Biohackers utilize the natural processes of the body in conjunction with augmentative magic, lacing their spells into drugs and implants to fortify them against opposition.
This archetype requires the champion alchemist.
Trade Tradition
If this is the character’s first level, they choose a trade tradition. Their trade rank is adroit. If this is not the character’s first level, they instead choose one trade talent from the Vocation sphere as a bonus talent.
This replaces the biohacker’s normal class skills but does not make the biohacker incompatible with other archetypes that grant a trade tradition.
Blended Training
A biohacker gains combat, magic, or skill talents (some of which are required to be utility talents) using the journeyman talent progression (or the virtuoso talent progression if the biohacker replaces the mutagen and persistent mutagen class features). A biohacker’s casting ability modifier determines his operative and practitioner modifiers.
This alters blended training.
Medical Expertise (Su)
The biohacker may use Heal in place of all Craft and Spellcraft checks attempted to create, modify, repair, and enchant grafts, cybertech, and any magic item which would be grafted onto a creature or installed internally. He gains a competence bonus equal to 1/2 his class level (minimum 1) on all Heal checks.
In addition, the biohacker gains the medical training class feature of a scholar of his biohacker level as well as the advanced medical training class feature at 5th level and the expert medical training class feature at 9th level. The biohacker uses his practitioner modifier in place of the Intelligence modifier to determine uses per day.
This replaces alchemy and bombs.
Injection Expert (Su)
At 1st level, the biohacker gains either the Alteration, Enhancement, or Life sphere as a bonus talent. He must take the Striker drawback with the chosen sphere. If the biohacker already possesses the chosen sphere, he instead gains the [strike] talent associated with that sphere. If he already possesses this [strike] talent, he chooses a talent in that sphere he qualifies for.
Starting at 8th level, when using a [strike] talent or a touch attack with a magic sphere, the biohacker treats his class level as his caster level for the effect. This stacks normally with caster levels gained from other sources.
This replaces throw anything and the discovery gained at 8th level.
Disease Resistance (Ex)
At 2nd level, a biohacker gains a +2 bonus on all saving throws against disease, ability damage, and ability drain. This bonus increases to +4 at 5th level, and to +6 at 8th level.
At 10th level, a biohacker becomes completely immune to disease (including magical diseases).
This ability replaces all increments of poison resistance and poison immunity.
Method to the Magic (Su)
At 3rd level, the biohacker gains a +2 bonus to his MSD for the purpose of resisting counterspell attempts and suppression effects against sphere effects he creates. At 18th level, this bonus increases to +4.
This replaces swift alchemy and instant alchemy.
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book
| Spheres of Guile by Drop Dead Studios | ||||
|---|---|---|---|---|
| Using Spheres of Guile | ||||
| Classes | ||||
| Advisor (DRS) | Agent | Conduit (DRS) | Courser | Envoy |
| Genius | Mastermind | Professional | ||
| Spheres | ||||
| Artifice | Bluster | Body Control | Communication | Faction |
| Herbalism | Infiltration | Investigation | Navigation | Performance |
| Spellhacking | Study | Subterfuge | Survivalism | Vocation |
| Other Rules | ||||
| Operative Feats | Operative Gear | Skill Rules | Trade Traditions | Running Guile Games |
| Get Spheres of Guile | ||||








