My thoughts and suggested changes for consideration


Biohacker


I adore the biohacker class. I really love that it is a Combat (sorta)Medic!
Originally only Mechanic really interested me.. but I had a hard time except when I basically remade Lucca Ashtear or Roll Caskett. Biohacker is the first one that is truly, for me, a “side character class” which I love. They don’t really super excel anywhere. But they can sure up a lot of little things and make other characters shine. I love that.

I think It does need some tweaks along the lines of below to make them have a baseline that can be built off of into various directions. Too many small details are required simply to fulfil a basic version of a concept. I’m really not sure what to do with them in starship combat either. Sort of wish there was medbay (heal up those extra nobodies, or drug up sections to “calm” or “excite” sections of the ship for bonuses, or something)

This was mainly low to mid playing, I never had a chance to do the highest level stuff (though that is true of Starfinder (and pathfinder I guess) in general.

I'll break this into a few posts.. just because its rather long. Into a "core class" and a "theorom" post


Resolve Points: I feel a distinct lack of RP use… Like there aren’t any interesting ticks for the biohacker like Mechanic (the class I know the best). Seems like maybe, having the RP pay for some of the 1/day stuff might be nice. 1 free, and any extra that day costs RP. Just.. something yakno? Otherwise the various 1/day abilities pushes the “disconnected from starfinder -sorta feels like pathfinder” feel some of the mechanics of this class give compared to other starfinder classes all . Maybe just allow RP to pay for the 1/day extras (as above) and possibly emergency extra injection uses. Honestly the 1/day feels a bit jarring in this. Fueling theme off Resolve would make them more narrative inclined and exciting-and competing with in the class. I went on a tangent, but basically RP doesn’t feel very useful or interesting in this class

as mentioned above. I do really think the once per day abilities in this class are painful. They don't quite feel Starfinder to me (but again I mainly play one class) and they feel way too easy to whiff that it is somewhat hard to actually try using. They simply feel jarring to me with regards to the Starfinder system. Hard to really place why.

Skills: I think they really need some sort of boost to Medicine. They’re the class that is all about.. biology. Medicine and Life Sciences should absolutely be their primo supremo. Probably physical sciences too. Mystics do heal, but its also magic. So They probably wouldn’t have studied physiology as deeply as a mundane surgeon so to speak. Even if they don’t get an insight bonus like other classes, could do something weird like allowing a reroll. That is rare and hazardous statement though. Yes they can inject for a bonus, but that is quite a limited resource that rarely would it be employed. It is great for extra skills but they need ‘something’ for their specialty to feel.. special. Like other classes get.

Custom Scanner: Two notes changes to the scanner. Because right now it really isn’t be used very much, nor very well.
One: Needs language allowing you to replace the custom scanner with any Medkit. I.e. allow you to build it out of a Adv Medkit later on, and keep the language open enough for future versions of those items.
Two: needs to be higher range. Base 60 at least for identification stuff +the normal increases it gets. Additionally, as it currently stands Except for the “one skill” that isn’t switched (Mysticism or Engineering I think ? Depending on if you are Int or Wis) then it is always better to use the Free Action normal knowledge drop on a creature. This needs to give another bonus. The +1 or +2 to craft a serum is neat, but also very specific-more so when that costs cash.

Consider a bonus to the identifying check. or a +1 (insight) to hit, or a bonus damage of some sort, or a bonus against that creature’s attack/dc (lowering its attack roll against you or the DC for you to save against them). The +1 to hit or bonus damage makes the most sense. The tech is scanning them, giving you far more info about that specific creature than its species in general. You would know if it was healing from a wound to it’s left ankle, or that it has cybernetic plating on its left side-so you should shoot it elsewhere. Either lasting 1 round or some short duration (I guess Class ability as per other stuff). absolutely allow it to work via scope/sights attached to your weapon. (aka. Allow scan+aim in the same move action. Currently many things allow for this overlap right now. It is a quality of life thing)


Theoroms: In general I like theorems. There are some that don’t really give flavor or interesting, or they feel like they should be class features. I love interesting and weird things like Aquatic Adaption. But some just feel like boring requirements (friendly aim or field dressing) without much payoff and more feel like things you have to take to possibly function the way the flavor dictates.
side note: it was mentioned by someone long ago.. but I’m always going to want to call Theorems “life hacks”

Field Dressing: Keep the current use way AND allow these an option to be created as “injections” (with their own X/day as it currently is; and follows standard injection rules) biofoam, whatever. They have similar things for emergency triage right now, and this is future tech so they’ll work way better (and not cause the issues the current world version does (still better than death tho)). Basically, you have the current “adjacent, no need to hit” way for melee folks/sure fire. Or you could have injection models, used as per normal for injections (just its own pool of use) for ranged.
Additionally, I think it should allow “overlap” i.e. if you heal someone’s HP, if there is extra it should restore stamina. Honestly the stamina restoration feels so low that I falter to use it for that. Though stamina heals are somewhat rare. I think it would be a good “design space” if it allowed over healing into stamina. As it does not heal as much HP or Stamina as a Mystic or Envoy.

Possibly consider an expansion theorem that’ll help with ability damage/drain/maybe death. (instead of the current choices for said things)

Friendly AimI think the Friendly Aim Theorm that gives +3 to hit allies, needs to become a class ability. It should be a Swift Action that works via the Custom Scanner. Giving it another use (as discussed previously. It really isn’t used in class much at all when it should be woven into the class like the Engineer’s tool) This would make it compete with full actions (such as full attack). It absolutely should not be a move action. They must already load via a move action (baring theoroms), AND so many weapon attachments that greatly work well with this class require move actions (sights/scopes). This would also help with the consistency issue of buffing your allies (or healing them with serums—which cost credits). As it stands Friendly Aim is tangentially required If you hope to.

Random notes: Flavor: You adjust the injection “on the fly” to the target’s specific biology. Which allows for the effective dose to be much smaller. This allows the injection to work if it injects into them. Or if it hits the armour and “injects into the air” inside of their air pocket and is inhaled. Remember, the custom scanner is a medkit and an air analyzer, so it fits with the concept just fine. And..it would be BIOHACKING! Like the name. An inset ability that truly lets them do their name.

Stable Injection theorem should be moved to level 2 not level 8. It is needlessly restricted behind lv 8. The Mechanic’s Overcharge Weapon (the one that makes explosive weaponry) is not so restricted, provides a lot of tactical and narrative control. This should also work with the Field Dressing suggestion too. This would allow for a biohacker who played a munitions/supply character.

ALTERNATIVE TO ABOVE 2 IDEAS: you could In-Bake Friendly Aim and Stable Injections as a level 1 (or 2) choice. Choose one method –the swift action target allies for +3 insight bonus, or be able to hand out injections. This would help create differences in how biohackers play, fit very well with how the biohacker is structured to “give path choices.” It basically would help ranged and melee biohackers. Then stick the Theorem versions at lv 8 choice.


The above is my main considerations.. And really the only parts I think I can give any real meaningful feed back on.

I don't think I can weigh in too much.

Field of Study has some interesting and not interesting ones, but I do feel like it leans towards very specific one or two.

Scientific method, I just chose studious as I've always preferred that. I do think the skills (per level) portion sort of implies that studious is a more logical choice, but I don't think I'd mind playing instinctive much. Just a different sort of character in the end.

Thanks for reading.
have a lovely day~

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