondary field of study breakthrough
12th +9 +8 +4 +4 Theorem
13th +9 +8 +4 +4 Tertiary field of study
14th +10 +9 +4 +4 Theorem
15th +11 +9 +5 +5 Spark of ingenuity 3/day
16th +12 +10 +5 +5 Theorem
17th +12 +10 +5 +5 Custom microlab (120 feet), tertiary field of study breakthrough
18th +13 +11 +6 +6 Injection expert +3, theorem
19th +14 +11 +6 +6 Resolve analysis
20th +15 +12 +6 +6 Superserum, theorem

Custom Microlab (Ex) 1st Level

You have created a small, customized kit consisting of medical supplies, testing materials, and pharmaceutical compounds, which you can use to evaluate medical conditions and perform several additional tasks described below. You can configure your custom microlab to take the shape of anything that can fit in your hand or similar appendage. Alternatively, you can add it to an armor upgrade slot or to an augmentation system in your brain or an arm; it never takes up an armor upgrade slot or occupies a system in your body, so you can still use that slot or system for an armor upgrade or augmentation as normal. You must have your custom microlab on your person to use it, but you can configure it so it doesn’t need to be in your hand to function.

Your custom microlab counts as a basic medkit and a chemalyzer and can be used for any purposes applicable to those items. As long as you are in possession of your custom microlab, you can use Physical Science or Life Science instead of Mysticism to make serums, though these serums are not magic items, can be identified using Life Science or Physical Science rather than Mysticism, and do not require a detect magic spell to attempt such a check to identify.

As long as you have your custom microlab, as a move action you can target a creature within your line of sight and within the microlab’s range (60 feet at 1st level) and attempt a special skill check to identify it. If the creature is living, this is a Life Science check. If it is unliving, it’s a Physical Science check. The DC of this check is determined by the creature’s rarity, as presented on the Creature Rarity table. You can attempt this check untrained regardless of the DC, and you always treat your die roll result as a 20.

You can also attune your custom microlab to a number of individual creatures equal to 3 + your key ability modifier. This takes 10 minutes, which you can combine with the time needed to prepare your biohacks for the day, and the creatures must be present, willing, and able to cooperate with the scan. If you attune your microlab to creatures in excess of this number, the oldest attunements beyond your maximum number end. Otherwise, attunement lasts 24 hours, after which changes in environment and the target’s condition require the microlab be re-attuned. Under some circumstances, you can deliver biohacks to attuned creatures using ranged injection weapons without making an attack roll.

At 5th level, your custom microlab can function as an advanced medkit. At 9th level, it functions as a medical lab (with no increase to its bulk), and its range increases to 90 feet. At 17th level, its range increases to 120 feet.

If your custom microlab is damaged, destroyed, lost, or stolen, you can kitbash a new one from any medkit or chemalyzer with 1 hour of work. You can have only one custom microlab at a time.

If you create a new custom microlab, your old one functions as a normal item of whatever type you made it from.

Biohacks (Ex) 1st Level

As part of your custom microlab, you keep a specialized micropharmacy of catalysts, nanites, and specialized chemicals, plus a small mixing apparatus and syringes. You can use these components to quickly fashion biohacks: specialized solutions that produce different effects. In living targets, your biohacks alter normal biological processes; in nonliving creatures, they emulate biochemistry via complex chemical compounds. You can use biohacks to boost your allies or inhibit your foes. Your biohacks produce their effects only when you inject a creature with them (see below), and only you know how to make and administer them properly—a biohack that leaves your possession becomes inert until you pick it up again.

You can deliver any biohack you create with any attack from an injection weapon. You must declare prior to the attack roll that you are using a biohack and specify which effect you are using, but you select and apply the biohack as part of the action used to make the attack. You do not need to preload your weapon with biohacks. If you are making a ranged attack and miss your target, the biohack is expended along with the attack’s ammunition. A biohack delivered via a melee injection weapon is not normally expended on a missed attack. If you must attempt an attack roll with a biohack and your attack hits but deals no damage (normally as a result of damage reduction or an ability such as the vanguard’s mitigate), the biohack is expended but the target is not affected by it. After a missed attack that does not expend the biohack, you can remove it or change which biohack you are using as part of your next attack without taking any additional action.

You can also deliver a biohack using a physical syringe (from your custom microlab) that you can wield in one hand. This is considered a consumable basic melee weapon with negligible bulk, 1 Hit Point, and an item level and hardness equal to your biohacker level. To inject an unwilling creature with a biohack in this manner, you must hit them with a melee attack. This attack deals no damage, but if the creature would be damaged by 1 point of piercing damage, that creature is instead affected by the biohack within the syringe.

