User Tools

Site Tools


field_scientist

This is an old revision of the document!


Content-Type: text/x-zim-wiki Wiki-Format: zim 0.4 Creation-Date: 2013-07-25T19:58:08-04:00

Field Scientist

Created Thursday 25 July 2013

truth of any situation. The fastest path into this advanced class is from the Smart hero basic class, though other paths are possible. REQUIREMENTS To qualify to become a Field Scientist, a char-acter must fulfill the following criteria. Skills: 6 ranks in Craft (biological), Craft (chemical) or Craft (electronic), plus 6 ranks in Knowledge (earth and life sciences), Knowledge (physical sciences), or Knowledge (technology), plus 6 ranks in Research. Skill Points at Each Level: 6 + Int modifier HIT DIE The Field Scientist gains ld8 hit points per lev-el. The character's Constitution modifier ap-plies. ACTION POINTS The Field Scientist gains a number of action points equal to 6 + one-half her character lev-el, rounded down, every time she attains a new level in this class. CLASS SKILLS The Field Scientist's class skills are as follows. Computer Use (Int), Craft (biological, chemical, electronic, mechanical, pharmaceu-tical), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Investigate (Int), Knowledge (behavioral sciences, earthThe 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 ocean-ographer 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 psy-chologist who profiles crime scenes, and a zoologist eager to hunt crocodiles and han-dle 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 287 The FIELD SCIENTIST Class Base Attack Fort Ref Will Class Defense Reputation Level Bonus Save Save Save Features Bonus 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 Breathrough +3 +3 entific 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 se-lected from the following list, and the Field Scientist must meet all the prerequisites of the feat to select it. Alien Weapons Proficiency, Archaic Weapons Proficiency, Attentive, Black Mar-keteer, Cautious, Combat Expertise, Craft Bio-ware, Craft Cybernetics, Educated, Evolved Organ, Expert Scrounger, Favored One, Gear-head, Guide, Haggle, Influential, Long-term Learning, Mentor, Personal Firearms Proficien-cy, Planetary Adaptation, Point Blank Shot, Renown, Robo-Engineer, Robotic Compan-ion, Salvage, Surface Vehicle Operation, Studi-ous, Well-Equipped, Windfall, Zero-G Train-ing. Skill Mastery At 4th level, a Field Scientist selects a number of skills from her class list equal to 3 + her In-telligence modifier. When making a skill check using one of these skills, the Field Scien-tist may take 10 even if stress and distractions would normally prevent her from doing so. She becomes so accomplished in the use of these skills that she can use them reliably even under adverse conditions. Minor Breakthrough Upon attaining 5th level, a Field Scientist re-ceives credit for a minor scientific break-through that earns her the recognition of her peers. The Field Scientist chooses one of the following Knowledge skills: behavioral scienc-es, earth and life sciences, physical sciences, or 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.and life sciences, physical sciences, technolo-gy) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Read/Write Language (any) (N/A), Re-search (Int), Search (Int), Speak Language (any) (N/A). Skill Points at Each Level: 6 + Int modifier CLASS FEATURES The following features pertain to the Field Scientist advanced class. Smart Defense Using her brains as well as her dexterity, a Field Scientist applies her Intelligence bonus and her Dexterity bonus to her Defense. Any situation that would deny the Field Scientist 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 her scientific knowhow. This ability lets her create objects in a dramatic situation quickly and cheaply, but that have a limited duration. By spending 1 action point and com-bining common objects with a 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. So, to improvise a single-use weap-on that deals the same damage at the same range as a Desert Eagle, the DC for the Craft (mechanical) check is 23 (5 + 18). Only objects that can normally be used more than once can be improvised. For exam-ple, a Field Scientist can't use scientific im-provisation to build an explosive, since that's normally an object that's usable only once. Electronic devices, special tools, weap-ons, mechanical devices, and more can be built with scientific improvisation. It takes a full-round action to make an object with sci-This minor breakthrough also provides the Field Scientist with a +3 Wealth bonus in-crease . Smart Survival A Field Scientist of 7th level or higher has an uncanny knack for survival that combines re-sourcefulness, intelligence, and a degree of luck. By spending 1 action point, the Field Sci-entist plays it smart and reduces the damage dealt by a single attack or effect by 5 points. Smart Weapon The field is a dangerous place, and a Field Sci-entist learns that protecting herself is as im-portant as research and study. At 8th level, the Field Scientist selects one weapon that she is proficient in and can use with one hand. With the selected weapon, the Field Scientist can use her Intelligence modifier in-stead of her Strength or Dexterity modifier on attack rolls. Major Breakthrough At 10th level, a Field Scientist receives credit for a discovery in a particular field of study that earns her recognition within the greater scientific community. Regardless of the field of study, the Field Scientist gains a +2 bonus on Reputation checks when dealing with in-dividuals who have at least 1 rank in any of the following Knowledge skills: behavioral sciences, earth and life sciences, physical sci-ences, or technology. This bonus stacks with the bonus provided by the minor break-through ability. This major breakthrough also provides the Field Scientist with a +3 Wealth bonus in-crease.

field_scientist.1375718521.txt.gz ยท Last modified: 2021/12/04 00:43 (external edit)