The biohacker is fascinated by science in all its many facets. He understands that the fundamentals of biology, chemistry, physics, and other disciplines can help him exploit his enemies’ weaknesses and bolster his allies. He might be studious and methodical about his research, pushing his mind to the limit in search of discovery, or he might be a daring experimenter, improvising concoctions and stumbling upon grand revelations. Either way, he uses his knowledge of several fields of scientific study to aid his allies, whether in the thick of battle or in crafting a perfect plan.
The biohacker is an archetype of the medic class.
Injection Weapon: A biohacker begins play with a custom injection ranged weapon with a range increment of 30 feet, 1d2 damage, with a critical hit range of 20/x2. If a biohacker loses his injection weapon, he can craft a new one for 100 gil per medic level. This weapon can be enchanted as normal.
This ability replaces the medic’s simple firearms proficiency.
Custom Microlab (Ex)
At 1st level, a biohacker has created a small, customized kit consisting of medical supplies, testing materials, and pharmaceutical compounds, which he can use to evaluate medical conditions and perform several additional tasks described below. He can configure his custom microlab to take the shape of anything that can fit in his hand or similar appendage. He must have his custom microlab on his person to use it, but he can configure it so it doesn’t need to be in his hand to function.
His custom microlab counts as a healer’s kit and can be used for any purposes applicable to those items. As long as the biohacker is in possession of his custom microlab, the biohacker can use the Heal or Craft (Alchemy) skill to make serums, though these serums are not magic items, can be identified using Spellcraft, and do not require a detect magic spell to attempt such a check to identify.
As long as the biohacker has his custom microlab, as a move action the biohacker can target a creature within his 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 Heal check. If it is unliving, it’s a Knowledge (Religion) or Knowledge (Engineering/Technology) check (if it’s a construct). The DC of this check is equal to 15 + the creature’s CR. The biohacker can attempt this check untrained regardless of the DC, and the biohacker always treat his die roll result as a 20.
The biohacker can also attune his custom microlab to a number of individual creatures equal to 3 + his Wisdom modifier. This takes 10 minutes, which the biohacker can combine with the time needed to prepare his biohacks for the day, and the creatures must be present, willing, and able to cooperate with the scan. If the biohacker attunes his microlab to creatures in excess of this number, the oldest attunements beyond his 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, the biohacker can deliver biohacks to attuned creatures using ranged injection weapons without making an attack roll.
At 9th level, his custom microlab functions as a medical lab (with no increase to its weight), and its range increases to 90 feet. At 17th level, its range increases to 120 feet.
If his custom microlab is damaged, destroyed, lost, or stolen, the biohacker can create a new one from any healer’s kit with 1 hour of work. The biohacker can have only one custom microlab at a time. If the biohacker creates a new custom microlab, his old one functions as a normal item of whatever type the biohacker made it from.
This ability replaces finesse training.
Biohacks (Ex)
At 1st level, as part of the biohacker’s custom microlab, the biohacker keeps a specialized micropharmacy of catalysts, nanites, and specialized chemicals, plus a small mixing apparatus and syringes. The biohacker can use these components to quickly fashion biohacks: specialized solutions that produce different effects. In living targets, his biohacks alter normal biological processes; in nonliving creatures, they emulate biochemistry via complex chemical compounds. The biohacker can use biohacks to boost his allies or inhibit his foes. His biohacks produce their effects only when the biohacker injects a creature with them (see below), and only the biohacker knows how to make and administer them properly—a biohack that leaves his possession becomes inert until the biohacker picks it up again.
The biohacker can deliver any biohack the biohacker create with any attack from an injection weapon. The biohacker must declare prior to the attack roll that the biohacker is using a biohack and specify which effect the biohacker is using, but the biohacker select and apply the biohack as part of the action used to make the attack. The biohacker do not need to preload his weapon with biohacks. If the biohacker is making a ranged attack and miss his 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 the biohacker must attempt an attack roll with a biohack and his attack hits but deals no damage (normally as a result of damage reduction), the biohack is expended but the target is not affected by it. After a missed attack that does not expend the biohack, the biohacker can remove it or change which biohack the biohacker is using as part of his next attack without taking any additional action.
The biohacker can also deliver a biohack using a physical syringe (from his custom microlab) that the biohacker 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 his medic level. To inject an unwilling creature with a biohack in this manner, the biohacker 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 himself) as a standard action without requiring an attack roll, as long as the target is within his reach. The biohacker can also use a ranged injection weapon to deliver a biohack to a willing ally the biohacker has attuned his custom microlab to as a standard action without making an attack roll, as long as they’re within his custom microlab’s range. Under any other circumstance, injecting a biohack into an ally at range requires a successful ranged attack roll.
The materials the biohacker use to create biohacks are inert until the biohacker activate them. Once activated, they can be used to create any biohacks the biohacker know. Each day after the biohacker has rested for 8 hours, the biohacker can spend 10 minutes to activate the ingredients to create a number of biohacks equal to 1 + his Wisdom modifier. This is the maximum number of biohacks the biohacker can have ready at one time. This preparation activates only the ingredients; the biohacker don’t need to decide which specific biohacks the biohacker is 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 his possession. The biohacker can readily replenish these inert reagents on a regular basis at no cost, unless the GM states otherwise. Whenever the biohacker take a 10-minute rest to recover Stamina Points, the biohacker can also prepare additional activated biohack ingredients to replace those the biohacker has used, up to his maximum.
Biohacks come in two varieties: boosters and inhibitors. At 1st level, the biohacker knows the basic boosters and inhibitors listed below, the minor boosters and inhibitors that follow, and the unique booster and inhibitor granted by his primary field of study. As the biohacker increase in level, the biohacker can also devise theorems to learn special biohacks, in addition to gaining biohacks from a secondary and a tertiary field of study. Additionally, most fields of study eventually provide the biohacker 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 his Wisdom modifier (minimum 1 round) unless it states otherwise. The biohacker begin play knowing this basic booster biohack; when the biohacker uses it, select an effect:
- The target gains a +1 enhancement bonus to AC.
