The Professional (Homebrew Base Class)

msa

First Post
My 3.5 group has been working on a new base class for the last year--the professional. This class is basically a rogue variant or a PC-quality expert class intended for a group/campaign where politics, investigation, and knowledge can be as important as combat.

I did some research before this and saw that there were a number of very good, similar classes posted here already. But I'd still like some feedback on how well we designed and balanced the class we already created.

Thanks for any feedback. Without further ado...

The Professional

A professional is alternatively a variant of the rogue class or a PC-quality version of the expert NPC class. A professional is a product of the stable and entrenched social structures of the Alexandrian Mainland. The nations of the mainland are extremely well-defined, the political systems varied and complicated, and the major cities are deeply international. As a result, there are many opportunities for someone who is knowledgeable and well-spoken. However, the reality is that the world is also still home to brigands, monsters, savage humanoids, and criminals, and a pure academic is still seen as very weak and an easy target. As a result, professionals also have a passable level of martial training, bolstered by their sharp wit, competent anticipation, and strategic prowess.

The professional, like the rogue, is a blanket class that describes any number of possible backgrounds. A professional may be a savvy merchant adept at moving goods, finding deals, and traveling long distances with valuable cargo. He may also be a privileged child of a wealthy noble family, educated in fine universities and trained by capable guardsman and elite soldiers in his parent's palatial estate. He may be a regional governor in a border territory, with a sharp eye for trouble, a silver tongue for keeping the peace, and a strong arm when all else fails. There is no blanket background for the professional, and their training may come from travel, adventure, education, or simple necessity. The only thing that can be said is that every professional is a cunning and resilient character who uses his knowledge and wit to advance himself in the political and social circles of Alexandrian life.

Class Features

  • Alignment: Any
  • Hit Dice: d8
  • Skill Points (at first level): (8 + int modifier) * 4
  • Skill Points (at each additional level): 8 + int modifier
  • Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex)
Advancement

I'll update this to be a little prettier if I can figure out how to format a table.

  • BaB: 3/4 advancement
  • Fort Save: poor
  • Ref Save: good
  • Will Save: good
  • Special Abilities:

  1. Bonus Feat
  2. Insightful Defense
  3. Bonus Feat
  4. Uncanny Dodge
  5. Bonus Feat
  6. Leadership Training
  7. Bonus Feat
  8. Tactical Competence
  9. Bonus Feat
  10. Professional Development
  11. Bonus Feat
  12. none
  13. Bonus Feat
  14. Professional Development
  15. Bonus Feat
  16. none
  17. Bonus Feat
  18. Professional Development
  19. Bonus Feat
  20. Professional Development
Class Features

Weapon and Armor Proficiency: Professionals are proficient with all simple and martial weapons. They are also proficient with light and medium armor, and shields (except tower shields)

Bonus Feat: At 1st level, a professional gets a bonus skill-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The professional gains an additional bonus feat at 3rd level and every two professional levels thereafter (5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th). A professional must still meet all prerequisites for a bonus feat. Bonus feats may be drawn from the following list (some are homebrew feats, but all are skill and save related):
Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Cross-Class Learning, Deceitful, Deft Hands, Diligent, Greater Fortitude, Investigator, Iron Will, Knowledgeable, Lightning Reflexes, Negotiator, Open Minded, Persuasive, Prodigy, Self Sufficient, Skill Focus, Track, Luck of Heroes, Forceful Personality, Improved Aid Another, Hindering Opportunist.

Insightful Defense: When wearing light or medium armor, a professional adds 1 point of Intelligence bonus (if any) per two professional class levels to her Dexterity bonus to modify Armor Class. If a professional is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Uncanny Dodge: Starting at 4th level, a professional can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a professional already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Leadership Training: At 6th level, the professional's social and intellectual training have made him an effective administrator and leader. He gains the leadership feat. If he already had the leadership feet, then he gains the Improved Leadership ability from the Professional Development class feature below.

Tactical Competence : In a full attack action, the Professional may substitute any number of his attacks for Aid Another actions.

