Intellectual

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The Intellectual uses his Intelligence score to best advantage. Taking a level in this class demonstrates educational training in an academic or technical subject. Learning and reasoning powers combine to define the Intellectual. An Intellectual might be brainy or bookish. He might possess uncanny reasoning skills or the ability to puzzle his way out of any situation. He’s bright, quick-witted, and possessed of a great deal of knowledge- or at least the ability to gather that knowledge of he so chooses.

**Examples of Techies in Books, Comics, Games, TV, &Movies**

Dr. Daniel Jackson (Stargate – Movie), Dr. Henry Jones Jr. (Indiana Jones – Movie)

**Cross-Class Requirements**

cross-class requirements determine weather of not a character can cross-class into being an Intellectual in addition to any other existing classes.

**Requirements:** To become an Intellectual a character must have an Int of 13 or higher.

**Game Rule Information**

Intellectuals have the following game statistics.

**Ability**

Intelligence is the ability associated with this class. Intellectuals often put a good score into one of their physical abilities (such as Dexterity), and sometimes combine a high Intelligence with either a good Wisdom or Charisma score.

**Hit Die**

At 1st-level (i.e. Character creation) an Intellectual receives hit points equal to 1d10 + his or her Constitution Score. Every level thereafter the Intellectual gains 1d2 + the character’s Constitution modifier hit points per level. (To a minimum of 1 hit point per level regardless of a negative Constitution Modifier.) *Multi-class Characters* cross-classing into Intellectual after 1st level only gain the 1d2 + the character’s Constitution modifier hit points per level, even at 1st level.

**Action Points**

Intellectuals gain a number of action points equal to 6+ one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.

**Class Skills**

The Intellectual’s class skills, and the key ability for each skill, are as follows (see Skills Chapter for skill descriptions):

Appraise (Int), Code-Breaking (Int), Computer Use (Int), Craft (any) (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Investigate (Int), Knowledge (any) (Int), Navigate (Int), Profession (Wis), Psychoanalysis (Wis), Read/Write Language, Repair (Int), Research (Int), Search (Int), Speak Language, Spot (Wis), and Treat Injury (Int).

Also the starting occupation you select can provide you with additional class skills to choose from.

**Skill Points at 1st Level:** (6+ Int modifier) x4.

**Skill Points at Each Additional Level:** 6+ Int modifier.

**Class Features**

The following features pertain to the Intellectual class.

**Armor & Weapon Proficiencies**

Intellectuals are proficient with all Simple Weapons. (*Multi-class Characters* cross-classing into Intellectual after 1st level do not gain any proficiency from this class.)

**Sage Knowledge**

An Intellectual picks up a lot of stray knowledge while studying and learning stories from other Intellectuals. He may make a special sage knowledge check with a bonus equal to his Intellectual level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Intellectual has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

**Table: Sage Knowledge**

 20
 25
 30

**Intellectual Talent**

Starting at 1st level, then again at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th the Intellectual gains a talent from one of the fields of study.

**Medical Studies Talent Tree**

Those that's follow this field of study, are trained to heal, and understand the physiology of clothing things.

• • **Species Specialization:** You may select a single species to specialize in the treatment of. When treating the selected species you gain a +2 bonus to any medical checks such as Treat Injury when treating members of that species. Additionally This grants the Intellectual a +4 circumstance bonus to knowledge check made to remember information about the species. This Talent can be selected multiple times each time it must be applied to a different species.

• • **Resuscitation:** An Intellectual with this Talent can resuscitate a dead creature who has been dead no more than 10 rounds. The creature can only be 2 negative hit points past death. After the Intellectual has used the ability the target creature is automatically alive and at -5 hit points. This ability can only be used on a member of a species that the Intellectual selected Species Specialization for. This ability does not affect any other injuries other than death. Additionally resuscitation does not work on creatures who have died of ability loss, decapitation, poison, old age, or Gayle damage to the heart. *Prerequisite:* Species Specialization

• • **Isolate Poison & Disease:** You can determine the type of poison or disease the patient is suffering from by the patients symptoms, by making a Treat Injury check equal to the initial Fort Save of the poison or disease. This ability only applies to members of the species you took Species Specialization for. *Prerequisite:* Species Specialization.

• • **Oversee Recovery:** An intellectual who selects this Talent may increase the natural healing of members of a species for who me he has selected Species Specialization. The natural healing increases by 1 + 1/2 the characters Intellectual level. For an intellectual to oversee recovery he must stay in the vicinity of the patients and be awake. The intellectual can be assisted by a character who has ranks in Treat Injury equal to the Intellectuals intellectual class level, and under instruction from Intellectual. *Prerequisite:* Species Specialization.

