Expert
Dungeon Master's Guide p109

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D&D Home > Character Classes > Core Classes > Expert

The expert is one of the NPC character classes introduced in the DMG. The class was not designed to be taken by player characters, and is there to give background colour and flavour to the setting. As published, the Expert was significantly weaker than the PC classes and (in my opinion) far too broad. Any class whose predominant ability is to know a few skills extremely well falls into this category. The Expert is therefore the class of the sage and the scholar, but it is also the class of the blacksmith and the farrier. This seems a bit screwy. These rules create a more interesting Expert class. They also make it a viable alternative for players who want to try something a little left of the norm.

Game Rule Information

The following changes that have been made to the powers and abilities of the Expert are considerable. Any published rules for the expert that do not directly contradict the contents of this page still apply.

Class Features

Expert Options: As stated above, the expert can represent any number of characters. In character generation, the player must choose one of the following options to govern the expert's hit die, base attack bonus and skill points. Once selected the player cannot change this progression, and the expert cannot multiclass into a second Expert variant. This choice does not effect any of the other class abilities the expert receives. The options are:

Option One: Hit Die (d8); Base Attack Bonus (as fighter); skill points (4 + Int modifer) × 4 at 1st level, then 4 + Int modifier at each subsequent level; Area of Expertise: one skill.
Option Two: Hit Die (d6), Base Attack Bonus (as rogue), skill points (6 + Int modifer) × 4 at 1st level, then 6 + Int modifier at each subsequent level; Area of Expertise: two skills.
Option Three: Hit Die (d6), Base Attack Bonus (as wizard), skill points (8 + Int modifer) × 4 at 1st level, then 8 + Int modifier at each subsequent level; Area of Expertise: three skills.
Option Four: Hit Die (d4), Base Attack Bonus (as wizard), skill points (10 + Int modifer) × 4 at 1st level, then 10 + Int modifier at each subsequent level; Area of Expertise: four skills.

The options represent the different types of expert. For example, a player wanting to be a blacksmith might pick option one. He would have one area of expertise (craft: smithing) and he has enough skill points to be extremely good at it. A player wanting to be an anaemic scholar who has read a lot of books but hasn't seen the light of day in ten years would probably pick option four. The choice is very easy to justify based on your character concept.

Weapon and Armour Proficiency: I use the rules for Weapon Group Feats (UE p94). The number of Weapon Group Feats and armour proficiency feats the Expert gains at first level is dependent on the Expert Options above. Experts choosing option one receive these feats as a Fighter, option two receive them as rogue, options three and four receive them as a wizard.

Saving Throws: The expert has one good saving throw and two poor saving throws. The good save is usually Will, but some experts (such as the blacksmith mentioned above) might have Fortitude as their good saving throw.

Class Skills: The expert's class skills (and key abilities for each skill) are Craft (any) (Int), Knowledge (any) (Int), Profession (any) (Wis) and any five other skills of the player's choice.

Area of Expertise: At 1st level the expert chooses one or more skills depending on the Expert Option he has already selected (see above) to become his area of expertise. These skills must be Knowledge, Craft or Profession skills; they must also be specific. An expert could not select Knowledge as one of the skills, but he could select Knowledge (arcana), Knowledge (the planes) and Knowledge (nature) as three of them. The skills selected for the expert's area of expertise must make some sense; the player must justify his choice to the GM. At the GM's option certain skills that are not Knowledge, Craft or Professions skills may be selected - examples include Spellcraft and Perform (any). However, the player must check with the GM before selecting such skills. The expert applies a bonus equal to his class level to all skills that fall into his area of expertise.

Enhanced Synergy: Having 5 or more ranks in one skill grants a +2 bonus to checks made with a related skill. A complete list of skill synergies is found on the table on PHB p66. If one of the skills involved in this relationship is in the expert's area of expertise then the bonus increases to +3. If both skills are within the expert's area of expertise then the bonus increases to +4. This ability does not stack with Breakthrough (see below).

Breakthrough: At level five the expert makes a startling leap of logic that connects two hitherto unrelated skills. The expert selects two skills that currently share no skill synergy and gains the benefits of synergy when using them - a +2 bonus to each skill. The expert has an additional breakthrough every five levels. Each time he must select two different skills. This ability does not stack with the Enhanced Synergy ability.

Unbounded Expertise: At 20th level the expert's capability transcends all limitations. From this level, his maximum skill ranks is no longer limited to his level +3 in skills in his area of expertise.

Notes on the Specialist

Although not presented as an NPC class, p155 of Dungeon Master's Guide II has an enlightening few pages on the nature of specialist NPCs such as the Expert. It suggests the common attributes and skill modifiers a specialist of levels 1 to 20 would enjoy, and why he enjoys them. It also gives tips for what feats to take to take and items to get hold of to improve your skill modifiers. Although the free and frank flow of magical items into the hands of such specialists is questionable in my opinion, it is an interesting piece that anyone considering an Expert character should read.

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