CREATIVITY

EXPERTISE

SPLICER

ABOUT

What began as a passion project has evolved into something more. We’re proud of where we’ve been and even more excited for what’s ahead. What sets us apart isn’t just our process—it’s the intention behind it. We take time to understand, explore, and create with purpose at every turn.

People-First Approach

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Reliability You Can Count On

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A Focus on Quality

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People-First Approach · Reliability You Can Count On · A Focus on Quality ·

Splicer Class Features

As a splicer, you gain the following class features.

Hit Points

Hit Dice: 1d8 per splicer level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per splicer level after 1st

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: simple weapons

Tools: chemistry set

Saving Throws: Intelligence, Wisdom

Skills: Choose two from Infotech, Mechtech, Chemtech, Investigation, Insight, Medicine, Ecotech, Perception, Interface, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

• (a) a shield or (b) any simple weapon

• (a) a shredder or (b) any simple melee weapon

• specter A-9 armor & an explorer’s pack

Biosemiotic Instinct

Social instincts are often the first changes a Splicer notices when their new genes activate. Creatures gestures, scents, bioluminesence, and a million other stimuli carry new meaning. You can communicate with the anything in the biosphere. You know & can run the Speak With Animals program at will. You also know Animal Friendship, Beast Bond, & Speak With Plants. You can run each once per rest without expending a program slot.

Administrative Access

Drawing on the fungal genetics inside you you can commune with the fungal spores of the myconet and through them run programs on the full Trinet. See chapter 10 for the general rules of access and chapter 11 for the splicer program list.

Level Zero Programs

At 1st level, you know two level zero programs of your choice from the splicer program list. You learn additional splicer level zero programs of your choice at higher levels, as shown in the level zero programs Known column of the splicer table.

Compiling & Running programs

The splicer table shows how many program slots you have to run your programs of 1st level and higher. To run one of these splicer programs, you must expend a slot of the program’s level or higher. You regain all expended program slots when you finish a long rest. You prepare the list of splicer programs that are available for you to run, choosing from the splicer program list. When you do so, choose a number of splicer programs equal to your Wisdom modifier + your splicer level (minimum of one program). The programs must be of a level for which you have program slots. For example, if you are a 3rd-level splicer, you have four 1st-level and two 2nd-level program slots. With a Wisdom of 16, your list of prepared programs can include six programs of 1st or 2nd level, in any combination. If you prepare the 1st-level program cure wounds, you can run it using a 1st-level or 2nd-level slot. running the program doesn’t remove it from your list of prepared programs. You can also change your list of prepared programs when you finish a long rest. Preparing a new list of splicer programs requires time spent in prayer and meditation: at least 1 minute per program level for each program on your list.

Access Ability

Wisdom is your access ability for your splicer programs, since your access relies on instinctual communication with the myconet. You use your Wisdom whenever a program refers to your access ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a splicer program you run and when making an attack roll with one.

program save DC = 8 + your proficiency bonus + your Wisdom modifier

program attack modifier = your proficiency bonus + your Wisdom modifier

Quick Compile Protocol

You can run a splicer program as a QC Protocol if that program has the QC tag and you have the program prepared.

Access Point

You don’t require an access point for your splicer programs, SO LONG AS YOU’RE WITHIN THE MYCONET

Metamorphosis

Starting at 2nd level, you are learning to activate the dormant genetics within you to grow new organs. During a long rest choose to grow a number of metamorphic organs, your metamorphic organ options are listed at the end of the class description, equal to at maximum half your Splicer level. These organs will remain a part of your anatomy until you choose to remove or replace them during another long rest. During a short rest you can create or replace one organ, not exceeding your maximum. For each organ you generate you gain 8 temporary hit points, these hit points stack with eachother, but not with other sources of temporary hitpoints. While you have temporary hit points from metamorphosis you gain +2 to either dexterity or strength.

Conservation Collective

At 2nd level, you choose to identify with a collective of splicers: the Terrain, Predator, or Strain, each detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase

Negligible Senescence

Starting at 18th level, the constant cycling of stem cells through your tissues causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Spontaneous Generation

At 20th level, you can metamorph half your organs on a short rest, & once between rests you can metamorph ONE organ as an action, bonus action, or reaction.

Metamorphic Organs

● Ganoid Scales (Damage reduction)

○ bludgeoning, piercing, and slashing damage that you take from nonenergetic attacks is reduced by 3.

● Gecko clingpads (climbspeed)

○ You have a climbspeed of 20ft. You may take this option multiple times, if you do your climbspeed increases by 10ft for each instance after the first.

● Wings (flyspeed)

○ You have a flyspeed of 20ft. You may take this option multiple times, if you do your flyspeed increases by 10ft for each instance after the first.

