"Order, entropy; a never-ending cycle"
- Heimerdinger, a Mad Scientist
The scientist is a well rounded support character, able to diversify or specialize as needed to compliment his group. Unafraid to multiclass, the scientist is equally comfortable inventing new devices, designing new spells, or altering his own physiology with powerful elixers.
Role: While easily specialized for any number of roles, the scientist fits well in the same niche as the bard and the alchemist: providing a wide variety of support options for his team.
Alignment: Any, though most scientists lean toward neutral in the good/evil axis.
Hit Die: d8
Starting Gold: 3d6 x 10 gold (average 105)
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), Knowledge (Religion) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: (6 + Int modifier)
Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +0 +0 +0 +2 Scientific Study, Inspiration, Experiments 2nd +1 +0 +0 +3 Sciblast (1d6) 3rd +2 +1 +1 +3 Experiment 4th +3 +1 +1 +4 Sciblast (1d8), Improved Understanding 5th +3 +1 +1 +4 Experiment 6th +4 +2 +2 +5 Sciblast (1d10) 7th +5 +2 +2 +5 Experiment 8th +6/+1 +2 +2 +6 Sciblast (2d6) 9th +6/+1 +3 +3 +6 Experiment 10th +7/+2 +3 +3 +7 Sciblast (2d8), Unexpected Talent 11th +8/+3 +3 +3 +7 Experiment 12th +9/+4 +4 +4 +8 Sciblast (2d10) 13th +9/+4 +4 +4 +8 Experiment 14th +10/+5 +4 +4 +9 Sciblast (4d6) 15th +11/+6/+1 +5 +5 +9 Experiment 16th +12/+7/+2* +5* +5* +10* Sciblast (4d8), Gestalt Growth 17th +12/+7/+2 +5 +5 +10 Experiment 18th +13/+8/+3 +6 +6 +11 Sciblast (4d10) 19th +14/+9/+4 +6 +6 +11 Experiment 20th +15/+10/+5 +6 +6 +12 Sciblast (8d6)
All of the following are class features of the scientist.
Weapon and Armor Proficiencies: The scientist is proficient with all simple weapons, with light armor, and with shields (but not tower shields).
Scientific Study: The scientist advances unlike any other class, measuring his worth by his knowledge and skills, rather than his strength or experience. A scientist knows a variety of different scientific colleges, and measures his knowledge in each college separately. As he advances in knowledge or skill, he gains ranks in colleges associated to that study.
The scientific colleges are theurgy, alchemy, physiology, biology, psiology, and technology.
Spoiler: TheurgyTheurgy is the study of magic and its interactions with non-magical subjects. You gain a bonus on spellcraft and caster level checks equal to the number of ranks you possess in theurgy.
You gain a rank in theurgy for each of the following conditions:
- You can cast first level or higher arcane spells.
- You can cast first level or higher divine spells.
- You can cast third level or higher spells of any type.
- You have 8 or more ranks in both spellcraft and knowledge (arcana).
Spoiler: AlchemyAlchemy is the study of chemical interactions and the refinement of temporary magical effects into an ingested form. Increase the duration of any potion, poison, or alchemical substance you create by 50% per rank you possess in alchemy.
You gain a rank in alchemy for each of the following conditions:
- You can create extracts or potions of at least first level.
- You can create extracts of at least second level.
- You can create potions of up to third level.
- You have 10 or more ranks in craft (alchemy).
Spoiler: PhysiologyPhysiology is the study of health and athleticism, and the ability to bolster one's physique. While under the effect of any bonus to your physical ability scores, you gain an additional enhancement bonus to the increased scores equal to the number of ranks you possess in physiology. You also heal one extra point of damage per die or per heal check when healing yourself.
You gain a rank in physiology for each of the following conditions:
- You possess a total of 20 ranks between acrobatics, climb, fly, heal, ride, and swim.
- You have the mutagen class feature.
- You have the rage class feature.
- You have the wildshape class feature.
- You have the armor training or weapon training class feature.
- You have the lay on hands class feature.
- You have the ki pool class feature.
