Possible Careers and Professions: Archaeologist, doctor,
historian, laboratory technician, librarian, professor, student.
Initial Hit Points: 5.
Additional Hit Points: 1.
The scientist’s class skills (and the key ability for each skill)
are Computer Use (Int), Concentration (Con), Investigate
(Int), Knowledge (any) (Int), Linguistics (Int), Medical (Int),
Profession (white collar) (Int) and Technical (any) (Int).
Skill Points At 1st Level: (8 + Int modifier) x 4.
Skill Points At Each Additional Level: 8 + Int
modifier.
Initial Influence: 1d4 in any Influence. This Influence is
normally one associated with the scientist’s Primary Area of
Study.
Additional Influence: A scientist may increase any one
Influence by +2.
Class Features
+2 Will Save
Mental Agility: A scientist is capable of applying his
considerable intellect to a wide array of problems. Scientists
may make Knowledge, Operations and Technical checks
untrained. Scientists with no ranks in a Knowledge skill are
not limited to common (DC 10) knowledge.
Primary Area of Study: At 1st level, the scientist selects
the Medical skill, the Linguistics skill or one Knowledge or
Technical skill to be his Primary Area of Study. This is where
the scientist focuses his research and study and he will become
extremely proficient within it. He gains a competence bonus
equal to his class level on any check using this skill.