- The target gains a +2 enhancement bonus to skill checks.
- The target gains a +10-foot enhancement bonus to their speed. If the creature has more than one movement type, choose one to receive this bonus.
- 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 + his Wisdom modifier (minimum 1 round) unless it states otherwise. The biohacker begins play knowing this basic inhibitor biohack; when the biohacker uses it, select an effect:
- The target takes a –2 penalty to AC. At 9th level, the target takes an additional -3 penalty to AC. At 17th level, the target takes an additional -4 penalty to AC.
- The biohacker reduces the target’s DR by 5. At 9th level, the biohacker instead reduces it by 10. At 17th level, the biohacker instead reduces it by 15.
- The biohacker reduces the target’s resistance to one type of element (his choice) by 5. At 9th level, the biohacker instead reduces it by 10. At 17th level, the biohacker instead reduces it by 15.
A creature can be affected by only one of his basic inhibitors at a time, though it could be under the effects of multiple basic inhibitors originating from multiple biohackers. If the biohacker affects a creature with a different basic inhibitor while a previous inhibitor is still in effect, the effects of the previous inhibitor end.
- Minor Biohacks (Su): The biohacker can create minor biohacks from less powerful (and more stable) pharmaceuticals, nanites, and catalysts, and the biohacker can add them to any attack the biohacker make with an injection weapon that does not already have another biohack added to it. The biohacker doesn’t need to activate the materials for minor biohacks in advance, and using them does not count against the maximum number of biohacks the biohacker 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).
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- Minor Booster: Using a minor booster biohack allows the biohacker to attempt some Heal checks on targets the biohacker affect so long as the target is within range of his custom microlab. This doesn’t require any additional time or action beyond making the attack. The tasks the biohacker can attempt with such a Heal check depend on his level, and they don’t have the duration of normal booster biohacks. At 1st level, the biohacker can attempt a Heal check to administer first aid. At 3rd level, the biohacker can attempt a Heal 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, the biohacker can attempt a Heal 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 + his Wisdom modifier.
This ability replaces triage.
Injection Expert (Ex)
At 1st level, when the biohacker hits an ally with his injection weapon, he 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.
This ability replaces medical specialist.
Primary Field of Study (Ex)
At 1st level, a biohacker’s primary field of study represents his scientific specialty. Choose his primary field of study upon taking his first level in biohacker—once made, this choice cannot be changed. A field of study grants the biohacker a unique booster and inhibitor, many of which work only on living creatures (not objects or creatures with the construct or undead subtype) and have special properties and descriptors explained in their entries. At 5th level, the biohacker gains the breakthrough for his field 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 his uses of the biohack class feature. He can use each breakthrough’s ability once per day. If an ability gained through a field of study requires a saving throw, the DC is equal to 10 + half his medic level + his Wisdom modifier.
Anesthesiology: Anesthesiology is the study of how to reduce sensation, awareness, and pain sensitivity. While normally used to prepare patients for surgical procedures, the biohacker can creatively apply principles of anesthesiology in combat to help his allies work through pain or to inhibit his opponents.
- Booster: The biohacker injects a living creature with a substance that confers insensitivity to pain. That creature gains a +2 enhancement bonus to saving throws against pain effects and gains DR 1/—. This DR increases by 1 for every 5 medic levels the biohacker has, and it stacks with one other source of DR, to a maximum DR value up to his medic level.
- Inhibitor: The biohacker delivers a chemical compound that makes the target tired and weak, dealing nonlethal damage equal to his medic level and giving the target the fatigued condition (Fortitude negates fatigue and halves the nonlethal damage). If the target is already fatigued and becomes fatigued again, it becomes exhausted instead. This is a poison effect.
- Breakthrough (Ignore Pain): As a standard action, the biohacker can create and deliver a formula that allows a living creature to overcome pain and injury. When injected, the formula grants the target a number of temporary Hit Points equal to twice his medic level for 1 minute. The first time during that minute that the target is reduced to 0 Hit Points but not killed outright, it can continue to act normally until the end of its next turn or until it takes additional damage, at which point it becomes unconscious, as normal.
Cybermedicine: Cybermedicine is the study of integrating biological and technological material and understanding their interactions.
- Booster: The biohacker boosts a living creature or construct with a nanite-infused substance that causes both living creatures and constructs to heal more efficiently. If that creature would benefit from any effect that restores Hit Points, increase the number of Hit Points restored by 50% or by an amount equal to the biohacker’s Wisdom modifier, whichever is lower.
- Inhibitor: The biohacker delivers a nanite solution to a living creature or construct, interfering with its healing or repair. Whenever the creature would regain Hit Points from an effect, it must succeed at a Fortitude save or regain no Hit Points from the effect. For persistent healing effects like regeneration, the creature must attempt a new saving throw against the inhibitor each round to regain Hit Points, though the inhibitor doesn’t suppress such abilities altogether. This is a poison effect and ignores a construct’s immunity to poison.
- Breakthrough (Override Biology): As a standard action, the biohacker creates and delivers a formula packed with nanites that flood a living creature’s body, granting it construct-like traits. The target gains the no breath universal creature ability as well as a +2 enhancement bonus to saving throws against disease, mind-affecting effects, poison, and sleep (unless those effects specifically target constructs).
Genetics: Genetics is the study of living creatures’ inherited characteristics.
- Booster: The biohacker temporarily boosts 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 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: The biohacker delivers a DNA-twisting or material-altering chemical nanite compound into a creature’s body, increasing the damage it takes from one element type (his choice). If the creature takes the chosen type of elemental damage, it takes additional damage of the same type equal to half his medic level (minimum 1). This biohack doesn’t increase the damage a creature takes from natural hazards or environments, only damage from elemental attacks, spells, and other abilities.
- Breakthrough (Gene Therapy): As a standard action, the biohacker 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 the biohacker is at least 7th level, this effect lasts for 1 hour. If the biohacker is at least 13th level, it lasts for 24 hours.
