To qualify to become a Field Scientist, a character must fulfill the following criteria.
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.
The following information pertains to the Field Scientist -advanced class
6 + one-half character level, rounded down, every time the Field Scientist attains a new level in this class.
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 (be-havioral 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.
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.
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.
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.
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.
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
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.
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
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
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