Xenobiologist

Alien-life specialist.

The Xenobiologist is not a biologist. Biologists work in labs with sterilised equipment and funding from academic institutions that no longer exist. The Xenobiologist works in the field -- on uncharted worlds, in Derelict biodomes, in the fungal forests of Rim death-worlds where every spore is a potential bioweapon and every creature is undocumented. The Xenobiologist catalogs life that has never been catalogued. The Xenobiologist is the reason the party knows the difference between a creature that will flee and a creature that will fight to the death.

Asset Realisation books the Xenobiologist as "biological survey asset -- field-deployed." The corps send Xenobiologists to worlds the corps intend to exploit: mining colonies, agri-world terraforming projects, military outposts. The Xenobiologist surveys the local biosphere and identifies threats, resources, and opportunities. Some corps deploy Xenobiologists to weaponise alien biology -- toxin extraction, pathogen harvesting, gene-splicing research. The Xenobiologist who refuses this work is reclassified as "asset -- noncompliant" and finds their funding, permits, and extraction privileges revoked.

The Xenobiologist's Catalogue is their life's work: a growing database of every organism encountered, with attack modes, vulnerabilities, harvestable compounds, and ecological context. Against catalogued creatures, the Xenobiologist and their allies fight with superior knowledge. Unknown creatures are catalogued in the field -- the Xenobiologist reads the organism while the party holds it off, and the party's chances improve the moment the analysis completes.

Operating on the Tech/Academic chassis (d6 HD, half BAB, Fort/Ref poor, Will good, 4 SP). No armour -- field research requires mobility and unimpeded senses. Pistol, knife, sample extractor -- the Xenobiologist fights to survive, not to kill. Prime requisites: INT (analysis) and WIS (knowing when the specimen is about to attack).

Rules Reference

FieldValue
Armor AllowanceNone
Bab Tierhalf
Base Skill Points4
Hdd6
Hd Sides6
Max Level20
Multiclass NotesXenobiologists can multiclass with Academic and Sawbones archetypes. Non-humans use simultaneous multiclassing rules.
Primary AbilitiesINT, WIS
Prime RequisitesINT, WIS
Save Tiers / Fortitudepoor
Save Tiers / Reflexpoor
Save Tiers / Willgood
Weapon AllowancePistol, Knife, Sample extractor (1d4 damage, collects tissue samples)

Notes

Archetype Niche: The Xenobiologist is the party's alien-life expert. Xeno-Catalogue turns every new organism from a threat into a resource -- identified weaknesses, harvestable compounds, and combat bonuses against catalogued creatures. Field Bio-Analysis provides environmental threat detection and deep organism understanding. Xeno-Exploitation weaponizes biology: toxins from alien venom, pharmaceuticals from xeno-fungi, bio-materials from creature chitin. The Xenobiologist's niche is turning the alien ecosystem into a toolkit.

Level Table

Lab Assistant

FieldValue
bab0
fortitude0
level1
reflex0
skillPoints16
titleLab Assistant
will2
xp0

Field Researcher

FieldValue
bab1
fortitude0
level2
reflex0
skillPoints4
titleField Researcher
will3
xp2500

Xenobiologist

FieldValue
bab1
fortitude1
level3
reflex1
skillPoints4
titleXenobiologist
will3
xp5000

Senior Xenobiologist

FieldValue
bab2
fortitude1
level4
reflex1
skillPoints4
titleSenior Xenobiologist
will4
xp10000

Master Xenobiologist

FieldValue
bab2
fortitude1
level5
reflex1
skillPoints4
titleMaster Xenobiologist
will4
xp20000

Grand Xenobiologist

FieldValue
bab3
fortitude2
level6
reflex2
skillPoints4
titleGrand Xenobiologist
will5
xp40000

World-Biologist

FieldValue
bab3
fortitude2
level7
reflex2
skillPoints4
titleWorld-Biologist
will5
xp70000

High World-Biologist

FieldValue
bab4
fortitude2
level8
reflex2
skillPoints4
titleHigh World-Biologist
will6
xp110000

