An idea I'm playing with at the moment is adapting the Expert NPC class (page 109, Dungeon Master's Guide) so that an Expert can access more abilities depending on what class skills he chooses for himself. Why? I see the ability to choose practically any skill as a class skill a very good ability for the class to have. Coupled with decent saves and the Cleric Base Attack Bonus (15/10/5) it all makes up a pretty good opportunity for a class. The problem lies in the fact that it can't do anything else. It's all about the skills. Thusly, why not offer the class extra abilities depending on what skills it uses? Doing so will add a little more depth to each NPC Expert and offer players a useful alternative to the core classess.
The magic-less Bard will also fall among the abilities of the adapted Expert class.
Here's a look at the first draft of the new Expert class' stats
___________________________________________________________________________
Expert
Hit Dice: d6
Skill Points: 8/level (x4 at first level)
Starting Gold: 3d4 x10
Base Attack Bonus: 3/4 of level (15/10/5)
Base Saving Throws: See text below.
Armor and Weapon Proficiency: An Expert begins play proficient with all Simple Weapons and Light Armor but not Shields. If using the Weapon Groups variant, the Expert begins play with Simple Weapons and 2 more proficiencies.
Abilities:
Focus: At 1st level an Expert chooses any 10 skills and considers them class skills from then on. The Expert must also choose a focus for his saving throws, either Fortitude, Reflex or Willpower. His choice of saving throw will progress at the 'good' rate (+12 at 20th level) while the other two will progress at the 'poor' rate (+6 at 20th level). Once these choices have been made they cannot be changed and are considered the Expert's class skills and focused saving throw for every Expert class level he takes.
Bonus Feat: At 1st level an Expert receives a bonus feat from the following list: Acrobatic, Agile, Alertness, Animal Affinity, Armor Proficency (medium, heavy), Athletic, Communicator, Deceitful, Deft Hands, Diligent, Dodge, Great Fortitude, Insightful, Investigator, Iron Will, Leadership, Lightning Reflexes, Magical Aptitude, Necropolis Born, Night Haunt, Negotiator, Nimble Fingers, Open Minded, Persuasive, Run, Soul of The North, Spell Hand, Self-Sufficient, Shield Proficiency, Skill Focus, Stealthy, Toughness. If the feat has requirements the Expert must meet them before he can take the feat. The Expert receives another bonus feat from this list every five levels (5th, 10th, 15th etc).
Expert's Edge: At 1st level and every three levels from then on (3rd, 6th, 9th etc) an Expert can choose one of the special abilities from the following list. The Expert must meet any requirements the ability has before he can learn the ability.
Inventor: An Expert with at least 4 ranks in any two Craft skills gains a +2 competance bonus on all checks with these two skills. An Expert with this ability also gains a +2 insight bonus into checks that combine the two crafting skills (e.g Armorcrafting and Weaponsmithing when creating a golem). This ability can be chosen multiple times, each time it applies to two different Craft skills that the Expert has at least 4 ranks in. The one Craft skill can be chosen for two different combinations of the Inventor ability but the +2 competance bonus to that skill is only applied once.
Scholar: An Expert with at least 4 ranks in any two Knowledge skills gains a +2 competance bonus on all checks with these two skills. An Expert with this ability also gains a +2 insight bonus into checks that combine the two knowldge skills (e.g History and Nobility when dealing with a noble family's past). This ability can be chosen multiple times, each time it applies to two different Knowledge skills that the Expert has at least 4 ranks in. The one Knowledge skill can be chosen for two different combinations of the Scholar ability but the +2 competance bonus to that skill is only applied once.
Explorer: An Expert with at least 4 ranks in Knowledge: Geography and Survival gains a +2 competance bonus on all checks with these two skills. Surviving in the wild or through harsh conditions are familiar to an Explorer. In these situations an Explorer can choose to take 10 on a Survival check. An Explorer also gains circumstantial bonuses to his Survival check when he makes a successful Knowledge: Geography check (DC and application determined by DM).
Planar Explorer: An Expert with at least 9 ranks in Knowledge: The Planes and Survival gains a +2 competance bonus on all checks with these two skills. This works just like the Explorer ability except it only applies in siutations on planes other than the Explorer's native plane. This ability also gives the Expert a +2 bonus on saving throws to avoid harmful extraplaner effects (e.g Energy Drain on Negative Energy Dominant planes).
Diplomat: An Expert with at least 6 ranks in Diplomacy and Sense Motive gains a +2 competance bonus on all checks with these two skills. An Expert with this ability also gains a +2 insight bonus into checks that combine the two skills (e.g when negotiating the hand over of hostages with some bandits).
Fast Talker: An Expert with at least 4 ranks in Bluff and Intimidate gains a +2 competance bonus on all checks with these two skills. An Expert with this ability also gains a +2 insight bonus into checks that combine the two skills (e.g when making a false threat to scare someone into doing what you want).
Infiltrator: An Expert with at least 6 ranks in Open Lock and Disable Device gains a +2 competance bonus on all checks with these two skills. An Expert also gains a +2 competance bonus to Move Silently and Hide checks when trying to open a lock or disable a device while remaining hidden.
