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Scientist

Scientist

Outer space is a fundamentally inhospitable realm, and knowledge is the tool for avoiding and overcoming its dangers. Among voidrunners, scientists are indispensable members of the team whose education and technical knowledge create means for the team to survive and triumph. Scientists are deeply learned people, no matter their background or formal education level.

 

Framers of the Cosmos

Science and empirical data—not myth, superstition, or propaganda—was the power that brought people to the stars. It is the discipline of looking at reality and using methods of investigation to discern the hidden shape of nature’s truth, and the vast body of knowledge derived from the scientific process over the ages is incalculably vast. And precious though the accumulated knowledge is, it remains subject to question and re-examination upon every new discovery. In the profound depths of space, even the most humble voidrunner mercenaries might encounter phenomena that could rewrite scientific history.

Scientist Archetypes
Engineer
Expert
Hacker
Inventor
Medic

Creating a Scientist

Knowledge is power, and it is not distributed lightly. Although science is a part of standard education in most societies, not everybody has the interest, opportunity, and skill to climb the academic ladder. As a scientist, what is your interest in your studies, and what afforded you the opportunity to learn? Maybe you were an exchange student who learned theoretical physics on a distant planet. Or did you grow up on a space station where everyday survival was more than equal to university education? Perhaps you have an extraordinary origin—such as a robot with pre-uploaded knowledge, an alien with centuries of personal experimentation, or a human from the other side of a dimensional rift.

When selecting your archetype, consider how your vocation as a scientist meets with your upbringing. How do these in turn affect your ideology? An affluent person groomed for their role as a college professor would likely be an Expert, but as a person, they could be insular and greedy or curious and empathetic. No two scientists are the same—if they were, science would never advance.

Table: Scientist 

Level

Proficiency Bonus

Features

Praxes
Known

1st

+2

Scientist Archetype, Encyclopedic Knowledge, Scientific Praxis, Scrutiny

2

2nd

+2

Archetype Feature

3

3rd

+2

Academic Standing

4

4th

+2

Ability Score Increase

5

5th

+3

-

6

6th

+3

Archetype Feature

7

7th

+3

8

8th

+3

Ability Score Increase, Archetype Feature

9

9th

+4

Scientific Achievement

10

10th

+4

Archetype Feature

11

11th

+4

---

12

12th

+4

Ability Score Increase

13

13th

+5

14

14th

+5

Archetype Feature

15

15th

+5

Glimpse of Infinity

16

16th

+5

Ability Score Increase

17

17th

+6

---

18

18th

+6

---

19

19th

+6

Ability Score Increase

20

20th

+6

Galactic Genius

21

 


1st LevelCLASS FEATURES

As a scientist, you gain the following class features.

Hit Points

Hit Dice: 1d6 per scientist level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per scientist level after 1st

Proficiencies

Armor: Light armor

Weapons: Simple weapons

Tools: Computers, multi-scanner, space vehicles, plus one other tool

Saving Throws: Intelligence, Wisdom

Skills: Science, plus three from Animal Handling, Arcana, Culture, Engineering, History, Insight, Investigation, Medicine, Nature, and Religion

Equipment

You begin the game with 200 credits which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background. 

  • Field Researcher Kit (cost 160 credits): Personal communicator, Personal Computing Device, duffle bag, notebook, zero-g pen, first aid kit (15 uses), antiseptic (5 uses), pistol (20 rounds of ammunition), leather armor.

  • Frontline Specialist Kit (cost 191 credits): Personal communicator, tactical clothing, tactical case, multitool, rifle (20 rounds of ammunition), riot armor.

  • Laboratory Technician Kit (cost 185 credits): Personal communicator, Personal Computing Device, backpack, TK gauntlet, jolt pistol (20 rounds of ammunition), canvas armor. 


1st LevelScientist Archetype

Each scientist is inherently diverse in their own body of knowledge, yet among voidrunning scientists there are common career paths and skills. At 1st level, you choose a scientific archetype. This choice represents your specialized skill base, including how you combine scientific knowledge and the social world around you. Your archetype grants you features at 1st level and again at 2nd, 6th, 10th, and 14th level..


