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Ver. 1.3.1

Researcher

Class

The Researcher is a focused spellcaster. They devote their studies to a single school of magic, with the goal of learning and refining its many spells and enchantments and looking for ways to use their magic to advance society.

The role of a Researcher in an adventuring party is highly variable depending on the school of magic they focus on. Those with an Elemental focus are more suited to combat encounters, while those looking to fill a social role might choose Hypnotism to get what they need or Divination to see through falsehoods. Researchers looking for a more utilitarian approach might consider Physiomancy for its many practical uses, and a researcher of Restoration can be an effective healer.

Advanced Researchers can begin to scribe entirely new spells of their own creation.

Class Information

Difficulty ★☆☆ Simple
Hit Point Increment 4 or 1d6 + your CON modifier per Researcher level
Magic Skill Points 4
Magic Studies You can choose any school of magic to be your major and receive training in it.
Natural Skills

You gain your major's form of magic as a natural skill in addition to these.

Playing as a Researcher

While Adventuring

You search for magical items and auras that might help you solve a puzzle. You think of creative ways to use your school of magic to overcome obstacles. For example, a researcher of Physiomancy might help their team scale a wall by levitation, while a Lithomancy researcher would prefer to break it down with sheer destructive force.

During Social Interaction

You're very logical and clever. You're tempted to share your wealth of research knowledge with others, which can sometimes lead to being seen as a know-it-all. Researchers of Psionic Magic might use their abilities to manipulate others into doing their bidding when necessary.

In Combat

Your place in combat depends heavily on your school of magic and your teammates. Researchers of Banishment, Sangromancy, or an Elemental Magic school excel on the front lines, while those of other schools might focus on healing or supporting spells. Still, your resourcefulness leads you to always be on the lookout for creative ways to use your school of magic to dispatch foes, no matter what it may be.

While Resting

You meditate, study spell scripts, and work on creating or refining your crafted spells.

Starting Equipment

When creating a leveled character that starts with this class, consult the Mercenary Starting Equipment table to determine what items you start with. You receive all of the items listed for your starting level and all levels below it. You can choose to replace any number of items with their equivalent value in credits (CR).

Table: Researcher Starting Equipment

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Class Features

Table: The Researcher Table

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Level Feature Focal Energy Proficiency Bonus Caster Level
Primary Secondary
1 Researcher Specialties, Spellcasting, Spell Studies       1
2 Research Major, Specialty Improvement   +1   1
3 Natural Skill Improvement   +1   1
4 Spell Studies, Learning Experience   +1   2
5 Researcher Bonus, Specialty Improvement   +2   2
6 Focal Energy 10 +2   2
7 Spell Studies, Natural Skill Improvement 10 +2   3
8 Spellcraft, Apprentice Research 12 +2   3
9 Ability Score Improvement 15 +3   3
10 Spell Studies, Researcher Bonus 15 +3   4
11 Natural Skill Improvement 18 +3   4
12 Fast Casting 20 +3   4
13 Spell Studies, Specialty Improvement 20 +3   5
14 Natural Skill Improvement, Researcher Bonus 24 +4   5
15 Ability Score Improvement, Independent Research 30 +4   5
16 Spell Studies, Spell Thesis 30 +4   6
17 Learning Experience, Specialty Improvement 35 +4   6
18 Natural Skill Improvement, Researcher Bonus 40 +4   6
19 Ability Score Improvement, Spell Studies 40 +4   7
20 Senior Researcher, Graduate Studies 46 +5 +2 7
21 Specialty Improvement, Researcher Bonus 52 +5 +2 7
22 Fast Casting, Spell Studies 60 +6 +2 8
23 Natural Skill Improvement, Learning Experience 70 +6 +3 8
24 Professor, Researcher Bonus 80 +7 +3 8
25 Spell Studies, Specialty Improvement 90 +7 +3 9
26 Research Breakthrough 100 +8 +4 9
27 Ability Score Improvement 110 +8 +4 9
28 Spell Studies, Learning Experience 120 +9 +4 10
29 Researcher Bonus x2, Natural Skill Improvement 150 +9 +5 10
30 Arcane Prodigy, Spell Studies 180 +10 +5 10

Researcher Specialties

At Level 1, choose two Natural Skills from the Researcher's Natural Skills list, and gain one new Knowledge of your choice.

Spellcasting

At Level 1, you may begin to learn and cast spells. Increase your caster level to 1.