Hypermycology: Hypermycology is an emerging branch of study dedicated to the study of fungi, especially pushing such organisms to wild limits, whether that’s growing a forest of gigantic mushrooms in minutes, climbing walls with thousands of tiny grasping mycelium, or creating a clump of explosive mold.
- Booster: The biohacker has learned to enhance those around the biohacker through the application of mildly invasive mushrooms. The biohacker temporarily boosts a creature with a sudden surge of vitality, granting it temporary Hit Points equal to his level. At the end of the duration of this booster, the creature recovers Hit Points equal to any remaining temporary Hit Points from this booster. At 10th level, the amount of temporary Hit Points granted is equal to twice his level.
- Inhibitor: The biohacker delivers a rapidly spreading fungal infection to a creature, reducing any healing it receives by half and reducing its speed by 5 feet. The targeted creature must also succeed at a Fortitude save or also take a –1 penalty to melee attacks. Once a creature has resisted the effects of a hypermycologist’s inhibitor, they are immune to its effects for 24 hours.
- Breakthrough (Sudden Growth): As a standard action, the biohacker can create and deliver a potent fungal infection to a creature. When injected, the formula develops in one of three patterns: visual, mental, or physical, chosen as part of his standard action. Targets can attempt a Fortitude saving throw to negate the effects.
- Visual: The targeted creature is silhouetted by a sudden growth of mushrooms. These mushrooms hinder the subject’s perception, causing a –2 penalty to Perception checks and negating invisibility for 1 minute.
- Mental: The targeted creature is confused until the end of his next turn.
- Physical: The targeted creature is surrounded in a surfeit of gigantic mushrooms that spring up around them, creating an impassible wall in any empty squares adjacent to the creature. The wall has hardness 0 and 5 Hit Points per medic level. The mushrooms wilt and dissipate at the end of his next turn.
Immunology: Immunology is the study of how living creatures’ bodies fight off diseases and other maladies.
- Booster: The biohacker boosts a creature’s immune system, granting a +2 enhancement bonus to Fortitude saving throws.
- Inhibitor: The biohacker delivers 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 (Suppress Disease): As a standard action, the biohacker 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 the biohacker is at least 7th level, the target ignores the effects of the highest stage of a single disease for 24 hours. If the biohacker is 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: The biohacker bolsters 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: The biohacker delivers a strong chemical admixture that interferes with a creature’s neurons (or equivalent), imparting a –2 penalty to Will saving throws.
- Breakthrough (Boost Neurotransmitters): As a standard action, the biohacker 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: The biohacker delivers 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 the biohacker administer this biohack, that condition ends.
- Inhibitor: The biohacker introduces 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 (Alleviate Pain): As a standard action, the biohacker 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 the biohacker is 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 the biohacker is at least 13th level, this automatically removes the sickened condition, and the bonus to new saving throws for the other conditions increases to +6.
Thaumapathy: Thaumapathy studies the inherent magic that suffuses living things, enhancing or dampening that power with the use of eldritch pharmaceuticals.
- Booster: The biohacker temporarily boost a creature’s intrinsic magical field, granting it spell resistance equal to 5 + his class level. If it already has spell resistance, increase the spell resistance by 1 (or by 2 if the original spell resistance is less than or equal to 10 + his medic level).
- Inhibitor: The biohacker’s inhibitor restricts the magical pathways of the target’s body, making spellcasting more difficult. Reduce the caster level and saving throw DCs of spells and spell-like abilities the creature casts by 1. The creature takes a penalty equal to 1 per damage die when rolling damage dealt by its spells and spell-like abilities. For the duration of the inhibitor’s effect, spells and spell-like abilities that normally have a casting time of 1 standard action instead gain a casting time of 1 round, and spells and spell-like abilities that normally have a casting time of 1 round gain a casting time of 2 rounds.
- Breakthrough (Magic Renewal): As a standard action, the biohacker can create and deliver a medicinal formula to a living creature that restores one of that creature’s MP or expended spell-like abilities. The amount of MP or the level of the spell-like ability restored cannot exceed one-third his medic level (rounded up). A creature can benefit from his magic renewal breakthrough only once per day.
Thermoregulation: By manipulating thermoregulation, a biohacker can protect creatures from extreme temperatures or cause them to overheat.
- Booster: The biohacker protects a creature against extreme heat and cold. The target gains ice resistance 1 and fire resistance 1, and these resistances increase by 1 for every four medic levels the biohacker has. If the creature is burning, it can immediately attempt a Reflex save with a +2 bonus to end the burning effect. If the creature has the staggered condition from failing a saving throw against a cold effect, it can immediately attempt a new saving throw against the effect, ending it on a success.
- Inhibitor: The biohacker impairs a creature’s ability to regulate body temperature. If the target takes fire damage, it must succeed at a Fortitude save or gain the burning condition, taking 1d6 fire damage per turn. If the target takes ice damage, it must succeed at a Fortitude save or gain a special version of the burning condition that deals 1d6 ice damage per turn, which can be ended automatically by taking fire damage; the target can’t roll on the ground to gain a new saving throw, but instead it can wrap itself in insulating material and shiver as a full action to attempt a new saving throw with a +4 bonus. The damage per turn increases by 1d6 for every six medic levels the biohacker has.
- Breakthrough (Inescapable Heat): As a standard action, the biohacker can deliver a formula that heightens the target’s sensory response to heat and cold, causing unpredictable fear to these stimuli. For 1 minute, whenever the creature takes cold or fire damage, it becomes shaken for 1 round. The first time during that minute the creature begins its turn with the burning condition, it becomes confused for the duration of the burning effect (Will negates). However, on a d% result of 51–75 to determine the confused creature’s actions, the creature attempts to end the burning condition rather than dealing damage to itself. At the start of each subsequent turn, the creature can attempt a new Will save, ending the confused condition immediately on a success. This is a fear and pain effect.
Toxicology: Toxicology is the study of the adverse effects certain chemicals have on living creatures.
- Booster: The biohacker causes 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 scent, this penalty increases to –3.
