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gr8artist
2014-10-24, 07:44 PM
This class was originally posted as an entry in the 22nd round of the Pathfinder Grab Bag Competition. It has since receive some renewed interest, so I thought I'd go through and re-work the class for better balance and to follow the footsteps of my mercenary base class, which also received some praise. Both classes use a system of measuring aptitude in skill ranks, and awarding benefits when a required number of ranks are met.



Scientist

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A general description of what your class is!


Role: What your class does in and for a party.

Alignment: Scientists may have any sort of alignment or code of ethics that accurately reflects their intentions and motivations. As most scientists focus on the pursuit of knowledge and understanding, they tend to gravitate toward neutral or lawful alignments.

Hit Die: d6

Starting Gold: 4d6x10 gold (average 140 gp)

Class Skills
The scientist's class skills (and the key ability for each skill) are Appraise (Wis), Craft (Int), Disable Device (Dex), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier


Scientist


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0


+0


+0


+2

College, experiments


2nd

+1


+0


+0


+3

Inspiration, bonus feat


3rd

+1


+1


+1


+3

Experiment


4th

+2


+1


+1


+4




5th

+2


+1


+1


+4

College, experiment


6th

+3


+2


+2


+5

Bonus feat


7th

+3


+2


+2


+5

Experiment


8th

+4


+2


+2


+6




9th

+4


+3


+3


+6

Experiment


10th

+5


+3


+3


+7

College, bonus feat


11th

+5


+3


+3


+7

Experiment


12th

+6/+1


+4


+4


+8




13th

+6/+1


+4


+4


+8

Experiment


14th

+7/+2


+4


+4


+9

Bonus feat


15th

+7/+2


+5


+5


+9

College, experiment


16th

+8/+3


+5


+5


+10




17th

+8/+3


+5


+5


+10

Experiment


18th

+9/+4


+6


+6


+11

Bonus feat


19th

+9/+4


+6


+6


+11

Experiment


20th

+10/+5


+6


+6


+12

Apex of Inspiration



Class Features
All of the following are class features of the scientist.

Weapon and Armor Proficiencies: A scientist is proficient with all simple weapons, but is not proficient with armor or shields.

College: The scientist is a master of study and understanding, whose knowledge grows over time. The colleges he studies provide him options and benefits for future development.
At 1st level the scientist gains his first college, chosen from the list below. He gains an additional college at 5th level, and every 5 levels thereafter, to a maximum of 4 colleges at 15th level. He may not choose the same college more than once. He gains the initial passive effects of every college he possesses, and the colleges he chooses influence his 20th level apex of inspiration, regardless of the ranks he possesses in those colleges. He measures his aptitude in each college with ranks in Profession skills (such as Profession [Theurgist] or Profession [Technologist]), gaining new abilities when he reaches a minimum number of ranks in each Profession.
Since the abilities a college grants are based on skill ranks rather than class level, the scientist can continue to gain additional abilities while taking levels in another class. The scientist may also invest skill ranks into a Profession for which he does not possess a corresponding college, and often does so when attempting to meet the prerequisites for various experiments.
Technology is currently on hold while I review some of the new technology themed material introduced by Paizo.
Alchemy: This college focuses on the creation and refinement of chemicals and alchemical solutions, often ingrained with a bit of the scientist's magical aura. A scientist with this college gains the Poison Use class feature, and may use his bonus in Profession [Alchemist] instead of his bonus in Spellcraft when attempting to craft or identify a magical potion.
He adds Brew Potion, Master Alchemist, Poison Focus, Reject Poison, and Throw Anything to his list of bonus feats. He also adds the Lasting Poison and Swift Poison rogue talents, and any alchemist discovery that specifically deals with bombs, poisons, or potions. He may select these talents and discoveries as if they were feats.


