Science Specialist

The Science Specialist oversees scientific research, surveying, and analysis. He is typically an expert in one or more specific fields, but broadly familiar in all branches of science. The mission of the particular ship, vessel, or base determines the area of expertise of the Science Specialist assigned to it.
To qualify to become a Science Specialist, a character must fulfill the following criteria.
  • Four levels in any of the following classes: 
    • Techer, Scientist, Scavenger, Technician

Reduce level requirement above by 1 if you possess:

Reduce level requirement above by 2 if you possess:

It is possible to reduce this requirement to 0 with proper planning.


Attributes: Wound Point Bonus: +0    Control Point Die: 1d12

The Science Specialist's Party ability Increases and Character skills are as follows:

Class: CivilizationStuffBlurb
Skill Points at 1st Level: ( 7 + Intelligence Modifier) x4Skill Points At Each Additional Level:  5 + Intelligence Modifier

1: Skill Mastery

2: Scientific Improvisation | Mag Bauble x2

3: Primary Area of Study 

4: Bonus Talent

5: Brilliant | Mag Bauble x2

6: Versatility

7: Use Alien Artifact | Mag Bauble x2

8: Bonus Talent 

9: Brilliant II 

10: 10-Second Solution | Mag Bauble x2

Skill Mastery

At 1st level, a Science Specialist selects a number of Non-Magical, Non-psionic mental statistic [INT,WIS or CHA] skills or party abilities equal to 2 + his Intelligence modifier. When making a check using one of these skills, the Science Specialist may take 10 even if stress and distractions would normally prevent him from doing so. He becomes so accomplished in the use of these skills that he can use them reliably even under adverse conditions.

Scientific Improvisation

At 2nd level, a Science Specialist gains the ability to improvise solutions using common objects and scientific know-how. This ability lets the Science Specialist create objects in a dramatic situation quickly and cheaply, but the items have a limited duration.

By spending 1 action point and combining common objects with a Craft check that corresponds to the function desired, the Science Specialist 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 by using scientific improvisation. The object, when put into use, lasts for a number of rounds equal to the Science Specialist’s class level, or until the end of the current encounter, before it breaks down. It cannot be repaired.

Primary Area of Study

At 3rd level, the Science Specialist selects either the Treat Injury skill or one Knowledge skill to be his primary area of study. This is where the Science Specialist focuses his research and study, and he will become extremely proficient within it. He will gain a competence bonus equal to half his class level (rounding down) to any check using this skill.

Science specialists can use their bonus Feat slots to buy Scientist secrets even if they do not possess the class.

Brilliant

At 5th level, the Science Specialist’s Intelligence score raises by +1, and it raises an additional +1 at 9th level.

Versatility

The Science Specialist can choose two cross-class skills and make them class skills. When multiclassing, these new skills are always considered class skills unless the new class considers them to be cross-class skills.

Use Alien Artifact

Upon reaching 7th level, the Science Specialist has gained enough background knowledge that he can study strange and wonderful alien artifacts, perhaps millions of years old, and make them fully functional once more even if he does not know their true purpose. To activate an alien artifact, the Science Specialist must spend at least one hour studying the device and then make an Intelligence check, using half his class level as a bonus, rounding down. The DC for this check is set by the Gamemaster and is dependent upon the complexity of the artifact, but most will have a DC in excess of 20.

10-Second Solution

The team can usually count on the Science Specialist for last-minute solutions that work. At 10th level, once per session, the Science Specialist may make one Intelligence based skill check with which he is considered to automatically take 20. Finally, the target skill check is accomplished in half the standard amount of time (rounded down, minimum 1 full action). The Science Specialist must declare that he is using this ability before making a roll for the chosen activity. This ability can be used without provoking an attack of opportunity.

Taiga notes

Starting Meseta: 1000-might 1250-magic 1500-civilian   [This should be likely + 1 zero more on each.  to be done when coupons are updated!]

Basic classes use 11 points split among  [HP, Energy, skills and proficiencies]

+1 HP [1] +2 HP [2]

1d4 control [0] 1d6 [1] 1d8 [2] 1d10 [3]

4 + Int at level 1  ||| 2 + Int per level after [0]  6 + Int at level 1  ||| 4 + Int per level after [2] 

Highly skilled increases [Per level after] up to match Initial and costs [2]

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Advanced classes use 7

Skill base is 2 + Int per level. [0]

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Prestige is likely less [points] then adv