Field Scientist

Ever seeking scientific truth, you set off into dangerous fields, search for creatures, or go on site to procure data and analyze information or subjects so you can further scientific research for yourself and the betterment of mankind.

**Field Knowledge (Ex)**

At 2nd level, a Field Scientist may select a type of terrain from the below table. The Field Scientist gains a +1 bonus on initiative checks, Perception, Stealth, and Survival skill checks when it is in this terrain.

In addition the Scientist gains other bonuses for this terrain based on its field of study.

At 6th level and every five levels thereafter, the Field Scientist may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +1.

If a specific terrain falls into more than one category of favored terrain, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

 Water (above and below the surface)

**Field of Study (Ex):**

At 2nd level, the Field Scientist selects a field of study in which they are specialized. The field they select gives them a bonus to certain skills, as well as a bonus while within their favored terrain.

At 8th level the scientist gains an improved ability based on their field of study.

The Scientist gains a specific knowledge skill as a class skill depending on what field of research they go into, as well as a bonus to that skill equal to ½ of the field scientist’s level. The fields and the knowledge skill that apply are listed below.

***Geologist:***

Geologists study rocks, and earthen formations. This could also be a seismologist or a crystallologist. The geologist adds Knowledge Earth and Life Sciences to their list of class skills if it isn’t already one. The Geologist always adds ½ of their Field Scientist level to Earth and Life Science checks it makes.

The Geologist also gains a +1 bonus to climb checks, and a +1 bonus to reflex saving throws in their favored terrain. The bonus to climb checks increases whenever the bonus for favored terrain increases.

At 8th level, The Geologist gains the ability to bypass an amount of hardness equal to the Geologist’s intelligence modifier.

***Biologist:***

Biologists study living creatures and how animals work. This could also be utilized for a Zoologist, Histologist, Entomologist, or Ichthyologist. The biologist adds Knowledge Earth and Life Sciences to their list of class skills if it isn’t already one. The Biologist always adds ½ of their Field Scientist level to knowledge Earth and Life Sciences checks it makes.

The Biologist also gains a +1 bonus to climb or swim checks, and a +1 bonus to handle animal checks in their favored terrain. The bonus to climb or swim checks increases whenever the bonus for favored terrain increases.

At 8th Level, The Biologist can use it’s Knowledge Earth and Life sciences check instead of it’s normal bonus to attack rolls against natural living creatures of the humanoid or animal type.

***Botanist:***

Botanists study plants and plant life. This could also be utilized to represent a Mycologist. The botanist adds Knowledge Earth and Life Sciences to their list of class skills if it isn’t already one. The Botanist always adds ½ of their Field Scientist level to knowledge Earth and Life Sciences checks it makes.

The Botanist also gains a +1 bonus to heal checks, and a +1 bonus to fortitude saves in their favored terrain. The bonus to Heal checks increases whenever the bonus for favored terrain increases.

At 8th level, The Botanist can treat injuries and burns without the proper tools necessary and without taking a -4 penalty to the check so long as they have some sort of plant on them that can provide similar medical effects.

***Archaeologist:***

Archaeologists study past human lives by studying ancient left over remains. This could also be used for an anthropologist. The Archaeologist adds Knowledge History to their list of class skills if it isn’t already one. The Archaeologist always adds ½ of their Field Scientist level to knowledge History checks it makes.

The Archaeologist also gains a +1 bonus to Linguistics checks, and a +1 bonus to armor class in their favored terrain. The bonus to Linguistics checks increases whenever the bonus for favored terrain increases.

At 8th level, Archaeologists always get their bonus to perception checks to search for traps and hidden devices, even when not within their favored terrain. Archaeologists can also use their Knowledge history check instead of disable device to disarm a trap.

***Toxicologist:***

Toxicologists study toxins and poisons as well as their potency and treatment. The Toxicologist adds Heal to their list of class skills if it isn’t already one, and it uses it’s intelligence modifier instead of it’s wisdom modifier on Heal checks. The Toxicologist always adds ½ of their Field Scientist level to Heal checks it makes.