- You have the grit class feature.
Spoiler: BiologyBiology is the study of organisms, evolution, and anatomy. Your critical hits and sneak attacks deal an extra point of damage per rank you possess in biology. You gain a bonus to any knowledge check made to identify a creature equal to double the number of ranks you possess in biology.
You gain a rank in biology for each of the following conditions:
- You possess a total of 20 ranks between handle animal, heal, knowledge (geography), knowledge (history), knowledge (nature), and survival.
- You have the sneak attack class feature.
- You have the favored enemy or favored terrain class feature.
- You have the wildshape class feature.
- You have the bane class feature.
Spoiler: PsiologyPsiology is the study of the mind, psychic abilities, and mental health. You gain a competence bonus on saves against mind-affecting effects equal to the number of ranks you possess in psiology. You also increase the save DC's of your mind-affecting spells and effects by this amount as well.
You gain a rank in psiology for each of the following conditions:
- You possess a total of 20 ranks between autohypnosis, diplomacy, knowledge (psionics), sense motive, spellcraft, and use magic device.
- You have power points.
- You can cast enchantment or illusion spells of at least second level.
- You have the bardic performance class feature.
- You have the cognatogen class feature or discovery.
- You have the still mind class feature.
- You have the tactician class feature.
- You have the judgement class feature.
Spoiler: TechnologyTechnology is the study of mechanics, metallurgy, traps and contraptions. You gain a bonus on craft and disable device checks dealing with devices and traps equal to the number of ranks you possess in technology. Such items that you create gain additional hardness equal to this amount as well.
You gain a rank of technology for each of the following conditions:
- You possess a total of 20 ranks between appraise, craft (any dealing with metals), disable device, knowledge (engineering), and use magic device.
- You have the trapfinding class feature.
- You have the gunsmith class feature.
- You have at least one magical item creation feat.
Inspiration (Ex): A scientist's success is based as much on his learning and knowledge as on his ability to quickly figure out new solutions to the problems he faces. Every day, he gains a pool of mental energy he can spend to power his abilities and inventions, or to gain a new perspective on a problem he faces. This inspiration pool is equal to 3 + his class level + his charisma modifier.
He may spend a point of inspiration for any of the following effects:Spoiler: Inspiration Point Effects
- The scientist may spend a point of inspiration as a swift action after missing an opponent with an attack to give himself an insight bonus on attack rolls for one round. This bonus is equal to the scientist's highest mental ability modifier, and applies only against the opponent he missed and other creatures identical to it.
- The scientist may spend an inspiration point as an immediate action after getting hit by an attack to give himself an insight bonus to AC for one round. This bonus is equal to the scientist's highest mental ability modifier, and applies only against the opponent that hit him and other creatures identical to it. He loses this bonus while flatfooted or unaware of his attacker.
- The scientist may spend an inspiration point as a swift action after failing a skill check to gain an insight bonus to that skill until the end of the encounter. This bonus is equal to the scientist's highest mental ability modifier not associated with that skill.
- The scientist may spend a point of inspiration when performing any experiment to reduce the failure chance for that experiment by an amount equal to his highest mental ability modifier.
Experiments: The scientist specializes his portfolio of abilities and options with unique and powerful experiments. He begins play with a number of experiments equal to his intelligence modifier + 1, and he gains additional experiments at every odd level thereafter. Most experiments give the scientist ranks in one or more of his scientific colleges, and many of the experiments he chooses from have minimum rank requirements that must be met. Increases to his college ranks are marked with a diamond (♦) icon.
Should an experiment call for a save DC, calculate the DC as 10 + 1/2 the scientist's level + the scientist's intelligence modifier, unless otherwise specified. If the scientist uses an experiment with a failure chance, he may choose to automatically fail that experiment, if he desires.
The scientist adds a new type of ability to the roster: Technological (Te) abilities are dependent on specific devices and tools, and have little or no use without them. Technological abilities continue to function in an antimagic field. Should the scientist take an experiment that improves a feature he has from another class, that experiment is the same type of ability as the feature he already possesses.