Extracts (Su): With 4 ranks in Profession [Alchemist], the scientist gains the ability to create magical extracts, like an alchemist. Each day, he may prepare a number of 1st level extracts equal to his Intelligence modifier (minimum 1). His caster level for these extracts is equal to 1/2 his ranks in Profession [Alchemist]. He must reference a tome or lexicon containing the desired formulae to prepare his extracts. If he prepares his extracts in a laboratory, his caster level for those extracts is instead equal to his ranks in Profession [Alchemist] and he may prepare 2nd level extracts, rather than only 1st level.
If he possesses levels in another class that allows him to create extracts, he may use the same tome or lexicon for each class, but his caster level for these extracts is considered separate from any other. He may not advance his caster level for these extracts through any means other than increasing the number of skill ranks he possesses.
Alchemic Resistance (Ex): At 8 ranks, the scientist's exposure to various chemicals makes him resistant to venom and various forms of energy. He gains resistance against acid, cold, electric, and fire damage equal to 1/4 his ranks in Profession [Alchemist], and he gains an alchemical bonus on saves against transmutation effects an poison equal to twice this amount. If he already possesses resistance against one of these energy types, the resistance values stack with one another.
Metallurgical Transmutation: At 12 ranks, the scientist can transmute metals and materials from one kind to another. This process takes 1 day of work, or 1 hour if it takes place in a laboratory. The scientist must also spend raw materials worth at least half the cost of a mundane item of the same type, made of the new material. For example, if he wishes to transmute a steel sword into an adamantine sword, he must spend 1500 gold in raw materials and ore (because adamantine weapons typically cost 3000 additional gold). He ignores the masterwork or magical properties of items he transforms in this way, as though the process changes what metal had been used in the initial construction of the item.
Chemical Weapons (Su): At 16 ranks, the scientist can create powerful chemical weapons, essentially high-level extracts contained in splash weapon flasks. He learns one chemical weapon formulae upon reaching his 16th rank, and he learns one additional formulae from this list with each rank he attains above 16, to a maximum of 5 at 20 ranks. He keeps these formulae in his tome or lexicon, along with the other formulae he knows, and he prepares them much the same way. However, he may only have one chemical weapon formulae prepared at a time; if he prepares another chemical weapon before using the first, then the older extract becomes inert. He must spend one use of inspiration to prepare a chemical weapon flask.
He chooses his chemical weapon formulae from the following list: baleful polymorph, blood boil, disintegrate, flesh to stone, icy prison, slay living, and suffocation. His caster level for these weaponized extracts is equal to his ranks in Profession [Alchemist] and he must successfully hit a creature with a thrown flask of chemicals to affect them with the extract. The save DC of these extracts is 10 + 1/2 the scientist's ranks in Profession [Alchemist] + the scientist's Intelligence modifier.


Biology: This college specializes in the study of various creatures and the differences between them, and how to best apply the knowledge of those differences. A scientist with this college may use Profession to identify living creatures, rather than the Knowledge check normally associated with them. A scientist with this college adds Handle Animal, Heal, and Knowledge (Nature) to his class skills.
He adds Animal Affinity, Boon Companion, Evolved Companion, Evolved Familiar, Fast Healer, Improved Familiar, Nature Magic, Self Sufficient, Share Healing, and Siphon Poison to his list of bonus feats.