Assign initial values to your magical skills. As a Researcher, you have 4 points to spend on these skills, and you can choose from all six forms of magic.

Spell Studies

At each level where you receive this bonus, you learn new spells from the Spell Study Guide.

As a Researcher, once you've chosen your research major, you learn all spells of the listed level and rarity in your school of magic when you receive this feature. You can also choose a number of spells from the other schools of magic that share a form with yours, and a small number from other forms.

The rarity symbols shown in the table below indicate the maximum rarity of the spells you learn. You learn all spells of lesser rarity in your major that you didn't already know at each level, and you may choose spells of lesser rarity when selecting from other schools.

Table: Researcher Spell Studies

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Level Spells in your Major Spells in same form Spells in any school
1     5
4 All 2nd Level 2  
7 All 3rd Level 2 1
10 All 4th Level 2  
13 All 5th Level 2 2
16 All 6th Level 2  
19 All 7th Level 2 3
22 All 8th Level 2 3
25 All 9th Level 1 , 2 2
28 All 10th Level 4  
30     4

Restricted Schools: If your major is a school of Spectral Magic or Temporal Magic, you can learn Restricted spells in that school.

Research Major

List of the Schools of Magic

At level 2, you must declare your Major. This is the school of magic that you will devote the majority of your time to studying and perfecting.

Gain your Major's form of magic skill as a Natural Skill. Add your Primary Proficiency Bonus to spellcasting skill checks in your major. Your Proficiency Bonuses increase as you level up according to the Researcher table.

You learn all Level 1 Common spells in your major school of magic. As you level up, you'll automatically learn all of the spells your major has to offer.

Specialty Improvement

At each level you receive this bonus, choose one of your specialties and increase its level by 1. Specialties can't be increased above 3.

If you don't have any specialties that can be improved when you receive this bonus, you may gain 1 point in a new specialty of your choice..

Natural Skill Improvement

At each level you receive this bonus, increase each of your natural skills by one level.

This feature can't increase any skill higher than 7 unless you're level 20 or higher. This feature cannot be used to become Legendary.

TIP: To increase a skill beyond 7 at an earlier level, use the Skill Improvement General Feat.

Learning Experience

At each level you receive this bonus, choose one of your knowledges and increase its level by 1, or gain 1 point in a new knowledge subject of your choice. If your Intelligence score is 15 or greater, you may do this twice each time you receive this bonus. If it's 20 or greater, you may do this three times.

Knowledges can't be increased beyond 10 at any level.

Researcher Bonus

At each level where you receive this bonus, choose one of the following:

Focal Energy

More Info: Focal Energy

At Level 6, you've gained enough experience with your school of magic that casting spells in it take less of your energy. You gain a pool of Focal Energy - energy that can be used to cast spells from your school of magic.

Your Focal Energy increases with each level according to the Researcher table. Whenever you cast a spell in your major, you may choose to use your focal energy to cast it. If you don't have enough focal energy, you can use your normal energy to provide the remainder.

Focal energy is restored when you finish a long rest, just like your normal energy. However, focal energy can't be regained via any other effect that restores normal energy such as potions.

Spellcraft

Main Page: Spellcraft

At Level 8, you can begin to attempt creating entirely new spells. As a Researcher, you can inscribe any type of spell or simple enchantment that falls into your major school of magic. Your Spellcraft Skill is equal to your Proficiency Bonus for that school.

Apprentice Research

At Level 8, your research expands to include uncommon spells. You learn all uncommon spells in your school of magic from 1st to 3rd level. From this level onward, your Spell Studies include all common and uncommon spells in your major.

Ability Score Improvement

At each level where you receive this bonus, increase one of your ability scores by 2, or two different scores by 1 each.

Ability scores can't be increased beyond 20 using this feature until your overall level reaches 15, and no ability score can be increased beyond 30 at any level.

After updating your score, be sure to update the relevant modifiers, including skills and other calculated stats that factor in the increased scores.

Fast Casting

Starting at Level 12, you're able to cast spells in your major more quickly than most mages. When you cast a Quick, Standard, or Sustained spell in your school of magic, you can choose to perform a Fast Cast. If you do, you take a -5 penalty to the Spellcasting check, but the spell takes one frame less to cast than it would normally. You can use this feature a maximum of once per round. (Quick spells become free actions. Sustained spells start casting as a free action but must still be sustained for at least one frame. If the spell's casting difficulty is trivial, the difficulty becomes 5 when using Fast Casting.)

