Miacknian Mun

Zellgato's page

1,020 posts. Alias of Zwordsman.

Full Name

Zellos Zellgato


Stamina42/42 HP 46/46Res 8/8


KAC 18 KAC 15 CMAC | Fort +5, Ref +5, Will +6


1+6 biohacks per short rest4 left

About Zellgato

Human. Biohacker. Lost in space/time weirdo.

4+Lv*6HP. Lv* 6+0(con) SP. 1/2lv+Int Resolve
Stamina 42/42 HP 46/46 Res 3+5
Str 14, Dex 16+2 Con 10, Int 18+4Wis 14, Cha 08
Base BAB 5 FRW 5/2/2
Speed: 30; run as a full action, you don’t have to move in a straight line, you can run across difficult terrain, and you don’t gain the flat-footed condition
Fort +5, Ref +5, Will +4+2 via Studious Scientific Method
Vesk Brigandine, II
Level 5; Price 2,650; Category Light EAC Bonus +5; KAC Bonus +5; Max. Dex Bonus +5 Armor Check Penalty —; Speed Adjustment — Upgrade Slots 2; Bulk L
Concealed Compartments (+5 to hide up to a bulk), Light Weapon Mount (usually liquidator or captain’s flare)
BAB: +5. Proficiencies: Basic Melee, Small Arms, Grenades. All injection weapons
All weapon spec is ½ lv. +½ INT to damage as well. (i.e. +6 damage total)
Melee +7 w/ str or +10 to hit (operative) + 1/2 INT damage

Syringe Stick, Standard
Level 1; Price 125 Hands 1; Proficiency Basic Melee
Damage 1d3 P; Critical — Bulk L; Special Conceal, injection, operative
+10 to hit w/ operative. +2 str to damage +3 (1/2 Int) to damage.

Ranged +10 to hit w/ injection weapons. +6 to damage

Tagtech Rifle, Vivifier
Hands 2; Proficiency Sniper
Damage 2d6 P; Range 60 ft.; Critical Injection DC +2 Capacity 3 darts ; Usage 1 Bulk 1;
Special Aurora, injection, sniper (250 ft.), stun, unwieldy
Called and Conserving fusions
Uniclamped spotlight.

Caustoject, Liquidator
Level 1; Price 225 Hands 1; Proficiency Small Arms
Damage 1d4 A; Range 30 ft.; Critical Injection DC +2
Capacity 20 charges; Usage 2 Bulk L; Special Injection
Cannot fire non-biohacks and still do damage.

Captain’s Flare Gun (survival)


Fusion text:

Source Starfinder Core Rulebook pg. 193
Item Level 1
A weapon with the called fusion can be teleported to its owner’s hand as a swift action, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon. A weapon with the called fusion must be in your possession for at least 24 hours for this ability to function.

Source Starfinder Armory pg. 62
Item Level 3
Weapons with the conserving fusion preserve their ammunition and charges after a miss. When you miss with a ranged attack roll, your charge or ammunition is not consumed, as though the weapon had never been fired. This fusion does not prevent your weapon from malfunctioning or breaking as a consequence of your attack. Only weapons that use arrows, batteries, darts, flares, grenade arrows, mini-rockets, rounds, or scattergun shells as ammunition can benefit from a conserving fusion.

Weapon Properties:

Source Starfinder Core Rulebook pg. 181
Attacks with bright weapons illuminate the area within 20 feet of your target for 1 round following the attack, increasing the illumination level by one step, to a maximum of normal light.
Source Starfinder Armory pg. 27
When an aurora weapon strikes a target, the creature glows with a soft luminescence for 1 minute. This negates invisibility effects and makes it impossible for the target to gain concealment from or hide in areas of shadow or darkness.

Source Starfinder Core Rulebook pg. 182
Weapons with the sniper special property can be fired accurately at very long ranges if aimed properly. If you aim the weapon as a move action and then fire it on the same turn, use the value listed with the sniper special property as the weapon’s range increment. You can still fire a sniper weapon as normal, but it has only the range listed under its normal range entry when you do.

Source Starfinder Core Rulebook pg. 182
You can set a weapon with the stun special property to stun mode (or reset it to normal mode) as a move action. While in stun mode, all the weapon’s attacks are nonlethal. See page 252 for more about how nonlethal damage works.

