|||
Home
Afflictions
Aliens
Classes
Conditions
Equipment
Feats
Races
Rules
Setting
Skills
Spells/Rituals
Themes
Vehicles
Licenses
Search
Sources
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Afflictions
Aliens
Classes
Conditions
Equipment
Feats
Races
Rules
Setting
Skills
Spells/Rituals
Themes
Vehicles
Licenses
Search
Sources
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
Biohacker
|
Envoy
|
Evolutionist
|
Mechanic
|
Mystic
|
Nanocyte
|
Operative
|
Precog
|
Solarian
|
Soldier
|
Technomancer
|
Vanguard
|
Witchwarper
Drone
Main Details
|
Alternate Class Features
|
Archetypes
|
Class Builds
|
Fields of Study
|
Theorems
Hypermycology
Source
Starfinder Enhanced pg. 32
Hypermycology is an emerging branch of study dedicated to the study of fungi, especially pushing such organisms to wild limits, whether that’s growing a forest of gigantic mushrooms in minutes, climbing walls with thousands of tiny grasping mycelium, or creating a clump of explosive mold.
Booster
: You have learned to enhance those around you through the application of mildly invasive mushrooms. You temporarily boost a creature with a sudden surge of vitality, granting it temporary Hit Points equal to your level. At the end of the duration of this booster, the creature recovers Hit Points equal to any remaining temporary Hit Points from this booster. At 10th level, the amount of temporary Hit Points granted is equal to twice your level.
Inhibitor
: You deliver a rapidly spreading fungal infection to a creature, reducing any healing it receives by half and reducing its speed by 5 feet. The targeted creature must also succeed at a Fortitude save or also take a –1 penalty to melee attacks. Once a creature has resisted the effects of a hypermycologist’s inhibitor, they are immune to its effects for 24 hours.
Breakthrough
You can use the following ability when you achieve the breakthrough for this field of study.
Sudden Growth (Ex)
: As a standard action, you can create and deliver a potent fungal infection to a creature. When injected, the formula develops in one of three patterns: visual, mental, or physical, chosen as part of your standard action. Targets can attempt a Fortitude saving throw to negate the effects.
Visual: The targeted creature is silhouetted by a sudden growth of mushrooms. These mushrooms hinder the subject’s perception, causing a –2 penalty to Perception checks and negating invisibility for 1 minute.
Mental: The targeted creature is confused until the end of your next turn.
Physical: The targeted creature is surrounded in a surfeit of gigantic mushrooms that spring up around them, creating an impassible wall in any empty squares adjacent to the creature. The wall has hardness 0 and 5 Hit Points per Biohacker level. The mushrooms wilt and dissipate at the end of your next turn.