Life-Catalogue Master

FieldValue
bab4
fortitude3
level9
reflex3
skillPoints4
titleLife-Catalogue Master
will6
xp160000

High Life-Master

FieldValue
bab5
fortitude3
level10
reflex3
skillPoints4
titleHigh Life-Master
will7
xp220000

Gene-Reader

FieldValue
bab5
fortitude3
level11
reflex3
skillPoints4
titleGene-Reader
will7
xp290000

High Gene-Reader

FieldValue
bab6
fortitude4
level12
reflex4
skillPoints4
titleHigh Gene-Reader
will8
xp360000

Xeno-Shaper

FieldValue
bab6
fortitude4
level13
reflex4
skillPoints4
titleXeno-Shaper
will8
xp430000

High Xeno-Shaper

FieldValue
bab7
fortitude4
level14
reflex4
skillPoints4
titleHigh Xeno-Shaper
will9
xp500000

Life-Weaver

FieldValue
bab7
fortitude5
level15
reflex5
skillPoints4
titleLife-Weaver
will9
xp570000

High Life-Weaver

FieldValue
bab8
fortitude5
level16
reflex5
skillPoints4
titleHigh Life-Weaver
will10
xp640000

Galactic Biologist

FieldValue
bab8
fortitude5
level17
reflex5
skillPoints4
titleGalactic Biologist
will10
xp710000

High Galactic Biologist

FieldValue
bab9
fortitude6
level18
reflex6
skillPoints4
titleHigh Galactic Biologist
will11
xp780000

The Living Catalogue

FieldValue
bab9
fortitude6
level19
reflex6
skillPoints4
titleThe Living Catalogue
will11
xp850000

Supreme Xenobiologist

FieldValue
bab10
fortitude6
level20
reflex6
skillPoints4
titleSupreme Xenobiologist
will12
xp920000

Special Abilities

Xeno-Catalogue

FieldValue
level1
nameXeno-Catalogue

description: The Xenobiologist gains Xenology as a class skill with a +3 competence bonus. When encountering a new alien organism, the Xenobiologist makes a Xenology check (DC = 10 + creature's Threat Rating). On success, the Xenobiologist identifies: species (or closest known relative), ecological role, attack modes, vulnerabilities, resistances, and any harvestable compounds (toxins, Pharmaceuticals, bio-materials). The creature is added to the Xenobiologist's Catalogue. Against catalogued creatures, the Xenobiologist and allies gain +1 to attack and damage (increasing by +1 per 5 Xenobiologist levels). The Catalogue can hold a number of entries equal to INT score.

Field Bio-Analysis

FieldValue
level3
nameField Bio-Analysis

description: With 10 minutes of analysis and a biological sample (tissue, blood, spore, secretion), the Xenobiologist can determine: the organism's home environment, diet, reproductive method, social structure (solitary/pack/hive), and whether it is native, engineered, or Fold-tainted. The Xenobiologist can also identify biological hazards (toxins, parasites, diseases) in the environment before the party is exposed. At level 9, analysis takes 1 minute. At level 15, the Xenobiologist can synthesize a counter-agent to one biological threat (antitoxin, antiparasitic, fungicide) from the sample itself with a Xenology check DC 20.

Xeno-Exploitation

FieldValue
level5
nameXeno-Exploitation

description: The Xenobiologist can extract and weaponize or utilize compounds from catalogued organisms. With 1 hour of work and a Xenology check (DC 15 + creature's Threat Rating), the Xenobiologist can produce from a harvested sample: a toxin (applied to weapons, DC = 10 + Xenobiologist level + INT mod, 2d6 damage + effect based on source), a Pharmaceutical (heals 2d8 HP, removes one condition, or grants +2 to an ability score for 1 hour), or a bio-material (bioluminescent coating, adhesive secretion, chitin armour patch +2 AC for 1 encounter). The Xenobiologist can carry harvested compounds equal to INT modifier. Compounds degrade after 72 hours. At level 12, the Xenobiologist can cultivate a living sample (maintain one catalogued small organism as a contained specimen that regenerates compounds).