• • **Bring E'm Round:** An intellectual with this Talent may as a full round action may make a Treat Injury check TN equal to the patients Damage Threshold to bring the patient up 2 steps on the condition track. This Talent can only be used on a member of a species that the Intellectual selected Species Specialization for. *Prerequisite:* Species Specialization.

• • **Stat!:** This ability represents a concerted effort to keep a dying character alive. A character with this ability may re-roll any Treat Injury skill and may take the best result of the two rolls once per game session.

• • **The Brink:** This ability allows a character to lengthen the amount of time a character at -10 can be kept at the brink of death, until he can be transferred to a facility capable of extreme measures. For every 5 points of ability damage the character inflicts on his patient, he can keep that character at (negative HP equal to their Con Score) for one hour, before the “Extreme Measures clock” begins ticking again. This represents tactics such as packing a character in ice from head to toe to preserve him (Str damage), repeated shocks to his heart to maintain a faint rhythm (Con damage), and so on.

• • **Extreme Measures:** The Intellectual gains the ability to revive characters that lesser physicians would give up for dead. This ability allows an Intellectual to inflict temporary ability damage on his patient, in hopes of restoring him to life. For each round a character has been at -10 HP, 2 ability points are required to restore the character to life (-9 HP and Stable). This represents what Doctors call Extreme Measures. Examples include: cracking the chest in order to directly shock the heart (Constitution damage), radical skin grafts from other parts of the body to heal burn damage (Charisma damage), or muscle and ligament transplants from undamaged parts of the body to reattach an almost severed limb (Str damage). For example, if a character has been “dead” for 10 rounds, the Intellectual must inflict a total of 20 points of ability damage to various statistics to restore the character to a semblance of life. This ability may only be used in a Hospital or clinic. Ability damage is temporary and returns at a rate of 1 point per day (or double if the character gets total rest). *Prerequisite:* Species Specialization, and The Brink.

• • **Beyond the Brink:** It has been said that the skill of the surgeon is the only barrier to living forever in this age of miracles, and some surgeons subscribe to that theory. At the highest skill levels, an Intellectual adds his level to his patient’s ability scores for purposes of Extreme Measures and The Brink. In other words, if a patient has been down less than 20 rounds, the Intellectual will do no actual ability damage in the course of reviving him. When combined with The Brink, this ability allows Intellectual to perform amazing rescues, reviving patients dead for over a day. *Prerequisite:* Species Specialization, The Brink, and Extreme Measures.

• • **Emergency Medical Training:** Intellectuals Using the Medical Talent tree are skilled trauma medics who are experts at keeping patients alive until they can reach a more advanced facility. The Intellectual gains a +1 bonus for each level in this class to Treat Injury checks to revive a dazed, stunned or unconscious character as well as to stabilize a dying character.

• • **Field Surgery:** Intellectuals are sometimes forced to become accustom to working fast and under difficult conditions. The Intellectual gains the listed bonus to all Treat Injury checks to perform surgery. The Intellectual gains this bonus even if he does not possess the Surgery feat. In addition, if the Intellectual possesses the Surgery feat he reduces the amount of time required to perform surgery by one hour. Surgery always takes a minimum of one hour.

