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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Making the expert a PC class.
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<blockquote data-quote="Kahuna Burger" data-source="post: 968636" data-attributes="member: 8439"><p>I'd like to make the expert a PC worthy class... partly to have a very customizable core class, partly cause I like skills, and partly as an excuse to knock the rogue back a bit as the default "skill class" (it seems if you want any skills except the nature ones, you need to add a few levels of rogue to make your chaacter concept work, and I dislike that. Rogues are being knocked back to 6 skill points IMC with this class added to round things out.)</p><p></p><p>The new expert class :</p><p></p><p>Flavor text - DM approval. As a highly customizable class, the expert is open to more abuse and misuse than most others. The initial selections of class skills and saves must be approved by the DM prior to fully fleshing out the character. Except in extraordinary circumstances, a character should not be allowed to multiclass between two differently designed expert classes.</p><p></p><p>Saves - Experts have one good save which can be assigned at character creation. It is advised that the save assignment be consistant with class skills - an expert who chooses mainly dexterity based skills would be likely to have a good reflex save, a wilderness oriented expert might be more likely to have a good fort save, and a highly intellectual expert should probably be given a good will save.</p><p></p><p>BAB - As Cleric</p><p></p><p>Skills - At initial creation, an expert is assigned up to 15 class skills. Craft, knowlege and proffession skills are an exception to this rule. Two specific skills of these types can be taken instead of one regular skill. An expert has 8 skill points per level.</p><p></p><p>Feats - At first level and every even level thereafter, the expert gains a bonus feat from a narrow list of skill related feats. This list includes skill focus, greater skill focus, any "synergy skill feat" (+2/+2 feats) and feats which allow special uses of a skill (track, wild empathy, trapsense*, create chemicals*, animal friend*) as well as any feat the DM accepts as synergistic with the expert's design. An expert's bonus feats should never be metamagic or combat feats.</p><p></p><p>*trapsense and create chemicals are feats to reproduce the "and only a rogue" rules and the new rule that alchemy can only be fully practiced by a spellcaster, respectively. Animal friend requires Wild Empathy, 8 ranks in animal handling and wis and cha 13+ and allows the expert to recruit animal companions as a druid of half her expert level.</p><p></p><p>Thats the first draft, thrown out almost as it was thought in an excedrin induced frezy, please give me some comments. Most specifically, do you think its a viable PC class?</p><p></p><p>Kahuna burger</p></blockquote><p></p>
[QUOTE="Kahuna Burger, post: 968636, member: 8439"] I'd like to make the expert a PC worthy class... partly to have a very customizable core class, partly cause I like skills, and partly as an excuse to knock the rogue back a bit as the default "skill class" (it seems if you want any skills except the nature ones, you need to add a few levels of rogue to make your chaacter concept work, and I dislike that. Rogues are being knocked back to 6 skill points IMC with this class added to round things out.) The new expert class : Flavor text - DM approval. As a highly customizable class, the expert is open to more abuse and misuse than most others. The initial selections of class skills and saves must be approved by the DM prior to fully fleshing out the character. Except in extraordinary circumstances, a character should not be allowed to multiclass between two differently designed expert classes. Saves - Experts have one good save which can be assigned at character creation. It is advised that the save assignment be consistant with class skills - an expert who chooses mainly dexterity based skills would be likely to have a good reflex save, a wilderness oriented expert might be more likely to have a good fort save, and a highly intellectual expert should probably be given a good will save. BAB - As Cleric Skills - At initial creation, an expert is assigned up to 15 class skills. Craft, knowlege and proffession skills are an exception to this rule. Two specific skills of these types can be taken instead of one regular skill. An expert has 8 skill points per level. Feats - At first level and every even level thereafter, the expert gains a bonus feat from a narrow list of skill related feats. This list includes skill focus, greater skill focus, any "synergy skill feat" (+2/+2 feats) and feats which allow special uses of a skill (track, wild empathy, trapsense*, create chemicals*, animal friend*) as well as any feat the DM accepts as synergistic with the expert's design. An expert's bonus feats should never be metamagic or combat feats. *trapsense and create chemicals are feats to reproduce the "and only a rogue" rules and the new rule that alchemy can only be fully practiced by a spellcaster, respectively. Animal friend requires Wild Empathy, 8 ranks in animal handling and wis and cha 13+ and allows the expert to recruit animal companions as a druid of half her expert level. Thats the first draft, thrown out almost as it was thought in an excedrin induced frezy, please give me some comments. Most specifically, do you think its a viable PC class? Kahuna burger [/QUOTE]
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Making the expert a PC class.
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