Ranged and melee biohacker characters


Biohacker


Ranged biohacker

Spoiler:
Male gosclaw scholar biohacker 1
N medium humanoid (gosclaw)
Init +4; Senses low-light vision; darkvision 60 ft.; Perception +7
DEFENSE_________________________________________
SP 6; HP 10; RP 4
EAC 15; KAC 16
Fort +2; Ref +4; Will +3
Resistances fire 5
OFFENSE_________________________________________
Speed 30 ft. ; burrow 10 ft.
Melee Injection +1
Ranged Tactical plasma bolter +4 (1d10 E & F; unwieldy)
Needler pistol +5 (1d4 P; analog, injection, called fusion;
critical injection +2)
Offensive abilities Injections (4/day)
STATISTICS________________________________________
Str 10; Dex 18 (+4); Con 10; Int 17 (+3); Wis 8 (-1); Cha 10
Skills Computers +9, Life Science+8, Medicine +7,
Perception +7, Physical Science +9, Piloting +5,
Sense Motive +7, Sleight of Hand +8, Stealth +5
Feats Longarm proficiency
Other abilities Custom scanner, Injection Expert,
Primary Field of Study (Genetics), Scientific
Method (Studious), Flexible
Languages Common, Gosclaw, Azlanti, Draconic, Abyssal
Combat gear Serum of healing mk 1 (3);
Other gear Second skin, Tactical Plasma Bolter,
Needler Pistol (Called weapon fusion), Battery,
Darts (25), Industrial backpack, Everyday clothing,
R2E (8), Lighter

SPECIAL ABILITIES

Injections 4/day

You must hit an unwilling creature with a melee attack to inject them with an injection. An injection can be injected into a willing or unconscious creature (or yourself) as a standard action, as long as the target is within your reach

An injection can also be loaded into a weapon with the injection weapon special property as a move action, and you can deliver the injection with a normal attack with that weapon. When you attack an ally with an injection loaded into a weapon that has the injection weapon special property, that ally is considered flat-footed against your attack.

Counteragent: lasts 1 round
-The target takes a –2 penalty to AC;
- Reduce the target’s DR by 5;
- Reduce the target’s resistance to one type of energy by 5;
- Causes vulnerability to one type of energy (your choice) to that creature. If the creature is immune to that energy type, this counteragent removes the immunity and instead gives it resistance 10. If the creature has resistance to that energy type, instead reduce its resistance by 10 (minimum 0). This is a poison effect.

Restorative: lasts 3 rounds
- +1 enhancement bonus to AC
- +2 enhancement bonus to all skill checks
- +10-foot enhancement bonus to their speed
- Grants the subject the benefits of blindsense (vibration) with a range of 30 feet. If the creature already has blindsense, it instead gains the benefit of the Blind-Fight feat.

Custom scanner
The custom scanner counts as a basic medkit and a chemalyzer and can be used for any purposes applicable to those items. As long as you have access to your custom scanner, as a move action you can target a creature within 30 feet that is within your line of sight and attempt a special skill check to identify it: if the creature is living, this is a Life Science check, and if the creature is unliving, it is a Physical Science check. Additionally, as long as you have access to your custom scanner, you can use Life Science or Physical Science instead of Mysticism to make serums.

Flexible
A gosclaw can move through an area as small as one-half his space without squeezing or onequarter his space when squeezing.

GEAR DESCRIPTIONS

Tactical plasma bolter
Two-handed longarm, range of 40 feet, capacity of 20 charges, usage of 4

Needler pistol
One-handed small arm, range of 30 feet, capacity of 6 darts, usage of 1

