I've never liked the idea of NPC classes. I think the power of a person should be primarily based on their experience and their attributes. I've never once understood the idea of having NPC classes. While I understand that there may be game balance issues, I don't have a problem with the town guard being 1st level fighters instead of 1st level warriors. The difference is basically a single hit point and a single feat, and you shouldn't go mess with them anyway. Not to talk about the commoner...
The typical commoner is the hard-working peasant. Still, the peasant who has been defending his home against goblins and wolves, worked hard on the fields with scythe in hand, and survived disease and starvation - still gets equal HD, attack bonus, and fortitude saves as the mage who has lived his life in a library. If I'd do a peasant class, I'd give it good fort, d8 hit points, and medium BAB, and 4 skill points/level.
However, I'm not only creating this to whine. I actually created a playable, extremely flexible version of the Expert class. I'm gonna use this for most of my non-combat non-spell npcs, from the peasant to the merchant to the blacksmith to the librarian. I'll also use it heavily in multiclassed NPC's - I've never understood why a general should be something like Ftr 8 - that doesn't give him enough skill points to learn anything about important matters for generals - knowledge of warfare, diplomacy, riding and so on. Throw in a level or two of Expert and it's fixed!
So, here's the class, hope you like it:
Hit Dice: d8.
Class Skills: Craft (Int) and Proffession (Vis). In addition, the expert may choose up to 10 + Intelligence Modifier additional skills, that are his class skills. He may choose Knowledge (All, taken individually) for a "price" of three class skills.
Skill points: 8 + Int
Starting Equipment: 6t4x10 gp.
Vapen- och pansarträning: An expert is proficient with all simple weapons and two light or one-handed martial weapons They are also proficient with light and medium armor but not with shields.
Favored by All: Expert can be choosen as a favored class by any character, replacing another favored class.
Saving Throws: The expert may choose either Reflex, Fortitude, or Will as their primary save. This follows the Good Save column, while the others follow the Bad Save column.
Skill focus: On the first level and every six levels thereafter, the expert gains a Skill Focus of his choice as a bonus feat.
Bonus Feat: On fourth level and every six levels thereafter, the expert gains a bonus feat.
Expert Professional: At level 5, the Expert may choose a single Craft, Profession, Perform, or Knowledge skill. Once per day, he may add his class level to a check against this skill.
Skill Mastery: Works like the Rogue's ability.
Reputation: The expert may add half his level to checks towards Diplomacy and Bluff when dealing with others of his profession (anyone who has at least 4 ranks, or 1 rank and has it as a class skill, in a skill that the Expert has at least 4 ranks in).
Extended Class Skills: The expert gets to choose an additional number of class skills equal to his intelligence score.
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What do you think? Is it playable (mostly as a multi-class option)? Is it too good with all these skills? Too bad, due to being nearly useless in combat? I understand that it will sneak better than a rogue (if it wants too) but it does lack the combat abilities of a rogue (and trapfinding, though I have that as a feat as a house rule) which I think makes up for the higher skill possibilities.
The typical commoner is the hard-working peasant. Still, the peasant who has been defending his home against goblins and wolves, worked hard on the fields with scythe in hand, and survived disease and starvation - still gets equal HD, attack bonus, and fortitude saves as the mage who has lived his life in a library. If I'd do a peasant class, I'd give it good fort, d8 hit points, and medium BAB, and 4 skill points/level.
However, I'm not only creating this to whine. I actually created a playable, extremely flexible version of the Expert class. I'm gonna use this for most of my non-combat non-spell npcs, from the peasant to the merchant to the blacksmith to the librarian. I'll also use it heavily in multiclassed NPC's - I've never understood why a general should be something like Ftr 8 - that doesn't give him enough skill points to learn anything about important matters for generals - knowledge of warfare, diplomacy, riding and so on. Throw in a level or two of Expert and it's fixed!
So, here's the class, hope you like it:
Hit Dice: d8.
Class Skills: Craft (Int) and Proffession (Vis). In addition, the expert may choose up to 10 + Intelligence Modifier additional skills, that are his class skills. He may choose Knowledge (All, taken individually) for a "price" of three class skills.
Skill points: 8 + Int
Starting Equipment: 6t4x10 gp.
Vapen- och pansarträning: An expert is proficient with all simple weapons and two light or one-handed martial weapons They are also proficient with light and medium armor but not with shields.
Code:
Level BaB Good Bad
Save Saves
1 0 +2 +0 Skill Focus, Favored by All
2 +1 +3 +0
3 +2 +3 +1
4 +3 +4 +1 Bonus Feat
5 +3 +4 +1 Expert Professional
6 +4 +5 +2 Skill Mastery
7 +5 +5 +2 Skill Focus
8 +6 +6 +2
9 +6 +6 +3 Reputation
10 +7 +7 +3 Bonus Feat
11 +8 +7 +3 Extended Class Skills
12 +9 +8 +4
13 +9 +8 +4 Skill Focus
14 +10 +9 +4
15 +11 +9 +5
16 +12 +10 +5 Bonus Feat
17 +12 +10 +5 Skill Mastery
18 +13 +11 +6
19 +14 +11 +6 Skill Focus
20 +15 +12 +6
Favored by All: Expert can be choosen as a favored class by any character, replacing another favored class.
Saving Throws: The expert may choose either Reflex, Fortitude, or Will as their primary save. This follows the Good Save column, while the others follow the Bad Save column.
Skill focus: On the first level and every six levels thereafter, the expert gains a Skill Focus of his choice as a bonus feat.
Bonus Feat: On fourth level and every six levels thereafter, the expert gains a bonus feat.
Expert Professional: At level 5, the Expert may choose a single Craft, Profession, Perform, or Knowledge skill. Once per day, he may add his class level to a check against this skill.
Skill Mastery: Works like the Rogue's ability.
Reputation: The expert may add half his level to checks towards Diplomacy and Bluff when dealing with others of his profession (anyone who has at least 4 ranks, or 1 rank and has it as a class skill, in a skill that the Expert has at least 4 ranks in).
Extended Class Skills: The expert gets to choose an additional number of class skills equal to his intelligence score.
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What do you think? Is it playable (mostly as a multi-class option)? Is it too good with all these skills? Too bad, due to being nearly useless in combat? I understand that it will sneak better than a rogue (if it wants too) but it does lack the combat abilities of a rogue (and trapfinding, though I have that as a feat as a house rule) which I think makes up for the higher skill possibilities.