1st LevelEncyclopedic Knowledge

At 1st-level you gain an expertise die on all Science checks and for you expertise dice in the Science skill can be upgraded to d12, exceeding the usual limit on expertise dice. In addition to your personal wealth of information, you also know how to quickly scour digital databases to find whatever answer you might need. When you make a skill check related to scientific knowledge (such as those made to identify a lifeform, natural phenomenon, or technology) and you have access to a computer network, you can supplement your knowledge with the computer’s database as an action. When you do, you treat a d20 roll of 9 or lower as a 10.


1st LevelPraxes

At 1st level, you have a particular means of putting your theories into practice as you discover new theories or build new inventions. Your praxes options are detailed at the end of the class description. When you gain scientist levels, you gain additional praxes of your choice, as shown in the “Praxes Known” column of the Scientist table. If you should gain bonus praxes, they do not count against your Praxes Known.

Intelligence is the ability for your scientific praxis features. You use your Intelligence whenever a praxis refers to your scientific ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a scientist feature and when making an attack roll using the Science skill. 

Praxis save DC = 8 + your proficiency bonus + your Intelligence modifier

Praxis attack modifier = your proficiency bonus + your Intelligence modifier


1st LevelTools of Science

Scientists use a wide variety of high-end technology and techniques to supplement both their research and their needs as voidrunners.

You access your praxes using your tools of science, such as a medical pouch, hacking tools, or engineer’s toolbox, which are defined by your archetype. You gain proficiency in those tools. Your tools also include expendable resources which can limit the frequency with which you use certain features. If you become separated from your gear, your praxes are ineffective or unable to be used. Your features are restored to normal once you retrieve or replace your tools.


1st LevelScrutinize

At 1st level, you can apply your deep cunning to analyze enemy weaknesses. You can use a bonus action to critically assess a target you can see within 30 feet (or in space combat, within firing range of your spacecraft). When you do, you learn of any vulnerabilities that creature has.

Additionally, you can identify a specific weakness and choose one damage type. Damage of the chosen type dealt against the target increases by an amount equal to your proficiency bonus for 1 minute. 

Your range for this feature increases by 30 feet at 6th, 11th, and 16th level. At 20th level your range is limited only by sight.

You have one use of this feature, gaining a second at 11th level. You regain all spent uses whenever you finish a short or long rest. Additionally, you may always use your Intelligence modifier instead of Strength or Dexterity on attack and damage rolls.


 

Archetype Feature2nd Level

At 2nd level you gain another archetype feature.


Level 3Academic Standing

At 3rd level, you complete the final stages of your academic training. Choose one of the following features:

Doctor of Science

You have a degree (or the equivalent)  from a prestigious university or other institution certifying that you have both mastered and advanced your academic field. You gain a title that reflects your erudition, such as "doctor" or a similar term from the culture that educated you. Presentation of your degree (such as on the wall in your office or a digital copy attached to your resume) may compel certain people of neutral disposition to better trust your discretion, judgment, and professional opinion. When it does, your prestige score counts as 1 rank higher.

Officer's Academy

You got your education by virtue of your proximity to a military force, where learning is not for its own sake but for the sake of the security of your people. You have a military rank and title (unless you have retired from service), potentially opening doors that would not be available to a civilian. You gain proficiency with Insight. You also gain an expertise die on opposed rolls against Intimidation checks and saves made to resist fear effects.

Renegade Innovator

Creation and discovery are more important to you than anything else, such as law, decorum, and even your personal health. During a long rest, you can use tools for crafting instead of sleeping and still receive the full benefits of the long rest. Your raw demeanor resulting from your many sleepless nights grants you an expertise die on Intimidation checks.


Level 4Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.


6th levelArchetype Feature

At 6th level you gain another archetype feature.


Scientific Leadership7th level

Starting at 7th level, your impact in the scientific field becomes undeniable. Choose one of the following.

