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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.
See Also:
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