Source Starfinder Core Rulebook pg. 182
Weapons with the unwieldy special property are large and awkward, can’t be fired without cooling down first, or are otherwise difficult to use with repeated attacks. You can’t use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can’t attack with it more than once per round, and you can’t use it to make an attack of opportunity.

Biohacks short version
1+INT per stamina rest
Breakthrough 1 per 10min rest

Booster: INT rounds
+1 enhancement bonus to AC.
+2 enhancement bonus to skill checks.
+10-foot enhancement bonus to their speed, choose 1 if multiple
+2 ench saves vs pain effects. gain DR1/- (1 per every 5 biohacks), stacks with 1 other source of DR.
Grant Temp HP =Biohacker Lv. End of duration it heals for the remaining temp hp.

Inhibitor 3+ INT rounds
-2 penalty to ac
-5 dr
-5 resistance to one element
-Deals Biohacker level of nonlethal damage, Fort vs Fatigued and hall the nonlethal. If target is already fatigued and becomes fatigued again, it becomes exhausted. Poison Effect.
-Rapid spreading fungi infections reducing incoming healing by half and reducing speed by 5. Fort vs -1 penalty to melee attacks. Can only be exposed 1/24hrs to this inhibitor

Minor Biohacks: w/in Microlab range (60) as a fort save or via normal weapon application.

Boosters : Med check to administer first aid. Med check to treat drug/poison. If successful +4 bonus to next saving throw against drug/poison and that saving throw must occur w/in 1 hour
Inhibitor: -1 penalty to attacks for INT rds.

Extra options
Hampering Inhibitor applies to any offensive biohack

Breakthrough (Anesthetiology)
Ignore Pain. Standard action (or standard biohack delivery method). Target gains temp HP= Biohacker lv x2 for 1min. First time during that min they are reduced to 0HP but not killed, they continue to act normal until end of next turn, or more damage incur, after which it becomes unconscious

Spark of Ingenuity: 1/day Expend 2 uses of biohacks to combo pack 2 of the choices into one. Ends as per normal timing +1 round.


ACP = -1 (factored); 4/lv + 5int +1 skilled = 10 per level.
Akashi Tutor spell can be used for aid another or to roll instead. 2x day

Class skill Stat Skill points acp extra bonus
9 Acrobatics (Dex; Armor Check Penalty) 4 5
10 Athletics (Str; Armor Check Penalty) 3 2 5 Theme gives class skill
7 Bluff (Cha) 3 -1 5
14 Computers (Int; Trained Only) 3 6 5
10 Culture (Int; Trained Only) 3 6 1
3 Diplomacy (Cha) 3 -1 1
0 Disguise (Cha) -1 1
14 Engineering (Int; Trained Only) 3 6 5
0 Intimidate (Cha) -1 1
17 Life Science (Int; Trained Only) 3 6 5 3 Insight Bonus via Studious
17 Medicine (Int; Trained Only) 3 6 5 3 Insight Bonus via Studious
3 Mysticism (Wis; Trained Only) 2 1
16 Perception (Wis) 3 6 7 Use INT via Studious
17 Physical Science (Int; Trained Only) 3 6 5 3 Insight Bonus via Studious
5 Piloting (Dex) 4 1
3 Profession (Cha, Int, or Wis; Trained Only) 3
16 Sense Motive (Wis) 3 6 7 Use INT via Studious
10 Sleight of Hand (Dex; Armor Check Penalty; Trained Only) 3 4 3 +5 to hide when using armour slot
12 Stealth (Dex; Armor Check Penalty) 3 4 5
4 Survival (Wis) 2 2
total 70. 10 per lv

Class Feats
Human Feat: Mobility +4 to AC vs Attack of Opportunity provided by leaving a threatened square
1: Indirect Retreat When you run as a full action, you don’t have to move in a straight line, you can run across difficult terrain, and you don’t gain the flat-footed condition.
3: Skill Synergy (Stealth/Sleight of hand)
5 Technomatic Dabbler Cantrips Adhere and Holographic Interface. Lv1 Spell: Akashic Tutor
7 shot on the run. Full Round Action. Move full speed and fire 1 shot at any point.

long text:

Mobility (Combat)
Source Starfinder Core Rulebook pg. 160
You can easily move past dangerous foes.
Prerequisites: Dex 13.
Benefit: You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.