~~

Melee biohacker

Spoiler:
Male uplifted bear mercenary biohacker 1
CN large magical beast
Init +0; Senses low-light vision.; Perception +7
DEFENSE_________________________________________
SP 6; HP 10; RP 4
EAC 13; KAC 15
Fort +2; Ref +0; Will +3
OFFENSE_________________________________________
Speed 35 ft.; climb 20 ft.
Melee Warclub +4 (1d10+4 B; analog)
Injection +5
Unarmed strike +4 (1d3+4 S)
Space 10 ft; Reach 5 ft.
Offensive abilities Injections (4/day), Ferocious charge
STATISTICS________________________________________
Str 18 (+4); Dex 10; Con 10; Int 17 (+3); Wis 8 (-1); Cha 10
Skills Athletics +6, Computers +7, Culture +7, Engineering +7,
Life Science +9, Medicine +7, Perception +7,
Physical Science +7, Sense Motive +7
Feats Heavy armor proficiency
Other abilities Custom scanner, Injection Expert,
Primary Field of Study (Toxicology), Scientific
Method (Studious)
Languages Common, Brethedan, Shireen, Triaxian, Vesk; limited telepathy 30 ft.
Combat gear Serum of healing mk 1 (1);
Other gear Hidden soldier armor, Warclub,
Everyday clothing, Consumer backpack,
Engineering kit, Lighter, Zipstick

SPECIAL ABILITIES

Injections 4/day

You must hit an unwilling creature with a melee attack to inject them with an injection. An injection can be injected into a willing or unconscious creature (or yourself) as a standard action, as long as the target is within your reach

An injection can also be loaded into a weapon with the injection weapon special property as a move action, and you can deliver the injection with a normal attack with that weapon. When you attack an ally with an injection loaded into a weapon that has the injection weapon special property, that ally is considered flat-footed against your attack.

Counteragent: lasts 1 round
-The target takes a –2 penalty to AC;
- Reduce the target’s DR by 5;
- Reduce the target’s resistance to one type of energy by 5;
- You can deliver a weak toxin into a living creature’s body, imposing the sickened condition. This is a poison effect.

Restorative: lasts 3 rounds
- +1 enhancement bonus to AC
- +2 enhancement bonus to all skill checks
- +10-foot enhancement bonus to their speed
- You can cause a living creature to secrete a foul toxin that fills the air immediately around it. Any creature attacking the affected target with a melee attack takes a –2 penalty to the attack roll. This is an inhaled poison effect.

Custom scanner
The custom scanner counts as a basic medkit and a chemalyzer and can be used for any purposes applicable to those items. As long as you have access to your custom scanner, as a move action you can target a creature within 30 feet that is within your line of sight and attempt a special skill check to identify it: if the creature is living, this is a Life Science check, and if the creature is unliving, it is a Physical Science check. Additionally, as long as you have access to your custom scanner, you can use Life Science or Physical Science instead of Mysticism to make serums.

Ferocious Charge
When the creature charges, it can attempt a trip combat maneuver in place of the normal melee attack. In addition, the creature can charge without taking the normal charge penalties to its attack roll or AC. If the creature has another ability that allows it to charge without taking these penalties (such as the charge attack ability from the soldier’s blitz fighting style), it also gains the ability to charge through difficult terrain.

______________________

The ranged biohacker is built to be a boss debuffer, probably really effective if paired up with a technomancer (or if the whole party agrees to use the same type of energy weapon), and to also contribute with some damage dealing. In starship combat he's good gunner or SO and a reasonable pilot.

The melee biohacker is primarily a self buffer and damage dealer. Not sure if the melee debuffing will pay out, in comparison to just doing damage. In a starship he can only do engineering or SO, and has no place near a gun or pilot chair.

Both the main strategies are poison based, so that's kinda garbage. At least the vanilla injections work on anything.

I'll try both of the characters out, and see if anything goes out of my expectations.


How frequent poison resistance is found in Starfinder's monsters?


Undead and constructs are pretty common.


Lightning Raven wrote:
How frequent poison resistance is found in Starfinder's monsters?

According to the Universal Monster Rules, we find poison immunity in: Constructs, Elementals, Oozes, Plant and Undead.

And also creatures with "No Breath" would be immune to the toxicology restorative.

Undead and constructs would be the most common, indeed.


Well, I think this seems common enough, but still seems avoidable in its vast majority. Maybe keeping the ability as a poison effect is not that bad, just makes it useless in some situations.