Professional Development: At 10th level, and again at 14th, 18th, and 20th, the professional gains a special ability of his choice from the following options:

Improved Leadership: The professional has refined his leadership skills beyond those of a normal character his level. He gains a +2 bonus to his leadership score for the purpose of computing cohort level and number of henchmen. This ability may be taken multiple times, and it effects stack.

Mettle: The professional can withstand physical and mental attacks through force of will and strategic reactions. If he makes a successful Fortitude or Will saving throw against an attack or ability that normally has a partial effect on a successful save, the attack has no effect. A helpless professional does not gain the benefit of mettle.

Skill Mastery: The professional becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. A professional may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind: This ability represents the professional’s ability to wriggle free from magical effects that would otherwise control or compel him. If a professional with slippery mind is affected by an enchantment spell or effect and fails her saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on her saving throw.

Feat: The professional may take a feat in place of a special ability.

Information Network : Choose an number of cities equal to one plus your CHR modifier. In those cities, you have managed to build up a network of informants, spies, and information brokers, such that the heavy lifting of gathering information is done for you. A Gather Information check made in one of the selected cities takes only one hour, instead of twenty four hours.

Improved Uncanny Dodge: With this feat, a professional can no longer be flanked. This defense denies a rogue the ability to sneak attack the professional by flanking him, unless the attacker has at least four more rogue levels than the target has professional levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
 

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We think alot alike, though I haven't yet got my pure skill monkey to the point that I think its PC worthy. I think your class suffers from the same basic problem mine does at present, which is although you can make it quite potent out of combat, without feats to make it combat relevant, its not going to be that useful. I personally think you can go ahead and provide Professional Development at 12th and 16th.

Here are some feats currently on my Expert bonus feat list that you may find inspiring. Add as you will:

Arcane Schooling [Trait, EXPERT]
You grew up in a magical school, or in the company of wizards, or received specialized training in the magical arts.
Prerequisite: Appropriate background
Benefit: You may always treat Spellcraft and Knowledge (Arcane) as class skills. You may treat either Wizard or Bard as a favored class in addition to your normal favored class.
Special: Experts may take Arcane Schooling as a bonus feat even if they are not 1st level, provided that they meet the required background sometime after 1st level but before taking the feat.

CATFALL [GENERAL]
Your ability to survive falls has become so extraordinary as to seem supernatural.
Prerequisite: Clean Fall, jump 12 ranks, tumble 12 ranks, +6 base Reflex save
Benefit: When using the tumble skill to reduce the effective distance of a fall, for each 10 points you beat DC 15, you reduce the effective distance of a fall or throw by and additional 10’.

Clean Fall [General]
You are trained not to fall on your head.
Prerequisite: +2 base Reflex save, tumble 1 rank
Benefit: You gain a +4 bonus on reflex saves to catch ledges when falling or jumping. You also have a +4 bonus to tumble checks to reduce damage from falling or being thrown.

CLEVER TRICKSTER [TRAIT]
You don’t have to be likeable to be tricky, just good at it.
Benefit: Bluff, Disguise, and Use Magic Device depend on intelligence rather than charisma.
Special: Experts may take Clever Trickster as a bonus feat even if they are not 1st level.

Cosmopolitan [Trait]
You have a broad range of experiences.
Benefit: Choose any one skill (even one that is class exclusive). That skill is always a class skill for you, and you have a +2 bonus on all skill checks made with it.
Special: Experts and Explorers may choose this as a bonus feat even if they are not 1st level.

Craftsman [TRAIT, General]
You have had a formal education in a craft guild and are extremely skilled with your hands.
Prerequisites: 1 rank in at least 3 craft skills.
Benefit: You have a +2 bonus in all craft skills.

CROWD TACTICS [GENERAL]
You are at home in a crowd.
Prerequisite: Dodge, Hide 5 ranks
Benefit: When you are within a crowd (no fewer than 50 individuals) which is indifferent or friendly, you may use the following maneuvers
Moving with the Flow: Moving through a crowd is not considered difficult terrain for you.
Just Another Face: +4 to hide checks while within a crowd.
Whip up the Mob: +4 to diplomacy checks to direct a crowd.