Crew Efficiency

As a leader on your space vessel, the organization and discipline you promote among the crew helps ensure safety and camaraderie. You gain an expertise die on Intimidation checks. Crew members of your capital ship have advantage on saving throws and checks against critical malfunctions.

Loyal Interns

Your unique genius inspires a cohort of interns who are dedicated to learning under you, and they are willing to put in the work for their on-the-job education. You gain the service of an aspiring scientist or a number of cadets equal to your proficiency bonus. If one of these followers leaves your service, your mystique attracts replacements within one month.

Science Communicator

You regularly reach out to the public to share what you know, including recordings or transcripts of your lectures, reflections, and interviews. You gain an expertise die on Persuasion checks. Additionally, your Prestige score increases by 1 rank.


6th levelArchetype Feature

At 8th level you gain another archetype feature.


9th LevelScientific Achievement

At 9th level, you are granted a distinction from an important scientific group, political faction, or military force. Roll 1d6, choose, or work with the Narrator to determine the origin and nature of this distinction. As a recipient of that prize, your prestige score increases by 1, and you gain 1,000 credits.

Furthermore, choose a skill related to this achievement. You gain proficiency in that skill and an expertise die on checks made with it. For you, expertise dice in the chosen skill can be upgraded to d12, exceeding the usual limit on expertise dice.

Awarding Faction

  1. The Fleet.
  2. Scientific research organization.
  3. Famous charity.
  4. Social media icon or news outlet.
  5. Religious organization.
  6. Criminal organization.

Achievement

  1. Physics or Chemistry.
  2. Biology or Medicine.
  3. Information Technology or Cybernetics.
  4. Peacemaking or Social Justice.
  5. Courage or Public Service.
  6. "Person of the Year."

 

Prize

  1. Trophy of gold, platinum, or other precious substance.
  2. Medal, insignia, or ribbon.
  3. Portrait, bust, or statue.
  4. 1,000 credits cash.
  5. Honorary doctoral degree.
  6. Honorary title of nobility.

10th Level

Archetype Feature

At 10th level you gain another archetype feature.


17th LevelArchetype Feature

At 14th level you gain another archetype feature.


15th level

Glimpse of Infinity

At 15th level, at the risk of sounding somewhat unscientific, your deep experiences in science grant you insights some might call "mystical"—and you put them to logical use. Choose one of the following.

Alien Resonance

When communicating with a creature with which you share neither a language nor a creature type, you have advantage on Charisma checks made against that creature.

Intuit Probability

Equations of chaos and cosmic probability stream constantly through your mind. Three times between long rests, you can assess the likely results of a specific course of action that you intend to take within the next 30 minutes. The Narrator chooses from the following: 

  • Favorable (good results likely)
  • Unfavorable (bad results likely)
  • Costly (both good and bad results likely)
  • Inconsequential (results that aren’t especially good or bad)

This calculation does not account for possible circumstances that could change the outcome, such as making additional preparations.

Radical Interdisciplinarian

At your stage in learning, each new lesson informs the next, creating in you a cascading chain of expertise. You gain a number of additional skill specialties equal to your proficiency bonus, and an additional new specialty whenever your proficiency bonus increases.


Galactic GeniusLevel 20

At 20th level, your knowledge of the universe is unparalleled. You become proficient in all scientist class skills and you gain advantage whenever you use those skills. If you are already proficient in a skill, instead you gain a speciality in that skill.

Additionally you can apply your brilliance to any problem and use your Intelligence ability modifier whenever you would normally use a different ability score to make an ability check or saving throw


Scientific Praxes

If a praxis has prerequisites, you must meet them to learn it. You can learn the praxis at the same time that you meet its prerequisites. A level prerequisite refers to your scientist level.

Items produced as a result of a scientific praxis are non-standard and cannot be sold or transferred to other creatures, and cease working in the hands of anybody other than yourself.

Anti-Surveillance Ward

Prerequisite: 5th level

Once between long rests, you can ward one Large or smaller target against detection by devices for 8 hours. This creature has advantage on Stealth checks made against Constructs, and does not trigger alarms. On digital recordings and live streams, this creature is nearly invisible except for faint visual static of their general shape. Any noise they make is also replaced by static.