- Inhibitor: The biohacker delivers a weak toxin into a living creature’s body, imparting the sickened condition unless it succeeds at a Fortitude saving throw. This is a poison effect.
- Breakthrough (Suppress Poison): As a standard action, the biohacker 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 the biohacker is at least 7th level, the target ignores the effects of the highest stage of a single poison for 10 minutes. If the biohacker is at least 13th level, the target ignores the effects of all stages of a single poison for 1 hour.
This ability replaces medic training, injections, improved injections, and superior injections.
Theorem (Ex)
As the biohacker gain experience, the biohacker devise theories about the way the universe works. Some theorems the biohacker can apply to himself, altering his physiological structure to gain specific benefits, while others require the use of his custom microlab or other equipment or add additional options for his biohacks.
The biohacker learn his first theorem at 2nd level, and the biohacker gain an additional theorem every two medic levels thereafter. If a theorem allows an opponent a saving throw to resist its effects, the DC is equal to 10 + half his medic level + his Wisdom modifier. If a theorem requires an opponent to attempt a skill check, the DC is equal to 10 + 1-1/2 × his medic level + his Wisdom modifier. Unless otherwise specified, the biohacker can’t learn a theorem more than once. Once the biohacker learns a theorem, that choice cannot be changed.
Theorems marked with an asterisk (*) apply to the biohacker’s biohacks class feature and do not stack with one another. Only one such theorem can be applied to an individual biohack.
Accelerated Metabolism (Ex): Once per day, the biohacker can target a living creature with a special biohack as a move action. This doesn’t deal any damage and doesn’t count against his total uses of biohacks, but it otherwise functions as a biohack. If the biohacker hits the target, it must succeed at a Fortitude saving throw or suffer a dramatic increase in the speed at which its system metabolizes drugs and poisons. For the next 10 minutes, the onset time and maximum duration of any contact, ingested, inhaled, or injury drugs and poisons affecting the target are halved, and the victim must attempt two saves each round against the effects, progressing to the next stage on the appropriate track with each failed save. Prerequisite: The biohacker must be at least 8th level to choose this theorem.
Advanced Locomotive Adaptation (Ex): The biohacker can use locomotive adaptation twice per day, and the climb and swim speeds the biohacker grant with this theorem increase to 30 feet each. When selecting the movement speed the biohacker gives the targets, the biohacker adds a burrow speed of 20 feet as well as an extraordinary fly speed of 20 feet with average maneuverability to the options from which the biohacker can choose. Prerequisites: The biohacker must be at least 8th level and must have the locomotive adaptation theorem to choose this theorem.
Bacterial Bastion (Ex): The biohacker can create an area of rapidly growing bacterial mats. Once per day as a standard action, the biohacker can use an injection weapon in conjunction with his custom microlab to create a living bacterial wall that’s 4 inches thick and up to 5 feet long per medic level. The wall must be within the first range increment of the injection weapon and can occupy only empty spaces in a contiguous flat plane. The bacterial wall is anchored to any surface it grows on, and each 5-foot square of the bacterial wall has a hardness 1 and 40 Hit Points. Alternatively, the biohacker can enclose a 10-foot by 10-foot space with these walls, as long as the spaces surrounding that space are empty. Prerequisite: The biohacker must be at least 10th level to choose this theorem.
Bleeding Biohacks* (Ex): His biohacks include insidious anticoagulants. Any biohack inhibitor that the biohacker successfully use against a target also afflicts them with an amount of bleed damage equal to 1d10 + his Wisdom modifier, in addition to the inhibitor’s standard effects. Prerequisite: The biohacker must be at least 14th level to choose this theorem.
Bolstering Aid (Ex): As a standard action, the biohacker can use a ranged injection weapon to quickly render emergency medical aid to a willing or unconscious creature within the first range increment of the weapon used. At 10th and 15th levels, this range increases by 10 feet. The target regains a number of Hit Points equal to his medic level + his Wisdom modifier. A target can be affected by this ability only once per day.
Booster Shot (Ex): Once per day as a full action, the biohacker can use a ranged injection weapon to deliver instant emergency medical aid to a willing ally within the first range increment of the weapon used. The target regains 1d4 Hit Points. Increase the Hit Points the target regains by this ability by 1d4 at 4th level and every even level thereafter (3d4 at 6th level, 4d4 at 8th level, and so on).
Botanical Booster* (Ex): Any booster the biohacker successfully uses on himself or an ally alters the target’s biochemistry to become more like that of a plant or plant creature. The target gains a +2 enhancement bonus to saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it’s effective against plants. This extra benefit to the booster doesn’t affect targets with the plantlike subtype or the plantlike universal creature rule. Prerequisite: The biohacker must be at least 8th level to choose this theorem.
Culinary Expert (Ex): The biohacker can craft food or drink in half the time it would normally take, his custom microlab counts as professional’s tools for Profession (cook) checks, and the biohacker can use his Craft (Food) skill in place of Profession (cook) for checks other than those to earn a living. If the biohacker gains an insight bonus to Craft or Profession (cook) checks, the biohacker apply that insight bonus to both skills.
Cushion the Blow (Ex): As an immediate action, the biohacker can expend one of his biohacks to protect an ally attuned to his custom microlab who is about to take falling damage. The target must be adjacent to the biohacker or within the first range increment of a ranged injection weapon the biohacker is wielding. The target treats the fall as if it were 20 feet shorter, plus an additional 10 at 5th level and every three medic levels thereafter. At 5th level, the ally reduces the damage taken by an amount equal to twice the biohacker’s Wisdom modifier. At 10th level, this amount increases to three times his Wisdom modifier, and at 15th level, this amount increases to four times his Wisdom modifier.
Decomposing Inhibitor* (Ex): Any biohack inhibitor the biohacker successfully uses against a creature causes its cellular structure to rapidly break down. For each of the next 1d4+1 rounds, the target takes 2d6 earth damage at the end of its turn. Prerequisite: The biohacker must be at least 8th level to choose this theorem.