Dabbler [Trait, General]
You have learned sufficient magic to cast a pair of arcane cantrips.
Prerequisite: Int 10
Benefit: Choose any three cantrips from the wizard spell list. You can cast any of those cantrips as a 1st level Wizard twice per day - regardless of your actual class, caster level, or normal limits on spell casting. Normal Arcane spell failure chances still apply for characters that wear armor.
Special: You may take this feat more than once. Each additional time you take it you gain knowledge of two additional cantrips and the ability to cast any of these cantrips one additional time per day.

DEFT HANDS [TRAIT]
Your hands know things that the mind cannot.
Benefit: Craft, Disable Device, and Forgery are dexterity based skills for you, rather than intelligence based skills.
Special: Experts may take Deft Hands as a bonus feat even if they are not 1st level.

Educated [Trait, Expert]
You have the benefit of a more or less formal education.
Prerequisite: Appropriate background.
Benefit: All Knowledge skills are treated as class skills for you. You have a +2 bonus in two Knowledge skills of your choosing.
Special: Experts may learn this feat as a bonus feat even if they are not first level.

IMPOSING [TRAIT]
Sometimes, all that is necessary is to show something who is boss.
Prerequisite: Str 13
Benefit: Handle Animal, Intimidate, and Use Magical Device are treated as Strength based skills.

Master Diver [General]
You are skilled at diving from heights and into great depths.
Prerequisite: Swim 5 ranks
Benefit: Whenever you leap into water, you get a +5 bonus to your swim skill check to dive correctly. You may hold your breath when underwater for twice your normal duration, and you have a +4 bonus on fortitude saves to survive at depth.

MASTER OF DISGUISE [GENERAL]
You have such an amazing ability to delude and deceive that it seems almost magical.
Prerequisite: Bluff 4 ranks, Disguise 4 ranks, Reflex save +2
Benefit: Deep Cover: You go so deeply into character that your surface thoughts become those of the identity you assume. You have a +5 bonus on bluff and disguise checks to resist any spell that attempts to discover your real identity, alignment, thoughts. If you succeed, you may determine what, if anything, you wish the spell to discover.
Quick Change Artist : You can change or don a disguise in as little as a single round.
Ventriloquist: You can throw your voice so effectively that you can almost completely duplicate the effects of the ventriloquism spell. No save is allowed, but you must win an opposed disguise check vs. the targets spot, listen, or sense motive (which ever is better) to succeed.

Master Orator [General]
You are an extremely skilled speaker and rise to the occasion of any debate.
Prerequisite: Diplomacy 5 ranks, Perform 5 ranks
Benefit: You get a +5 bonus on any opposed Diplomacy check to sway your audience to your opinion.

Master Porter [General]
You are especially skilled at carrying heavy loads.
Benefit: You have a +2 bonus to effective strength for the purposes of calculating encumbrance. You reduce the penalty to balance skill checks due to encumbrance by up to 2.

MASTER TACTICIAN [GENERAL, FIGHTER]
You are adept at reacting to changing circumstances.
Prerequisite: BAB +2, Int 13, Knowledge(Tactics) 5 Ranks
Benefit: Whenever you take the Ready action, you may ready two separate actions each with its own trigger.

Militia [Trait]
You have been trained in the local militia.
Prerequisite: Appropriate background.
Benefit: Tactics and Leadership are additional class skills for you. You have proficiency with one martial weapon of your choosing. Fighter is an additional favored class for you.
Special: Experts may choose Militia as a bonus feat even if they are not first level, provided that they meet the background prerequisite after 1st level but before taking the feat.

Natural Linguist [Trait, Expert]
The character can learn languages with astonishing speed and ease.
Prerequisite: Int 13
Benefit: Speak Language is always a class skill for you. If you are a bard or an explorer, you start with 9 extra points to spend on languages.
Special: Experts may choose Natural Linguist as a bonus feat even if they are not 1st level

Pious [TRAIT, General]
You have great faith in your chosen deity.
Prerequisite: Wis 10
Benefit: Choose three orisons. You may prepare and cast two of these orisons each day.
Special: You may take this feat more than once. Each time you do, you gain access to two more orisons and may cast one additional orison a day.