Applied Bioscience

Prerequisite: 6th level

You have a device that employs both radiation and nutrient-dense nanites to enable plants to grow at an unnatural speed. You can set the device to emit its payload immediately, or for a prolonged period for a long-term benefit.

You can use an action to cause all plants within 100 feet of a point you can see to grow suddenly. Vegetation in the area immediately becomes thick and overgrown. Every foot of movement a creature takes within this area costs 2 extra feet. Plant creatures instead gain temporary hit points equal to 3 × your scientist level.

Alternatively, you can monitor the device as it safely irradiates all plants in a half-mile radius over the course of 8 hours. The affected plants yield double their crop for 1 year.

You can use this praxis once between long rests.

Applied Pharmacology

You know what materials can be repurposed to quickly synthesize a wide variety of medicine, drugs, and other healthcare needs. Over the course of 1 minute, you can create one of the following items:

  • antiseptic (1 use)
  • Immune booster
  • anti-g cocktail
  • quicksober patch
  • anti-inhibitive
  • anti-rad
  • anxiety medication
  • ear plugs
  • first aid kit (1 use)
  • focusing agent
  • reflex enhancer
  • smelling salts
  • steroid
  • stimulant
  • universal airhypo

 

At 4th level, you can also make nano-bandage, gullibility serum, truth serum, and styx. At 6th level, you can also make synthetic adrenaline.

Items produced in this way lose effectiveness after 1 hour. You can use this feature to create a number of items equal to your proficiency bonus and regain all expended uses when you finish a short or long rest.

Applied Social Sciences

You gain proficiency and an expertise die with two skills from the following: Culture, Deception, Intimidation, Insight, or Persuasion.

Acceleration Dampener

Prerequisite: 8th level

You have a vial of unguent which protectively reduces acceleration. Once between long rests as an action, you can apply it to a willing creature within reach. For 10 minutes, the target gains resistance to nonmagical and nonpsionic bludgeoning, piercing, and slashing damage, and its speed is reduced by 10 feet. 

Chroniton Grenade

Prerequisite: 6th level

You have a chroniton grenade, whose explosion slows the flow of time in that area. You can use it once between long rests.

You can deploy the grenade as an action, throwing it up to 30 feet, after which it explodes in a 10 foot radius sphere. Creatures and devices in the explosion radius make Constitution saving throws against your Science save DC. On a successful saving throw, a target is rattled until the end of its next turn. On a failure, the target becomes slowed for 1 minute. At the end of each of its turns, a slowed target repeats the saving throw to end the effect on it.

Alternatively, as an action you can cause the grenade to implode, increasing the flow of time for a single creature in your line of effect within 30 feet. For 1 minute, the target’s Speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains one additional action on each of its turns. This action can be used to make a single weapon attack, or to take the Dash, Disengage, Hide, or Use an Object action. Such an effect is taxing, however. At the end of the duration, the target can’t use movement or take actions until after its next turn.

Cloaking Device

Prerequisite: 4th level

Once between long rests, you can deploy an experimental device to hide a creature from view. As an action, you cloak one creature you touch with a fragile device, turning it invisible. Anything the target is carrying or wearing is invisible as long as it remains in the target’s possession. The device functions for 30 minutes, but malfunctions if the target attacks or uses a psionic power, ending the invisibility early. 

Custom Blaster

You have a weapon you've personally crafted, an energy blaster. This weapon uses the same statistics as a blaster except its range is doubled, it does force damage, and it requires no ammunition. You are proficient with it while you wield it, and you can use your scientific ability for attack and damage rolls with it.

As a bonus action, you can change its damage type to be cold, fire, or lightning, and you can change it back to force as another action. 

Devise Contraption

You know how to quickly turn extraneous materials into high-tech marvels. As a bonus action, you can create one of the following items:

  • chemical detector
  • Geiger counter
  • chemical light stick
  • spray adhesive
  • cryospray
  • spray paint (1 use)
  • duct tape (30 feet)
  • zero-friction lubricant
  • flashlightadhesive spray

Items produced in this way lose effectiveness after 1 hour. You can use this feature to create a number of items equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest. 