[B]Favored Enemy (Ex): With 4 ranks in Profession , the scientist knows enough about the nature and physicality of various creatures to hunt or locate them easily. He chooses one creature type (other than undead or construct) from the ranger's favored enemies table, and he receives a +2 insight bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 insight bonus on weapon attack and damage rolls against them. A scientist may make Knowledge skill checks untrained when attempting to identify these creatures.
Unlike a ranger, the scientist's knowledge is based on research, rather than lifelong pursuits. As such, he may choose to focus his knowledge against a different creature type by studying various materials and data available to him. This process takes 8 hours, or 1 hour if performed in a laboratory. At the end of this time, the scientist may choose a different creature type from the ranger's favored enemies table, and apply his bonuses to that one instead of the original type he selected. This choice is constant, until the scientist studies his research again and chooses a different creature type. The scientist receives insight bonuses, rather than the untyped bonuses a ranger receives, and as such his bonuses stack with any granted by taking levels in another class that grants favored enemy bonuses. The scientist cannot select constructs or outsiders as his favored enemy with this ability.
[B]Biological Resilience (Ex): At 8 ranks, the scientist's knowledge of health and medicine make him much more difficult to defeat through mere wounds. The scientist adds 1/4 his ranks in Profession as an enhancement bonus to his Fortitude saves and Heal checks. When the scientist heals any creature, including himself, he increases the amount of hit points restored by an amount equal to 1/4 his ranks in Profession [Biologist]. This bonus applies to Heal checks and to other abilities used by the scientist, but not to the healing granted by potions he uses. It is, however, added to the effectiveness of healing potions he creates, with a bonus based on his skill ranks at the time of creation.
[B]Genetic Engineering: At 12 ranks, the scientist's knowledge of various species allows him to pick and choose the best traits to be passed down to later generations. When a creature is born in the scientist's care, either from the scientist's animal companion, familiar, or another creature he reared or created, the scientist may spend 500 gp in resources to make that newborn creature a prodigy. A prodigy ages as much in two months as it otherwise would in one year, or it ages one year each week while being kept and cared for in a laboratory. A prodigy is a more advanced form of its parent creature, as detailed below.
A prodigy receives a +1 bonus to a single ability score of the scientist's choice, a +1 increase to any racial skill bonuses it possesses, and a +1 increase to its natural armor bonus. These effects also passed on to the prodigy's offspring, and stack with any prodigy bonuses those creatures receive, to a maximum bonus or increase of +5.
A prodigy also receives a –2 penalty to one ability score of the scientist's choice, which must be at least 3 prior to receiving this penalty. This effect is not passed on to the prodigy's heirs.
Surgical Precision (Ex): At 16 ranks, the scientist's knowledge of anatomy and physiology allow him to land the most lethal blows and strikes possible. When attacking his favored enemies, the scientist's critical threat range is doubled, and the critical multiplier for his attacks are increased by 1. These benefits stack with the benefits of improved critical or a keen weapon. He automatically confirms critical hits against favored enemies he is flanking or who are flat footed or otherwise unable to defend themselves. When he deals critical hit or sneak attack damage to any creature, the scientist may spend a use of inspiration to deal 2 points of Strength and Dexterity damage to that creature.


Kinetics: The college of kinetics is one of the strangest and frightening, and focuses on bending the raw power and rules of nature to the scientist's will. A scientist with this college adds Appraise, Knowledge (Planes), and Spellcraft to his class skills.
Many kineticists find that they have a natural inclination toward the manipulation of energy, and their abilities rely on Charisma more often than Intelligence.