Indirect Retreat (Combat)
Source Starfinder #10: The Diaspora Strain pg. 52
You can run through winding corridors and weave your way through grasping claws without pause.
Prerequisites: Dex 13, Mobility.
Benefit: When you run as a full action, you don’t have to move in a straight line, you can run across difficult terrain, and you don’t gain the flat-footed condition.

Technomantic Dabbler
Source Starfinder Core Rulebook pg. 163
You dabble with coding in the language of magic.

Prerequisites: Intelligence 15, character level 5th, no levels in technomancer.

Benefit: Choose two 0-level technomancer spells and one 1st-level technomancer spell. You can cast the 0-level spells at will and the 1st-level spell once per day for every 3 character levels you have. For these spells, your caster level is equal to your character level and the key ability score is Intelligence. If you later gain levels in technomancer, you lose the benefits of this feat and can replace it with either Spell Focus or Spell Penetration.

Skill Synergy
Source Starfinder Core Rulebook pg. 161
You understand how two skills work well together.

Benefit: Choose two skills. These skills become class skills for you. If one or both were already class skills, you gain a +2 insight bonus to those skill checks instead.

Special: You can take this feat multiple times. Its effects don’t stack. Each time you take it, it applies to two different skills.

Shot on the Run (Combat)
Source Starfinder Core Rulebook pg. 161
You can move, make a ranged attack, and move again before your foes can react.

Prerequisites: Dex 15, Mobility, base attack bonus +4.

Benefit: As a full action, you can move up to your speed and make a single ranged attack at any point during your movement. If you have the trick attack class feature, you can take your movement from trick attack at any time during a trick attack (see page 93) with a ranged weapon (instead of only before).

Normal: You can move only before or after making a ranged attack, not both.

Technomatic Dabbler Spell info:

Source Galactic Magic pg. 67
Classes Technomancer 0, Witchwarper 0
School transmutation
Casting Time 1 standard action
Range touch
Targets one object
Duration varies; see text
Saving Throw see text; Spell Resistance no
You create a molecular bond between an object you touch (bulk up to 1 + your caster level) and another object or a surface that object is touching. Pulling the object free of that surface then requires a Strength check against the spell's save DC, although you can dismiss it by touching the object again. If moving or opening the object already requires a Strength check, you increase the DC of that check by half your key ability score bonus. If the adherence is broken, the spell ends. Otherwise, the magic is permanent.

If you instead touch a surface (one 5-foot square), that surface becomes charged with adhering magic for 1 round per level. If a creature touches the surface of the affected square, the creature must succeed at a Reflex saving throw or become entangled until they successfully save against the spell (they can attempt a new save at the beginning of each of their turns). Once the entangled creature escapes, the spell ends. It also ends if you cast this version of the spell on another area.

Holographic Interface
Source Galactic Magic pg. 76
Classes Technomancer 0
School conjuration (creation)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one computer you're observing
Duration 1 hour (D)
Saving Throw none; Spell Resistance no
You conjure a holographic interface you can use to communicate with the target computer. The interface allows you to operate an unfamiliar computer or one that lacks an interface as though you did have an interface, but it doesn't change your level of access.

Akashic Tutor
Source Starfinder #30: Puppets Without Strings pg. 52
Classes Mystic 1-3, Technomancer 1-3, Witchwarper 1-3
School divination
Casting Time 1 round
Range personal
Duration 1 minute/level
You communicate with the Akashic Record of one of your classmates or former instructors, asking them to assist you in a task. When you cast this spell, select two skills; if you cast Akashic tutor more than once a day, you must select different skills each time. The tutor can provide you with aid another benefits for the two skills you have selected, and always succeeds at the check to aid you. Alternatively, you can instead choose to let the Akashic tutor instruct you on how the task should be performed, substituting the tutor’s skill modifier for your own.
1st: When you cast Akashic tutor as a 1st-level spell, your Akashic tutor has a total skill modifier equal to your level + 2.

2: Painful Injection
4: Hampering Biohack.
6: Fruitful Danger

long text:

Hampering Inhibitor* (Ex)
Source Character Operations Manual pg. 46
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.

Lv 4
Painful Injection (Ex)
Source Character Operations Manual pg. 46
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.

