COM: The Biohacker is a 19 / 20 BAB class with high DPR


General Discussion


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Between 3/4 BAB, Injection Expert giving a +1-3 bonus to injection weapons, and skill focus eventually giving +2 because you're 3/4 BAB, I think a Biohacker is actually only 0-1 (maybe rarely 2) points to hit behind a full BAB that also takes weapon focus. At 20th level it's one point behind.

It's also a DPR class if you take the Medication Mastery theorem and use sedatives for bonus nonlethal damage.

Level 2: 1d4 (avg 2.5)
Level 5: 2d4 (average 5)
Level 10: 4d4 (average 10)
Level 15: 8d4 (level 20)

You can full attack with sedatives, so a level 15 Biohacker is adding average of 20 damage to his shots twice per round. Yikes!

Also note that the injection longarms are just as high DPR as the regular projectile and energy options, which is pretty nuts. The level 18 acid one, hitting EAC, does more damage than the level 20 laser rifle. Use a genetics inhibitor combined with the AC penalizer (Spark of Ingenuity on Studious biohacker) to inflict vulnerability to acid and a -2 to AC, then full attack with sedatives after that to burn it down quickly. (Edit: I see that syringes, and presumably biohacks/medicinals via biohacker special abilities, don't do damage when used with the acid rifle, so maybe go with the needler rifle, which does as much damage as the straight projectile rifles, if you want the sedative booster because the rest of your party isn't focused on acid damage or you otherwise don't want the genetics speciality).

Soldiers/Solarions should still do better with their triple attacks and other class damage/accuracy boosters, but the Biohacker seems like it's right on their heels, plus debuffs, healing, buffing, and skills.


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Regarding energy vulnerability from genetics: the dart weapons could fire explosive darts to do piercing/fire damage, which would still benefit from the vulnerability. The rest of your party may not use acid weapons, but some of them probably have lasers.


Third Strongest Mole wrote:
Regarding energy vulnerability from genetics: the dart weapons could fire explosive darts to do piercing/fire damage, which would still benefit from the vulnerability. The rest of your party may not use acid weapons, but some of them probably have lasers.

A energy swapping fusion would also help. Certainly Fire is the easiest type to standardize on.


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I don't think its likely that an injection can take advantage of its own vulnerability.

Mind you, two fisting an injection gun and laser pistol would solve a lot of that problem.


BigNorseWolf wrote:

I don't think its likely that an injection can take advantage of its own vulnerability.

Mind you, two fisting an injection gun and laser pistol would solve a lot of that problem.

If it does the appropriate energy damage then it would benefit after the vulnerability is applied. Not on the original shot, I agree. But with a fusion you can change half your piercing damage to energy.


Yeah, I have a 3rd level nuar soldier in Society who is going to multi to Biohacker ASAP; I was noticing that her THAC0 is not really adversely affected most of the time.

I also noticed the Medicinal Mastery DPR thing with sedatives, but you can also make a poor man's operative by using analgesics to make enemies flat-footed.

Very solid.


Dracomicron wrote:

Yeah, I have a 3rd level nuar soldier in Society who is going to multi to Biohacker ASAP; I was noticing that her THAC0 is not really adversely affected most of the time.

I also noticed the Medicinal Mastery DPR thing with sedatives, but you can also make a poor man's operative by using analgesics to make enemies flat-footed.

Very solid.

Don’t miss coagulants for a 1-4 penalty to reflex saves if you’re studious. And of course whatever you chose it doubles your uses of shot enhancers between 10 minute rests.


Xenocrat wrote:
Dracomicron wrote:

Yeah, I have a 3rd level nuar soldier in Society who is going to multi to Biohacker ASAP; I was noticing that her THAC0 is not really adversely affected most of the time.

I also noticed the Medicinal Mastery DPR thing with sedatives, but you can also make a poor man's operative by using analgesics to make enemies flat-footed.

Very solid.

Don’t miss coagulants for a 1-4 penalty to reflex saves if you’re studious. And of course whatever you chose it doubles your uses of shot enhancers between 10 minute rests.

I hadn't read up on coagulants (thanks!), but I did catch the effective doubling of potential debuffs from just one theorem.

At Soldier 3/Biohacker 2, my first Theorem priority is Painful Injections to stack on Melee Striker for the static damage bonus (I'm thinking a Ghoulish Painclaw and a shield, but I haven't ruled out going for the new 2-handed mancatchers with Grapple and Reach). Then at Sol3/Bio4 it's Medicinal Mastery for opening up my range of options on each strike.

Part of my problem with this character is that she was intended (before Biohacker was introduced in the playtest) to be a paramedic, but now that I see all the available theorems for a front liner, Field Dressing is not very exciting. Aside from the above theorems, I want to get Toxic Skin and the Treat Condition line of theorems; the hit points restored by Field Dressing don't really compare to the benefit of cancelling debuffs and effectively getting thorns against unarmed/natural weapons characters.


The cache augmentation technomancer (+1/2/3 enhancement bonus to attack at levels 6/12/18) is another entry in the "practically full BAB plus with special damage options" club. You can be one point behind a soldier/solarian in attack value, plus you can still enhance your weapon with Empowered Weapon, Spellshot, and some other magic hack options. No full attacking, but more single accurate shot with extra damage or an AOE rider. The technomancer got a huge boost from COM between the alternate class features, the new magic hacks, and the new spells.


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Honestly I kinda like the near full BAB options. They tend to be highly specialized and focused on classes that generally are not going to be full attacking. It lets them still be useful for shooting stuff while keeping full BAB martials the more overall generalist combatants. They can pick up anything and rock with it so have less issues if some specific type of weapon/damage type is needed.


Dracomicron wrote:

Yeah, I have a 3rd level nuar soldier in Society who is going to multi to Biohacker ASAP; I was noticing that her THAC0 is not really adversely affected most of the time.

I also noticed the Medicinal Mastery DPR thing with sedatives, but you can also make a poor man's operative by using analgesics to make enemies flat-footed.

Very solid.

Don't bring THAC0 into Starfinder. I still like Starfinder.


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Pantshandshake wrote:
Dracomicron wrote:
Yeah, I have a 3rd level nuar soldier in Society who is going to multi to Biohacker ASAP; I was noticing that her THAC0 is not really adversely affected most of the time.
Don't bring THAC0 into Starfinder. I still like Starfinder.

Spoilsport.

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