Biotech

Functioning similarly to cybernetics, biotech items include modifications to your DNA combined with implants of biological origin that integrate into your physiology. Biotech mostly operates by the same rules as cybernetics and uses the same implantation slots.

Table: Biotech

Name Level Price System
Gill sheath 1 95 Lungs
Dragon gland, wyrmling 2 755 Throat
Venom spur 2 625 Hand
Wildwise 2 500 Throat
Adaptive biochains 3 Varies Varies
Climbing suckers 3 1,200 All feet
Tympanal cluster 4 2,150 Ears
Skin of the chameleon 6 4,050 Skin
Dragon gland, standard 10 19,125 Throat
Dragon gland, wyrm 16 181,500 Throat

Adaptive Biochains

  • System: Varies
  • Price: Varies
  • Level: 3

You can duplicate the effects of cybernetics with biotech by using adaptive biochains—microscopic cells that can reform themselves into replacements for technology within the body of a living host. This replicates the effects of any cybernetic augmentation, but it costs an additional 10% due to the price of the biochains. Adaptive biochains can also be used to replace any existing cybernetic with a biotech version of the same device; doing so has the same price and time as introducing a new adaptive biochain.

Climbing Suckers

  • System: All feet
  • Price: 1,200
  • Level: 3

The soles of your feet become covered in fleshy slats you can open and close, providing you a climb speed of 20 feet. You don’t need to attempt Athletics checks to traverse a vertical or horizontal surface (even upside down). You don’t benefit from climbing suckers unless you’re barefoot or wearing custom clothing, and you can not be wearing more than light armor. Climbing suckers integrate into your natural feet and do not require you to replace your feet and legs. Climbing suckers can be installed into the feet of prosthetic legs.

Dragon Gland

  • System: Throat
Model Level Price
Wyrmling 2 755
Standard 10 19,125
Wyrm 16 181,500

You implant an arcanicus gland modified to function for a creature of your race at the back of your throat. You can trigger this gland as a standard action to expel a breath weapon in a 15-foot cone as an Extraordinary ability. Choose the damage type when the organ is biocrafted, picking from the following list: acid, cold, electricity, or fire. You are not harmed by using your own breath weapon. Once you’ve used your breath weapon, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.

A wyrmling dragon gland deals 3d6 damage, a standard gland deals 9d6 damage, and a wyrm gland deals 18d6 damage. Targets in the area can attempt a Reflex save (DC = 10 + half your level + your Constitution modifier) to take only half damage.

Gill Sheath

  • System: Lungs
  • Price: 95
  • Level: 1

An external lining striated with oxygen-filtering nodules coats the outside of your lungs. If you breathe in water, it filters into the lining, where the nodules extract the oxygen and deposit it into your lungs. This lets you breathe underwater or in the air. You still exhale normally.

Skin of The Chameleon

  • System: Skin
  • Price: 4,050
  • Level: 6

This biotech modification replaces pigmentation cells in your skin. You can alter your skin to mimic the terrain or lighting conditions around you, giving you a +3 circumstance bonus to Stealth checks. You must be wearing custom clothing and no more than light armor to benefit from this biotech.

Tympanal Cluster

  • System: Ears
  • Price: 2,150
  • Level: 4

A tympanal cluster consists of multiple small membranes of various sizes that can detect a wide range of sounds. They give you a +2 circumstance bonus to hearing-based Perception checks.

Venom Spur

  • System: Hand
  • Price: 625
  • Level: 2

You implant a retractable stinger and venom sac into your hand. You can extend this stinger as a swift action but only while you aren’t holding anything in that hand. Attacks with your stinger deal 1d6 piercing damage and automatically inject venom into the target. An affected creature can attempt a Fortitude saving throw (DC = 10 + half your level + your Constitution modifier) to resist the effects of your venom. On a failed save, the creature takes 2d6 damage immediately and must attempt a new Fortitude saving throw at the start of its turn each round to end the effect. Each time it fails this save, it takes an additional 2d6 damage. Effects such as remove affliction and antitoxin affect this venom as though it were a poison.

Once used, the venom sac doesn’t refill until the next time you rest to regain Stamina Points. While it’s empty, you can still attack with the stinger but can’t envenomate your target.

Wildwise

  • System: Throat
  • Price: 500
  • Level: 2

The soft purple fungus called wildwise attaches itself to your vocal cords and extends fine filaments into portions of your brain. It allows you to communicate in a general sense with animals and with magical beasts with an Intelligence score of 1 or 2. You can attempt Diplomacy checks to influence such creatures as well as understand in very vague terms information they try to convey to you. The information they give you usually consists of simple concepts such as “danger,” “food,” or “that way.”