A biohack can be injected into a willing or unconscious creature (or yourself) as a standard action without requiring an attack roll, as long as the target is within your reach. You can also use a ranged injection weapon to deliver a biohack to a willing ally you have attuned your custom microlab to as a standard action without making an attack roll, as long as they’re within your custom microlab’s range. Under any other circumstance, injecting a biohack into an ally at range requires a successful ranged attack roll.

The materials you use to create biohacks are inert until you activate them. Once activated, they can be used to create any biohacks you know. Each day after you have rested for 8 hours, you can spend 10 minutes to activate the ingredients to create a number of biohacks equal to 1 + your key ability score modifier.

This is the maximum number of biohacks you can have ready at one time. This preparation activates only the ingredients; you don’t need to decide which specific biohacks you’re creating until the actual actions or attacks used to deliver them. Activated biohack materials that aren’t used that day become inert, even if they’re still in your possession. You can readily replenish these inert reagents on a regular basis at no cost, unless the GM states otherwise. Whenever you take a 10-minute rest to recover Stamina Points, you can also prepare additional activated biohack ingredients to replace those you have used, up to your maximum.

Biohacks come in two varieties: boosters and inhibitors. At 1st level, you know the basic boosters and inhibitors listed below, the minor boosters and inhibitors that follow, and the unique booster and inhibitor granted by your primary field of study. As you increase in level, you can also devise theorems to learn special biohacks (see Theorem), in addition to gaining biohacks from a secondary and a tertiary field of study. Additionally, most fields of study eventually provide you with breakthroughs: special biohacks described in their entries.

Basic Booster

A basic booster biohack aids a creature in one manner or another. The effect lasts for a number of rounds equal to your key ability score modifier (minimum 1 round) unless it states otherwise. You begin play knowing this basic booster biohack; when you use it, select an effect:

Basic Inhibitor

A basic inhibitor biohack hinders a creature’s physiology or material function. The effect of an inhibitor lasts for a number of rounds equal to 3 + your key ability score modifier (minimum 1 round) unless it states otherwise. You begin play knowing this basic inhibitor biohack; when you use it, select an effect:

  • The target takes a –2 penalty to AC.
  • You reduce the target’s DR by 5. At 9th level, you instead reduce it by 10. At 17th level, you instead reduce it by 15.
  • You reduce the target’s resistance to one type of energy (your choice) by 5. At 9th level, you instead reduce it by 10. At 17th level, you instead reduce it by 15.

A creature can be affected by only one of your basic inhibitors at a time, though it could be under the effects of multiple basic inhibitors originating from multiple biohackers. If you affect a creature with a different basic inhibitor while a previous inhibitor is still in effect, the effects of the previous inhibitor end.

Minor Biohacks

You can create minor biohacks from less powerful (and more stable) pharmaceuticals, nanites, and catalysts, and you can add them to any attack you make with an injection weapon that does not already have another biohack added to it. You don’t need to activate the materials for minor biohacks in advance, and using them does not count against the maximum number of biohacks you can have ready at one time. Minor biohacks are otherwise used as and function as basic booster and basic inhibitor biohacks, and they count as such biohacks for the purposes of interactions with other abilities (such as spark of ingenuity).

Minor Booster

Using a minor booster biohack allows you to attempt some Medicine checks on targets you affect so long as the target is within range of your custom microlab. This doesn’t require any additional time or action beyond making the attack. The tasks you can attempt with such a Medicine check depend on your level, and they don’t have the duration of normal booster biohacks.

At 1st level, you can attempt a Medicine check to administer first aid. At 3rd level, you can attempt a Medicine check to treat drugs or poison, though on a successful check, the target gains a +4 bonus only on the next saving throw it attempts against the drug or poison, and that saving throw must occur within the next hour. At 6th level you can attempt a Medicine check to treat disease, though on a successful check, the target gains a +4 bonus only to the next saving throw it attempts against the disease, and that saving throw must occur within the next hour.

Minor Inhibitor

A minor inhibitor biohack imposes a slight hindrance on a target: the target takes a –1 penalty to attack rolls for a number of rounds equal to 3 + your key ability score.

Injection Expert (Ex) 1st Level

You are proficient with weapons with the injection weapon special property, 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 2nd level, you gain a +1 bonus to attack rolls with these weapons. At 9th level, that bonus increases to +2, and at 18th level it increases to +3.

