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General Tabletop Discussion
*Dungeons & Dragons
THE EXPERT as a viable PC class
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<blockquote data-quote="Kaptain_Kantrip" data-source="post: 79724" data-attributes="member: 546"><p>Here is my attempt to make the Expert class more attractive to PCs (or just to make badass NPC experts). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p>_____________________________________</p><p></p><p>EXPERT (variant class)</p><p>Experts operate as craftsfolk and learned professionals in the world.</p><p></p><p>Low Income Experts (10 gp+/month after expenses):</p><p>Actor, Apprentice, Merchant (stall owner), Minstrel, Prostitute, Scribe</p><p></p><p>Medium Income Experts (50 gp+/month after expenses):</p><p>Accountant/Tax Collector, Courtesan, Librarian, Master Artisan, Merchant (shop owner</p><p>and/or guild member), Government Official, Magistrate, Steward</p><p></p><p>High Income Experts (100 gp+/month after expenses):</p><p>Chamberlain, Diplomat, Engineer (architect or seige), Guildmaster, High Official,</p><p>Merchant (merchant company owner and/or trading coster member), Sage, Spy</p><p></p><p>What’s New and What’s the Same between this version and the DMG version:</p><p>The Expert's class skills, HD, BAB and saving throw progression remain unchanged from</p><p>the DMG version.</p><p></p><p>Hit Die: d6.</p><p></p><p>Class Skills: The expert can choose any ten skills to be class skills. One or two of these</p><p>skills can be skills exclusive to some other class.</p><p></p><p>Skill Points at 1st level: (10 + Int modifier) x4.</p><p>Skill Points at Each Additional Level: 10 + Int modifier.</p><p></p><p>Bonus Feats: Each feat may only be taken once, except Greater Skill Focus and Skill</p><p>Focus. The expert receives class bonus feats at the same progression rate as the fighter.</p><p></p><p>Acrobatic (S&S), Alertness, Alluring (S&S), Artist (FR), Athletic (S&S), Charlatan</p><p>(S&S), Chink in the Armor (S&S), Cosmopolitan (FR), Education (FR), Endurance,</p><p>Expert Tactician (S&S), Expertise, Fleet of Foot (S&S), Flick of the Wrist (S&S), Great</p><p>Fortitude, Greater Skill Focus (+6 to one skill you have skill focus in), * Instant Mastery</p><p>(DMG, 4 ranks of skill in which the expert has no ranks), Iron Will, Jack of All Trades</p><p>(S&S), Lightning Reflexes, Luck of Heroes (FR), Mercantile Background (FR),</p><p>Multicultural (S&S), Obscure Lore (S&S), Persuasive (S&S), Pyro (S&S), Quick Draw,</p><p>Quicker Than the Eye (S&S), Run, Secret of Health (DMG, +3 hp), Secret of Inner</p><p>Strength (DMG, +1 bonus to Will saves), Secret Knowledge of Avoidance (DMG, +1</p><p>bonus to Reflex saves), Secret of True Stamina (DMG, +1 bonus to Fortitude saves),</p><p>Shadow (S&S), Silver Palm (FR), Skill Focus (any, +3 to one skill), Smooth Talk (FR),</p><p>Stealthy (FR), Street Smart (FR), Track, Trustworthy (S&S).</p><p></p><p>Skill Mastery: As rogue’s special ability. Gained at 8th, 12th, 16th and 20th level.</p><p></p><p>Starting Gear: 3d4x10 gp worth of equipment.</p></blockquote><p></p>
[QUOTE="Kaptain_Kantrip, post: 79724, member: 546"] Here is my attempt to make the Expert class more attractive to PCs (or just to make badass NPC experts). :D _____________________________________ 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. [/QUOTE]
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