Evasion: An Expert with at least 12 ranks in Tumble gains the Evasion ability. This works just like the Rogue ability described in the Player's Handbook.
Uncanny Dodge: An Expert with at least 6 ranks in Spot and Listen gains the Uncanny Dodge abilty. This works just like the Rogue ability described in the Player's Handbook.
Improved Uncanny Dodge: An Expert with at least 12 ranks in Spot and Listen and the Uncanny Dodge ability gains the Improved Uncanny Dodge ability. This works just like the Rogue ability described in the Player's Handbook.
Spellweaver: An Expert with at least 6 ranks in Spellcraft and Knowledge: Arcana and access to at least 2 spell-like abilities (such as those offered by certain feats, e.g Soul of The North) gains a +2 competance bonus on all checks with these two skills. The Expert is also able to enter either the Sorcerer or Wizard class at an available opportunity (next level up basically) if he so chooses.
Entertainer An Expert with at least 4 ranks in any two Perform skills gains a +2 competance bonus on all checks with these two skills. An Expert with this ability also gains a +2 insight bonus into checks that combine the two preforming skills (e.g singing and string instruments while singing and playing the lute).
Advanced Performer: Encourage: An Expert with the Entertainer ability and at least 6 ranks in any Perform skill gives himself and all allies who can hear/see him (in the case of Weapon Drill performances) a +2 bonus on all attack rolls, damage rolls with weapons and saves against fear effects. This effect lasts for 2 rounds + the Expert's Charisma bonus
Advanced Performer: Distract: An Expert with the Entertainer ability and at least 9 ranks in any Perform skill distracts all enemies who can hear/see him (in the case of Weapon Drill performances) for 1 round. Enemies can make a Will Save (DC = result of the Perform check) to avoid being distracted. Enemies are distracted for as long as the Expert continues to perform.
Exampler: At 12 level the Expert chooses any 3 skills he has 12 or more ranks in. The Expert can now teach these skills to others who can learn. This essentially gives the Exampler the Teacher feat (varaint can be found on www.community3e.net) but it only applies to the 3 chosen skills. The Expert is, however, more adept at his chosen skills than regular teachers and thusly can train students to a higher skill rank.
___________________________________________________________________________
So the ability progression looks like this:
Level:
1 - Focus, Bonus Feat, Expert's Edge
2 -
3 - Expert's Edge
4 -
5 - Bonus Feat
6 - Expert's Edge
7 -
8 -
9 - Expert's Edge
10 - Bonus Feat
11 -
12 - Expert's Edge, Exampler
13 -
14 -
15 - Expert's Edge, Bonus Feat
16 -
17 -
18 - Expert's Edge
19 -
20 - Bonus Feat
Any comments, suggestions, criticisms etc are welcome.
The magic-less Bard will also fall among the abilities of the adapted Expert class.
Here's a look at the first draft of the new Expert class' stats
___________________________________________________________________________
Expert
Hit Dice: d6
Skill Points: 8/level (x4 at first level)
Starting Gold: 3d4 x10
Base Attack Bonus: 3/4 of level (15/10/5)
Base Saving Throws: See text below.
Armor and Weapon Proficiency: An Expert begins play proficient with all Simple Weapons and Light Armor but not Shields. If using the Weapon Groups variant, the Expert begins play with Simple Weapons and 2 more proficiencies.
Abilities:
Focus: At 1st level an Expert chooses any 10 skills and considers them class skills from then on. The Expert must also choose a focus for his saving throws, either Fortitude, Reflex or Willpower. His choice of saving throw will progress at the 'good' rate (+12 at 20th level) while the other two will progress at the 'poor' rate (+6 at 20th level). Once these choices have been made they cannot be changed and are considered the Expert's class skills and focused saving throw for every Expert class level he takes.
Bonus Feat: At 1st level an Expert receives a bonus feat from the following list: Acrobatic, Agile, Alertness, Animal Affinity, Armor Proficency (medium, heavy), Athletic, Communicator, Deceitful, Deft Hands, Diligent, Dodge, Great Fortitude, Insightful, Investigator, Iron Will, Leadership, Lightning Reflexes, Magical Aptitude, Necropolis Born, Night Haunt, Negotiator, Nimble Fingers, Open Minded, Persuasive, Run, Soul of The North, Spell Hand, Self-Sufficient, Shield Proficiency, Skill Focus, Stealthy, Toughness. If the feat has requirements the Expert must meet them before he can take the feat. The Expert receives another bonus feat from this list every five levels (5th, 10th, 15th etc).
Expert's Edge: At 1st level and every three levels from then on (3rd, 6th, 9th etc) an Expert can choose one of the special abilities from the following list. The Expert must meet any requirements the ability has before he can learn the ability.
