
BigNorseWolf |

I think the biggest disapointment to me in the biohacker is that they don't really have a heal at range class ability. Shooting people with a healing serum was I thought their thing. But when they gave the biohacker the ability to auto inject biohacks, they took away any bonus they had for injecting someone. They're no better at shooting their party members in the butt than the operative.
If its not a baked in ability, it should be a theorum at least to either count healing serums as a biohack or at least get a bonus for friendly fire.
What do we want? Healing serums delivered at high velocity!
When do we want them? N...OW! that hurt

Goth Guru |

A dart gun can carry healing serum rather than tranquilizers, so basically you are asking for a to hit bonus with that weapon. Actually items specific to a class or theme could be given a bonus, +1 at 2nd level, +2 at 4th, +3 at 8th, +4 at 14th, +5 at 16th. I"m inserting these in the gaps in character advancement on page 26 of the core rulebook.
In your case, you would select dart gun accuracy, so it would affect the chance to hit.

Xenocrat |

Ixal wrote:Why should biohacker have the ability to bypass armor and how do you explain that this somehow does not work offensively?They already do it with their biohacks.
Right.
1. Attune microlab to allies for auto hit and no damage when shot with biohacks.
2. Load healing serums.
3. Add biohack to healing serum in a shot. (Yes, you can do this.) It can be one of the infinite minor biohacks (used for stabilization/treat poison, but no effect in this case except for the auto hit).
4. Auto hit with healing serum/biohack combo.
You can also buff with polymorphic serums this way, too, but since those last hours that's not necessarily smart unless you suddenly have a niche application of one come up in combat that you didn't anticipate.