Many experiments have a failure chance. This is calculated as soon as the results of the experiment would become known.
The following list is of generic experiments only: those that are universal and give no ranks in a specific college. Specialized experiments can be found below.Spoiler: GenericApprenticed Scholar: You have taken some simple training, but have no hands on experience as of yet.
You may only take this experiment at first level, but you may take it multiple times.
♦ You gain a rank in one college of your choice. Each time you take this experiment, you must select a different college of study.
Advanced Scholar: You have expanded your previous studies with more information, but little hands-on training.
You must be at least 5th level before selecting this experiment, and you must have selected the apprentice scholar experiment at least once. You may select this experiment up to four times, but must select a different college each time.
♦ You gain a rank in one college you'd previously selected with apprentice scholar.
Reduce the failure chance for experiments from that college by 2%.
Expert Scholar: What you've failed to accomplish with hands-on learning, you've more than made up for with academic knowledge.
You must be at least 11th level before selecting this experiment, and you must have selected the advanced scholar experiment at least once. You may select this experiment up to two times, but must select a different college each time.
♦♦ You gain two ranks in one college you'd previously selected with advanced scholar.
Reduce the failure chance for experiments from that college by 3% (5% total with advanced scholar).
Master Scholar: Your studies and "book learning" have paid off with far better results than most could hope for with merely hands-on training.
You must be at least 17th level before selecting this experiment, and you must have selected the expert scholar experiment at least once. You may select this experiment only once.
♦♦♦ You gain three ranks in one college you'd previously selected with expert scholar.
Reduce the failure chance for experiments from that college by 5% (10% total with advanced and expert scholar).
Advanced Sciblast (Su): You gain one of the following perks, dependent on the category of sciblast you possess. Making an advanced sciblast costs 1 point of inspiration. Roll damage for your sciblast once and use that result for all opponents affected by it.When using an advanced sciblast, there is a 15% chance that the effect will fail. Should this occur, the sciblast backfires and deals no damage to any creature other than you. You take half damage from a failed sciblast, with no save. A failed sciblast still consumes one use of the conduit or emission sciblast types.Spoiler: Effects of Advanced Sciblast by Type• Emission sciblasts can now be made as lines rather than rays, dealing damage to multiple creatures simultaneously. The line must emanate from you, and it has the same range as the sciblast would in ray form. A successful reflex save halves the damage from a line-type sciblast.
• Conduit sciblasts can now deal area damage, exploding with energy upon impact. Such sciblasts deal full damage to all creatures within 5 feet of the target, and half damage to all other creatures within 10 feet. Any creature taking damage from such a sciblast may attempt a reflex save for half damage. The creature you hit with your sciblast takes full damage, and may only attempt a reflex save if your attack missed. If you are using a melee weapon, you take full damage, or half damage if your weapon has reach (reflex half in either case).
• Contact sciblasts can now explode outward, affecting all creatures in a 20 foot cone. Creatures caught in the blast can attempt a reflex save for half damage. No attack roll is required for a cone-shaped sciblast. The cone emanates from you, or outward from a point within your reach.
You must be level 3 or above before learning this experiment.
Elemental Sciblast (Su): When making a sciblast, you may choose one of the following energy types; all damage from that sciblast is changed to the selected type. An elemental sciblast may deal fire, acid, cold, or electric damage. Once you have at least 5 ranks in any one college, you may have your elemental sciblast deal two types of damage: half the damage from the blast is one type, and half is the other.
You must be level 3 or above before learning this experiment.
Forceful Sciblast (Su): When making a sciblast, you may choose to use massive amounts of kinetic energy, which hit your opponent with the force of a charging animal. Making a forceful sciblast costs 2 points of inspiration.
All creatures taking damage from your sciblast are subject to a bull-rush combat maneuver from you, using your class level + highest mental ability modifier in place of your normal CMB. You get an additional bonus on this check equal to the number of dice of damage dealt by the sciblast.