Elemental Ray (Su): With 4 ranks in Profession [Kineticist] the scientist can harness ambient energy to battle his foes from a distance. Using an elemental ray is a standard action, and the ray is a ranged touch attack with a range of 30 feet. His elemental rays deal 1d6 points of damage + 1 point for every 2 ranks the scientist possesses in Profession (Kineticist). He may choose to have his rays deal acid, cold, electric, or fire damage, but this choice is permanent until the scientist spends 10 minutes changing the energy type. If he changes the damage type while within a laboratory, he may instead choose to have his rays deal bludgeoning, piercing, or slashing damage from a force effect. He may use his elemental rays a number of times per day equal to 3 + his Intelligence or Charisma modifier, whichever is greater.
Kinetic Redirection (Ex): At 8 ranks, the scientist's knowledge of energy in all its forms allows him to avoid and redirect otherwise harmful attacks and burst of elemental power. He gains a deflection bonus to his AC and CMD equal to 1/4 his ranks in Profession [Kineticist], and he gains acid, cold, electric, fire, and sonic resistance equal to twice this amount. If he already possesses resistance against one of these energy types, the resistance values stack with one another.
Unleash Potential: At 12 ranks, the scientist learns to convert the potential power of various materials into a more active and kinetic form. He treats all magical crafting supplies as being one-third more expensive when crafting any item, reducing the amount that he must spend on those materials by 25%. Additionally, as a standard action he may charge a small collection of reagents and spell components to emulate a spell of up to 5th level, as though he were casting it from a scroll. The spell must have a duration of instantaneous and its effects cannot last for more than 1 round. He may use this ability a number of times per day equal to his Intelligence or Charisma modifier (whichever is greater), and doing so consumes reagents and materials worth half the base cost of a sorcerer's scroll of that spell level. His caster level for this spell is equal to his ranks in Profession [Kineticist], and he uses his Intelligence or Charisma modifier, whichever is greater, to determine the save DCs and other traits.
Elemental Lance (Su): At 16 ranks, the range of the scientist's elemental rays increases to 60 feet, and they deal an additional 3d6 damage. Additionally, the scientist may spend an extra use of his elemental ray and a use of inspiration when using his elemental ray to change the effect to a 90 foot line. This line deals full damage to any creatures or objects in its path, though a successful Reflex save (DC 10 + 1/2 the scientist's ranks in Profession [Kineticist] + the scientist's Intelligence or Charisma modifier (whichever is greater)) reduces the damage by half. Walls or barriers that would block the line take maximum damage from it; if this damage destroys the barrier, then the line continues past it, unaffected. The elemental line also creates a burst centered on each creature or object in the line's path. This burst deals 3d6 damage to all creatures and objects within 15 feet of the target struck, but doesn't deal any additional damage to creatures or objects damaged by the line. A successful Reflex save reduces this damage by half.


Psychology: Scientists who pursue this college focus on understanding the mind and mental faculties of all manner of creatures, from the primal instincts of the animal and the ooze, to the higher order mindset of the dragon and the outsider. A scientist with this college adds Diplomacy, Intimidate, and Sense Motive to his list of class skills, and he may use Profession [Psychologist] to identify and treat madness as though it was a disease or poison.
He adds Antagonize, Enforcer, Extra Bardic Performance, Improved Feint, Iron Will, Persuasive, and Taunt to his list of bonus feats. He also adds the Convincing Lie rogue talent, selecting it as though it were a feat.


Bardic Performance (Su): With 4 ranks in Profession [Psychologist], the scientist gains the ability to inspire himself and his allies with a vivid recounting of past victories. He gains a number of rounds of bardic performance each day equal to 3 + his Intelligence modifier. When he uses these rounds of bardic performance, he must use verbal components, and he may choose to grant the benefits of inspire courage or inspire competence. The bonus granted by either form of bardic performance is equal to 1/4 his ranks in Profession [Psychologist]. If he spends at least 1 hour in a laboratory studying inspirational speeches and past conquests, he doubles the number of bardic performance rounds he possesses for that day.
If he possesses levels in another class that grants rounds of bardic performance, he must keep these rounds separate from any others; he may not use these rounds for performances gained other than through this class, and he cannot use these performances with rounds gained from another class. This otherwise functions as a bard's bardic performance ability.
Psychological Resolve (Ex): At 8 ranks, the scientist's understanding of the mind and its inner labyrinths helps him remain aware of outside influences on his own mental health and sanity. He adds 1/4 his ranks in Profession [Psychologist] as an insight bonus to his Will saves and to the DC to Intimidate him. Once per day, after he fails a save against a mind-affecting effect, the scientist may attempt the save again as a free action. He may do so immediately or after 1 round, gaining a +5 bonus on the attempt if he chooses to wait. The DC for the reroll is the same as the original save of the effect, and if he succeeds any effects that would have been negated or disbelieved by succeeding on the original save immediately cease to affect him.
Comradery: At 12 ranks, the scientist garners a loyal following when he works a crowd, convincing and recruiting would-be strangers to help him with his tasks. These comrades function much like followers gained via the Leadership feat, except as noted here. First, his comrades may be either first or second level, and he may have a maximum number of comrades equal to his ranks in Profession [Psychologist] + his Charisma modifier. Second, his comrades are temporary, remaining loyal for up to 1 week. Comrades will not join in any journey or activity that takes them away from their home or hometown for more than 1 day. Comrades are automatically friendly, but must be chosen from populations that are not hostile or antagonistic toward the scientist.
Rallying Command (Su): At 16 ranks, the scientist masters a fearsome warcry that bolsters his allies' fury while shattering his opponents' resolve. Using this command is a swift action that costs 2 rounds of his bardic performance and 1 use of inspiration and does not interrupt any performance the scientist is performing at that time. All creatures within 60 feet of the scientist who are able to hear his command are affected by it as follows. Creatures that are friendly or helpful toward the scientist, or who are serving alongside him in the battle, gain the benefits of the blessing of fervor (http://www.d20pfsrd.com/magic/all-spells/b/blessing-of-fervor) spell for 2 rounds. Creatures that are hostile toward or afraid of the scientist, or who are fighting against him in the battle, suffer the penalties of the crushing despair (http://www.d20pfsrd.com/magic/all-spells/c/crushing-despair) spell for 2 rounds. A successful Will save (DC 10 + 1/2 the scientist's ranks in Profession [Psychologist] + the scientist's Charisma modifier) negates these penalties.


