Scientist

Curiosity~ The word has compelled races across the galaxy to reach for the stars. Scientists make a living off of curiosity. They have an insatiable desire to learn everything they can about the universe and each new discovery fascinates and excites them. These discoveries then propel the scientist to look for answers to new questions and new discoveries in a never-ending search for knowledge. To see what is beyond the next horizon.
A scientist, in a broad sense, is a person engaging in a systematic activity to acquire knowledge. In a more restricted sense, a scientist may refer to an individual who uses the scientific method. The person may be an expert in one or more areas of science. Scientists perform research toward a more comprehensive understanding of nature, including physical, mathematical, and social realms.
Scientists are also distinct from Techs, those who design, build and maintain devices for particular situations however no Tech attains that title without significant study of science and the scientific method. When science is done with a goal toward practical utility, it is called applied science. An applied scientist may not be designing something in particular, but rather is conducting research with the aim of developing new technologies and practical methods. When science is done with an inclusion of intangible aspects of reality it is called natural philosophy


Attributes: Wound Point Bonus: +0 Chakra Point Die: 1d8

The Scientists 5 character skills are:

Disable Device (Dex),

Ritual Arts(Int),

Knowledge(Int),

Perception (Wis),

Linguistics


Scientist has one party skill as well:

Technophile [+1 Rank +1 Slot]


Class: Civilian Researches and TeachesCivilian classes tend to have higher skill points and choices at the cost of having a lower Control or Wound point pool.
Skill Points at 1st Level: ( 6 + Intelligence Modifier) x4 Skill Points At Each Additional Level: 6 + Intelligence Modifier
Special: Highly Skilled
Weapon/Spell/Armor proficiencyPolearms +1Daggers +1Bows or Machine Guns +1Holtzman Units [SAR] or Weapon choice +1 or Elemental Initiator +1Environmental Suits
Starting Meseta: 18,000

1: Expanded Skills

2: Feat Sacrifice

3: Core: Professor

4:Tech Secret I

5:Mastertech

6: Mag Bauble

7: Tech Secret II

8: Bonus Feat

9: Mag Bauble

10: Tech Secret III

11: Mag Bauble

12: Bonus Feat

13: Tech Secret IV

14: Mag Bauble

15: Knowledge Mastery

16: Tech Secret V

17: Conservationist

18: Bonus Feat

19: Tech Secret VI

20: Unflustered

Expanded Skills

At every other Scientist level beginning at 2nd level, scientists may choose a cross-class skill and add it to his list of class skills

Feat Sacrifice

Each time that a character with Feat Sacrifice is able to learn a feat, he may sacrifice that feat to gain a number of skill points equal to those gained upon advancing a level in the Scientist class. (6+INT mod)

Professor [Core Ability]

Professor: As a free action, the scientist may spend 5 chakra to grant the benefits of any skill feat he possesses to each other member of his 'team'. the scientist may grant the benefits of multiple skill feats however it will consume an additional 5 chakra per feat he temporarily transfers using this ability, this effect lasts for the duration of the current scene/situation(not quest or entire day). This is the Scientist's Core ability, it must be your starter class to have this ability.

Tech Secrets

Beginning at level 4 and every 3 levels after the Scientist can take one of the following feats from this list.

Mastertech

Scientists are noted for their technological prowess, and, at level 5 and every five levels thereafter they gain the ability to make Mastertech items, at up to a +4 bonus at level 20. They may make these as though they were making normal items.

Knowledge Mastery

Beginning at 15th level a Scientist may expend 5 control points when making a check with one of his knowledge skills, he may take a 10 instead of performing the check, even under circumstances which would normally prevent him from doing so (like dialing a stargate while being shot at by the locals and not dialing the wrong address)

Conservationist

The Scientist's extensive experience working with technology have taught him the importance of monitoring energy consumption when working in dangerous situations. The Duration of a batteries used by the Scientist's personal devices is increased by 50%.

Unflustered

Unflustered

A 20th-level Scientist can perform complicated tasks without provoking attacks of opportunity from adjacent foes. During any round in which the Engineer uses the Computer Use, Craft, Demolitions, Disable Device, or Repair skill, he can first make a will check (DC 15 usually) to use the desired skill without provoking attacks of opportunity. Making this 'Concentration' check doesn't cost the Scientist an action.

Starting Meseta: 1500