The Toxicologist also gains a +1 bonus to Knowledge Life Sciences, and a +2 bonus to fortitude saves in their favored terrain. The bonus to Life Science checks increases whenever the bonus for favored terrain increases.

At 8th level, Toxicologists roll twice and take the better result when effected by poison.

***Pathologist:***

A Pathologist studies diseases, and their causes, process, and development. This could also be used to represent a Virologist. The Pathologist adds Heal to their list of class skills if it isn’t already one, and it uses it’s intelligence modifier instead of it’s wisdom modifier on Heal checks. The Pathologist always adds ½ of their Field Scientist level to Heal checks it makes.

The Pathologist also gains a +1 bonus to Knowledge Life Sciences, and a +2 bonus to fortitude saves in their favored terrain. The bonus to Life Sciences checks increases whenever the bonus for favored terrain increases.

At 8th level, Pathologists roll twice and take the better result when effected by disease.

***Psychologist:***

Psychologists study the science of mental process and behavior. The psychologist adds Knowledge Behavioral Sciences to their list of class skills if it isn’t already one. The Psychologist always adds ½ of their Field Scientist level to knowledge Behavioral Sciences checks it makes.

The Psychologist also gains a +1 bonus to Diplomacy, and a +2 bonus to will saves in their favored terrain. The bonus to diplomacy checks increases whenever the bonus for favored terrain increases.

At 8th level, A Psychologists gain an additional amount of sanity equal to their intelligence modifier at character creation or when selecting this path at a later level. The Psychologist can heal +1 sanity when it aids in restoring another creature’s sanity. Psychologists can use their intelligence modifier instead of their wisdom modifier for will saving throws. In addition they can heal +1 wisdom damage whenever they attempt to heal a creature’s body or mind.

***Meteorologist:***

Meteorologists study the weather and the effects the weather has on the world as well as the effects the world has on weather. The meteorologist adds Knowledge Physical Sciences to their list of class skills if it isn’t already one. The Meteorologist always adds ½ of their Field Scientist level to knowledge Physical Sciences checks it makes.

The Meteorologist also gains a +1 bonus to Knowledge current events, and a +2 bonus to reflex  saves in their favored terrain. The bonus to current events checks increases whenever the bonus for favored terrain increases.

At 8th level, Meteorologists can make a Knowledge physical sciences check or a sense motive check to determine the weather for up to 1 week. This imposes a -4 penalty for every day after the third that you attempt to predict. In addition they gain energy resistance to ice, fire, and electricity damage equal to their intelligence modifier.

***Radiologist:***

Radiologists study radioactive materials and radiation as well as it’s effect on the world around it. The biologist adds Heal to their list of class skills if it isn’t already one, and it uses it’s intelligence modifier instead of it’s wisdom modifier on Heal checks. The Biologist always adds ½ of their Field Scientist level to knowledge Earth and Life Sciences checks it makes.

The Radiologist also gains a +1 bonus to Knowledge History, and a +2 bonus to fortitude saves in their favored terrain. The bonus to history checks increases whenever the bonus for favored terrain increases.

At 8th level, Radiologist can roll twice and take the better result when making a check to alleviate the symptoms of radiation sickness or making a save vs. Radiation. In addition the Radiologist can cure +1 ability damage when treating radiation.

***Roboticist:***

Roboticists study robots and machines and some even study Artificial Intelligence. The Roboticist adds Knowledge Technology to their list of class skills if it isn’t already one. The Roboticist always adds ½ of their Field Scientist level to knowledge Technology checks it makes.

The Roboticist also gains a +1 bonus to craft (Mechanical), and a +1 bonus to Disable Device in their favored terrain. The bonus to disable device checks increases whenever the bonus for favored terrain increases.