Roofwalker [General]
You are at home above the city.
Prerequisite: Dex 13, Dodge, Mobility, Balance 5 ranks, Jump 5 ranks
Benefit: You may use the following 3 tactical maneuvers:
Fleet of Feet – You can walk across a precarious surface at full speed without a penalty on your Balance check.
Graceful Drop – If you intentionally jump from a height, you take less damage than if you had fallen. On a successful Jump check, you take falling damage as if you had dropped 20’ fewer rather than 10’ fewer.
Master of the Roof – Gain a +1 Dodge bonus to AC against any opponent at a different elevation than you.

Sage [General]
You are a well studied individual.
Prerequisite: Educated.
Benefit: You gain a number of skill points equal to your intelligence bonus. These may only be spent on Knowledge skills. Each time you gain a level, you gain an extra skill point that may only be spent on Knowledge skills.
Special: You make take this feat any number of times. Its effects are cumulative.

Sea Legs [General]
You’re an old sea dog.
Prerequisite: Trained in Profession (Sailor)
Benefit: You gain a +4 bonus to balance and climb skill checks when aboard a water craft. Additionally, you do not suffer from sea sickness.

SHREWD MIND [TRAIT]
What you lack in perceptiveness, you more than make up for in your ability to analyze what you percieve.
Benefit: Heal, Innuendo, and Sense Motive depend on intelligence rather than wisdom.
Special: Experts may take Shrewd Mind as a bonus feat even when they are not 1st level.

SLIPPERY CUSTOMER [TRAIT]
Your reflexes may be slow, but your mind isn't.
Benefit: Hide, Open Lock, and Use Rope are intelligence based skills rather than dexterity based skills.
Special: Experts may take Slippery Customer as a bonus feat even when they are not 1st level.

Skill Aptitude [TRAIT, General]
You have a natural advantage that makes you especially suited for two particular skills.
Benefit: Choose two skills that you can logically connect in some fashion. You gain a +2 bonus in all skill checks with those skills. Some examples:

Acrobatic: +2 bonus on all Jump checks and Tumble checks.
Agile: +2 bonus on all Balance checks and Escape Artist checks.
Animal Affinity: +2 bonus on all Handle Animal checks and Ride checks.
Arcane Expert: +2 on Knowledge(Arcana). +2 on Use Magic Device.
Artist: +2 on Perform. +2 on a single Craft skill that involves art.
Athletic: +2 bonus on all Climb checks and Swim checks
Born to Intrigue: +2 to Sense Motive. +2 to Innuendo.
Cat Burglar: +2 on Balance. +2 on Climb.
Charlatan: +2 on Bluff. +2 on Disguise.
Cunning: +2 on Bluff. +2 on Pick Pocket.
Deceitful: +2 bonus on all Disguise checks and Bluff checks.
Deft Hands: +2 bonus on all Sleight of Hand checks and Use Rope checks
Diligent: +2 bonus on all Appraise checks and Decipher Script checks.
Eye for Detail: +2 on Appraise. +2 on Search.
Fast Talker: +2 on Bluff. +2 on Diplomacy.
Flair: +2 aptitude bonus on Diplomacy and Intimidate checks.
Investigator: +2 bonus on all Diplomacy checks and Search checks
Low Key: +2 on Disguise. +2 on Hide.
Keen Vision: +2 on Search. +2 on Spot.
Magical Talent: +2 on Spellcraft. +2 on Knowledge (Arcana).
Negotiator: +2 bonus on all Diplomacy checks and Sense Motive checks
Nimble Fingers: +2 bonus on all Disable Device checks and Open Lock checks.
Persuasive: +2 on Bluff. +2 on Intimidate.
Self-sufficient: +2 bonus on all Heal checks and Survival checks
Stealthy: +2 bonus on all Hide checks and Move Silently checks

Special: You may gain take this feat multiple times. Each time you do, it applies to two different skills. Its effects do not stack.

