The Expert - When you want to be good at everything but combat
Expert
For the vast majority of persons, the vast majority of the time, they are not involved in violent struggles. Instead, they are normally contending in the no less serious life and death struggles of daily living. The struggle to remain accepted in their social group. For most to maintain close and amicable relations which can help them in times of emergency, than it is to swing a sword or sling spells. The craftsman struggles with the daily affairs of his trade so that he may be productive and remain useful to others, and thereby profit from his work. The farmer struggles to tend and harvest his crops, so that his family will not starve in the winter. For most people, the struggle of daily existence is to be useful and skillful, and not lethal and mighty. For every trade that diligently practices the arts of combatant, there are a host of others with less martial concerns. These are the experts.
Adventurers: Experts are rarely adventurers save by absolute necessity. They consider adventuring the work of other professions devoted to the study of such arts are useful in violent contests, and while they do not necessarily scorn such professions they do not consider them their own calling. Despite this, many an expert have found themselves thrust into dangerous situations, and been forced to resourcefully apply their considerable skills to the problem of survival.
Background:Experts come from all sorts of backgrounds, but share in common that they have undergone extensive training for some purpose – usually a professional one. Many undergo lengthy apprenticeships under the tutelage of other experts, often a parent or other relative. Others – often of an aristocratic class - are tutored from a young age in all the skills essential for their station. A few attend special academies that promote the spread of skills and knowledge. Great empires generally have need of a great many expert scribes and clerks to manage their affairs and keep their accounts and so may fund universities to spread such skills.
Races: Experts are found within every race, but are most associated with the urban areas of highly civilized races. In such situations, persons can devote their time to specialized arts while secure behind the defenses and standing armies of their people. Any race that prizes craftsmanship and artistry in some degree will have in its ranks a certain number of experts, and the more highly it is prized the more common experts tend to be. Indeed, it’s probable that expert is the most commonly observed class among elves and dwarves, and is also quite common among the more prosperous human nations.
Other Classes: An expert views everyone through the lens of their skill and professionalism. Those that excel in their chosen profession earn a modicum of respect, while those that demonstrate poorly honed skills and a lack of respect for their craft will be almost inevitably looked down upon. If not of the noble class themselves, the expert still sees themselves as being a cut above the common man and deserving of the respect of the great and powerful.
Alignment: Any.
Hit Die: d8
Requirement: At least 1 ability score other than Constitution that is 10 or higher.
Class Skills: All experts pick 10 class skills as described under the Expert Knowledge class ability.
Skill Points at 1st Level: (8 + Int modifier) x 4.
Skill Points at Each Additional Level: 8 + Int modifier.
Weapon and Armor Proficiency: An expert is not proficient with weapons, shields, or armor. However, see the class ability ‘Tools of the Trade’.
Table: The Expert
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +0 +0 Expert Knowledge, Bonus Feat, Ordinary Challenges, Practiced +2, Tools of the Trade +1
2nd +1 +0 +0 +0 Bonus Feat, Practiced +3
3rd +2 +1 +1 +1
4th +3 +1 +1 +1 Bonus Feat, Tools of the Trade +2
5th +3 +1 +1 +1 Bonus Feat
6th +4 +2 +2 +2 Improved Tools of the Trade
7th +5 +2 +2 +2 Bonus Feat
8th +6/+1 +2 +2 +2 Bonus Feat, Practiced +4, Tools of the Trade +3
9th +6/+1 +3 +3 +3 Superior Tools of the Trade