Electrostatic Sense (Ex): The biohacker has attuned his body’s natural electrical field to be sensitive to others’ energy. The biohacker gain blindsense with a range of 5 feet. The biohacker can expend a biohack as a move action to increase the range to 20 feet for a number of rounds equal to his Wisdom modifier.
Elongation Mutation* (Ex): Any booster the biohacker successfully uses on himself or an ally causes the target’s limbs to become elastic and capable of stretching a great distance. The creature increases its reach by 5 feet. This effect lasts a number of rounds equal to his Wisdom modifier (minimum 1 round), in addition to the booster’s other effects. Prerequisite: The biohacker must be at least 8th level to choose this theorem.
Energetic Booster* (Ex): Any booster the biohacker successfully use on himself or an ally grants the benefits of Shot on the Run or Spring Attack (his choice) for a number of rounds equal to his Wisdom modifier, in addition to its normal effect. The ally does not have to meet any of these feats’ prerequisites to gain these benefits. Prerequisite: The biohacker must be at least 14th level to choose this theorem.
Energized Assault (Ex): As a move action, the biohacker can expend a biohack to amplify his body’s natural electrical field to energize his attacks. For one minute, whenever the biohacker makes an attack with a weapon, the biohacker can replace half that weapon’s damage with lightning damage. If the weapon already deals two types of damage, replace one of them of his choice with lightning.
Enhanced Senses (Ex): Following a regimen of experimental treatments, the biohacker has altered his senses to notice even the faintest traces of sounds or movement. The biohacker gain blindsense with a range of 5 feet as well as a +2 enhancement bonus to Will saving throws against illusions. As a move action, the biohacker can enter a state of heightened awareness. This state allows the biohacker see invisible creatures as per see invisibility, his enhancement bonus to Will saving throws against illusions increases to +4, and the biohacker take a –2 penalty to Fortitude saving throws due to the enhanced strain on his body. This state lasts for a number of minutes equal to 10 × his medic level, and the biohacker can end the state before then as a swift action. If the biohacker has blindsense, blindsight, electrolocation, or a similar sensory ability that uses electricity, the biohacker instead increases that ability’s range by 10 feet. The biohacker can expend a biohack as a move action to instead increase the ability’s range by 50% or to a range of 20 feet, whichever is greater, for a number of rounds equal to his Wisdom modifier. Prerequisite: The biohacker must be at least 8th level to choose this theorem.
Explosive Biohack (Ex): As a move action, the biohacker can cause his next attack before the end of his turn that would deliver a biohack to explode upon impact. Upon a successful attack, this explosion does not cause additional damage but creates an aerosolized version of his biohack in a 5-foot radius around the targeted creature, applying the biohack to any creature in the area that breathes. The durations of any effects are halved. Prerequisite: The biohacker must be at least 10th level to choose this theorem.
Explosive Danger (Ex): As a move action, the biohacker can detonate the toxic spores of a mushroom cluster the biohacker has created with the fruitful danger theorem (see below). The explosion deals 2d6 fire damage to each creature within 10 feet of the cluster’s original square (Reflex save for half damage). At 8th level, the biohacker can add damage to the attack equal to his medic level and push creatures 5 feet away from the cluster’s square (a success on the Reflex save negates this movement). This movement doesn’t provoke attacks of opportunity, and any creature unable to move into an empty space does not move. Prerequisites: The biohacker must be at least 4th level and must have the fruitful danger theorem to choose this theorem.
Far Injection (Ex): Constant tinkering allows the biohacker to increase the range of ranged injection weapons with which the biohacker gained proficiency through his injection expert class feature. The range increments of these weapons double when the biohacker uses them. At 16th level, their range increments instead triple when the biohacker uses them. Prerequisite: The biohacker must be at least 8th level to choose this theorem.
Field Dressing (Ex): As a standard action, the biohacker can use his custom microlab to quickly render medical aid to an adjacent willing or unconscious creature. The target regains a number of Hit Points equal to his Wisdom modifier. This number increases to 1d6 + his Wisdom modifier at 4th level, and to 2d8 + his Wisdom modifier at 8th level. The biohacker must have his custom microlab in his possession to use this ability, and the biohacker can use it a number of times per day equal to his Wisdom modifier.
First Aid Expert (Ex): When the biohacker uses his custom microlab as a healer’s kit or medical lab to treat deadly wounds and exceed the DC by 5, rather than add his Intelligence modifier to the amount healed, the biohacker adds twice his Wisdom modifier to the amount healed. Prerequisite: The biohacker must be at least 8th level to choose this theorem.
Flashcap (Ex): As a standard action, the biohacker can use a ranged injection weapon to create rapidly spawning microbes on the surface of an enemy within 30 feet, which burst in tiny flashes of photovoltaic energy. An affected creature must succeed at a Fortitude save or be dazzled for 1d4 rounds. A creature can be affected by flashcap only once every 10 minutes.
Flashcap Buster (Ex): The biohacker has developed his flashcap microbes into a highly explosive variant that responds violently to a specific catalyst. As a standard action, the biohacker can make an attack with an injection weapon that causes extra damage to a creature previously afflicted by his flashcaps. Targets hit with this attack that were affected by his flashcap biohack within the last minute take 10d10 fire damage (Reflex save for half). As part of the same action, the biohacker can spend create a 10 foot cone of fire originating at the target. Creature in the area take 6d10 fire damage (Reflex save for half). A creature affected by flashcap buster can’t be affected by flashcap or flashcap buster again for 24 hours. Prerequisites: The biohacker must be at least 14th level and must have the flashcap theorem to choose this theorem.
Flashcap Cluster (Ex): Once per minute as a full action, the biohacker can use a standard battery in conjunction with his custom microlab to create a mass of flashcap infested mushrooms, which the biohacker can throw as a grenade with a range increment of 20 feet. On detonation, the mushrooms fill an adjacent empty 5-foot space and illuminate a 60-foot radius in bright light for 1 minute, after which they dim to the next light level with each additional minute. When the biohacker throws the grenade, the biohacker can cause the mushrooms to explode within a specified number of rounds (between 1 and 3), ending the light effect and forcing any creatures in a 10-foot radius to succeed at a Will Save or become blinded and deafened for 1 round. Prerequisite: The biohacker must be at least 8th level to choose this theorem.