But with that said, I think it would be nice for the class to gain a feature at later levels that lets it use its main features against poison immune creatures (except constructs, that doesn't make much sense).


Biohacker report

Into the Unknown - introduction fight - Spoilers to the scenario, although it’s a replayable one. I didn’t follow Starfinder Society rules, just used the encounters.

Ranged biohacker + iconic soldier and iconic technomancer

Starting point: completely useless in any social interaction. The others didn’t fare much better, although they had +2 to diplomacy or +6 to intimidate. The skills seems to match too much with the Technomancer.

First combat:

Rolled a pretty easy attack with the Needler Pistol against an ally (+5 against flat footed KAC), giving her the +1 to AC restorative. Nice start.

Missed on the second attack with the Needler Pistol against an ally, losing a serum of healing mk 1.That was painful.

When enemies get to him, he’s useless. Debuffing in melee is very hard due to lack of strength (maybe if the injection was an operative weapon?). Only resource is to guarded step away and attack, since, if the enemy got this close, things are going pretty bad and more damage is usually a better answer (the Light bayonet bracket + Survival knife are next on the shopping list, don't worry).

After you forget about the injections and start pumping hot plasma into the enemies, the combat goes smoother.

Finally close enough to use his custom scanner - no, too late, the Technomancer already rolled a Mysticism check.

Main strategy, giving vulnerability to the top bad guy was a failure due to: bad guy being undead; technomancer not having an energy based damage spell; other melee PC not having any energy based weapon. At best it could have been used against one of the goons, for the technomancer to use her azimuth laser pistol against him. +50% to 1d4 damage? Yeesh.

All in all, injections were quite useless, and if the biohacker didn’t have a good weapon, he’d have been pointless. Nobody had DR or energy resistances, and while the lower AC could’ve helped, it was low to begin with: goons had EAC 10 KAC 12 and the boss EAC 11 KAC 12.

Better coordination with other PCs is mandatory for this character to work at such an early stage, using this strategy/build.


Biohacker report

Into the Unknown - introduction fight

Melee biohacker + iconic operative + iconic mystic

Starting point: also useless on social interactions, but this is clearly not a “face” class. The operative just takes over.

First combat: Injects himself with the toxicology restorative at the end of the first round, after getting attacked - it wouldn't have helped.

Gets hit a lot by melee and ranged attacks, isn't contributing much out of soaking damage.

Missed on a melee injection - can he keep it, like a touch attack spell that missed? Let’s assume not, for playtesting sake.

Finally close enough to the enemy to use his custom scanner - no, too late, the Mystic already rolled a Mysticism check.

Restorative ends on round 3 - could renew it at round 4, but he's right at the enemy's grill, plus she's undead. Time to try attacking and using a counteragent.

Critical on a injection role - what a waste! I wish it would affect the injection somehow, give it one extra round or something.

Nobody used the -2 to AC that lasts for 1 round. Should have just hammered the thing.

The biohacker keeps getting healed by the mystic - feels very condescending.

The operative finally kills the undead.

Everybody taps the biohacker on the shoulder, and congratulates him on "trying his best".


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The biohacker lacks free abilities. They probably should be the custom scanner, but the move action and range restriction is terrible compared to anyone else rolling the regular skill for free with only line of sight. At least dump it to a swift action.

I think the “0th level spells” of the biohacker should be the AC injections. Separate them from the other better injections and let him use them as he will, without consuming an injection use per day. Restrict it to combat only if needed, like solarian powers.

The first level biohacker is really lackluster if an enemy vulnerable to his injections (DR, energy resistance, not-immune to poison) isn’t on the battlefield. It’s like playing a mystic with envoy abilities for spells.

I wish he interacted more with drugs and medicinals, if not regular poisons. Some custom crafting perhaps - or adding sedatives to his roster of counteragent injections, for some extra (non-lethal) damage - 4d4 extra damage per day, in 1d4 doses? That’s almost like an operative, except he can do it all the time. But it’s a nice start. Ah, and antitoxins to the restoratives!

Next, some starship combat.