When you hit an ally with such a weapon, you can avoid dealing damage to that ally, while still affecting the ally with the biohack booster or inhibitor, drug, medicinal compound, poison, serum, 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.

Primary Field of Study (Ex) 1st Level

Your primary field of study represents your scientific specialty.

Choose your primary field of study upon taking your first level in biohacker—once made, this choice cannot be changed. A field of study grants you a unique booster and inhibitor, many of which work only on living creatures (not objects or creatures with the unliving universal creature rule) and have special properties and descriptors explained in their entries.

At 5th level, you gain the breakthrough for your field of study.

Scientific Method (Ex) 1st Level

You have an innate mental gift, and a special way of approaching problems that lets you surpass normal researchers and scholars.

If your key ability score is Intelligence, you have a studious mind.

If your key ability score is Wisdom, you have an instinctive mind. Your scientific method affects your spark of ingenuity class feature (see below), and may impact how some other class features function, as noted in those abilities.

Studious

Your mind is a fortress of information that can rarely be breached. You gain a +1 bonus to Will saving throws. This bonus increases to +2 at 3rd level, +3 at 8th level, and +4 at 16th level. You also gain a +1 insight bonus to Life Science, Medicine, and Physical Science checks. This bonus increases by 1 at 3rd level, and every 4 levels thereafter. Additionally, you can add your Intelligence modifier instead of your Wisdom modifier to Perception and Sense Motive checks.

Instinctive

You can quickly intuit the connections between things and often act instinctively on those connections, gaining knowledge and aptitude without always being able to say how you picked it up. Select two skills—once made, this choice cannot be changed.

You gain a bonus rank in each of these two skills at every level, as well as a +1 insight bonus to checks using these skills. This bonus increases by 1 at 3rd level and every 4 levels thereafter.

Additionally, you can add your Wisdom modifier instead of your Intelligence modifier to Life Science, Medicine, and Physical Science checks.

Theorem (Ex) 2nd Level

As you gain experience, you devise theories about the way the universe works. Some theorems you can apply to yourself, altering your physiological structure to gain specific benefits, while others require the use of your custom microlab or other equipment or add additional options for your biohacks.

You learn your first theorem at 2nd level, and you gain an additional theorem 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.

Spark of Ingenuity (Ex) 3rd Level

Possible permutations and offshoots of your formulas constantly run through your mind. Once per day, you can alter one of your biohacks to work in a different way, determined by your scientific method. You can do this one additional time per day at 9th level and at 15th level.

If you are a studious biohacker, you can expend two uses of your biohack ability to combine the effect of two basic or minor biohacks (or one of each) into a single effect. This takes no additional time and allows a creature to be under the effects of two different basic or minor booster or inhibitor biohacks simultaneously. If the two effects have different durations, each effect ends after its normal time limit, though any with a duration measured in rounds last 1 round longer than normal.

If you are an instinctive biohacker, when using a booster biohack, you can remove one of the following conditions, in addition to the booster’s normal effects: dazzled, fascinated, or shaken. If you are at least 9th level, you can instead add the off-target condition as one of the effects imposed by any of your inhibitors, or you can remove any one of the following conditions with any of your boosters: dazzled, deafened, fascinated, fatigued, off?target, shaken, or sickened. Alternatively, you can add the dazzled condition to the effects imposed by any of your inhibitor biohacks. This effect lasts the length of the inhibitor’s duration.

Weapon Specialization (Ex) 3rd Level

You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with. For weapons you have gained proficiency with only through the injection expert class feature (page 43), rather than the normal Weapon Specialization benefit, you instead add half your character level to damage you deal with those weapons.

Secondary Field of Study (Ex) 7th Level

You choose a secondary field of study, which must be different from your primary field of study. Once made, this choice cannot be changed. You gain the unique booster and inhibitor biohacks for that field of study. At 11th level, you gain the breakthrough for your secondary field of study. When discussing your eduction, your secondary field of study is often referred to as your “minor.”

Tertiary Field of Study (Ex) 13th Level

You choose a third field of study, which must be different from your primary and secondary fields of study. Once made, this choice cannot be changed. You gain the unique booster and inhibitor biohacks for that field of study. At 17th level, you gain the breakthrough for your tertiary field of study.

Resolve Analysis (Ex) 19th Level

Whenever you use your spark of ingenuity class feature, you regain 1 Resolve Point, up to your normal maximum.

Superserum (Su) 20th Level

At 20th level, you have developed the formula for a superserum that can create powerful changes in a target. You can create two superserums per day. Your superserums are a special type of biohack, and you prepare them as part of the 10 minutes required to create your normal biohacks for the day. Your superserum produces one of the following effects; as with all biohacks, you decide on this effect as part of the attack or action you take to inject a creature with the biohack.

