Biohacker and Tech revolution


General Discussion


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Howdy!

How do you feel about the options for biohackers in there? The biggest things I noticed as a lover of biohackers are;

Anesthetiology field of study. This is just a much better version of toxicology. and I love it. Giving small amount of DR is very neat. and the nonlethal damage boost and fatigued is quite useful as well; its a poison effect so all that boosted toxicology would boost this. Temp HP points is a neat effect they didnt' have before.

Culinary Expert is amusing and I kind of love the flavor it can add to a character.

Bleeding Biohacks I love. Though its such a high level it doesn't feel like its worth much for me. I've never seen that high. I wish it came available lower and had a progression over time.

Biohackers finally got an alternate class feature! They can opt to lose basic biohacks. which means they lose the basic -1 penalty to attack thats pretty nice. But in exchange they could implant biohacks. Which would sovle the larger issues of having them work in battle. Could hand out treats in the morning before. Depending on the GM allowing a Vocal Command would allow the other players to decide when to use it.
Though not having basic biohacks means if you don't mind missing out on that +hit from injection weapons you can use any weapon then.
This sidebiohack and the fact they don't really progress to stronger versions at higher levels means a 1 dip in biohacker is pretty nice. Any mechanic might do so now. Free auto boosters.

Overall this is pretty neatokeen.

I haven't looked at gear yet. I'm hoping there are more injection weapons. As I feel there are so many dead levels from early to late for biohackers (I'm in that slog now). Having weapon options would open it up a bit.

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