If successful, the targets are pushed back 5 feet, plus 5 feet per 5 by which you beat their CMD. This movement provokes no attack of opportunity, and you do not add the bonuses from improved or greater bull rush. All movement is directly away from the point of impact, and you cannot move with the targets. Any creature pushed more than 10 feet by this effect is also knocked prone.
Additionally, the forceful sciblast deals 1 point of force damage per die of damage it deals.
You must be level 5 or above before learning this experiment.
Afflicting Sciblast (Su): When making a sciblast, you may inflict one of the following penalties on any creatures taking damage from it. The decision is made universally, rather than for each creature individually. Each penalty has its own base duration, but all durations are increased by 1 round per die of damage dealt by your sciblast beyond the first.
Using this ability costs 1 point of inspiration when the sciblast is made.
If you possess 2 or more ranks in psiology, you add the following options to this list:Spoiler: Physical Afflictions• The victim bleeds for 2 damage per round for 3 rounds. This damage does not stack if used in later rounds.
• The victim is blinded for 1 round unless they succeed a fortitude save.
• The victim is dazzled for 4 rounds.
• The victim is deafened for 2 rounds unless they succeed on a fortitude save.
• The victim is entangled for 1 round unless they succeed on a fortitude save.
• The victim is fatigued for 2 rounds unless they succeed on a fortitude save. Successive uses will cause the victim to become exhausted instead.
• The victim is sickened for 1 round unless they succeed on a fortitude save. Successive uses will cause the victim to become nauseated instead.
• The victim is staggered for 1 round unless they succeed on a fortitude save.You must be level 7 or above before learning this experiment.Spoiler: Mental Afflictions• The victim is shaken for 1 round unless they succeed on a will save. Successive uses will cause the victim to become frightened instead.
• The victim is confused for 2 rounds unless it succeeds on a will save.
• The victim is dazed for 1 round unless it succeeds on a fortitude or will save of its choice.
Reanimation: Through an elaborate ritual, you are able to restore a creature to an animated state, long after it had died. This takes 2 days per hit dice the creature possessed, and costs 100 gold per day. At the end of this time, you attempt the experiment, which has a 40% failure chance. If you fail, there is no additional loss of time or materials, and you may attempt again over the next few days. If you possess a laboratory, this process takes half as much time if performed there.
The animated creature returns to life with its original creature type, though if it was a living creature is also has the undead creature type now. The body of the creature must be mostly intact, though any superficial wounds or severed limbs are re-attached (but not regrown) during the process. In the event of a missing or unsuitable component or organ, you may replace the missing portion with a new or better portion, though this takes one extra day to perform. You get some leeway when attaching limbs in this manner; for example, you could put a large scorpion's tail on the shoulder of a 1-armed humanoid of the appropriate size. These replacement parts are not arbitrary, and must be gathered or bought separately from the rest of the procedure. Any creature using a limb or attack it did not possess in its original state is unfamiliar with it, and uses it as though it were a secondary natural attack or off-hand (-5 attack roll, half strength bonus).
The re-animated creature is as good as new, except that living creatures take a -2 dex penalty if they had been dead for more than a week before the process began. The creature needs a weekly maintenance from the scientist to function at full capacity. If it goes more than 7 days without maintenance, then it suffers 1 point of damage to all ability scores each day after the seventh. Maintenance removes this penalty.
If you do not have at least 3 ranks in technology, then you cannot use this ability on constructs.
You must have 3 ranks in any one college to learn this experiment.
♦ You gain a rank in any one college of your choice.
Experiential Studies: You treat all classes you possess as favored classes, and may retroactively gain favored class bonuses for levels in classes that were not previously favored by you. You gain +1 hit point and +1 skill rank per racial hit die you possess.
You also gain any one of the following feats that you meet the prerequisites for: Extra Arcane Pool, Extra Bane, Extra Bombs, Extra Channel, Extra Ki, Extra Lay on Hands, Extra Performance, Extra Rage, Extra Ranger Trap, Extra Summons, or Toughness.
You must be level 7 or above before learning this experiment.
Laboratory: You can begin construction of your laboratory, which must be a constant location you own or control. Your laboratory will be filled with a wealth of supplies taking up a lot of space and consuming a lot of resources.