At 8th level, Roboticists cut the time it takes to research and craft a robot or powered suit by ½ for each. In addition they gain a +2 bonus to any wealth check made to purchase materials for building robots.

***Physicist:***

Physicists study physics which contains matter, energy, and the interaction of the two, and so can represent a wide variety of physics such as Astrophysics or Thermodynamics. The Physicist adds Knowledge Physical Sciences to their list of class skills if it isn’t already one. The Physicist always adds ½ of their Field Scientist level to knowledge Physical Sciences checks it makes.

The Physicist also gains a +1 bonus to Knowledge Life Sciences, and a +2 bonus to fortitude saves in their favored terrain. The bonus to Life Science checks increases whenever the bonus for favored terrain increases.

At 8th level, Physicists that deal energy damage of some sort (Fire, Ice, Electricity, Acid, Sonic, Force, or Disintegration) Add their intelligence modifier to the damage dealt. If it is an item with a set save DC, the item’s save DC increases by an amount equal to their intelligence.

***Paleontologist:***

Paleontologists study ancient fossils of creatures and plants long extinct. The Paleontologist adds Knowledge Earth and Life Sciences to their list of class skills if it isn’t already one. The Paleontologist always adds ½ of their Field Scientist level to Earth and Life Science checks it makes in their favored terrain.

The Paleontologist also gains a +1 bonus to knowledge History, and a +1 bonus to armor class in their favored terrain. The bonus to History checks increases whenever the bonus for favored terrain increases.

At 8th level, Paleontologists gain a +1 bonus to AC and a climb speed of 30 feet.

***Geneticist:***

Geneticists study the science of genetics in not only humans but animals as well. The Geneticist adds Knowledge Earth and Life Sciences to their list of class skills if it isn’t already one. The Geneticist always adds ½ of their Field Scientist level to Earth and Life Science checks it makes.

The Geneticist also gains a +1 bonus to Heal Checks, and a +2 bonus to Will saves in their favored terrain in their favored terrain. The bonus to Heal checks increases whenever the bonus for favored terrain increases.

At 8th level, a Geneticist can use an Earth and Life Science check to recognize genetic patterns in creatures to tell is they are related. In addition they gain a single bonus feat. This feat can only be one that usually requires the Geneticist to select it at 1st level.

**Scientific Improvisation (Ex)**

At 4th 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 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 ½ of the Field Scientists class level, or until the end of the current encounter, before it breaks down. It can’t be repaired.

This can be used once per day for each point in the Scientist’s intelligence modifier.

**Minor Breakthrough (Ex)**

Upon attaining 6th level, a Field Scientist receives credit for a minor scientific breakthrough that earns him or her the recognition of her peers. When dealing with others with at least 1 rank in the scientist’s field of study, the scientist gains a +4 bonus to diplomacy checks.

This minor breakthrough also provides the Field Scientist with a +3 Wealth bonus increase.

**Smart Weapon (Ex)**

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.

**Skill Mastery (Ex)**

At 10th level, a field scientist selects a single skill and gains the signature skill feat for that skill as a bonus feat. At 14th and 18th levels the Scientist gains the bonus feat again for another skill each time.

**Branching Research (Ex)**

At 12th level, The Scientist can choose to gain the 1st level abilities of two separate fields of science, or they can select the 1st and 8th level branch of a single field of science.

**Major Breakthrough (Ex)**

At 16th level, the bonus the scientist gains to the breakthrough increases by +2 to diplomacy checks and +3 to their wealth bonus. In addition they gain a +2 bonus to all charisma based skill checks against any creature that possesses at least 1 rank in any knowledge skill that the scientist possesses ranks in.

**Greater Branching Research (Ex)**

At 20th level, The field scientist branches off into new fields of knowledge. The Scientist can choose to gain the 1st level abilities of two separate fields of science, or they can select the 1st and 8th level branch of a single field of science. This cannot be the same options selected at 12th level. In addition, they may take 10 on any skills that they possess the signature skill feat for.