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Scientist


Hit Points

Hit Dice: d8 per Scientist level
Hit Points at first Level: 8 + your Constitution modifier.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per scientist level after 1st.

Proficiences

Armor: Light armour, lab coat.
Weapons: Simple weapons, dissection kit, dart-guns, nets.
Tools: Alchemist's supplies, herbalism kit, poisoner's kit, brewer's supplies, tinker's tools.
Saving Throws: Intelligence, Wisdom.
Skills: Choose 3 from: Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature and Survival.

Overview & Creation

With expert precision, the gnosid makes an incision into the exoskeleton of the dead ankheg. Carefully adjusting the angle of her scalpel to avoid rupturing any acid sacs, she probes deeper to take a tissue sample from the specific organ that interests her for further analysis.   His specialised breathing apparatus for dealing with noxious gases securely in place, the human advances into the green dragon’s lair. He carries with him several vials of his carefully formulated antidote to the deadly poison that he plans to use on any afflicted survivors he finds.   The gnome genius cackles to herself as she dons her protective gloves. She relishes a challenge and nothing motivates her to work more than a bet with her rival on who can build a more powerful laser cannon. If she cannot complete the new design in a week, then she will eat her safety goggles.
 


Class Features

Research Funding (1 Tinkering (1 Forcefield Generator; Field of Expertise (1


Starting Equipment

a) leather armour or b) a lab coat. a) two daggers and a Dissection kit. a) a component pouch. a) a Healer’s kit, a Poisoner’s kit, Tinker’s tools and a scholar’s pack. a) a light crossbow and 20 bolts or b) a dart-gun and 30 darts.
 


Spellcasting

Yes. Starting at Lvl 1.


Subclass Options

Medic, Naturalist or Military Scientist.


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