You must invest in your laboratory before it can be used. Each investment consumes a 10 ft cube of space (occupying it with a table, shelf, invention, or magical area) and costs between 1,000 and 20,000 gold (maximum 1000 gold x your class level). The amount of money you spend on the investment determines the strength of the bonuses it grants. Outside of the laboratory, the scientist does not have access to his investments and cannot use their benefits unless otherwise stated, though his actions within the laboratory may modify things outside of it (such as enhanced crafting). Each investment is permanent unless sold or destroyed; they may not be "upgraded" by expending additional funds.
For each investment, choose one of the following effects:You may select this experiment more than once, gaining a separate laboratory each time. When attempting to make multiple laboratories with similar investments, reduce the cost of duplicate investments by 30% (but treat the investments as if you'd paid the full amount).Spoiler: Investments• Reduce the failure chance for experiments performed here by 1% per 2000 gold invested.
• Select one college at the time of investment. When performing an experiment which requires or grants ranks in that college, reduce the failure chance for that experiment by 1% per 1000 gold invested.
• You gain a +2 competence bonus on one skill for every 2000 gold invested.
• You gain one magical item creation feat (chosen at the time of investment) per 5000 gold invested.
• Select one spell you know or have available with a duration longer than one day (or which can be made permanent in an area), with a maximum spell level equal to 1/1000 gold invested. That spell permanently affects your entire laboratory or the perimeter of your laboratory for as long as this investment remains.
• Objects you create in the laboratory gain 1 point of extra hardness and 10% extra health for every 2000 gold invested.
• The time and cost needed to research, scribe, or invent spells is reduced by 10% per 2000 gold invested.
• The natural healing rate of creatures in the laboratory is increased by 50% per 1000 gold invested.
• Select one specific location within 1 mile per 1000 gold invested. You may use this investment to teleport to or from that location once per day.
• The material cost to create items in the laboratory (other than investments and experiments) is reduced by 5% per 3000 gold invested.
• Supernatural, extraordinary, and magical healing performed in the laboratory is increased by 100% per 2000 gold invested.
• You gain a rank in one college of your choice per 2000 gold invested.
You must be at least 9th level before selecting this experiment.
Gestalt Career: At the level you choose this experiment, you gain the best hit die, skill ranks, BAB increase, and saves from among the classes you possess. This replaces the weaker hit die, skill ranks, BAB, and save bonuses for the scientist at this level. You also gain all class features from the next level in every class you possess other than the scientist. Secondary statistics, such as caster level or trapfinding bonuses, increase as though you'd gained a level in their class.
You must be at least 17th level to select this experiment. You may select this experiment more than once.
Sciblast (Su): One of the few abilities almost all scientists have in common, the sciblast illustrates the scientist's power to inflict harm with the forces he understands. Sciblasts come in dozens of forms, styles, and flavors, but mechanically fall into only a few categories. Upon reaching second level, the scientist chooses what category his sciblast manifests as. This decision is permanent, and will forever decide which of the basic categories of sciblasts he will use for the rest of his career.Sciblasts deal 1d6 damage initially at level 2, but increase by 1 step at every even level thereafter, as shown in the table above. When making a sciblast, the scientist may spend points of inspiration to increase the damage of the attack. For each inspiration point spent in this way, increase the damage dice used in the sciblast by 2 steps. If the scientist makes a critical hit with a sciblast, increase the damage die used in the blast by 1 step per critical multiplier of that attack. For emission and contact sciblasts, this usually means a two step increase in damage, but conduit attacks may be increased even more.Spoiler: Sciblast Categories
- Sciblasts from the emission category usually involve bolts of energy, ray-guns, chemical bombs, ki beams, and other such ranged attacks. Emission sciblasts are usable at up to close range (25 ft + 5 ft/ 2 levels), but drain energy or resources when used. A scientist with this category of sciblast may use the attack a number of times per day equal to 3 + his charisma modifier. Emissions function as rays, requiring a ranged touch attack to hit, and require a standard action to attempt.