Flashcap Luminescence (Ex): His flashcap theorem now creates longer-lasting luminescent microbes that cause affected creatures to shed a pale glow. Creatures affected by flashcap take a –20 penalty to Stealth checks and are visible in darkness. This effect lasts for 1 round per 2 medic levels. Prerequisites: The biohacker must be at least 4th level and must have the flashcap theorem to choose this theorem.
Fruitful Danger (Ex): As a full action, the biohacker can use a ranged injection weapon to cause the sudden eruption of a toxic mushroom cluster in an empty square within the first range increment of the weapon used. Large mushrooms sprout in the square and release toxic spores in a 10-foot radius. Any creature who starts its turn in or enters the area takes 2d4 points of earth damage, plus 2 damage per medic level (Fortitude save for half damage). The mushroom cluster lasts for 1 round per medic level and causes the original square (not the entire area) to become difficult terrain.
Greater Field Dressing (Ex): When the biohacker uses the field dressing theorem, the target instead regains a number of Hit Points equal to 4d8 + his Wisdom modifier, or 6d8 + his Wisdom modifier if the biohacker is 18th level or higher. Prerequisites: The biohacker must be at least 14th level and must know the field dressing theorem to select this theorem.
Greater Treat Condition (Ex): Add the following conditions to the list of those the biohacker can remove with the treat condition theorem: dazed, panicked, paralyzed, and stunned. Prerequisite: The biohacker must be at least 14th level and must know the treat condition and improved treat condition theorems to select this theorem.
Grounding Inhibitor* (Ex): Any biohack inhibitor the biohacker successfully use against a foe that has a nonmagical fly speed severely inhibits that target’s ability to fly. In addition to taking the inhibitor’s normal effects, the target has its maneuverability reduced to clumsy; if its maneuverability is already clumsy, its fly speed is halved. Prerequisite: The biohacker must be at least 8th level to choose this theorem.
Hampering Inhibitor* (Ex): Any biohack inhibitor the biohacker 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 the biohacker chooses. If the target has multiple movement types, all its speeds are decreased.
Hotbox (Ex): The biohacker has learned an advanced method of distributing his biohacks using the mechanisms of smoke grenades. As a full action, the biohacker can inject a smoke grenade the biohacker is wielding with a booster or non-damaging inhibitor the biohacker has access to. As part of the same full action, the biohacker can throw the grenade, which acts as a standard smoke grenade with the following changes: Each creature who inhales the smoke must succeed at a Fortitude saving throw or be affected by the applicable biohack. The smoke grenade does not cause creatures to choke, but does obscure vision, providing concealment as normal. Prerequisite: The biohacker must be at least 4th level to choose this theorem.
Improved Instant Recalibration (Ex): The biohacker has learned to spot a disaster before it happens. The biohacker can use the instant recalibration theorem when an attuned creature fails a skill check by 3 or less. Prerequisites: The biohacker must be at least 8th level and must know the instant recalibration theorem to select this theorem.
Improved Treat Condition (Ex): Add the following conditions to the list of those the biohacker can remove with the treat condition theorem: frightened and nauseated. Prerequisites: The biohacker must be at least 8th level and must know the treat condition theorem to select this theorem.
Instant Recalibration (Ex): When a creature attuned to the biohacker’s microlab would fail a skill check by 2 or less, the biohacker can expend a biohack as an immediate action to adjust its hormone levels to coax peak performance, allowing the creature to reroll the skill check and take the better result. The biohacker must be aware of and have line of sight to the attuned creature to use this theorem.
Iron Gut (Ex): The biohacker knows how to fight through nausea. The biohacker is immune to the sickened condition. While the biohacker is nauseated, the biohacker can take either a swift action and move action during his turn or two move actions. The nauseated condition still prevents the biohacker from attacking, casting spells, concentrating on spells, or doing anything else that requires attention. Prerequisite: The biohacker must be at least 14th level to choose this theorem.
Liquid Bravery (Ex): The biohacker has consumed enough fortifying chemical concoctions to have negated some of the fear the biohacker feels. The biohacker is immune to the shaken condition. If the biohacker is frightened, the biohacker need not flee or fight, and if the biohacker is panicked, the biohacker need not drop all held items and flee, but the biohacker still cowers if the biohacker is cornered. The biohacker still takes the penalties associated with frightened and panicked as normal. Prerequisite: The biohacker must be at least 14th level to choose this theorem.
Locomotive Adaptation (Ex): Once per day, the biohacker can spend 10 minutes creating fast-acting mutagens that alter subjects’ physiology (granting sticky suckers or webbing and fins on their appendages). Choose either a climb speed of 20 feet or a swim speed of 20 feet. At the end of the 10 minutes, the biohacker and all those attuned to his custom microlab gain the selected movement speed with a duration of 10 minutes × his medic level. A creature that already has the chosen form of movement is unaffected by the mutagen. The biohacker must have his custom microlab in his possession to use this ability.
Major Minor Inhibitor (Ex): The biohacker has learned how to use his custom microlab in conjunction with a wielded ranged injection weapon to enhance his minor inhibitor biohack. Targets affected by his minor inhibitor biohack take a –3 penalty to attack rolls instead of –1 as normal. Prerequisite: The biohacker must be at least 14th level to choose this theorem.
Medication Mastery (Ex): The biohacker can quickly turn the compounds and catalysts in his custom microlab into medicinals. The biohacker can create an analgesic (stops bleeding), an antitoxin (removes poison), or a sedative (calms an enraged person). These medicinals are highly unstable and cannot be stored for later use or used by anyone else. The biohacker can add one of these medicinals to any attack the biohacker makes with an injection weapon as part of the action to make the attack or attacks, but the biohacker can’t add a biohack of any kind to the same attack. The biohacker can use this ability a number of times equal to his Wisdom modifier.