Grant major healing or bring a dead creature back to life. This functions as if you had cast raise dead or regenerate on the target, using your class level as the caster level.

Scramble 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 + half your biohacker level + your key ability score modifier), the damage is halved, and the target is instead only fatigued for 1 round.

Relieve the target of debilitating conditions. Choose one set of ability scores: mental (Intelligence, Wisdom, and Charisma) or physical (Strength, Dexterity, and Constitution).

The target is healed of all ability damage to the chosen set of ability scores, and all ability drain from these ability scores is removed. Regardless of which set of scores you choose, the superserum also eliminates any ongoing confusion, fear, and insanity effects; any mental afflictions that could be removed with dispel magic; and any diseases that use the mental disease track. It removes any effects magically altering the target’s memory—even instantaneous effects— and can restore the target’s memory to perfect clarity.

Fields of Study

The following fields of study represent the most common academic specialties for a biohacker. Each field’s booster, inhibitor, and breakthrough ability follow the rules for basic biohacks unless specified otherwise. Unlike boosters and inhibitors, a breakthrough ability doesn’t count against your uses of the biohack class feature. You can use each breakthrough’s ability once, and you regain the ability to use it after you take a 10-minute rest to recover Stamina Points or take an 8-hour rest to regain Resolve Points. If an ability gained through a field of study requires a saving throw, the DC is equal to 10 + half your class level + your key ability score modifier.

Genetics

Genetics is the study of living creatures’ inherited characteristics.

Booster: You temporarily boost a living creature (one that does not have the unliving universal creature rule) to improve the acuity of its hearing, granting the subject the benefits of blindsense (sound) with a range of 60 feet. If the creature already has blindsense, it instead gains the benefit of the Blind?Fight feat. This benefit lasts for 60 minutes.

Inhibitor: You deliver a DNA-twisting or material-altering chemical nanite compound into a creature’s body, imparting vulnerability to one type of energy (your choice). If the creature is immune to that energy type, this inhibitor temporarily removes that immunity and gives the creature resistance 20 to that type of energy. If the creature has resistance to that energy type, this effect instead reduces its resistance by 10 (minimum 0). This biohack does not remove a creature’s resistance or immunity to natural hazards or environments, only to damage from energy attacks, spells, and other abilities.

Breakthrough

You can use the following ability when you achieve the breakthrough for this field of study.

Gene Therapy (Ex): As a standard action, you can create and deliver a medicinal formula to a living creature that suspends the effects of damage to their mind and body. When injected, the formula allows the target to ignore the effects of all ability score damage and drain for 10 minutes. If you are at least 7th level, this effect lasts for 1 hour. If you are at least 13th level, it lasts for 24 hours.

Immunology

Immunology is the study of how living creatures’ bodies fight off diseases and other maladies.

Booster: You boost a creature’s immune system, granting a +2 enhancement bonus to Fortitude saving throws.

Inhibitor: You deliver a potent compound that weakens a creature’s immune system (or creates vulnerabilities in nonliving creatures), imparting a –2 penalty to Fortitude saving throws.

Breakthrough

You can use the following ability when you achieve the breakthrough for this field of study.

Suppress Disease (Ex): As a standard action, you can create and deliver a formula that supercharges a target’s immune system.

When injected, the formula allows the target to ignore the effects of the highest stage (not including the disease’s end state) of a single disease affecting them for 1 hour. The disease doesn’t progress normally during that time, but this time doesn’t count toward the disease’s duration. If you are at least 7th level, the target ignores the effects of the highest stage of a single disease for 24 hours. If you are at least 13th level, the target ignores the effects for 1 week.

Neurochemistry

Neurochemistry is the study of the chemicals that affect creatures’ brains and nerves (or related cognitive systems).

Booster: You bolster the chemistry of a creature’s brain (or other cognitive system), allowing it to ignore the effects of the confused and staggered conditions for the booster’s duration.

While the creature is ignoring these effects, the duration of the condition elapses as normal.

Inhibitor: You deliver a strong chemical admixture that interferes with a creature’s neurons (or equivalent), imparting a –2 penalty to Will saving throws.

Breakthrough

You can use the following ability when you achieve the breakthrough for this field of study.

Boost Neurotransmitters (Ex): As a standard action, you can create and deliver a compound that causes a surge of cognitive activity. When injected into a creature, the formula grants the target a +4 enhancement bonus to saving throws against mind?affecting effects for 1 minute. If the target is already subject to a mind-affecting effect, the target can immediately attempt a new saving throw with a +2 enhancement bonus against the effect. This does not grant a new saving throw if the effect did not originally allow one.