Lv 6

Fruitful Danger
As a full action, you 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 acid damage, plus 2 damage
per biohacker level (Fortitude save for half damage). The
mushroom cluster lasts for 1 round per biohacker level and
causes the original square (not the entire area) to become
difficult terrain. You can’t use this ability again until you spend
1 Resolve Point to regain Stamina Points after a 10-minute rest

Item Management
Bulk Limit ½ str score or less. Encumbered over half to max. Above max is Overburdened.
Str = 12 +4 (Starfinder backpack) = 16 8 bulk = encumbered.
Current Bulk: 4

Augs and Buffs
Ability Gem +2 1400
Ability Gem +4 6500
Gear & Equipment
CamoMembrane 100
Laser Drill 200
Glass Cutter Mk2 400
Holoskin 500
Gnomish Duffle Mrk3 800
grappler 700 700
Ion Tape 275
Zip Stick 10
Wing Board 900
Everlength Rope 520
Spare comm Unit 7
Flashlight (20ft cone) 1
Beacon LIght (50Ft radius) 25
Spotlight (100ft cone) 25
Fire Extinguisher 15
5Flare 5
Darts 50pack 50
battery 20c 60
Tool kits (disguise ,engineer, hacking, navigator, professional coffee, trapsmith) 120

Vesk Brigadine Mk II

Armour Slots
Concealed Compartments 175
Light Weapon Mount 100

Tagtech Rifle, Vivifier lv5 3180
Collapsing stock 850
night vision scope 2350
Uniclamp 150
conserving 720
called 720
Syringe Stik 125
liquidator caustoject 225
Flare gun (survival) 90

sub total 23898
remnant 52

notable item info(in process):

SFS Legal Uniclamp
Source Starfinder Armory pg. 61
Level 1; Price 150; Bulk L
Weapon Types railed weapon
This all-purpose accessory can hold a single handheld item of up to 1 bulk, such as a fire extinguisher or flashlight, so you can use the item while wielding the weapon. A uniclamp requires as many rails to attach to a piece of equipment as the equipment requires hands to operate. Attaching an item to a uniclamp or removing it is a full action.

Unlike a gear clamp, which merely places an object in some convenient location (such as on your armor or clamped to a strut), but has no ability to activate or deactivate items clamped to it, a uniclamp runs any necessary controls for the item to the trigger or control mechanism for the weapon it is attached to. This allows you to use the item as if manipulating it with the same number of hands you have on your weapon, while still wielding the weapon. For example if you use a uniclamp to attach a beacon portable light onto a thunderstrike streetsweeper, you can turn the beacon on and off while still keeping two hands on your streetsweeper.

The GM can rule that some items are unsuited for use with a uniclamp, that a uniclamp can be attached to only some weapons, or that a uniclamp designed for particular items doesn't work with anything else.

Stock, Collapsing
Source Starfinder Armory pg. 61
Level 2; Price 850; Bulk L
Weapon Types railed weapon
Only a weapon of 1 bulk or less can have a collapsing stock. As a move action, you can extend or collapse a collapsing stock. A collapsed stock allows you to use Sleight of Hand to hide the weapon on your person as if it were a small arm.

A scope is a telescopic sighting device with an incorporated reticle that attaches to a small arm or railed weapon’s top rail. A scope can’t be added to a weapon with a sight. As a move action, you can aim through a scope. This can be done as part of the same move action required to aim a weapon with the sniper weapon special quality, or as part of a sneak attack where you do not take any movement even if you also aim a sniper weapon as part of that action. Aiming through a scope reduces penalties to attack rolls due to range as well as bonuses to AC from cover.

In addition, a scope increases a weapon’s range increment for determining penalties to attack rolls due to range. For small arms, a scope increases the weapon’s normal range increment to 1-1/2 times its listed range for this purpose. For longarms and heavy weapons, the increase is 4 times the normal range increment. For sniper weapons, the increase is twice the range increment of the sniper special property. The reduction in penalties due to aiming with a scope applies only to the next attack roll you make with the weapon before the end of your next turn. Scopes also confer other benefits depending on their type.