Efficient Storage

You create a duffle bag or other similarly-sized container lined with mysterious materials, bigger on the inside than on the outside, increasing its capacity without much affecting its size or weight. This container can store 500 pounds or 10 cubic feet of material, and it never weighs more than 16 lbs.

This experimental container malfunctions after 1 hour of use by another creature. Replacing this item requires another container and 50 credits of materials. 

Emergency Biome

Prerequisite: 5th level

You have one emergency biome, stored in a pressurized smart capsule nearly the size of a coin. You can use it once between long rests, and preparing each use consumes 200 credits of materials. 

Deploying the emergency biome capsule takes 1 minute. Once deployed, the capsule emits a 10-foot radius hemisphere of immobile protective force. Creatures you designate can pass through the dome, although external atmospheric conditions and radiation (other than visible light) do not. It is proofed for use against a hard vacuum. The capsule fills that hemisphere with the atmospheric conditions you designate (such as the air, temperature, and humidity of a pleasant day on your homeworld). This dome can fit up to 10 Medium creatures inside, provides shelter, and can be used as a safe haven. The dome is transparent from the inside, but it can’t be seen through from the outside and is the color of your choice. The interior is dimly lit, and you can turn the light off or on during your turn without using an action. This device fails if more than 10 Medium creatures occupy it.

Energetic Shielding

Prerequisite: 3rd level

As part of a long rest, designate a number of spacecraft or devices equal to your proficiency modifier. You must spend at least an hour with these targets as part of the long rest. The designated targets gain resistance to a damage type you choose, which lasts for 24 hours. 

At 11th level, your designated targets have advantage on saving throws against space hazards, saving throws against malfunctions, and checks related to navigation.

Energized Blaster

Prerequisite: 5th level, Custom Blaster praxis

You can attack with your Custom Blaster twice, instead of once, whenever you take the Attack action on your turn.

Escape Beam

Prerequisite: 11th level

Once between long rests, as an action you can teleport yourself back to the deck of a spaceship you have crewed in the last 48 hours. You can bring up to 5 willing creatures within reach. The destination spaceship must be in the same star system as you. 

Experimental Teleporter

Prerequisite: 8th level

Once between long rests, you can use an experimental teleportation device. You can use it as an action to teleport to any location you can visualize or designate within 500 feet. You can bring along another creature of your size or smaller, plus anything you two carry up to your carrying capacity. If you would arrive in an occupied space the effect fails, and you and any creature with you each take 4d6 force damage.

Extended Scan

When you use a multi-scanner, its range increases to 30 feet.

At 5th level, its range increases to 50 feet, and at 10th level it increases to 100 feet.

Fabrication Device

Prerequisite: 7th level

As long as you have access to a science bay or field laboratory, once between long rests you can spend one hour to create any item worth 50 credits or less. 

At 11th level, you can also fabricate healthy meals. Once between long rests, you can fabricate a number of Supply equal to twice your proficiency modifier. 

At 15th level, a creature who consumes one of these Supply as part of their long rest during the next 6 hours has the following benefits, which last for 24 hours:
 

  • Advantage on Constitution saving throws.
  • Resistance against damage from poison, disease, and radiation.
  • The creature's hit point maximum increases by 2d10.

Financial Exploit

Prerequisite: 13th level

Your finances are organized to exploit the same economic loopholes as used by the ultra wealthy. Each week, a large sum of money is credited to one of your digital wallets accessible through your devices. 

This sum varies depending on your scientist level. Add your scientist level to your Intelligence modifier and multiply the total by the amount shown in Table: Financial Exploit. For example, if you are 14th level, and have an Intelligence modifier of +2, you would multiply 100 credits by 16, earning 1,600 credits per week.

TABLE: FINANCIAL EXPLOIT

LEVEL MULTIPLIER

13th 100 credits 

17th 1,000 credits

Whenever the total wealth you have amassed using this feature exceeds 50,000 credits, market fluctuations wipe it out, resetting the total to zero unless you have already spent it.