10th +7/+2 +3 +3 +3 Bonus Feat
11th +8/+3 +3 +3 +3 Bonus Feat
12th +9/+4 +4 +4 +4 Well Practiced, Tools of the Trade +4
13th +9/+4 +4 +4 +4 Bonus Feat
14th +10/+5 +4 +4 +4 Bonus Feat, Practiced +5
15th +11/+6/+1 +5 +5 +5
16th +12/+7/+2 +5 +5 +5 Bonus Feat, Tools of the Trade +5
17th +12/+7/+2 +5 +5 +5 Bonus Feat
18th +13/+8/+3 +6 +6 +6
19th +14/+9/+4 +6 +6 +6 Bonus Feat
20th +15/+10/+5 +6 +6 +6 Bonus Feat, Practiced +6, Tools of the Trade +6
Bonus Feat: Experts gain a bonus feat on every level not divisible by three. (1st, 2nd, 4th, 5th, 7th, 8th, 9th, 10th, 11th, 13th, 14th, 16th, 17th, 19th, 20th). This feat can be chosen from any of the feats on the following list provided the expert meets the prerequisites: Academy Trained, Acclimated, Alertness, Ambidexterity, Always Vigilant, Catfall, Clean Fall, Clever Trickster, Combat Medic, Cosmopolitan, Craftsman, Crowd Tactics, Dabbler, Danger Sense, Dash, Deft Hands, Educated, Expert Gambler, Expert Ventriloquist, Imposing, Jack of All Trades, Lip Reader, Militia, Master of Anatomy, Master Detective, Master Diver, Master of Disguise, Master Juggler, Master of Stealth, Master Orator, Mastermind, Master Physician, Master Porter, Militia, Multicultural, Natural Linguist, Natural Scholar, Quick Feet, Pious, Poetry in Motion, Roofwalker, Run, Sage, Sea Legs, Second Career, Sentinel, Shrewd Mind, Simple Weapon Proficiency, Sixth Sense, Slippery Customer, Skill Aptitude, Skill Focus, Skill Mastery, Swift Tracker, Tall in the Saddle, Taunt, Temple Educated, Track, Trap Finder, Uncanny Intuition, Unnerving, Valuable Advisor, Wild Rider
Expert Knowledge: A 1st level expert must choose an area of focus. This area of focus must be based on one ability score of 10 or higher. Once an area of focus is chosen, the expert chooses any 10 skills to be class skills thereafter. At least four of these skills must be based on the ability score that is the expert’s area of focus.
This area of focus also influences other expert class abilities.
Some examples of typical experts:
Acrobat (Dexterity): Climb, Balance, Escape Artist, Hide, Jump, Move Silently, Perform, Run, Sleight of Hand, Tumble
Advisor (Intelligence): Appraise, Astronomy, Diplomacy, Leadership, Knowledge (Computation and Ledgers), Knowledge (History and Geography), Knowledge (Law), Knowledge (Religion and Philosophy), Sense Motive, Tactics
Alchemist (Intelligence): Alchemy, Appraise, Craft (Embalming), Craft (Glassblowing), Diplomacy, Knowledge (Arcana), Knowledge (Computation and Ledgers), Knowledge (Nature), Sense Motive, Survival
Clerk (Intelligence): Astronomy, Concentration, Craft (Calligraphy), Craft (Domestic), Decipher Script, Knowledge (Customs and Heraldry), Knowledge (Computation and Ledgers), Move Silently, Search, Speak Language
Con-Artist (Charisma): Appraise, Diplomacy, Bluff, Disguise, Escape Artist, Hide, Intimidate, Move Silently, Run, Sense Motive
Craftsman (Intelligence): Appraise, Craft (x7), Sense Motive, Use Rope
Diplomat (Charisma): Bluff, Diplomacy, Intimidate, Knowledge (Arts and Literature), Knowledge (Customs and Heraldry), Knowledge (History and Geography), Knowledge (Law), Perform, Sense Motive, Speak Language
Engineer (Intelligence): Appraise, Craft (Carpentry), Craft (Masonry), Craft (x2), Knowledge (Computation and Ledgers), Knowledge (Architecture and Engineering), Knowledge (Geology and Mining), Navigation, Use Rope
Entertainer (Charisma): Craft (Domestic), Craft (Groom), Diplomacy, Bluff, Disguise, Knowledge (Arts & Literature), Knowledge (Customs and Heraldry), Perform, Tumble, Ride
Farmer (Intelligence):Craft (Carpentry), Craft (Farming), Craft (Wood Cutting), Handle Animal, Knowledge (Nature), Porter, Sense Motive, Spot, Survival, Use Rope
Healer (Wisdom): Alchemy, Craft (Groom), Craft (Seamstress), Concentration, Diplomacy, Dreaming, Healing, Hypnosis, Sense Motive, Use Magic Device
Lawyer (Charisma):Craft (Calligraphy), Craft (Writing), Bluff, Diplomacy, Intimidate, Knowledge (Customs and Heraldry), Knowledge (Law), Perform, Sense Motive, Speak Language