**Archaeology Talent Tree**
Ancient civilizations, forgotten ancient crypts, musty old books and tomes, are the stalk and trade of the Archaeologist. The hunt through the ruins of forgotten times to understand the depth of history itself.
• • **Improvised Tools:** The Intellectual takes no penalties to his skill checks for being without tools or proper equipment. If the Intellectual needs to climb she can use vines; if he needs to repair a vehicle she can use a Swiss army knife and duct tape; and if she needs to treat injury she will find some rare jungle herbs. In short, Intellectuals are Masters at “making do.”
• • **Miraculous Escape:** Intellectuals seem blessed (cursed?) with the ability to find their way out of the most ingenious traps and most deadly situations. This ability allows the Intellectual to escape what seems like certain death. If the character is in an airplane that’s about to crash, he will survive by jumping in a life raft; if the character is in a flooding chamber, he will ride out on a coffin. This ability may only be used once per day and requires the Intellectual to spend 2 action points if the situation he’s in would be very harmful or 3 action points if the situation would result in certain death. In any event, this ability only works on traps, or similar situations.
• • **Unflappable Calm:** The intellectual gains the ability to more easily resist terror and fear that can break a man's mind. The Intellectual gains a +2 to all fear and sanity saves.
• • **Ancient Knowledge:** the Intellectual has a storehouse of useful and not-so-useful knowledge in his brain. As a full-round action he can spend an action point and make a special level check (1d20 + intellectual level + Int Modifier) to see he knows something potentially helpful about the current dilemma. The result of this check never simply solves the character's problem, but may give him a hint as to the significance of a place, time, or thing. The GM determines the TN of the.
• • **Ancient Linguist:** An Intellectual with this Talent understands the intricate patterns of languages. After 3 successful Decipher Script checks, the Intellectual may spend an Action Point to be counted as having a skill point in the read language skill for that language. Additionally by spending an action point to use Decipher Script to understand a spoken language. If the written or spoken language is historically connected to the Intellectuals archaeological studies the Intellectual gains a +2 circumstance bonus to the check.
• • **Ancient Sense:** The Intellectual has a unique understanding of Ancient buildings, which grants him many benefits when exploring ruins and disabling Ancient security measures. When attempting to bypass Ancient security (traps usually, but ancient society does not need mean primitive), the Intellectual gains a +4 insight bonus to Computer Use, Disable Device, and Open Lock. Additionally, when making reflex saves due to traps, the Intellectual may add his Intelligence modifier to his roll.
• • **On The Lookout:** The Intellectual receives a bonus equal to twice his Intellectual level to Gather Information checks when listening for rumors about archaeological finds, lost cities of the Ancients, etc.
• • **Lore Mastery:** An Intellectual gains a +2 bonus to all Decipher Script checks and to all checks of any one Knowledge skill of his choice. Once this choice is made, it cannot be changed.
• • **Still Mind (Ex):** An Intellectual gains a +2 bonus on saving throws against mind affecting abilities, due to his rigorous focus and intense mental discipline.
• • **Improvised Weapons:** The Intellectual never wants for a weapon. The character may use any item not designed to be a weapon with no penalty to hit.
• • **Master of Ancient Cultures & Customs:** The Intellectual through study is able to put themselves in the mindsets of the ancient peoples that they study as such they can avoid activating certain traps. When the Intellectual may use a related Knowledge skill in place of Search check to locate traps and in place of Disable Device. Additionally when encountering a primitive culture the Intellectual gains a +2 bonus to Diplomacy, and Intimidate check.

**Philosopher Talent Tree**
Wisdom and understanding is what the philosopher seeks to gain along their path often picking up scraps of knowledge here and there.
• • **Peacemaker:** The Intellectual has become renowned as a negotiator and mediator between distant peoples, and all communities that know him honor his reputation for neutrality and objectivity. This makes the Intellectual respected as a diplomat and peacemaker. An Intellectual receives a +2 competence bonus to all Bluff, Diplomacy, Intimidate, and Sense Motive checks.
• • **Wise Man Speaks:** The Intellectual can choose to add his Wisdom modifier in place of his Charisma bonus when dealing in diplomacy, trades, or negotiations.

**Scientist Talent Tree**
The path of the scientist is a path of discovery and experimentation to further learnng.
• • **Scientific Method:** The Intellectual is extremely disciplined in his application of science. He investigates every avenue and every possibility. Using 1 action point, the Scientist can take 20 on any Knowledge skill check.
• • **Scientific Improvisation:** The Intellectual gains the ability to improvise solutions using common objects and scientific know-how. This ability lets the Intellectual create tools and devices quickly and cheaply, even in a dramatic situation, but these creations have a limited useful lifespan. By spending 1 action point and combining common objects with a Craft check that corresponds to the desired function, the Intellectual can build a tool or device to deal with any situation. The TN for the Craft check is equal to the standard Craft TN 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, mechanical devices, and even weapons 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 Intellectual’s class level, or until the end of the current encounter, before it breaks down. It can’t be repaired.
• • **Hypothesis:** Highly experienced Intellectuals are renowned for their ability to make “educated guesses” in a flash of inspiration. With this ability, the Intellectual can use 1 action point to come up with a useful theory that answers a question concerning a specific goal, event, or activity that occurred in the past or will occur within 1 week. In all cases, the GM controls what information the character receives. The base chance for a correct hypothesis is 50% + 2% per Intellectual level. If the dice roll fails, the character knows the ability has failed.
• • **Forensics:** The Intellectual gains a +2 bonus on all Search and Investigate skill checks.

**Skill Bonus**
At 1st, 5th, 9th, 13th, and 17th level, the Intellectual gains an additional skill rank that the Intellectual can add to any class skill the Intellectual has regardless of maximum ranks or other limitations.

**Bonus Feats**
At 2nd, 4th, 6th, 10th, 12th, 14th, 16th, 18th, and 20th level, the Intellectual gets a bonus feat. The bonus feat must be selected from the following list, and the Intellectual must meet all the prerequisites of the feat to select it. [BASIC FEATS], or [COMBAT FEATS].

**Intellectual Boost**
At 3rd, 7th, 12th, and 18th level the Intellectual gains an ability point that the Athlete may add to either Intelligence, Wisdom, or Charisma. This ability score increase is a permanent gain.