Studious Spark of Ingenuity offensive counteragent combos


Biohacker


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Spark of Ingenuity, 3rd level ability wrote:

Possible permutations and offshoots of your formulas constantly run through your mind, and in a pinch you can effectively apply your favorite hypotheses to your injections in the field. Once per day, depending on your scientific method, you can alter the way one of your injections works. You can do this one additional time per day at 9th level and at 15th level.

If you are a studious biohacker, you can combine the effects of two injections into one, expending one use of your injection ability to create and deliver both injections at the same time. This takes no additional time and enables a creature to be under the effects of two different counteragents simultaneously. Both effects last for a number of rounds equal to your key ability score modifier.

This is pretty amazing offensively for a studious biohacker. It doubles the length of your counteragent (regularly half your ability score modifier in rounds), and lets you double up counteragents, either a regular counteragent plus your Field of Study special counteragent, two regular counteragents, or at 7th level two field of study counteragents.

Here's some ideas for 1st to 6th level:

1. The General Debuff: -2 to AC (regular counteragent) and sicken (-2 to everything else, Toxicology). Good general debuff to support everyone in the party without focusing on anything in particular. Note that the sicken is a poison effect, so some things are immune.

2. Poison Immune (But Living) General Debuffs: -2 to AC (regular counteragent) and either off target (-2 to attacks, endocrinology) or fatigued (-1 to AC, attacks, and reflex saves). This is also the best AC-focused debuff.

3. DR Destroyer: DR reduction (regular counteragent), -2 to AC (regular counteragent). For when the whole party wants to shoot something with bullets or hack it up with swords.

4. Energy Melter: Energy resistance reduction (regular counteragent), genetics counteragent (convert immunity to resistance, reduce resistance, given vulnerability if no resistance). Great for common energy weapons and spell damage. If it has light energy reduction, you reduce it then give it vulnerability. If it has immunity, you strip it then lower the resistance to nothing.

Level 7+ options:

5. Sickened and Confused: sickened (toxicology) and confused (pharmacology). It might not do what it wants, and it's bad at doing things. Also vulnerable on saves.

6. Save Nuker: sickened (toxicology) and your choice of -2 to will save (neurochemistry) or fortitude saves (immunology). -4 to the targeted save. You're welcome, spell caster buddies. It also suffers the to hit and other sickened penalties.

7. Whoosh!: off target (-2 to hit, endocrinology) and sickened (toxicology). -4 to hit, plus the other sickened benefits.

8. Spell Melter: sicken (-2 to saves if what we care about, toxicology) and the vulnerability to energy (genetics). Got a target with no resistances, and your technomancer (or explode weapon buddy) wants a 50% damage bonus and a 10% reduced chance of making its save? This is what you want.

Some seriously nasty boss melting abilities here.

Grand Lodge

Pathfinder Starfinder Society Roleplaying Guild Subscriber

Here's a question: can a Studious Biohacker with the Genetics Field of Study stack the Genetics counteragent twice in the same shot? I.E. a double-dose of the same Genetics counteragent, so it would go down that counteragent's track twice, instead of once?

I.E. If used against a creature with immunity, it would end up with no immunity and no resistance, and if used against something with resistance 10 or less, it would end up vulnerable instead?

Injections section wrote:
A creature can be under the effect of only one of your counteragents at a time, though it could be under the effect of multiple counteragents originating from multiple biohackers. If you affect a creature with a different one of your counteragents, the effects of the previous counteragent end (although see the spark of ingenuity class feature on page 4 for one exception).
Spark of Ingenuity section wrote:
you can combine the effects of two injections into one, expending one use of your injection ability to create and deliver both injections at the same time. This takes no additional time and enables a creature to be under the effects of two different counteragents simultaneously.

The wording is sort of vague in this instance, since the Genetics counteragent is kind uniquely on a track. The intent of the SoI is to do two counteragents, but it's unclear if you can do the same twice.


Kishmo wrote:

Here's a question: can a Studious Biohacker with the Genetics Field of Study stack the Genetics counteragent twice in the same shot? I.E. a double-dose of the same Genetics counteragent, so it would go down that counteragent's track twice, instead of once?

I.E. If used against a creature with immunity, it would end up with no immunity and no resistance, and if used against something with resistance 10 or less, it would end up vulnerable instead?

Injections section wrote:
A creature can be under the effect of only one of your counteragents at a time, though it could be under the effect of multiple counteragents originating from multiple biohackers. If you affect a creature with a different one of your counteragents, the effects of the previous counteragent end (although see the spark of ingenuity class feature on page 4 for one exception).
Spark of Ingenuity section wrote:
you can combine the effects of two injections into one, expending one use of your injection ability to create and deliver both injections at the same time. This takes no additional time and enables a creature to be under the effects of two different counteragents simultaneously.
The wording is sort of vague in this instance, since the Genetics counteragent is kind uniquely on a track. The intent of the SoI is to do two counteragents, but it's unclear if you can do the same twice.

Wouldn't work, because the Genetics counteragent is still the genetics counteragent, even if it can have different effects, and the two counteragents need to be different, per Spark of Ingenuity.


You don't need to stack the two genetics counteragents. You stack one genetics counteragent with the basic counteragent ability to reduce energy resistance.

Genetics counteragent replaces immunity with resistance 10, basic counteragent takes that (at level 9) to zero.

Grand Lodge

Pathfinder Starfinder Society Roleplaying Guild Subscriber

Dracomicron: I see what you mean. I initially read the bit about "enables a creature to be under the effects of two different counteragents simultaneously" as a specific rule to override the general: "a creature can be under the effect of only one of your counteragents at a time, though it could be under the effect of multiple counteragents originating from multiple biohackers" in the Counteragent section.

In the spirit of playtesting, the wording could be cleared up to be unambiguous, I guess? I've seen some pretty ridiculous threads arguing over specific wordings, and RAW vs RAI.

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