Locksmith (Intelligence): Appraise, Craft (Blacksmith), Craft (Brownsmith), Craft (Machinist), Craft (Whitesmith), Disable Device, Knowledge (Architecture and Engineering), Open Lock, Search, Sense Motive
Mason (Intelligence): Appraise, Balance, Craft (Masonry), Craft (Stone Cutting), Handle Animal, Knowledge (Architecture and Engineering), Navigation, Porter, Sense Motive, Use Rope
Merchant (Intelligence): Appraise, Bluff, Diplomacy, Knowledge (Computation and Ledgers), Knowledge (Customs and Heraldry), Knowledge (History and Geography), Knowledge (Law), Search, Sense Motive, Speak Language
Messenger (Intelligence):Craft (Calligraphy), Diplomacy, Handle Animal, Navigation, Knowledge (Customs and Heraldry), Knowledge (History and Geography), Ride, Run, Speak Language, Survival
Mystic (Intelligence): Astronomy, Concentration, Dreaming, Knowledge (Arcane), Knowledge (Religion & Philosophy), Knowledge (Planes), Perform, Planeswalking, Spellcraft, Use Magic Device
Navigator (Intelligence): Astronomy, Balance, Boating, Craft (Cartographer), Navigation, Knowledge (Nature), Knowledge (History and Geography), Survival, Swim, Use Rope
Noble (Charisma): Bluff, Diplomacy, Knowledge (Arts and Literature), Knowledge (Customs and Heraldry), Knowledge (Law), Leadership, Perform, Sense Motive, Tactics, Use Magic Device
Scribe (Intelligence): Alchemy, Craft (Calligraphy), Craft (Drawing), Craft (Writing), Decipher Script, Knowledge (Arts and Literature), Knowledge (Customs and Heraldry), Knowledge (History and Geography), Search, Speak Language
Sentinel (Wisdom): Diplomacy, Leadership, Listen, Porter, Run, Search, Sense Motive, Spot, Survival, Use Rope
Servant (Intelligence): Appraise, Diplomacy, Craft (Domestic), Craft (Groom), Handle Animal, Knowledge (Customs and Heraldry), Listen, Move Silently, Search, Sense Motive
Translator (Intelligence): Craft (Calligraphy), Diplomacy, Knowledge (Arts and Literature), Knowledge (Customs and Heraldry), Knowledge (History and Geography), Listen, Perform, Speak Language, Spellcraft
Ordinary Challenges: Each day that an expert spends at least 8 hours practicing their trade, they gain 1 bonus XP. This XP can only be used to gain levels in the expert class.
Practiced: Experts gain a bonus on some saving throws depending on their area of focus. If the expert chooses strength or dexterity focus as part of their expert knowledge class ability, they gain this bonus on Reflex saves. If the expert chooses any other focus, they gain this bonus on Will saves. At 1st level, this bonus is +2. It increases to +3 at 2nd level, and then by 1 every six levels thereafter (+4 at 8th, +5 at 14th, +6 at 20th).
Tools of the Trade: At first level, an expert may select a common item or tool closely associated with his trade such as a hoe, frying pan, rolling pin, shovel, pitchfork, or barstool in which no weapon proficiency can be gained and which can be used as an improvised weapon. When using that item as an improvised weapon, they suffer only a -2 penalty to hit for being non-proficient rather than the usual -4 penalty. For each three class levels thereafter, they may select another such item. If the profession makes use of an item which can be readily used as a weapon and in which a proficiency may normally be gained, then the expert may instead choose to gain proficiency in that weapon. For example, stone cutters may gain proficiency in mattocks, butchers in knives or daggers, woodsmen in hand axes, and so forth.
Improved Tools of the Trade:Beginning at 6th level, whenever an expert wields one of his tools of the trade, he receives a +1 bonus to hit.
Superior Tools of the Trade:Beginning at 9th level, whenever an expert wields a tool of the trade that does lethal damage, he receives a +2 bonus to damage.
Well Practiced: If the expert has a bonus of Reflex saves from their Practiced class ability, then they gain Evasion as a class ability (as the Rogue class skill of the same name). If not, then versus any spell which offers as a saving throw type, ‘Will Partial’, if the Experts succeeds in his saving throw, he suffers no effect.