Starting at Level 22, you can use Fast Casting on Charged spells. A fast-cast Charged spell completes in three frames and does not require you to hold concentration until your next turn.

Independent Researcher

At Level 15, your research expands to include rare spells. You learn all rare spells in your school of magic from 1st to 5th level. From this level onward, your Spell Studies include all common, uncommon, and rare spells in your major.

Spell Thesis

At Level 16, you've composed a detailed essay about a single spell you've studied. Choose a spell you know, or one that you've crafted that has reached Peer Reviewed (3) or higher. The spell must be from your major's school of magic. That spell becomes your Signature Spell. When you cast your Signature Spell, you do so 2 levels higher.

(Increase your skill level by 2 when casting this spell. For example, with a Divine Magic skill level of 4, your Signature Spell in Divine Magic would be cast as though your skill level were 6 when determining the cast difficulty.)

Graduate Studies

At Level 20, you've become a distinguished expert in your school of magic. Not content with remaining focused on just the one school, you're ready to broaden your horizons a bit. Choose one of the following:

You gain the ability to use your Focal Energy and Fast Casting on spells from these other schools of magic. Add your Secondary Proficiency Bonus to spellcasting checks in your secondary school(s).

Senior Researcher

At Level 20, your research expands to include legendary spells. You learn all legendary spells in your school of magic from 1st to 7th level. From this level onward, your Spell Studies include all common, uncommon, rare, and legendary spells in your major.

Professor

At Level 24, you've qualified to become a professor of spellcraft at the mysterious Unseen University. You gain the following benefits:

Research Breakthrough

At Level 26, you make a major discovery about a little-known capability of your school of magic that perhaps even your superiors would rather you didn't know. You may learn one Classified spell from your school of magic's Spell Study Guide, of any level.

Arcane Prodigy

At Level 30, others in the magical community look to you as one of the preeminent masters of your school. You gain the following benefits:

Researcher Class Feats

View As: Collage Table

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Items with multiple tiers must be purchased in order (starting with tier 1.)

⬆ General Education

✪50

Gain another instance of the Learning Experience core feature.

(Gain one level in an existing Knowledge skill, or gain a new Knowledge with skill level 1.)

Long Range Targeting

✪40

You can cast Targeting spells on any valid target you can see. If the target is outside the spell's normal range, the casting difficulty increases by 10.

Asomatic Casting

✪60

You can cast spells in your school of magic without the use of your hands, allowing you to cast spells while grappled, restrained, or incapacitated. You take a -5 penalty to the spellcasting check when doing so.

Long-Throw Spells

✪100

Prerequisite: 16 Strength

Double the range of Projectile spells you cast.

Level-Headed

✪30

Prerequisite: Researcher Level 5

You automatically succeed on Meditation checks to become Semi-Conscious.

Powerful Mind

✪40

Prerequisite: Researcher Level 5

Your sharp mind is difficult to magically manipulate.

You may spend 10 energy to give yourself a +5 bonus on a Determination save against any Psionic magical effect.

I Know That Trick

✪50

Prerequisite: Researcher Level 5

Your familiarity with your school of magic means you know what you're up against when someone tries to use it on you.

Add your proficiency bonus to dodge projectile spells in your major, and to all saves that you make against those spells.

Prepared Casting

: ✪80

Prerequisite: 16 Intelligence, Researcher Level 8

See: Prepared Spells

You follow in the footsteps of the Scholar, learning to prepare certain spells for easier use.

You gain three Level 1 spell slots. As a Researcher, you can only prepare spells in your major(s).


: ✪120

Prerequisite: Researcher Level 14

You gain three Level 2 spell slots.


: ✪160

Prerequisite: Researcher Level 16

You gain three Level 3 spell slots.

Elementalist

✪70

Prerequisite: Researcher Level 8, Major in at least one Elemental school

Gain access to the Delver archetype feats for the Elemental Path that corresponds to your school(s) of magic.

(If an archetype feat from another class relies on a core feature from that class, you can't use it with this ability.)

Magical Focus

✪100

Prerequisite: Researcher Level 8

See: Magical Focus

You gain the ability to create a Focus, an object such as a wand or staff that stores spells for later use. You learn the Create Focus spell. Your focus can store up to 30 energy total.

⬆ Powerful Focus

✪20

Prerequisite: Magical Focus

Increase the energy capacity of your focus by 10.

Alchemist's Pouch

✪100

Prerequisite: Researcher Level 8, Major in Lithomancy, Transmutation, or Conjuration

You gain an Alchemist's Pouch that you can use to satisfy the material costs of one spell or enchantment in your major, at or below your skill level, per day.

