| Dissonance |
“Of late I have been tempted to look into the problems furnished by nature rather than those more superficial ones for which our artificial state of society is responsible.”
- Sherlock Holmes, The Final Problem
I'm working on an Investigator archetype for a "field scientist" type of character who would sacrifice some adventuring skills in favor of greater scientific acumen.
(Specifically, it's designed for a low-magic, Victorian-flavored Steampunk campaign. The character in question is being converted over from the Alchemist class, and is classic Mad Doctor, obsessed with esoteric research and dangerously addicted to cognatogen. One of the design goals here is to let him keep his cognatogen -- which for some odd reason, is not one of the alchemist discoveries that an Investigator can take -- and take bits of interesting science like the Alchemical Simulacrum and Spontaneous Healing chains.)
Feedback would be appreciated!
The Natural Philosopher -- Current Draft
While many investigators apply their deductive talents to solving (or perpetrating) crimes and unraveling the schemes of their fellow men and women, the Natural Philosopher delves into the underlying mysteries of science. In comparison to most investigators, he is likely to be better at alchemical studies, but a poorer detective.
Classical Savant: at first level, a Natural Philosopher gains the Brew Potion feat (much as a first-level Alchemist does.)
This ability replaces Trapfinding.
Renaissance Savant: whenever the Natural Philosopher chooses “Alchemist Discovery” as an Investigator Talent, he can choose from a broader selection of Discoveries than most Investigators. He may choose any Alchemist’s Discovery whose prerequisites he meets (using his Investigator level in place of Alchemist class level), other than those related to Bombs or some other class feature that he lacks.
Enlightenment Savant: as his studies progress, the Natural Philosopher learns to use his discoveries to sharpen his own thoughts, which in turn fuel more discoveries!
At fourth level, the Natural Philosopher learns to make and use Cognatogen, as per the alchemist discovery. Over his career he systematically unravels the discoveries that depend on this one: Collective Memory at level 8, Greater Cognatogen at level 12, and Grand Cognatogen at level 16.
This chain of discoveries replaces Trap Sense, Poison Lore, Poison Resistance, and Poison Immunity.
| Ethereal Gears |
Maybe something like the vivisectionist's Cruel anatomist ability, but with a less icky flavor, that scales with level, could be cool? Like using Knowledge nature in place of various related skills. I could easily see it working for Heal, Handle Animal and Survival, maybe even Knowledge (arcana) to identify magical beasts. This might not be the most mechanically dynamic idea, but it'd certainly fit the flavor of a "natural philosopher" in my view.
Other than that I think what you have makes sense and should work. Not too sure about the cognatogen bit, though. I'm just not seeing the thematic tie-in there. Care to elaborate?