====== Field Scientist (Advanced Class)====== //Scientists fall into much the same mold as scholars, but they're often engaged in cutting-edge research, experimentation, and development. Governments, corporations, and universities all compete to attract the best and brightest scientists to their employment, offering research grants, the opportunity tor publication, and lucrative salaries. Some scientists are laboratory experts, working in theoretical research, but many heroes take to the field, collecting data through observation and experimentation in a variety of real-world settings.// //**In the Verge:** The [[Concord Navy]] and the [[Concord Survey Service]] both include large communities of science officers. These staff officers aren't eligible for command, but their skills and knowledge make them indispensable to any ship or station.// The Field Scientist spends most of her time away from the laboratory, performing hands-on research and working in the field as an expert on either a single topic or a multitude of topics. An adventurous archaeologist who's comfortable raiding dank tombs and dodging ancient traps fits into this advanced class. So does a hazmat specialist, an oceanographer willing to dive into the water and swim with the sharks, a meteorologist who chases tornadoes, a military mission specialist with a scientific background, a criminal psychologist who profiles crime scenes, and a zoologist eager to hunt crocodiles and handle poisonous reptiles. Select this advanced class if you want your character to excel at scientific theory and knowledge, with the ability to apply it in the field to solve problems and discover the truth of any situation. The fastest path into this advanced class is from the [[smart_character_class|Smart]] hero basic class, though other paths are possible. =====Requirements===== To qualify to become a Field Scientist, a character must fulfill the following criteria. **Skills:** 6 ranks in either [[craft_chemical_skill|Craft (chemical)]] or [[craft electronic skill|Craft (electronic)]], plus 6 ranks in [[knowledge life sciences skill|Knowledge (Life Sciences)]], [[knowledge physical science skill|Knowledge (Physical Sciences)]], or [[knowledge technology skill|Knowledge (Technology)]], plus 6 ranks in [[research skill|Research]]. =====Class Information===== The following information pertains to the Field Scientist advanced class. **Hit Die:** 1d8 **Action Points:** 6 + one-half character level, rounded down, every time the Field Scientist attains a new level in this class. =====Class Skills===== The Field Scientist’s class skills (and the key ability for each skill) are: [[Computer Use skill|Computer Use]] (Int), [[Decipher Script skill|Decipher Script]] (Int), [[Demolitions skill|Demolitions]] (Int), [[Disable Device skill|Disable Device]] (Int), [[Drive skill|Drive]] (Dex), [[Investigate skill|Investigate]] (Int), [[Navigate skill|Navigate]] (Int), [[Pilot skill|Pilot]] (Dex), [[Research skill|Research]] (Int), [[Search skill|Search]] (Int). **Skill Points at Each Level:** 7 + Int modifier. =====Class Features===== The following features pertain to the Field Scientist advanced class. ====Smart Defense==== A Field Scientist applies his or her Intelligence bonus and his or her Dexterity bonus to his or her Defense. Any situation that would deny the Field Scientist his or her Dexterity bonus to Defense also denies the Intelligence bonus. ====Scientific Improvisation==== At 2nd level, a Field Scientist gains the ability to improvise solutions using common objects and scientific know-how. This ability lets the Field Scientist create objects in a dramatic situation quickly and cheaply, but that have a limited duration. By spending 1 action point and combining common objects with a [[craft_skill|Craft]] check that corresponds to the function desired, the Field Scientist can build a tool or device to deal with any situation. The DC for the Craft check is equal to 5 + the purchase DC of the object that most closely matches the desired function. Only objects that can normally be used more than once can be improvised. Electronic devices, special tools, weapons, mechanical devices, and more can be built with scientific improvisation. It takes a full-round action to make an object with scientific improvisation. The object, when put into use, lasts for a number of rounds equal to the Field Scientist’s class level, or until the end of the current encounter, before it breaks down. It can’t be repaired. ====Bonus Feats==== At 3rd, 6th, and 9th level, the Field Scientist gets a bonus feat. The bonus feat must be selected from the following list, and the Field Scientist must meet all the prerequisites of the feat to select it. [[Archaic Weapons Proficiency feat|Archaic Weapons Proficiency]], [[Attentive feat|Attentive]], [[Cautious feat|Cautious]], [[Combat Expertise feat|Combat Expertise]], [[Educated feat|Educated]], [[Gearhead feat|Gearhead]], [[Personal Firearms Proficiency feat|Personal Firearms Proficiency]], [[Point Blank Shot feat|Point Blank Shot]], [[Renown feat|Renown]], [[Studious feat|Studious]]. ====Skill Mastery==== At 4th level, a Field Scientist selects a number of skills from his or her class list equal to 3 + his or her Intelligence modifier. When making a skill check using one of these skills, the Field Scientist may take 10 even if stress and distractions would normally prevent him or her from doing so. ====Minor Breakthrough==== Upon attaining 5th level, a Field Scientist receives credit for a minor scientific breakthrough that earns him or her the recognition of her peers. The Field Scientist chooses one of the following Knowledge skills: [[knowledge_social_sciences_skill|social sciences]], [[knowledge life sciences skill|life sciences]], [[knowledge physical science skill|physical scienecs]], or [[knowledge technology skill|technology]]. When dealing with others with at least 1 rank in the same Knowledge skill, the Field Scientist gains a +2 bonus on Reputation checks. This minor breakthrough also provides the Field Scientist with a +3 Wealth bonus increase. ====Smart Survival==== A Field Scientist of 7th level or higher can spend 1 action point to reduce the damage dealt by a single attack or effect by 5 points. ====Smart Weapon==== At 8th level, the Field Scientist selects one weapon that he or she is proficient in and can use with one hand. With the selected weapon, the Field Scientist can use his or her Intelligence modifier instead of Strength or Dexterity modifier on attack rolls. ====Major Breakthrough==== At 10th level, the Field Scientist gains a +2 bonus on Reputation checks when dealing with individuals who have at least 1 rank in any of the following Knowledge skills: [[Knowledge social sciences skill|social sciences]], [[Knowledge life sciences skill|life sciences]], [[Knowledge physical science skill|physical sciences]], or [[Knowledge technology skill|technology]]. This bonus stacks with the bonus provided by the minor breakthrough ability. This major breakthrough also provides the Field Scientist with a +3 Wealth bonus increase. ===== Advancement Table: The Field Scientist ===== |**Class Level**|**Base Attack Bonus**|**Fort Save**|**Ref Save**|**Will Save**|**Special**|**Defense Bonus**|**Reputation Bonus**| |1st| +0| +1| +1| +0|Smart defense| +0| +0| |2nd| +1| +2| +2| +0|Scientific improvisation| +1| +0| |3rd| +1| +2| +2| +1|Bonus feat| +1| +1| |4th| +2| +2| +2| +1|Skill mastery| +1| +1| |5th| +2| +3| +3| +1|Minor breakthrough| +2| +1| |6th| +3| +3| +3| +2|Bonus feat| +2| +2| |7th| +3| +4| +4| +2|Smart survival| +2| +2| |8th| +4| +4| +4| +2|Smart weapon | +3| +2| |9th| +4| +4| +4| +3|Bonus feat| +3| +3| |10th| +5| +5| +5| +3|Major breakthrough| +3| +3| {{tag>advancedclass charactercreation modern canon}}