Flight Plan

Prerequisite: 15th level

You have a semi-automated starfighter that tracks your location from orbit. You may select any starfighter that costs 1,200 credits or less for this feature. Once between long rests you can command the on-board AI to extract you from a location you designate within 5 miles of your current location. The starfighter arrives as soon as it can, usually in about 30 minutes. Repairing or rebuilding your spacecraft takes the same amount of time as normal, but at no cost to you.

Geographic Spectrometer

Prerequisite: 3rd level

Once between long rests, you can deploy a satellite spectrometer to get a readout of your local area, up to a 5 mile radius. The satellite sends to your devices a topographical map of your area, as well as a spectrometer analysis of the area, detailing near surface-level deposits of valuable resources (water, minerals, gasses, etc.). 

At 11th level, the area scanned is a 50 mile radius and includes information on major lifeforms in the area, as well as mineral deposits up to 5 miles beneath the surface. At 19th level, this effect scans the entire planet you're on, and includes information on key civilizations and landmarks.

Grenade Enthusiast

To you, all voidrunners should know about the hazardous materials common to their trade—and their reaction to open flame. Over the course of 1 minute, you can use this feature to create one grenade, mine, or remote detonator. Items produced in this way lose effectiveness after 1 hour. 

You can use this feature to create a number of items equal to your proficiency bonus and regain all expended uses when you finish a short or long rest.

Jet Pack

Prerequisite: 10th level

You develop or obtain a standard jetpack. If it is lost or stolen, it malfunctions within 24 hours and turns to useless scrap. You are able to replace a lost, stolen, or damaged jetpack using raw materials whenever you finish a long rest.

Interplanetary Mutagen

Prerequisite: 4th level

You have a dose of mutagen, which you can further modify on the spot to help your fellow voidrunners. Once between long rests, you can inject the mutagen as an action to a willing creature of the humanoid or beast type within reach, causing one of the following effects for 30 minutes:

  • Amphibian. The target can breathe underwater normally and gains a swimming speed equal to its base Speed. 
  • Atmospheric Adaptation. The target becomes adapted to the present environmental conditions (temperature, atmospheric composition, pressure, etc.) To use this option, there must be a humanoid or beast naturally adapted to this environment (such as a native to that planet or biome) within your reach.
  • Natural Weapons. The target grows a biologically enhanced natural weapon, such as claws or teeth, with a +1 bonus to attack and damage. Its unarmed strikes with that natural weapon deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate.
  • Sturdy Hide. The target's AC increases by your Intelligence modifier (minimum 1). To use this
  • option, you must be 8th level or higher.
  • Wings. The target gains a fly speed equal to its base Speed. To use this option, you must be 10th level or higher.

Lab Assistant

Prerequisite: 9th level

You gain the service of a follower chosen from the following: engineer, medic, scientist, or hacker. If you lose this follower, you can replace them through this feature at 50% cost.

Main Engine Innovator

Prerequisite: 13th level

As part of a long rest, you can tune up one spacecraft you have access to. For the next 24 hours, the ship's impulse speed improves by one category, and if it is capable of FTL travel it’s FTL speed is improved by 2.

Makeshift Forcefield

You have a small reserve of imperfect but useful forcefield projector devices. You have a number of these projectors equal to your proficiency bonus, and you replace any used ones when you complete a long rest. You can use a makeshift forcefield in one of two ways:

  • As an action, you can deploy a projector on yourself or a creature within reach. The projector has 5 hit points and remains deployed for 1 minute. When the target takes damage, the projector absorbs up to 5 points of damage, and is destroyed once its hit points are depleted. At the start of the target's turn, if the projector has any hit points remaining it is restored to 5 hit points.
  • As a reaction when you are subject to an attack, you can deploy a projector to deflect sudden harm. Attacks (including the triggering attack) against you are made with disadvantage that lasts until the end of your next turn. 

