THE EXPERT as a viable PC class

Kaptain_Kantrip

First Post
Here is my attempt to make the Expert class more attractive to PCs (or just to make badass NPC experts). :D
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EXPERT (variant class)
Experts operate as craftsfolk and learned professionals in the world.

Low Income Experts (10 gp+/month after expenses):
Actor, Apprentice, Merchant (stall owner), Minstrel, Prostitute, Scribe

Medium Income Experts (50 gp+/month after expenses):
Accountant/Tax Collector, Courtesan, Librarian, Master Artisan, Merchant (shop owner
and/or guild member), Government Official, Magistrate, Steward

High Income Experts (100 gp+/month after expenses):
Chamberlain, Diplomat, Engineer (architect or seige), Guildmaster, High Official,
Merchant (merchant company owner and/or trading coster member), Sage, Spy

What’s New and What’s the Same between this version and the DMG version:
The Expert's class skills, HD, BAB and saving throw progression remain unchanged from
the DMG version.

Hit Die: d6.

Class Skills: The expert can choose any ten skills to be class skills. One or two of these
skills can be skills exclusive to some other class.

Skill Points at 1st level: (10 + Int modifier) x4.
Skill Points at Each Additional Level: 10 + Int modifier.

Bonus Feats: Each feat may only be taken once, except Greater Skill Focus and Skill
Focus. The expert receives class bonus feats at the same progression rate as the fighter.

Acrobatic (S&S), Alertness, Alluring (S&S), Artist (FR), Athletic (S&S), Charlatan
(S&S), Chink in the Armor (S&S), Cosmopolitan (FR), Education (FR), Endurance,
Expert Tactician (S&S), Expertise, Fleet of Foot (S&S), Flick of the Wrist (S&S), Great
Fortitude, Greater Skill Focus (+6 to one skill you have skill focus in), * Instant Mastery
(DMG, 4 ranks of skill in which the expert has no ranks), Iron Will, Jack of All Trades
(S&S), Lightning Reflexes, Luck of Heroes (FR), Mercantile Background (FR),
Multicultural (S&S), Obscure Lore (S&S), Persuasive (S&S), Pyro (S&S), Quick Draw,
Quicker Than the Eye (S&S), Run, Secret of Health (DMG, +3 hp), Secret of Inner
Strength (DMG, +1 bonus to Will saves), Secret Knowledge of Avoidance (DMG, +1
bonus to Reflex saves), Secret of True Stamina (DMG, +1 bonus to Fortitude saves),
Shadow (S&S), Silver Palm (FR), Skill Focus (any, +3 to one skill), Smooth Talk (FR),
Stealthy (FR), Street Smart (FR), Track, Trustworthy (S&S).

Skill Mastery: As rogue’s special ability. Gained at 8th, 12th, 16th and 20th level.

Starting Gear: 3d4x10 gp worth of equipment.
 
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Just out of curiousity why do you have arterial strike and hamstring in the bonus list of feats for the expert? They would never be able to use them.
 


my 3 coppers!

Expert

at lvls 4, 8, 12, 16, 20: bonus Feat-Skill Focus (the +3 version).

******
Aristocrat

at lvl 6: free leadership feat. Lvls 7, 10, 13, 16, 19 ... +1 to leadership score (in addition to modifiers, lvl, and cha).
 


Like to get some more feedback on this class if possible. Still too weak or just right? They are more of a skill-monkey than combat class, so I know they won't appeal to everyone, but sometimes it's fun to play more "real" down to earth characters.
 

First, I don't see this as an expert. With that many skill poiints they are going to be ghood at many skills. Experts usually excel at one area at the cost of lerning little about all others.

What I suggest is having the character pick an area of expertise and then granting them abnilities along the expertise. for instance have them get greater max ranks in that skill. Give them greater synergy bonuses to all related skills.
 

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