Why was your key ability score so low that your duration was that short on your injections?

Edit: Your restoratives should have been lasting three rounds, not two.


They do last 3 rounds, as shown on the sheets at the OP. That's why the melee biohacker would need to renew it at round 4. The key ability score on both characters is almost maxed out.

But I see the problem: "Restorative ends on round 3". That was meant as "they work on their own until round 3", but would need to be renewed on the next one. There would be no point in letting a ability run out and renew it on the next one.

Shadow Lodge

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Undead are fairly common. As are robots.

Just a note, a melee biohacker with a high strength score can load up on shiruken to buff and debuff people, and always have the debuff they want ready to go.


Pathfinder Adventure Path Subscriber; Pathfinder Comics Subscriber

I see some of your issues with both these builds. Lack of weapon focus small arms on the range build is crital, plus at later levels you can get full damage with small arms with one of your class features if you choose it. By maxing out Dex/Str you lack points to raise other stats needed for secondary roles or help in Combat, AC via Dex for the Str build. Also, buy having a stat at 17 there is no real advantage through majority of the game than starting at 16, both go to 18 at level 5. You can use that odd stat and the points from the lowered Str/Dex for raising the none primary combat to help in either not getting hit, melee build, or raise Str/Con for the gun build. Even if you don't lower Dex or Str, look into weapon focus for the gun build and use a shield for the melee build, personally he needs the riot shield. I get wanting longarms, but this is probably the only class that I would not recommend picking up longarms on.


Jack Rift wrote:
I see some of your issues with both these builds. Lack of weapon focus small arms on the range build is crital,

Is there something else other than the +1 from weapon focus I'm missing?

Jack Rift wrote:
By maxing out Dex/Str you lack points to raise other stats needed for secondary roles or help in Combat, AC via Dex for the Str build.

That +1 to DEX in the melee build was tempting, but I preferred to focus on hitting and causing damage, leaving the tank aspect for better armor in the future. Not really a fan of the melee biohacker.

Jack Rift wrote:
Also, buy having a stat at 17 there is no real advantage through majority of the game than starting at 16, both go to 18 at level 5. You can use that odd stat and the points from the lowered Str/Dex for raising the none primary combat to help in either not getting hit, melee build, or raise Str/Con for the gun build.

The odd stat doesn't help anywhere. But since I wanted to focus on two stats only, that's how they ended up - at level 5 they'll just vanish.

Jack Rift wrote:
Even if you don't lower Dex or Str, look into weapon focus for the gun build and use a shield for the melee build, personally he needs the riot shield. I get wanting longarms, but this is probably the only class that I would not recommend picking up longarms on.

The shield would limit him to single handed weapons, reducing even more his not so great damage potential.

With the very limited class abilities, the least the biohacker should be doing is contributing to damage, ergo, longarms proficiency.


BigNorseWolf wrote:
Just a note, a melee biohacker with a high strength score can load up on shiruken to buff and debuff people, and always have the debuff they want ready to go.

For 370 credits each, the loading up might take some time - late level 2 or early level 3, I'd guess.


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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber

370 for a stack of 10, not 370 each. They're actually pretty affordable.


HammerJack wrote:
370 for a stack of 10, not 370 each. They're actually pretty affordable.

Ah, the AoN table is missing the quantity after all shuriken but carbonedge.

Indeed, for that price, that's something to grab at early level 2 already, if available in local shops.

Shadow Lodge

They're also retrievable as far as I can tell. Starfinder doesn't seem to define them as ammo or say otherwise


Pathfinder Adventure Path Subscriber; Pathfinder Comics Subscriber

For none full base attack classes, weapon focus becomes +2 at later levels. You complained about not being able to hit with you injection guns, but then say you want the damage from longarms? You don't get both. The ability to hit for the buffs and debuffs is more important than damage, especially if your ability to hit with a longarm is less than the injection weapon. Plus, you are using the only class that can get full damage from weapon specialization with smallarms and eventually with all injection weapons, if you select that ability and its upgrade. Plus, smallarms has some strong damaging options available now, handcannon being the big one. Yeah, you don't get many shots with it, but d8s on a smallarm is nothing to ignore, especially with full weapon specialization bonus. The primary role of this class is buff/debuff, not damage. So focus on making that the best, with the ability to reliably hit when those are out as needed.

