Scientist

The Scientist
In realms where magic is a scarce commodity, there has developed a newer form of Magic; that of the Scientist. The Scientist is a master of his skills, capable of achieving undreamt of results with their knowledge of how things work. Scientists are not meant for the battlefield, though they do combat – their foe is their own ignorance, their battlefield more often a laboratory. Scientists often turn towards Alchemy in regions which have retained at least a portion of the magical energies that at one time suffused the lands.

Level BAB Fort Refl Will Special
1 +0 +1 +1 +2 Field of Study, Skill Focus
2 +0 +1 +1 +3 Skill Mastery
3 +1 +2 +2 +3 Scientific Discovery!
4 +1 +2 +2 +4 Field of Study
5 +2 +3 +3 +4 Skill Focus
6 +2 +3 +3 +5 Scientific Discovery!
7 +3 +4 +4 +5 Skill Mastery
8 +3 +4 +4 +6 Field of Study
9 +4 +5 +5 +6 Scientific Discovery!
10 +4 +5 +5 +7 Skill Focus
11 +5 +6 +6 +7 Bonus Feat
12 +5 +6 +6 +8 Field of Study, Scientific Discovery!
13 +6 +7 +7 +8 Skill Mastery
14 +6 +7 +7 +9 Bonus Feat
15 +7 +8 +8 +9 Scientific Discovery!, Skill Focus
16 +7 +8 +8 +10 Field of Study
17 +8 +9 +9 +10 Bonus Feat
18 +8 +9 +9 +11 Scientific Discovery!
19 +9 +10 +10 +11 Skill Mastery
20 +9 +10 +10 +12 Bonus Feat, Field of Study, Skill Focus

Alignment: Any, Usually Lawful.
Hit Die: d6

Class Skills
The Scientist’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Dex), Forgery (Int), Handle Animal (Cha), Heal (Wis), Knowledge – any (Int), Perform (Cha), Profession (Wis), Speak Language (Int), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha), Use Rope (Dex)
Skill points at 1st level: (10 + Int Modifier)
Skill points at each additional level: 10 + Int Modifier

Field of Study: The Scientist may select any one Scientist Class Skill. This Skill now has an increased Maximum Rank. Instead of Character Level for a maximum rank, the Scientist has a max rank of Character Level +3. Only one Skill is selected for each occurrence of this Class Feature. This increase in the Maximum Ranks available applies prior to the application of Skill Ranks for that level. This can allow the Scientist to achieve the requirements of a Prestige Class long before others, if said requirements are Skill-Rank based. Scientists typically select a Knowledge Skill or Intelligence-based skill for this Class Feature.

Skill Focus: The Scientist gains the Skill Focus feat as a Bonus Feat. This feat may be used on any skill, providing a +3 bonus to that Skill, as per the feat. As normal, if there are 10 Ranks in the skill, Skill Focus provides a +6 Bonus instead.

Skill Mastery: The Scientist selects one Skill with which he has Skill focus or Field of Study. That skill can now be used while under duress; that is, the Scientist may now take-10 on that skill while threatened or distracted. Scientists often use their Mastery as a secondary ‘Control’ during Experiments.

Discovery!: You’ve made a significant Scientific Discovery, as far as you’re concerned at least. Select any one Scientific Discovery from the following list; add Half your Scientist Class Level and Intelligence Modifier to determine possible selections. You may select the same item more than once.

  1. Scientific Discovery

1 Thesis (Intelligence Modifier in ranks to any one skill which you’ve no current ranks in)

2 Doctrines on Health (Intelligence Modifier to HP at every level, stacks with Constitution Bonus)

3 Object-Oriented Equations (Bypass Damage Reduction / Hardness)

4 Mettle (Successful Save vs. Fort. or Will does not cause secondary effect)

5 Theory of Insight (+2 Insight Bonus to AC, Attacks, Damage, Saves, and Skill Checks)

6 Avoidance Equations (Improved Evasion)

7 Rite/Ritual – 0th level; Gain access and ability to use any one Rite/Ritual of 0th level, Useable 1/day as a Spell-like Ability.

8 Rite/Ritual – 1st level; Gain access and ability to use any one Rite/Ritual of 1st level, Useable 1/day as a Spell-like Ability.

9 Rite/Ritual – 2nd level; Gain access and ability to use any one Rite/Ritual of 2nd level, Useable 1/day as a Spell-like Ability.

10 Rite/Ritual – 3rd level; Gain access and ability to use any one Rite/Ritual of 3rd level, Useable 1/day as a Spell-like Ability.

11 Rite/Ritual – 4th level; Gain access and ability to use any one Rite/Ritual of 4th level, Useable 1/day as a Spell-like Ability.

12 Rite/Ritual – 5th level; Gain access and ability to use any one Rite/Ritual of 2nd level, Useable 1/day as a Spell-like Ability.

13 Rite/Ritual – 5th level; Gain access and ability to use any one Rite/Ritual of 2nd level, Useable 1/day as a Spell-like Ability.

14 Rite/Ritual – 6th level; Gain access and ability to use any one Rite/Ritual of 6th level, Useable 1/day as a Spell-like Ability.

15 Rite/Ritual – 7th level; Gain access and ability to use any one Rite/Ritual of 7th level, Useable 1/day as a Spell-like Ability.

Bonus Feat: Beginning at 11th level and every two levels thereafter, the Scientist obtains a Bonus Feat. Unlike any other Feats, these Bonus Feats are unfettered by the usual requirements allowing the Scientist to waive or ignore any 1 Requirement of the selected feat. Thus, Weapon Specialization could be obtained (waiving the 4th level Fighter requirement), in a weapon which the Weapon Focus requirement has already been satisfied.

Scientist

Paranormal Protection Agency (Cthulhu) faerundm