Technology: A technologist focuses on the creation and maintenance of mechanical devices and a wide array of tools.


4
8
12
16


Theurgy: Theurgy is the study of magic in all forms, from divine inspiration to arcane research. A scientist with this college may use his bonus in Profession [Theurgist], rather than his bonus in Spellcraft, to identify spells and magical effects.
The scientist adds Arcane Strike, Magical Aptitude, Scribe Scroll, Spell Focus, Spell Penetration, and all metamagic feats to his list of bonus feats.


Spellcasting: With 4 ranks in Profession [Theurgist], the scientist gains the ability to cast spells as though he were a wizard. Each day, he may prepare any number of spells, provided that no spell's level exceeds 1/4 his ranks in Profession [Theurgist], and that the total level of the spells he prepares does not exceed his Intelligence modifier. He must reference a scroll, tome, or lexicon to prepare these spells, and he uses his Intelligence modifier to determine the spells' DCs and his concentration checks. His caster level for these spells is equal to 1/2 his ranks in Profession [Theurgist]. He must choose only sorcerer or wizard spells to fill these slots unless he prepares his spells in a laboratory, in which case he can prepare spells from any list as though they were sorcerer or wizard spells.
If he possesses levels in another class that allows him to cast spells, he may use the same tome or lexicon for each class, but his caster level for these spells is considered separate from any other. He may not advance his caster level for these spells through any means other than increasing the number of skill ranks he possesses.
Theurgic Protection (Ex): At 8 ranks, the scientist's magical aura is refined enough to protect him from harm. He gains Spell Resistance equal to 3 + his ranks in Profession [Theurgist], and he gains a resistance bonus to his saves against spells and spell-like abilities equal to 1/4 his ranks in Profession [Theurgist]. Once per day as an immediate action, he may double this resistance bonus for 1 round.
Arcanist's Infusion: At 12 ranks, the scientist has learned to impart a portion of his magical aura into other objects. He gains one magic item creation feat (http://www.d20pfsrd.com/feats/item-creation-feats) of his choice, and adds all others to his list of bonus feats. Additionally, he may temporarily imbue an object with the magical power he has prepared. Doing so is a full-round action that provokes attacks of opportunity, and requires him to expend a prepared spell while touching the object to be imbued. That item gains an enhancement bonus equal to 1/4 the scientist's ranks in Profession [Theurgist] for 1 hour. This enhancement bonus stacks with any the item normally possesses, or he may choose to impart suitable special properties to the modified item rather than increasing the item's existing enhancement bonus. He may choose any special property that is suitable for the item he's imbuing, provided that the spell he expended to use this ability is one that could be used to craft an item with that property (for example, he may expend a fireball spell to give a weapon the flaming property). Adding these properties consumes an amount of bonus equal to the property's base price modifier. If he is in a laboratory when he imbues an item in this way, the benefits last for 1 day, or until he next regains his spells.
Metaphysical Maelstrom (Su): At 16 ranks, the scientist can collect ambient magical energy to improve the force and impact of his spells. To do so, he must first spend a use of inspiration and a standard action to begin absorbing magical energy. Thereafter, he collects 1 point of magical power for each spell cast by another creature while within 30 feet of the scientist, to a maximum number of points equal to 1/2 his ranks in Profession [Theurgist]. He may collect points for up to 5 rounds; after that, he loses any points he gained other than in the last 5 rounds. He may spend any number of points as a swift action to increase his effective caster level for one spell by an amount equal to the points spent. He may also spend points as a free action to apply metamagic effects without an increase in casting time or spell level, though this consumes 4 points for each +1 increase in the metamagic feat's spell level adjustment. He may not partially offset metamagic increases in this way (he may not spend 4 points to reduce a +2 metamagic adjustment to +1).