Psychological Assault

✪60

Prerequisite: Researcher Level 10, Major in at least one Psionic school

The difficulty of Determination saves called for by spells you cast increases by 5.

Spell Blending

: ✪80

Prerequisite: Researcher Level 10

You can cast two spells simultaneously.

With both hands free, you can cast two quick spells in a single frame or two standard spells in two frames. Roll the spellcasting checks for each spell separately. The two spells may have the same or different targets.

(You must have both hands free to blend spells, even if you have the Asomatic Casting class feat.)


: ✪100

Prerequisite: Researcher Level 14

You can cast two sustained spells simultaneously. If your concentration is broken, both spells are interrupted.


: ✪200

Prerequisite: Researcher Level 24

You can cast two charged spells simultaneously. Each must be initiated at the same time. If your concentration is broken, both spells are interrupted.

Magical Mimicry

✪110

Prerequisite: Researcher Level 12

You can attempt to mimic spells you see in the wild.

Once per day, whenever you see a creature cast a spell in your school of magic that you don't know, you can attept a Learn Spell check as a reaction with a -10 penalty. You don't need to be semi-conscious to use this ability.

Dualcaster

✪100

Prerequisite: Researcher Level 12

Most spells require only the use of one hand. By using both hands for simple spells, you've learned to make them more powerful.

Whenever you cast a spell in your school of magic using with both hands free, it is automatically amplified to the next-highest factor. The casting difficulty remains unchanged, but the energy cost reflects the amplified level.

Metamagical Experimentation

✪80

Prerequisite: Researcher Level 15

You've tinkered with the school of Metamagic, one of the most difficult arcane arts.

Gain two levels in the Metamagic specialty. You may learn three common Metamagic enchantments from the Spell Study Guide.

Tolgethic Scribe

✪180

Prerequisite: Researcher Level 20, Knowledge: Tolgethic 3

You've gained advanced knowledge of the Tolgethic lauguage - enough to create scripts of spells in your major(s), including those you have created.

Using any writing implement and surface, you can create a spell script of any spell from one of your schools of magic by making a Spellcasting check with a base difficulty of 20. Add your Tolgethic knowledge modifier.

It takes two hours to create a script for a quick spell or cantrip, four hours for a standard or sustained spell, six hours ro a ritual, and eight hours for an enchantment.

Magic Savant

✪400

Prerequisite: Graduate Studies

Gain the benefits from the other mode of Graduate Studies that you didn't choose.

(If you chose Branch Out, then choose another school of magic to add your secondary proficiency bonus to. If you chose Double Major, then extend your secondary proficiency bonus to the other schools in the same form as your primary major.)

Triple Blending

✪150

Prerequisite: Asomatic Casting, Spell Blending, Researcher Level 24

You can cast up to three spells simultaneously, without the use of your hands.

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Tiered Name Cost Requirements Details
General Education ✪50 Details ▶
  Long Range Targeting ✪40 Details ▶
  Asomatic Casting ✪60 Details ▶
  Long-Throw Spells ✪100 16 Strength Details ▶
  Level-Headed ✪30 Researcher Level 5 Details ▶
  Powerful Mind ✪40 Researcher Level 5 Details ▶
  I Know That Trick ✪50 Researcher Level 5 Details ▶
Prepared Casting ✪80 16 Intelligence, Researcher Level 8 Details ▶
  Elementalist ✪70 Researcher Level 8, Major in at least one Elemental school Details ▶
  Magical Focus ✪100 Researcher Level 8 Details ▶
Powerful Focus ✪20 Magical Focus Details ▶
  Alchemist's Pouch ✪100 Researcher Level 8, Major in Lithomancy, Transmutation, or Conjuration Details ▶
  Psychological Assault ✪60 Researcher Level 10, Major in at least one Psionic school Details ▶
Spell Blending ✪80 Researcher Level 10 Details ▶
  Magical Mimicry ✪110 Researcher Level 12 Details ▶
  Dualcaster ✪100 Researcher Level 12 Details ▶
  Metamagical Experimentation ✪80 Researcher Level 15 Details ▶
  Tolgethic Scribe ✪180 Researcher Level 20, Knowledge: Tolgethic 3 Details ▶
  Magic Savant ✪400 Graduate Studies Details ▶
  Triple Blending ✪150 Asomatic Casting, Spell Blending, Researcher Level 24 Details ▶