Mobility Enhancement (Ex): The biohacker can administer a special biohack to a living creature, enhancing the target’s flexibility. This functions as a biohack booster but does not count against his total uses of biohack. If the biohacker hits the target, they increase the distance they can move when using Acrobatics to tumble by 5 feet, and they reduce the amount by which the Acrobatics DC increases when the target tumbles through a space threatened by multiple opponents to 1 per additional foe beyond the first. The target can also calculate the DC of Athletics checks to jump as though they always had a running start. The biohacker can use this special biohack a number of times per day equal to his Wisdom modifier, and its effects last for 1 minute.
Mushroom Climbing (Ex): As a swift action, the biohacker can sprout thousands of tiny temporary cilia mushroom legs that grant the biohacker a climb speed equal to his land speed for 1 minute. This ability allows the biohacker to climb on perfectly smooth surfaces. Upon taking damage, the biohacker must attempt an Athletics check to Climb (with a DC appropriate to the surface but reduced by 5; a perfectly smooth surface has a DC of 30) or fall. Prerequisite: The biohacker must be at least 8th level to choose this theorem.
Mycelium Network (Ex): Once per day, the biohacker can instantly generate an instinctive communication network between the biohacker and his allies via an underground biological network. While in an environment with soil or similar semi-loose ground (at the GM’s discretion), or while underwater, the biohacker can take a standard action to seed a rapidly growing network of mycelium that connects the biohacker to his allies until the end of combat, at which point it withers away. Any allies who are and remain in contact with the same ground or water as the biohacker is considered connected allies; the network provides several benefits to the biohacker and any connected ally. Prerequisite: The biohacker must be at least 16th level to choose this theorem.
- The biohacker and connected allies can communicate basic information without speaking; this is generally limited to single-word instructions such as “wait,” “retreat,” or “attack.”
- The biohacker and connected allies the biohacker can see gain the unflankable universal creature rule.
- The first time the biohacker or a connected ally must attempt a saving throw, the biohacker or that ally can use the highest available saving throw bonus available to any connected ally. Connected allies whose turn it isn’t can’t use actions to increase this bonus, with the exception of reactions that would otherwise be available.
Painful Injection (Ex): When the biohacker hits an enemy with an injection weapon, the biohacker 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 his Wisdom modifier.
Poison Extraction (Ex): The biohacker has modified his custom microlab to deal with poisonous substances. When the biohacker fails a saving throw against a poison effect, the biohacker can activate his custom microlab as an immediate action to attempt to extract the toxin. Reroll the saving throw with a +2 bonus, and use the second result. If the biohacker succeeds, he cures the poison, shunts the toxin into a small reservoir in his custom microlab, and creates a dose of the poison that the biohacker can use. The extracted poison becomes harmless if not used within 1 hour. Prerequisite: The biohacker must be at least 14th level to choose this theorem.
Powerful Biohacks* (Ex): The biohacker can use fringe science to tweak his biohacks so that the biohacker 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, the biohacker can remove that descriptor each time the biohacker uses that biohack. Prerequisite: The biohacker must be at least 8th level to choose this theorem.
Prickly Booster* (Ex): Any booster the biohacker successfully uses on himself or an ally causes the target’s skin to sprout thorny projections for a number of rounds equal to his Wisdom modifier, in addition to the booster’s other effects. Any creature who hits the target with a natural attack or unarmed melee attack takes 1d6 piercing damage; this damage increases to 2d6 at 8th level, to 3d6 at 14th level, and to 5d6 at 20th level.
Pull from the Brink (Ex): As an immediate action, when an ally within the first range increment of an injection weapon the biohacker is wielding would fall unconscious from damage, the biohacker renders instant emergency medical aid to that ally, preventing any excess damage that would reduce them below 0 and restoring Hit Points to them equal to his medic level. A creature can’t be affected by this ability more than once per 24 hours. Prerequisite: The biohacker must be at least 10th level to choose this theorem.
Rising Cap (Ex): As a move action, the biohacker can create a temporary rising platform in a 10-foot-square area within 10 feet, as a rapidly growing mushroom stalk lifts creatures in the area. Creatures in the area can attempt a Reflex save to move into the nearest empty space; this movement doesn’t provoke attacks of opportunity. The platform rises 30 feet vertically, stopping if it or any creature on it would hit an obstacle. The platform lasts 2d4 rounds before desiccating, causing any creatures remaining on the platform to fall. Prerequisite: The biohacker must be at least 4th level to choose this theorem.
Shockblood Bolster (Ex): Twice per day as a standard action, the biohacker can use his custom microlab to inject an adjacent willing ally with an automatic biological kickstart. At the start of the target creature’s next turn, they gain an extra move action. In addition, for the next minute, if the creature is brought to 0 Hit Points but not killed, they can fight on for 1 more round. They drop to 0 HP and are dying (following the normal rules for death and dying) but can continue to act normally until the end of their next turn, when they become unconscious as normal. If they take additional damage before this, they cease to be able to act and fall unconscious. Prerequisite: The biohacker must be at least 14th level to choose this theorem.
Shockblood Enhanced (Ex): When an ally affected by his shockbood bolster is brought to 10 HP or fewer, they immediately regain 4d8 Hit Points (before determining whether they would reach 0 Hit Points, be killed, or trigger the shockblood bolster’s other effects). Prerequisites: The biohacker must be at least 16th level and must have the shockblood bolster theorem to choose this theorem.
Speedy Serums (Ex): When the biohacker use his custom microlab to craft a serum, the biohacker can do so in half the normal time.
Springy Sheath (Ex): As a move action, the biohacker can inject himself with a serum that causes temporary springy mushrooms or bacterial mats to sprout across his body, lessening the blows of his enemies. For 1 minute, the biohacker gain DR 15/piercing and resistance 15 to earth. In addition, any enemy that hits the biohacker with a melee attack must succeed at a Reflex save or drop their weapon. Prerequisite: The biohacker must be at least 14th level to choose this theorem.
Stable Biohacks (Ex): The biohacker has ironed out many of the kinks in his formulas, and his biohacks now remain effective even when they leave his possession. This allows the biohacker to give his 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 the biohacker creates that are not used count against his maximum until they are used or become inert 24 hours after creation. Prerequisite: The biohacker must be at least 8th level to choose this theorem.