Experiments: The scientist expands on his professional abilities with experiments designed to unlock and unravel the mysteries of the world around him. He begins play with a number of experiments equal to his Intelligence modifier (minimum 1). He learns an additional experiment at 3rd level and every two levels thereafter. The scientist must choose his experiments from the following list, and he may not choose the same experiment more than once unless otherwise specified. Many experiments have a minimum rank requirement in a certain Profession or Professions; the scientist must not only possess the required number of ranks, but he must also have chosen that Profession's related college before selecting that experiment.
Collegiate Focus: Select one college that you possess. That college's associated Profession is now a class skill for you, and you gain a +3 bonus to the effective number of ranks you possess in that Profession. This bonus applies only to the benefits granted by that college's professional abilities, and does not grant early access to abilities you would not otherwise possess. You may select this experiment more than once, but no more than twice per college.



Inspiration (Ex): The scientist is not only knowledgeable and skilled, he's also prone to the same flashes of inspiration possessed by investigators. At 2nd level, the scientist gains an inspiration pool, using the following rules. He has a number of uses in his inspiration pool equal to 1/2 his scientist level + his Intelligence modifier (minimum 1), and this pool refreshes each day after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of a skill or ability check, including any on which he takes 10 or 20. This choice is made after the the check is rolled, but before the results are revealed. A scientist can only use inspiration once per check or roll.
Beginning at 4th level, he may instead spend two uses of inspiration to apply the benefit to an attack roll or saving throw, rather than a skill or ability check. In the case of saving throws, using inspiration is an immediate action, rather than a free action.
At 8th level, he rolls 2d4 when using inspiration, rather than 1d6.
At 12th level, he may spend an hour studying a text, journal, tome, or lexicon to recover a number of uses of inspiration equal to to half his Intelligence modifier (minimum 1). If he performs this studying in a laboratory, he instead recovers a number of inspiration uses equal to his Intelligence modifier. He may use this ability only once per day, regardless of the location in which he studies.
At 16th level, the scientist rolls 2d6 when using inspiration, rather than 2d4.

Bonus Feat: At 2nd level, and every 4 levels thereafter, the scientist gains a bonus feat. He may choose Skill Focus, or a feat from the list of any college he possesses, and he may choose a feat from a different list at later levels. He must meet all prerequisites for these feats as normal, though many of his colleges alter or remove the prerequisites he needs for their respective feats.

Apex of Inspiration: Upon reaching 20th level, the scientist gains an impressive and powerful new ability.

gr8artist
2014-10-24, 07:45 PM
And reserving a second post here in case I overflow and need somewhere to list additional materials, like bonus feats and FCB's.