● Webbed digits (swimspeed)

○ You have a climbspeed of 20ft. You may take this option multiple times, if you do your climbspeed increases by 10ft for each instance after the first.

● Gills (water breathing)

○ You can breathe fresh or salt water. You may take this option multiple times, if you do you can select the other type.

● Ampullae of Lorenzini (electroreception)

○ You can sense electrical currents, those generated by both machines and organisms. This can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

● Electroplaques (electrogenisis)

○ You know the Shocking Grasp program. You can run it anytime you take the attack action to make an unarmed strike, use natural weapons, or make a melee attack with a metal weapon. Your programming ability for it may be wisdom or constitution.

● Exoskeleton (AC)

○ Your AC cannot be lower than 16.

● Web spinner( Snare, Earthbind, Web)

○ You know the Snare, Earthbind, & Web programs. You may run each once per rest without expending a program slot. Your programming ability for it may be wisdom or constitution.

○ You can as well produce up to 100ft of silk rope, you must complete a short or long rest before doing so again. This rope has 50 hit points & it can have adhesive sections. It requires a DC 15 strength check to break from the adhesive.

● Retractable Proboscis (inject or remove bodily fluids)

○ You have a natural weapon that can deal 1 damage, you can extract 1d4 + con bodily fluids from living organisms to heal yourself the same amount.

● Multispectral Vision

○ You can see up to 30ft in low-light & darkness

● Echolocation

○ You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. You may take this option multiple times, if you do your blindsight range increases by 10ft for each instance after the first.

● Scent

○ You can detect creatures, explosives, & pharmaceuticals within 30 feet by sense of smell. If the source of a scent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above.

○ When you detect a scent, the exact location of the source is not revealed—only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source’s location.

○ You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

● Natural Weapons

○ You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with you unarmed strikes. you have a +1 bonus to the attack and damage rolls you make using it.

● Giantism

○ Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category - from Medium to Large, for example. If there isn't enough room for you to double its size, the you attain the maximum possible size in the space available. You also have advantage on Strength checks and Strength saving throws. Your attacks with melee, thrown, & natural weapons gain 1d4 to hit.

● Dwarfism

○ Your size is halved in all dimensions, and your weight is reduced to one-eighth of normal. This reduction decreases your size by one category - from Medium to Small, for example. You also have advantage on Dexterity checks and Dexterity saving throws. Your attacks with finesse & natural weapons gain 1d4 to hit.

● Quadrupedal

○ Your upper limbs & spine lengthen & strengthen enabling easy transition between bipedal & quadrupedal movement. Increase your landspeed by 10ft. You have advantage on checks against being tripped & it only costs you 5ft of movement to stand. You can dash as a bonus action.

● Photosynthesis

○ You can forgo food during a rest so long as you have access to UV light. You have advantage on checks against environmental effects due to UV light exposure.

● Disease Resistance

○ You have advantage on constitution saves against disease

● Panacea

○ When you take damage you may spend a hit die to heal your roll + con.

● Venom

○ You have a natural attack that’s either a bite or sting that deals 1 piercing damage, and the target must make a Constitution saving throw, taking 2d4+Con poison damage and on a failed save, or half as much damage on a successful one. You may use Wisdom or Constitution for the save DC.

● Poison

○ When you take damage from an unarmed strike or you are in a grapple your opponent must make a Constitution saving throw, taking 2d4+Con poison damage and gaining the poisoned condition for 1 hour on a failed save, or half as much damage and no poisoned condition on a successful one. You may use Wisdom or Constitution for the save DC.

● Slime

○ You have resistance to acid & fire damage, you know the grease program and can run it once without expending a program slot, & you have advantage on checks to escape a grapple.

● Pheremones

○ You know the Friends program. Also the Charm Person, & Calm Emotions programs. You may run each once per rest without expending a program slot. Your programming ability for it may be wisdom or constitution.

● Adaptive lungs

○ You can breathe any atmosphere, YOU WILL NOT SUFFOCATE AS YOU CAN METABOLIZE ANY GAS. THIS DOES NOT PROTECT YOU FROM DAMAGE OR ENVIRONMENTAL EFFECTS THAT MAY ALSO EXIST IN AN ATMOSPHERE.

● Fog Condenser spores

○ You know the Fog Cloud & Create & Destroy Water programs. You may run each once per rest without expending a program slot. Your programming ability for it may be wisdom or constitution.

● Rads consuming spores

○ You can continuously release a 30ft diameter cloud of spores around you for 1 hour that absorbs harmful radiation. Everything within the cloud has resistance to radiation damage & advantage on checks to avoid radiation poisoning

● Caustic spores

○ You know the Acid Splash program. Also the acid damage applications of the Chromatic Orb, & Energetic Cone programs. You may run each once per rest without expending a program slot. Your programming ability for it may be wisdom or constitution.