Pharmacology

Pharmacology is the study of drugs and their effects on living creatures.

Booster: You deliver a coagulant to a living creature, granting it immunity to the bleeding condition for the duration of this effect. If the creature is under the effect of the bleeding condition when you administer this biohack, that condition ends.

Inhibitor: You introduce a mild hallucinogen into a living creature’s body, making it difficult for the target to move or act.

The target gains the encumbered condition and must succeed at a Fortitude save or also gain the entangled condition. This is a mind-affecting poison effect.

Breakthrough

You can use the following ability when you achieve the breakthrough for this field of study.

Alleviate Pain (Ex): As a standard action, you can create and deliver a formula to a living creature to prevent pain and nausea. When injected, the mixture provides the target with a +4 enhancement bonus to saving throws against pain effects and effects that cause the sickened or nauseated condition. This bonus lasts for 1 minute. If the target is already under one of these effects, or if it already has the sickened or nauseated condition, it can immediately attempt a new saving throw with a +2 enhancement bonus to end the effect or remove the condition. This does not grant a new saving throw if the effect did not originally allow one.

If you are at least 7th level, the bonus to saving throws against pain effects and effects that cause the sickened or nauseated condition increases to +6, or +4 for targets already afflicted and attempting a new saving throw. If you are at least 13th level, this automatically removes the sickened condition, and the bonus to new saving throws for the other conditions increases to +6.

Toxicology

Toxicology is the study of the adverse effects certain chemicals have on living creatures.

Booster: You cause a living creature to sweat a foul secretion.

Any living creature attacking the affected target with a natural attack takes a –2 penalty to the attack. This penalty is a poison effect. If the attacker has active environmental protections (such as those provided by most armor), the penalty applies only after the attacker has hit and damaged the target once.

Inhibitor: You deliver a weak toxin into a living creature’s body, imparting the sickened condition. This is a poison effect.

Breakthrough

You can use the following ability when you achieve the breakthrough for this field of study.

Suppress Poison (Ex): As a standard action, you can create and deliver a formula to a living creature that holds the course of a toxin in check. When injected, the formula allows the target to ignore the effects of the highest stage (not including the poison’s end state) of a single poison affecting that creature for 1 minute. The poison doesn’t progress normally during that time, but this time doesn’t count toward the poison’s duration.

If you are at least 7th level, the target ignores the effects of the highest stage of a single poison for 10 minutes. If you are at least 13th level, the target ignores the effects of all stages of a single poison for 1 hour.

Theorems

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.

2nd Level

You must be 2nd level or higher to choose these theorems.

Field Dressing (Ex)

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.

Hampering Inhibitor* (Ex)

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.

Medication Mastery (Ex)

You can quickly turn the compounds and catalysts in your custom microlab into medicinals. 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. If you are a studious biohacker, you can also make antiemetics and coagulants. 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.

Painful Injection (Ex)

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.

Speedy Serums (Ex)

When you use your custom microlab to craft a serum, you can do so in half the normal time.

Strange Anatomy (Ex)

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.

Toxic Skin (Ex)

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.

Treat Condition (Ex)

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.

Treatment Mastery (Ex)

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.

8th Level

You must be 8th level or higher to choose these theorems.

Arms Expert (Ex)

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.

Far Injection (Ex)

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.

Improved Treat Condition (Ex)

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.

Powerful Biohacks* (Ex)

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.

Stable Biohacks (Ex)

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.

Tranq Dart (Ex)

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.

14th Level

You must be 14th level or higher to choose these theorems.

Energetic Booster* (Ex)

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.

Greater Field Dressing (Ex)

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.

Greater Treat Condition (Ex)

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.

Liquid Bravery (Ex)

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.

You hone your medical skills not to help the living, but to avenge the dead and bring their killers to justice.

Section 15: Copyright Notice

Starfinder Character Operations Manual © 2019, Paizo Inc.; Authors: Alexander Augunas, Kate Baker, Simone Dietzler, Jennifer Dworschack-Kinter, Leo Glass, Sasha Lindley Hall, Amanda Hamon, Vanessa Hoskins, Jenny Jarzabski, Jason Keeley, Lyz Liddell, Luis Loza, Ron Lundeen, Crystal Malarsky, Robert G. McCreary, Conor J. Owens, Joe Pasini, Owen K.C. Stephens, Jason Tondro, and Landon Winkler.