For the melee build, you complained about low ACs, but want the damage of two handed weapons. Well, either buff AC via using shields, cover, or raise Dex. Again, you don't get all of them easily. Most none primary melee classes, Soldier, Solarian, and Vanguard, struggle at early levels. Heck, those three do as well, which means you either figured work arounds or except that you will have to compromise. Low ACs for front line characters should never be the compromise though, especially with how the NPCs to hit bonus are calculated.


Jack Rift wrote:
For none full base attack classes, weapon focus becomes +2 at later levels. You complained about not being able to hit with you injection guns, but then say you want the damage from longarms? You don't get both. The ability to hit for the buffs and debuffs is more important than damage, especially if your ability to hit with a longarm is less than the injection weapon.

1st feat: Longarms Proficiency

2nd feat: Weapon specialization (longarms)
3rd feat: Weapon Focus (injections?)

Jack Rift wrote:
Plus, you are using the only class that can get full damage from weapon specialization with smallarms and eventually with all injection weapons, if you select that ability and its upgrade. Plus, smallarms has some strong damaging options available now, handcannon being the big one. Yeah, you don't get many shots with it, but d8s on a smallarm is nothing to ignore, especially with full weapon specialization bonus.

That's not very impressive...

Jack Rift wrote:
The primary role of this class is buff/debuff, not damage. So focus on making that the best, with the ability to reliably hit when those are out as needed.

With the ridiculously small amount of injections available at first and early levels, being able to contribute to damage dealing in combat seems reasonable. I used a lot of them in the scenario above due to it being broken down in quests, but in a regular adventure, with more than one combat per day, I doubt more than one injection would've been used.

That +1 at fifth level instead of at 1st level doesn't seem to matter that much, honestly. In the gameplay example above wouldn't have helped at all.

Jack Rift wrote:
For the melee build, you complained about low ACs, but want the damage of two handed weapons. Well, either buff AC via using shields, cover, or raise Dex. Again, you don't get all of them easily. Most none primary melee classes, Soldier, Solarian, and Vanguard, struggle at early levels. Heck, those three do as well, which means you either figured work arounds or except that you will have to compromise. Low ACs for front line characters should never be the compromise though, especially with how the NPCs to hit bonus are calculated.

I'll raise his DEX at level 5, but with the heavy armor and possibly power armor route (haven't even looked into that), it doesn't seem prudent to start out with it, while sacrificing his chances to hit.

Instead of a regular AC or HP tank, I was hoping to turn him into a "pestilent" melee fighter, giving conditions to nearby attackers, while himself being protected by his restoratives. Not a real tank at all, to be honest.

I won't defend this character too much though, he might just be garbage.


Might be interesting to reformat them both into more support orientated and less self damage orientated and see how that goes in the group.

Higher AC for the melee guy but some ability in debuffs (injections of course, but also stuff like trip, feint or something?)


Zwordsman wrote:
Might be interesting to reformat them both into more support orientated and less self damage orientated and see how that goes in the group.

Like INT > DEX instead of DEX>INT? That would make the injections last longer, but even less likely to hit.

He could give up long arms proficiency for Medical expert. But what else can he do to become more supportive?

And not drag the party down?

Zwordsman wrote:
Higher AC for the melee guy but some ability in debuffs (injections of course, but also stuff like trip, feint or something?)

Feint wouldn't be very great on a character without CHA... if he picks up improved combat maneuver instead of heavy armor the DEX makes more sense.

But his chances of injecting an enemy gets even lower, unless they come up with an "injections are operative weapons" theorem.

Right now he would've to make do with the crappy advanced melee injection weapons for the bonus to attack.

At first level the STR>INT biohacker won't make for a primary melee, but as a secondary, with someone flanking when he goes for the injection, that could work.

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