You have found your way into a group of scientists and mages that are focused on using the patterns and lines of the universe to be able to create and defend the plane. As a member that pushes the boundaries on what should be allowed you finally found a home that lets you experiment the way you want to.
1st - Theoretical Application:
You can gain a bonus to your skill check up to your HD. For each +1 you increase the amount of numbers that will count as a natural 1. You cannot take 10 or 20 with a skill you are applying your theory to. This could help craft faster, make more money in a profession or get more answers from a knowledge check. If you roll a “natural 1” you cannot apply theory until the next day.
4th - Confident Application -
You can apply your theory to a saving throw, you can choose to add one of the effects if you beat the DC of the effect. If you roll a natural 20 or if you roll a “natural 1” then apply the appropriate effect.
Gain a free move action.
20 - you gain two swift actions.
1: You are flat footed and shaken for 1 round.
Gain resistance twice your HD to the energy damage type taken.
20: You take no effect.
1: Choose an item you are carrying that also takes full damage.
7th - Destructive Theory -
You can apply your theory to an attack roll, same limitations apply as if it where a skill check, if used with an effect that creates an energy effect, as long as your theory does not fail you can change the energy type to any other type. If your theory fails you take 1d4 damage of force backlash per +1 applied.
10th - Breakthrough -
You have graduated to Zarain Ascendant - Each time you get a “natural 1” you can choose one of the following. If you roll a true natural 1 when applying your theory you can treat it as a natural 20. Choose one that has not been chosen this combat.
Genius! - The next roll made by an ally gets a bonus equal to your theory.
Shut down the machine! - The next roll by an enemy gets a penalty equal to your theory.
Perfection! - You gain a standard action.