Field Scientist

The Field Scientist is a class of highly knowledgeable and observant individuals with a deep passion for scientific exploration and discovery. They thrive on unraveling mysteries and understanding the natural world's complex mechanisms. Equipped with a keen intellect and a spirit of curiosity, they venture into the field to collect data, analyze samples, and make groundbreaking observations.

As experts in various scientific disciplines, Field Scientists are well-versed in everything from biology and chemistry to geology and technology. They have an innate ability to improvise solutions using their vast scientific knowledge and readily available resources, making them valuable problem solvers in challenging situations.

Through meticulous research and analytical thinking, Field Scientists uncover hidden patterns, decipher intricate connections, and provide critical insights into the world's workings. Their knack for understanding complex systems allows them to anticipate potential dangers and devise effective strategies to overcome obstacles.

In the field, Field Scientists are always alert, surveying their surroundings, and observing every minute detail. They excel in spotting potential perils and gauging the strength of various dangers, ensuring the safety of themselves and their allies.

Whether conducting experiments, analyzing specimens, or crafting innovative tools, the Field Scientist's work is crucial in advancing scientific understanding and aiding their companions in their endeavors.

The journey of a Field Scientist is an ever-evolving quest for knowledge and exploration. Their passion for discovery drives them to push the boundaries of what is known, shedding light on mysteries that have long eluded others and leaving a profound impact on the scientific community and the world at large.

Advanced Class

FIELD SCIENTIST

Requirements

To qualify to become a Field Scientist, a character must fulfill the following criteria.

Skills: 6 ranks in either 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.

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 (Int), Craft (chemical, electronic, mechanical, pharmaceutical), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Investigate (Int), Knowledge (be­havioral sciences, earth and life sciences, physical sciences, technology) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Read/Write Language (none), Research (Int), Search (Int), Speak Language (none).

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 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, Attentive, Cautious, Combat Expertise, Educated, Gearhead, Personal Firearms Proficiency, Point Blank Shot, Renown, 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: behavioral sciences, 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.

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: behavioral sciences, earth and life sciences, physical sciences, or 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.

Field Scientist - Advanced Class