| Third Strongest Mole |
Since COM was released, all the new stuff for the core classes can't help but make the new classes feel a little thin by comparison. I've been brainstorming how the COM treatment would look for the 3 newer classes, specifically the biohacker, and thought I would share what I have so far here for the enjoyment and input of this forum. Just an exercise for me having fun, but I've got new theorems, new fields of study, and even an alternate class feature mapped out. I'll split them up into multiple posts.
Design goals:
Add variety to the class
New abilities on similar power level to existing ones (meaningful choice)
Abilities that interact with creature companions
Abilities that interact with biotech
New abilities consistent with class Identity
SURGEON GENERAL'S WARNING: This Homebrew has not been tested in game. It may be hazardous to the balance of your game. Please consult your GM to see if the following homebrew is right for you.
Let's start with the fields of study. I have 3
Fields of Study:
Performance Enhancement:
You apply your biohacks to augment physical abilities, using the fast-acting nature of biohacks as a means of doping.
Booster: you deliver a steroid to augment your ally's natural strength, giving it + 1 to melee attack and damage rolls.
Inhibitor: you deliver a compound that interferes with a living creatures metabolic processes, imposing the fatigued condition.
Breakthrough: You deliver a fast acting stimulant that enables the target living creature to move and think quickly. The target gains the benefits of the haste spell for a number of turns equal to your Key Ability Score Modifier.
Psychoactivation:
You use biohacks to disrupt and improve mental processes.
Booster: With the assistance of a psychoactive compound, the target living creature acquires heightened awareness, gaining blindsense (life) 60 feet.
Inhibitor: You cause hallucinations within a living target. When making attack rolls, it treats all targets as if they had concealment. This is a mind affecting effect.
Breakthrough: You deliver an antipsychotic biohack to a living target. If it is under the effect of an illusion spell or effect, it immediately disbelieves the illusion. In addition, the next time within 1 minute it is a target of a mind-affecting affect that allows a will save, roll twice and use the higher result.
Mutation:
You use biohacks to cause spontaneous mutations in your targets, for both good and ill.
Booster: The target undergoes a rapid evolutionary response to danger. The next time it takes energy damage, gain energy resistance of the same type as the damage equal to half of its character level/CR.
Inhibitor: Target living creature begins to mutate as foreign dna sequences are introduced into its system. It suffers the effects of a level 1 baleful polymorph spell for the duration of the inhibitor. This is a nonmagical transmutation effect.
Breakthrough: You can administer this biohack as a polymorphic serum of item level equal to or less than your biohacker level. The details of the polymorph form must be determined when you prepare your biohacks.
(polymorph ability may need to be restricted. thoughts?)