Mimic Nanites

Prerequisite: 10th level

You have control over a nanite swarm crafted from exotic matter. Once between long rests as an action, you can command the mimic nanites to take the form of a physical object no larger than a 5 foot cube, and with a value no more than 1,000 cr. You also direct the material for the nanites to mimic, which determines the duration of the effect. 

TABLE: MIMIC NANITES

MATERIAL           DURATION

Vegetable matter 1 day

Stone or crystal 12 hours

Precious metals 1 hour

Gems 10 minutes

Exotic matter 1 minute
 

Modify Armor

You gain proficiency with weapons and armor maintenance tools, or an expertise die with them if you are already proficient. Once between long rests, you can spend one hour to apply coating to a set of armor or to recoat it (See Chapter 3: Equipment).

Starting at 4th level, you create auxiliary armor mods designed for adaptability and ease of use. You have a total number of auxiliary armor mods equal to your proficiency modifier, and as part of a short or long rest you can install or uninstall any of them on armor you touch. An installed auxiliary armor mod malfunctions and dislodges itself from the mod port after 24 hours unless you perform maintenance on it as part of a long rest. The mods available are limited by your scientist level, as shown below.

LEVEL AVAILABLE MODS

4+

Biosensors, advanced cold shielding, drone port (sans drone), first aid kit, grappling hook, ground anchors, hazmat shielding, advanced heat shielding, integrated tool (sans tool), personal jammer, mindshielding, pocket, recharge port, repair kit, secondary armor plating, weapon hatch (sans weapon), advanced weapon hatch (sans weapon)

6+

Glider wings, mass jammer, kinetic assistance, recon apparatus, environmental recycling, nightvision goggles

8+

Jetpack, power claw

 

Modify Weaponry

You gain proficiency with weapons and armor maintenance tools, or an expertise die with them if you are already proficient. Once between long rests, you can spend one hour to retrofit a weapon, permanently adding or replacing a weapon augment (See Chapter 3: Equipment). Once a weapon has a number of augments equal to your proficiency bonus, you can add no more to it.

Starting at 4th level, once between long rests, you can spend 1 minute to improve 10 pieces of unattended firearm or spacefighter ammunition. That ammunition gains a +1 bonus to attack and damage rolls, and you can change the damage type dealt with that ammunition to any type. This benefit ends after 24 hours.

At 8th level, your modified ammunition improves to a +2 bonus to attack and damage rolls. At 12th level, your modified ammunition improves to a +3 bonus to attack and damage rolls.

Multimodal Analysis

Your insight is good on its own, and with the help of high-end computers, few mysteries are outside your reach. You gain proficiency with Investigation. When you make a skill check to examine materials, samples, or other forms of evidence in a field laboratory or a science bay, you treat a d20 roll of 14 or lower as a 15.

At 9th level, you automatically learn any cultural or mythological information related to materials you examine in a field laboratory or science bay, as well as the basic functioning of most technology. Analysis of extremely esoteric technology may yield incomplete or encrypted information.

Orbital Artillery

Prerequisite: 14th level

You enjoy cover fire provided by an ally in orbit, such as a satellite station directing hijacked asteroids or a ship's main gun. Your artillery has 4 shots, which recharge when you complete a long rest. As an action, you can launch up to all remaining shots, directing the target square for each within 120 feet. Each creature within 10 feet of a target square makes a Dexterity saving throw against your science save DC, taking 6d6 fire damage and 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in more than one area of effect is only affected by one impact.

At 16th level, the damage improves to 10d6 fire and 10d6 bludgeoning. Each shot produces a 20-foot radius sphere.

At 18th level, the damage improves to 14d6 fire and 14d6 bludgeoning. Each shot produces a 40-foot radius sphere and your range increases to 1 mile (or in space combat, within the same star system).

Portal Gun

Prerequisite: 15th level

You develop a gateway projection device (See Chapter 3: Equipment). If it is lost or stolen, it malfunctions within 24 hours and turns to useless scrap. 

Recharge

Prerequisite: 18th level

Once between long rests, you can use this praxis to regain one use of an expended praxis. 

Remote Comms

Once between long rests, you can spend 1 minute to create a distress beacon.