TAUNT [GENERAL]
Anyone can talk smack, but when you do it, it isn’t lame.
Prerequisite: Chr 13, 4 ranks diplomacy, 4 ranks bluff
Benefits: You can use your voice to your tactical advantage. By making people who dislike you, dislike you even more, you can provoke them to engage in rash behavior. In order to make use of the following benefits, the target of your action must understand the language you are speaking. You cannot taunt a creature without an intelligence score.
“Fight me, you son of a pig!”: You can use your diplomacy skill in place of the disguise skill when engaging in the Distract maneuver. If you succeed you have a +8 circumstance bonus to AC vs. the opponent’s attack rather than the usual +4.
“Hey, Ugly!”: As an immediate reaction on another players turn, you can use your bluff skill to create diversion on behalf of another character who wishes to hide, or you can aid another character’s attempt to create a diversion as a free action.
“My kid sister fights better than you.”: Once per round, as an immediate reaction at the beginning of an opponent’s turn in response to being attacked, you can attempt to enrage any foe so that they unconsciously adopt a reckless fighting style. If you win a Diplomacy skill check vs. your opponent’s Sense Motive check, you force them to fight offensively for that round.
“What are you chicken?”: One per round, as an immediate action at the beginning of an opponent’s turn, if you have not yet been attacked in the round, you may attempt to provoke an opponent into attacking you. If you win a Diplomacy skill check vs. your opponent’s Sense Motive check, you force them to direct all of their attacks at you for that round. You suffer a -5 penalty on the check if you are not currently threatened by the target, but would be threatened if the target made a 5’ step. You suffer a -10 penalty on the check if the target currently threatens another character he is hostile to, and must take a move equivalent action attack in order to attack you. You suffer a -15 penalty on the check if the target threatens another character he is hostile to, and must make a charge attack or ranged attack in order to attack you. Finally, you suffer a -20 penalty on the check if the target cannot move so as to attack you this round. If the target both threatens another character he is hostile to and cannot move so as to threaten you, your attempt automatically fails.

Temple Educated [Trait, Expert]
You received formal education in a temple.
Prerequisite: Appropriate background.
Benefit: You may always treat Knowledge (Religion) and one other skill of your choosing as class skills. Cleric is an additional favored class for you.
Special: Experts may choose Temple Educated as a bonus feat, even if they are not 1st level provided they meet the background requirement sometime after 1st level.

TRAP FINDER [GENERAL]
Prerequisites: 2 ranks Search, 2 ranks Spot
Benefit: You can detect traps with a search DC higher than 20.
Special: Rogues receive this ability at 1st level even if they do not meet the prerequisites for the feat.

UNCANNY INTUTION [TRAIT]
You may not always be the sharpest tool in the shed, but nothing slips past you.
Benefit: Navigation, Search, and Read Lips depend on wisdom rather than intelligence.
Special: Experts may take Uncanny Intuition as a bonus feat even when they are not 1st level.

Valuable Advisor [General]
You have a way of seeing into the heart of a problem.
Prerequisite: Int 13
Benefit: Whenever you take an aid other action to assist another character, that character gets a +4 circumstance bonus.
Normal: Whenever you take an aid other action to assist another character, that character gets a +2 circumstance bonus.

Wild Rider [Trait, General]
Prerequisite: Ride 1 rank.
Benefit: You suffer no penalty to your ride skill when riding bareback.
Normal: The normal penalty for riding bareback is -5.
 
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It's definitely the case that classes like this won't work unless there is game support for them. In our campaign, I would say at least 30% of our game time is spent talking, interrogating, researching, speculating, and investigating. In games like this, weak combat stats aren't prohibitive because so much of the game is spent out-of-combat and engaged in skill-based activities.

However, one of the reasons we increased the defensive capabilities of this class is because it allows the PC to perform some tactical support. In my game, I make heavy use of flanking, aid another actions, interrogation and bluff debuffs, and other non-attack actions. This was the motivation behind the Tactical Competence level 8 class feature.

PS. There were some nice feats in your post, although the Taunt feat seemed a little too complicated. Is it based off the combat style feats from the complete warrior? Some of those we might adopt in our campaign. That said, these might be better off in their own thread where you could get feedback on them independently?
 

I know that you are doing your own thing here, but have you checked-out the "Master" from the Dragonlance book War of the Lance?
It's a base class that basically takes skill use to an awesome level.

just my 2cp, and some food for thought.
 


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