- Sciblasts from the conduit category rely on modifications to an existing weapon to function. Whether it's heating up the blade of a sword, or imbuing the next bullet in your rifle with arcane power, conduit sciblasts are made using some kind of physical weapon. Conduit sciblasts are performed by charging the weapon immediately before making the attack roll; this is a swift action for ranged or projectile weapons, or a free action for melee weapons. Regardless of whether the attacks are being made with a melee weapon or a ranged one, the scientist gets a number of sciblasts per day equal to 1/2 his level + his charisma modifier. Conduit attacks succeed only if the weapon attack hits, but the sciblast ignores damage reduction.
- Sciblasts from the contact category require close-range point blank contact to function. They may appear as weapon-like energy held in the scientist's hand, or as powerful cattle-prods or acid-lined gloves. Contact sciblasts require a melee touch attack to hit, but are usable any number of times per day. Using a contact sciblast is a standard action.
Improved Understanding (Ex): Beginning at 4th level, the scientist gains a bonus equal to half his class level on all knowledge checks made for his class skills. When making a knowledge check related to a process, object, or creature with some relation to one of the scientific colleges, the scientist adds his ranks in all applicable colleges to that knowledge check. So, he would likely receive no bonus on checks to remember information about a local king and his court, but would add in his biology and alchemy ranks when making a check about a dungeon's sentient ooze.
Unexpected Talent: At 10th level, the scientist develops a new ability to augment his studies or help him pursue a desired path of learning. He may gain any one class feature from any base class, as though he had gained a level in that class. In most cases, this means that he must gain a first-level feature, but he may instead gain a feature from what would be his next level in a class he had multiclassed into. For example, a rogue 1 / scientist 10 could take a rogue's evasion, because he would have gained it if he had gained another level in rogue.
He may not select any feature that includes options or multiple varieties (like all of bardic performance), though he may choose to gain a single option or variety from them (gaining only the inspire courage effect of bardic performance). Any ability he gains in this way he gains as though he'd gained only one level in that ability's original class, so taking a monk's unarmed strike damage will not give him 2d10 at level twenty.
Most scientists choose abilities that help them qualify for prestige classes, or abilities that grant them additional ranks in a scientific college. He may not select any of the following class qualities: hit dice, save bonuses, base attack bonus, or skill ranks. He may gain class skills, weapon and armor proficiencies, spellcasting or psionic powers.
If he chooses an increase in spellcasting, he gains a bonus to his caster level as appropriate, as well as the spells per day (and spells known) as if he were taking a level in spellcasting base class or a prestige class that improves spellcasting.
If he chooses psionic powers, he gains (additional) power points and powers known as though he had gained a level in the psionic class of his choice.
The scientist must follow any changes to class abilities caused by his selection of archetypes. For example, a scientist with 2 levels as a vivisectionist alchemist would gain sneak attack, not bombs, for learning a 3rd level alchemist feature. If the scientist gains a feature from a class he has not taken a level in, he may choose to follow an archetype for that class when making this decision.
Gestalt Growth: At 16th level, the Scientist gains a deeper insight into his previous training and the strategies he is able to employ. He gains a vast wealth of information from this realization, as well as a surge in combat prowess and utility.
When he gains the ability, treat the Scientist as if he had gained a gestalt level in every class he has at least one level in. Primarily, this entitles him to all class features he would gain from his next level in each cross-class class he possesses. He then uses the best qualities from all his classes to determine his stat improvements, rather than the Scientist's table alone. He does not gain additional hit dice, but he uses the best hit die from among his classes for this level's health increase. Likewise, he gains the highest number of skill ranks from among his classes, and the greatest BAB and save increases. Since the Scientist normally gains +1 to his BAB and +1 to his Will save at this level, these qualities will likely remain as depicted in the above class table unless you are using fractional BAB and saves. In this case, the Scientist's normal BAB increase at this level is +.75 and his saves increase by +.33/+.33/+.5 at this class level.
Caster level, manifester level, and other abilities that progress in this manner increase as well as if they'd gained a level in their respectful classes.