Also, while you have access to your tools of science, you can spend 1 hour establishing a remote comms station. The remote comms station is a Tiny-sized device that targets one location you know in the same star system, such as a planetary capital, lunar base, or known spacecraft. Distress beacons and other devices within 10 feet of your remote comms station can communicate with the target's reception devices, even if communications are otherwise lost or backed out.

Resilient Forcefield

Prerequisite: 8th level

Once between long rests, you can use an action to project a spherical forcefield around a target within 30 feet (or in space combat, within 1 combat zone). Unwilling or enemy targets can make a Dexterity saving throw against your Science save DC to negate the effect.

The forcefield lasts for 1 minute, during which time the target's speed is halved. The forcefield can be destroyed without harming anyone inside by being dealt at least 15 force damage at once. It can also be hacked. Other attacks and effects do not pass in or out. The forcefield is immune to all damage besides force, it is proofed against hard vacuum, and atmospheric effects do not enter. 

Spatial Instability Beacon

Prerequisite: 6th level

You have a curious badge infused with exotic matter, which allows you to slip through the cracks in space-time. As a bonus action, you can use this item to teleport to an unoccupied space you can see within 30 feet. You can use this item a number of times between long rests equal to your proficiency bonus. Its enigmatic qualities prevent it from being lost or stolen.

Spectral Storage

Prerequisite: 7th level

You have a storage crate with a volume of 12 cubic feet wedged in a convenient extradimensional space. You can bring forth your spectral crate as an action in an unoccupied space within reach. You can safely store the crate back in extradimensional space when you touch it as an action. 

Surveillance Drone

Prerequisite: 7th level, Utility Drone Helper praxis

Your utility drone is proficient in Stealth. Once between long rests when you deploy your handy drone, you can activate a cloaking function. When deployed in this way, it gains temporary hit points equal to your scientist level + your Intelligence modifier. This invisibility lasts for 1 hour, and ends early if the drone attacks or if it runs out of temporary hit points.

Surveillance Technician

Prerequisite: 3rd level

You know how to support intelligence operations with just-in-time inventions. Once between short or long rests, you can create one of the following items over the course of 1 minute:

  • Binocular
  • Bug detector
  • Gas mask
  • Grapple gun
  • Hacking tools
  • Handcuffs
  • Nightvision goggles
  • Portable x-ray scanner
  • Range earmuffs
  • Signal jammer
  • Tracer

Items produced in this way lose effectiveness after 5 hours. 

Truth Serum

This injectable serum unlocks and untethers the mind. A creature makes a Constitution saving throw against your Science save DC when it is subjected to the serum, and on a failure it becomes poisoned. While poisoned in this way a creature cannot knowingly lie.

Form a countdown dice pool equal to your proficiency bonus. Each time the target is forced to answer a question truthfully, roll the countdown dice pool and remove any dice which result in a 6. When the pool is depleted, the truth serum wears off. If the pool is not depleted, the serum wears off after 10 minutes.

A target who has been affected by truth serum cannot be affected again until after they have finished a long rest.

Universal Translator

Prerequisite: 5th level

One of your devices is synched to a galactic language database, giving you access to over 1 million forms of aural and visual language. The device translates most any language you could see or hear into the spoken or written language of your choosing, such as your mother tongue. As a bonus action, the device can coach you on how to say, write, or sign your desired message in another language. The device works on most languages, but hidden or secret languages cannot be translated.

You can also let another creature borrow the device and tweak its language preferences as an action for up to 1 hour. If this device is lost or stolen, it de-syncs from the translation server.

Utility Drone Helper

You have the service of a utility drone, a robot you command with voice control or through one of your devices. Your drone normally hides amidst your gear, but you can deploy it as an action. In combat it takes its turn immediately after you. It follows your verbal directions with no action required, but commanding it to attack uses your action and its reaction.

Repairing your drone is free if you have access to its remains and your tools of science over the course of a long rest. Otherwise, the materials to replace your drone cost 25 credits. If its signal is ever jammed, your drone does its best to return to your last known location.