You can also view distant objects through a scope as a move action, which grants you a +1 circumstance bonus to vision-based Perception checks against objects 30 feet or farther from you. You can use a scope for this purpose when it is not attached to or integrated with a weapon. A detached scope does not provide improved accuracy.
SFS Legal Scope, Nightvision
Source Starfinder Armory pg. 60
Level 4; Price 2,350; Bulk —
Capacity 20; Usage 1/hour
Weapon Types railed weapon, small arm
A nightvision scope functions as a sniper scope, but also amplifies light with wide spectrumsensors. Activating or deactivating a nightvision scope is a move action. When aiming or looking through an active nightvision scope, you can see as if the light were one step brighter (from dim light to normal light, for example). In darkness, this becomes dim light, though the image in the scope is black-and-white.



Mercenary (+1 Str)
Source Starfinder Core Rulebook pg. 32
Whether you take jobs that match your ethical beliefs or you fight for anyone who can afford your services, you are a hired gun. You might take pride in your past accomplishments, proudly displaying trophies of your kills, or you might be laden with guilt over being the sole survivor of a mission gone terribly wrong. You most likely work with other mercenaries and are familiar with the methodologies of military actions all across the galaxy.
Theme Knowledge (1st Level)
You are knowledgeable about the military, from rival mercenary groups to standard military procedures to planetary armed forces, and you can draw upon this fount of information to aid your adventurous pursuits. Reduce the DC of Culture checks and Profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5. Athletics is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Athletics checks. In addition, you gain an ability adjustment of +1 to Strength at character creation.
Grunt (6th Level)
You’re used to long marches while carrying heavy equipment and can hoist most machinery with ease. Treat your Strength as 1 higher for the purpose of determining your bulk limit (see page 167).

Class Features
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 on page 133 of the Core Rulebook. 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.

TLDR. Range 60ft Scan as a move action. Life Sci for living, Unliving phys sci, DC per rariety of creature. Treat dice as 20 for this check. gear it replicates. makese non magical serums.
Chemalyzer: 2use, Capacity 20 +4 circumstance bonus to Engineering, Mysticism, and Physical Science checks to identify an unknown drug, medicinal, poison, or other chemical substance.
Medkit: The basic medkit allows you to attempt DC 25 Medicine checks to treat deadly wounds.
Adv Medkit. DC20 Treat Wounds. +2 Insight Bonus vs treat drugs/diseases/poisons. May set up a temp One-Patient med lab in 10mins. Long term care DC30 Med.

Biohacks Text:

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, 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:
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 + 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.

+1 to hit w/ injection weapons. Can avoid dealing damage to ally when hitting w/ the injection weapon. Can choose which loaded ammo to use at any time.

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.
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.

Scientific Method. INT key ability. +2 to will saves @ lv 3. +3 insight to life sci, medicine, phys science. Use INT instead of WIS for perception and sense motive.

Primary Field Of Study (Ex) - 1st Level:

Source Tech Revolution pg. 18
Anesthesiology is the study of how to reduce sensation, awareness, and pain sensitivity. While normally used to prepare patients for surgical procedures, you can creatively apply principles of anesthesiology in combat to help your allies work through pain or to inhibit your opponents.

Booster: You inject 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 biohacker levels you have, and it stacks with one other source of DR, to a maximum DR value up to your biohacker level.

Inhibitor: You deliver a chemical compound that makes the target tired and weak, dealing nonlethal damage equal to your biohacker 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.

secondary field of study 7th:


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: You have learned to enhance those around you
through the application of mildly invasive mushrooms. You
temporarily boost a creature with a sudden surge of vitality,
granting it temporary Hit Points equal to your 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 your level.

Inhibitor: You deliver 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.

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.
Alt class feature replaces level 2 theorem

Theoroms at 2,4,6,8.

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.

1/day combine two basic or minor biohacks into a single effect. Standard durations (+1 /rd if measured in rounds however)
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, rather than the normal Weapon Specialization benefit, you instead add half your character level to damage you deal with those weapons.
Weapon spec in small arms, basic weapons.
notes and considerations for the future:

https://aonsrd.com/ArmorUpgrades.aspx?ItemName=Longstrider%20Module&Fam ily=None or https://aonsrd.com/Cybernetics.aspx?ItemName=Minimal&Family=Speed%20Sus pension
https://aonsrd.com/OtherItemsDisplay.aspx?ItemName=Scuba%20Gear&Family= None
https://aonsrd.com/Biotech.aspx?ItemName=Restraining%20Spinneret&Family =None
https://aonsrd.com/Cybernetics.aspx?ItemName=Basic&Family=Weapon%20Lear ning%20Subroutine