Strange Anatomy (Ex): Using complex chemical concoctions, the biohacker has altered his own physiology. When an enemy scores a critical hit against the biohacker, reduce the amount of damage dealt by a number equal to his Wisdom modifier. This does not prevent the biohacker from taking critical hit effects. At 6th level, reduce the damage from critical hits by twice his Wisdom modifier. At 12th level, the biohacker reduces it by three times his Wisdom modifier, and at 18th level, the biohacker reduces it by four times his Wisdom modifier.
Sure-Step Booster* (Ex): Any booster the biohacker successfully uses on himself or an ally grants the target the ability to take a 5-foot step through difficult terrain for a number of rounds equal to his Wisdom modifier, in addition to its normal effects. Prerequisite: The biohacker must be at least 8th level to choose this theorem.
Technological Biohacks (Ex): The biohacker’s biohacks that affect only living creatures can also affect creatures with the construct type or technological subtype. His biohacks ignore such creatures’ immunities to poison. Prerequisite: The biohacker must be at least 8th level to choose this theorem.
Telepathic Boost* (Ex): In addition to the biohacker’s biohacks’ normal effects, creatures the biohacker affect with his biohack boosters can communicate with the biohacker telepathically at a range of 30 feet for the duration of the booster’s effect as long as the biohacker shares a language.
Toxic Skin (Ex): The biohacker has handled so many toxins that he has accumulated in his skin (or equivalent outer layer). Any creature that hits the biohacker with a natural attack must succeed at a Fortitude save or gain the sickened condition for 1 minute. Any creature that swallows the biohacker whole must succeed at a Fortitude save or gain the nauseated condition for 1 round; the creature automatically vomits the biohacker back out at the start of its next turn. (This vomiting takes no action.) When expelled, the biohacker lands prone adjacent to the creature in a square of the creature’s choosing. Once a creature has been affected by his toxic skin, it can’t be affected by it again for 24 hours, although it could be affected by another biohacker’s toxic skin.
Tranq Dart (Ex): Once per day, the biohacker can target a living creature with a special biohack as a standard action. This doesn’t deal any damage and doesn’t count against his total uses of biohacks, but it otherwise functions as a biohack. If the biohacker hits 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, the biohacker can use this ability twice per day. This is a poison effect. Prerequisite: The biohacker must be at least 8th level to choose this theorem.
Transitive Spores (Ex): Each turn as a swift action, the biohacker can move the area of his toxic spores created by his fruitful danger theorem up to 10 feet, dealing damage to creatures who were not previously in its area of effect as though they had just entered it. This does not change the origin square for the purposes of his explosive danger theorem. Prerequisites: The biohacker must be at least 16th level and must have the fruitful danger and explosive danger theorems to choose this theorem.
Treat Condition (Ex): As a standard action, the biohacker 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. The biohacker can use this ability a number of times equal to his Wisdom modifier.
Treatment Mastery (Ex): The biohacker gains a +2 circumstance bonus to his Heal check when using the treat disease and treat drugs or poison tasks, and can do so with greater speed. It takes the biohacker 1 minute to treat disease, and a move action to treat drugs or poison. The biohacker can also attempt these tasks without a healer’s kit, medical lab, or medical bay, though doing so takes the normal amount of time for both tasks and the biohacker do not gain the bonus to the checks.
These abilities may replace medical practices.
Spark of Ingenuity (Ex)
At 3rd level, possible permutations and offshoots of the biohacker’s formulas constantly run through his mind. Once per day, the biohacker can alter one of his biohacks to work in a different way. The biohacker can do this one additional time per day at 9th level and at 15th level.
The biohacker can expend two uses of his 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.
When using a booster biohack, the biohacker can remove one of the following conditions, in addition to the booster’s normal effects: dazzled, fascinated, or shaken. If the biohacker is at least 9th level, the biohacker can instead add the frightened or panicked conditiond as one of the effects imposed by any of his inhibitors, or the biohacker can remove any one of the following conditions with any of his boosters: dazzled, deafened, fascinated, fatigued, frightened, panicked, shaken, or sickened. Alternatively, the biohacker can add the dazzled condition to the effects imposed by any of his inhibitor biohacks. This effect lasts the length of the inhibitor’s duration.
This ability replaces treatment.
Secondary Field of Study (Ex)
At 7th level, the biohacker chooses a secondary field of study, which must be different from his primary field of study. Once made, this choice cannot be changed. The biohacker gains the unique booster and inhibitor biohacks for that field of study. At 11th level, the biohacker gains the breakthrough for his secondary field of study. When discussing his education, his secondary field of study is often referred to as his “minor.”
This ability replaces improved triage and resuscitation.
Tertiary Field of Study (Ex)
At 14th level, the biohacker chooses a third field of study, which must be different from his primary and secondary fields of study. Once made, this choice cannot be changed. The biohacker gains the unique booster and inhibitor biohacks for that field of study. At 17th level, the biohacker gains the breakthrough for his tertiary field of study.
This ability replaces improved resuscitation, formulating solutions, and greater resuscitation.
Superserum (Su)
At 20th level, the biohacker has developed the formula for a superserum that can create powerful changes in a target. The biohacker can create two superserums per day. His superserums are a special type of biohack, and the biohacker prepare them as part of the 10 minutes required to create his normal biohacks for the day. His superserum produces one of the following effects; as with all biohacks, the biohacker decides on this effect as part of the attack or action the biohacker takes to inject a creature with the biohack.
- Grant major healing or bring a dead creature back to life. This functions as if the biohacker had cast raise or regenerate on the target, using his 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 = 20 + his Wisdom 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 the biohacker choose, the superserum also eliminates any ongoing confusion, fear, and insanity effects; any mental afflictions that could be removed with dispel; and any diseases. It removes any effects magically altering the target’s memory—even instantaneous effects—and can restore the target’s memory to perfect clarity.
This ability replaces master medic.