The Ascension Project
Some Scientists dedicate their lives to study and experimentation in the lab or the classroom, content to research the next big breakthrough from safety and comfort. The Prospector travels the far reaches of the Galaxy to learn more from the diverse species therein. New worlds and new technology have great value, both intellectually and monetarily.
Hit Die: The Prospector gains 1d8 hit points per level. The character’s Constitution modifier applies.
The Prospector’s class skills (and the key ability for each skill) are: Computer Use (Int), Concentration (Con), Craft (chemical, mecanical) (Int), Diplomacy (Cha), Drive (Dex), Knowledge (earth and life sciences, physical sciences, popular culture, technology) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Research (Int).
Skill Points at Each Level: 7 + Int modifier.
|Class Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Class Features||Reputation bonus|
|1st||+0||+1||+0||+1||Alien Lore, Survival Training||+1||+1|
|2nd||+1||+2||+0||+2||Alien Expertise, Resolve||+1|
|4th||+2||+2||+1||+2||Watch Your Step||+2|
|5th||+2||+3||+1||+3||Medical specialist +2||+2|
|6th||+3||+3||+2||+3||Diagnostic, Greater Anatomical Targeting, Bonus feat||+2|
|7th||+3||+3||+2||+3||Watch Your Step 2,||+3|
|9th||+4||+4||+3||+4||Shmace Suits, Bonus feat||+3|
|10th||+5||+4||+3||+4||Watch Your Step 3,||+4|
A Prospector picks up stray and obscure facts during their adventures. At 1st level, they may make a special Alien lore check with a bonus equal to their total class level + Intelligence modifier to see whether or not they knows some relevant knowledge about notable people, species specific technology, or noteworthy places. If the Prospector has 5 or more ranks in Knowledge (history), they gain a +2 bonus on this check. They may take 10 but cannot take 20 on this check.
An Alien lore check does not reveal all the characteristics of an Alien item but may give some hint as to its general function; an Explorer may not take 10 or take 20 on this check.
|DC||Type of Knowledge||Examples|
|10||Common, known by at least a substantial minority of the local population.||A local official’s hobbies and interests; common legends or rumors about a powerful place of mystery.|
|20||Uncommon but available, known by only a few people in the area.||The coordinates of an known but uncharted world; legends or rumors about a powerful alien artifact.|
|25||Obscure, known by few, hard to come by.||The customs of a documented alien species; the true homeworld of an ancient royal dynasty.|
|30||Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the knowledge’s significance.||The most likely location of a long-lost pharaoh’s tomb; the history of a powerful artifact and its creator; the likely coordinates of a fabled but as-yet-undiscovered planet.|
Beginning at 2nd level, a Prospector gains a morale bonus equal to one-half their Prospector class level (rounded down) on saving throws to resist fear effects and Intimidate checks.
A Prospector’s research on alien species give them insight into the Aliens themselves and their homeworld (and planets similar to them).
When dealing their species of expertise, the Prospector gains a +2 bonus on initiative checks and Knowledge (Geo), Perception, Stealth, and Survival skill checks. +2 bonus on Bluff, Diplomacy, Intimidate, Sense Motive, and Survival checks.
The Prospector also gains the Alien Firearms Proficiency, pertaining to the species they’ve studied.
At 3rd, 6th, 9th, 12th, 15th and 18th level, the Prospector gets a bonus feat. The bonus feat must be selected from the following list, and the Prospector must meet all the prerequisites of the feat to select it.
Advanced Two-Weapon Fighting, Aircraft Operation, Archaic Weapons Proficiency, Brawl, Dodge, Endurance, Experienced, Improved Feint, Improved Two-Weapon Fighting, Jack of All Trades, Mobility, Nimble, Renown, Starship Operation, Two-Weapon Fighting, Vehicle Expert, Xenomedic, and Zero-G Training.
Watch Your Step
At 4th level, a Prospector gains an intuitive sense that alerts them to danger from traps or natural hazards, giving them a +1 bonus on Reflex saves made to avoid traps/hazards and a +1 dodge bonus to Defense against attacks made by traps.
These bonuses rise to +2 at 7th level and +3 at 10th level.
Beginning at 6th level, the Prospector is able to augment their HID to scan and assess objects, the environment, or creatures (enemies or otherwise).
The Prospector’s scan can be done at anytime as a free action and has an unlimited amount of uses. It’s up to the GM to decide exactly what they find out, but scanning at this level allows them to see the level of an enemy, or general info about the creatures race and class,(all info detected is recorded). The Prospector must be within 20 feet of the subject at 6th level, but at 11th and 16th level this range is increased by 20 feet.
Scanning objects gives the Prospector a +2 to any skill check pertaining to knowledge on the object.
At 11th level the Prospector’s scanner has been upgraded and now allows them to also see a a creatures HP, Shields, Plating, and non-lethal damage. They also can now scan anything within 40ft.
At 16th level, a Prospector can now upgrade their scanner so they can see what kind of items, weapons, and armor a creature is using. They can also now scan a creature from up to 60 ft. away.
If a Prospector of 8th level or higher is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Prospector suffers no damage if they make a successful saving throw. If the Prospector already has evasion, they gain improved evasion instead. Improved evasion works similar to evasion, except the Prospector suffers only half damage on a failed saving throw.
At 9th level, a Prospector becomes more comfortable in armor. He treats any suit of armor as though its armor penalty and maximum Dexterity bonus were 1 better.