FIELD
SCIENTIST
The
fastest way to get to the Field Scientist advanced class is through the Smart
Hero basic class. This class is from the Modern SRD.
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
The Field
Scientist gains 1d8 hit points per level. The character’s Constitution modifier
applies.
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 (psychology, 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.
Table: The Field Scientist |
|||||||
Class Level |
Base Attack |
Fort Save |
Ref Save |
Will Save |
Special |
Defense |
Leadership |
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 |
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.
Advanced
Melee 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 Leadership checks.
This minor
breakthrough also provides the Field Scientist with a +3 Credit 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 Leadership 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 Credit bonus increase.
SAMPLE
FIELD SCIENTISTS
An Adeptus Mechanicus Researcher, an Earth Caste Scientist,
a prodigé of Fabius Bile the infamous Nurgle Cult scientist, a Dark Eldar
Haemonculus.