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The Scientist
In realms where magic is a scarce commodity, there has
developed a newer form of Magic; that of the Scientist. The Scientist is a master
of his skills, capable of achieving undreamt of results with their knowledge of
how things work. Scientists are not meant for the battlefield, though they do
combat – their foe is their own ignorance, their battlefield more often a
laboratory. Scientists often turn towards Alchemy in regions which have
retained at least a portion of the magical energies that at one time suffused
the lands.
Level BAB Fort Refl. Will Special
1 +0 +1 +1 +2 Field of Study, Skill Focus
2 +0 +1 +1 +3 Skill Mastery
3 +1 +2 +2 +3 Scientific Discovery!
4 +1 +2 +2 +4 Field of Study
5 +2 +3 +3 +4 Skill Focus
6 +2 +3 +3 +5 Scientific Discovery!
7 +3 +4 +4 +5 Skill Mastery
8 +3 +4 +4 +6 Field of Study
9 +4 +5 +5 +6 Scientific Discovery!
10 +4 +5 +5 +7 Skill Focus
11 +5 +6 +6 +7
12 +5 +6 +6 +8 Field
of Study, Scientific Discovery!
13 +6/+1 +7 +7 +8 Skill Mastery
14 +6/+1 +7 +7 +9
15 +7/+2 +8 +8 +9 Scientific Discovery!,
Skill Focus
16 +7/+2 +8 +8 +10 Field of Study
17 +8/+3 +9 +9 +10
18 +8/+3 +9 +9 +11 Scientific Discovery!
19 +9/+4 +10 +10 +11 Skill Mastery
20 +9/+4 +10 +10 +12 Field of Study, Skill Focus
Alignment:
Any, Usually Lawful.
Hit Die: d6
Class Skills
The Scientist’s class skills (and the key ability for each skill) are Appraise
(Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int),
Diplomacy (Cha), Disable Device (Dex), Forgery (Int),
Handle Animal (Cha), Heal (Wis), Knowledge – any (Int), Perform (Cha),
Profession (Wis), Speak Language (Int), Spellcraft (Int), Survival (Wis), Use Magic
Device (Cha), Use Rope (Dex)
Skill points at 1st level: (8 + Int Modifier) x 4
Skill points at each additional level: 8 + Int Modifier
Field of Study: The Scientist may select any one Scientist Class Skill. This
Skill now has an increased Maximum Rank. Instead of Character Level +3 for a
maximum rank, the Scientist has a max rank of Character Level +3 +INT modifier.
Only one Skill is selected for each occurrence of this Class Feature. This
increase in the Maximum Ranks available applies prior to the application of
Skill Ranks for that level. This can allow the Scientist to achieve the
requirements of a Prestige Class long before others, if said requirements are
Skill-Rank based. Scientists typically select a Knowledge Skill or
Intelligence-based skill for this Class Feature.
Skill Focus: The Scientist gains the Skill Focus feat as a Bonus Feat. This
feat may be used on any skill, providing a +3 bonus to that Skill, as per the
feat.
Skill Mastery: The Scientist selects one Skill with which he has Skill focus or
Field of Study. That skill can now be used while under duress; that is, the
Scientist may now take-10 on that skill while threatened or distracted.
Scientists often use their Mastery as a secondary ‘Control’ during Experiments.
Discovery!: You’ve made a significant Scientific
Discovery, as far as you’re concerned at least. Select any one Scientific
Discovery from the following list; add Half your
Scientist Class Level and Intelligence Modifier to determine possible
selections. You may select the same item more than once.
# Scientific Discovery
2 Thesis (Intelligence Modifier in ranks to any one skill which you’ve no
current ranks in)
3 Doctrines on Health (Intelligence Modifier to HP at every level, stacks with
Constitution Bonus)
4 Object-Oriented Equations (Bypass Damage Reduction / Hardness)
5 Theory of Insight (+2 Insight Bonus to AC, Attacks, Damage, Saves, and Skill
Checks)
6 Avoidance Equations (Improved Evasion)
7 Rite/Ritual – 0th level; Gain access and ability to use any one Rite/Ritual
of 0th level, Useable 1/day as a Spell-like Ability.
8 Rite/Ritual – 1st level; Gain access and ability to use any
one Rite/Ritual of 1st level, Useable 1/day as a Spell-like Ability.
9 Rite/Ritual – 2nd level; Gain access and ability to use any
one Rite/Ritual of 2nd level, Useable 1/day as a Spell-like Ability.
10 Rite/Ritual – 3rd level; Gain access and ability to use
any one Rite/Ritual of 3rd level, Useable 1/day as a Spell-like Ability.
11 Rite/Ritual – 4th level; Gain access and ability to use
any one Rite/Ritual of 4th level, Useable 1/day as a Spell-like Ability.
12 Rite/Ritual – 5th level; Gain access and ability to use
any one Rite/Ritual of 2nd level, Useable 1/day as a Spell-like Ability.
13 Rite/Ritual – 5th level; Gain access and ability to use
any one Rite/Ritual of 2nd level, Useable 1/day as a Spell-like Ability.
14 Rite/Ritual – 6th level; Gain access and ability to use
any one Rite/Ritual of 6th level, Useable 1/day as a Spell-like Ability.
15 Rite/Ritual – 7th level; Gain access and ability to use
any one Rite/Ritual of 7th level, Useable 1/day as a Spell-like Ability.