Inventor: An Expert with at least 4 ranks in any two Craft skills gains a +2 competance bonus on all checks with these two skills. An Expert with this ability also gains a +2 insight bonus into checks that combine the two crafting skills (e.g Armorcrafting and Weaponsmithing when creating a golem). This ability can be chosen multiple times, each time it applies to two different Craft skills that the Expert has at least 4 ranks in. The one Craft skill can be chosen for two different combinations of the Inventor ability but the +2 competance bonus to that skill is only applied once.
Scholar: An Expert with at least 4 ranks in any two Knowledge skills gains a +2 competance bonus on all checks with these two skills. An Expert with this ability also gains a +2 insight bonus into checks that combine the two knowldge skills (e.g History and Nobility when dealing with a noble family's past). This ability can be chosen multiple times, each time it applies to two different Knowledge skills that the Expert has at least 4 ranks in. The one Knowledge skill can be chosen for two different combinations of the Scholar ability but the +2 competance bonus to that skill is only applied once.
Explorer: An Expert with at least 4 ranks in Knowledge: Geography and Survival gains a +2 competance bonus on all checks with these two skills. Surviving in the wild or through harsh conditions are familiar to an Explorer. In these situations an Explorer can choose to take 10 on a Survival check. An Explorer also gains circumstantial bonuses to his Survival check when he makes a successful Knowledge: Geography check (DC and application determined by DM).
Planar Explorer: An Expert with at least 9 ranks in Knowledge: The Planes and Survival gains a +2 competance bonus on all checks with these two skills. This works just like the Explorer ability except it only applies in siutations on planes other than the Explorer's native plane. This ability also gives the Expert a +2 bonus on saving throws to avoid harmful extraplaner effects (e.g Energy Drain on Negative Energy Dominant planes).
Diplomat: An Expert with at least 6 ranks in Diplomacy and Sense Motive gains a +2 competance bonus on all checks with these two skills. An Expert with this ability also gains a +2 insight bonus into checks that combine the two skills (e.g when negotiating the hand over of hostages with some bandits).
Fast Talker: An Expert with at least 4 ranks in Bluff and Intimidate gains a +2 competance bonus on all checks with these two skills. An Expert with this ability also gains a +2 insight bonus into checks that combine the two skills (e.g when making a false threat to scare someone into doing what you want).
Infiltrator: An Expert with at least 6 ranks in Open Lock and Disable Device gains a +2 competance bonus on all checks with these two skills. An Expert also gains a +2 competance bonus to Move Silently and Hide checks when trying to open a lock or disable a device while remaining hidden.
Evasion: An Expert with at least 12 ranks in Tumble gains the Evasion ability. This works just like the Rogue ability described in the Player's Handbook.
Uncanny Dodge: An Expert with at least 6 ranks in Spot and Listen gains the Uncanny Dodge abilty. This works just like the Rogue ability described in the Player's Handbook.
Improved Uncanny Dodge: An Expert with at least 12 ranks in Spot and Listen and the Uncanny Dodge ability gains the Improved Uncanny Dodge ability. This works just like the Rogue ability described in the Player's Handbook.
Spellweaver: An Expert with at least 6 ranks in Spellcraft and Knowledge: Arcana and access to at least 2 spell-like abilities (such as those offered by certain feats, e.g Soul of The North) gains a +2 competance bonus on all checks with these two skills. The Expert is also able to enter either the Sorcerer or Wizard class at an available opportunity (next level up basically) if he so chooses.
Entertainer An Expert with at least 4 ranks in any two Perform skills gains a +2 competance bonus on all checks with these two skills. An Expert with this ability also gains a +2 insight bonus into checks that combine the two preforming skills (e.g singing and string instruments while singing and playing the lute).
Advanced Performer: Encourage: An Expert with the Entertainer ability and at least 6 ranks in any Perform skill gives himself and all allies who can hear/see him (in the case of Weapon Drill performances) a +2 bonus on all attack rolls, damage rolls with weapons and saves against fear effects. This effect lasts for 2 rounds + the Expert's Charisma bonus
Advanced Performer: Distract: An Expert with the Entertainer ability and at least 9 ranks in any Perform skill distracts all enemies who can hear/see him (in the case of Weapon Drill performances) for 1 round. Enemies can make a Will Save (DC = result of the Perform check) to avoid being distracted. Enemies are distracted for as long as the Expert continues to perform.
Exampler: At 12 level the Expert chooses any 3 skills he has 12 or more ranks in. The Expert can now teach these skills to others who can learn. This essentially gives the Exampler the Teacher feat (varaint can be found on www.community3e.net) but it only applies to the 3 chosen skills. The Expert is, however, more adept at his chosen skills than regular teachers and thusly can train students to a higher skill rank.
___________________________________________________________________________
So the ability progression looks like this:
Level:
1 - Focus, Bonus Feat, Expert's Edge
2 -
3 - Expert's Edge
4 -
5 - Bonus Feat
6 - Expert's Edge
7 -
8 -
9 - Expert's Edge
10 - Bonus Feat
11 -
12 - Expert's Edge, Exampler
13 -
14 -
15 - Expert's Edge, Bonus Feat
16 -
17 -
18 - Expert's Edge
19 -
20 - Bonus Feat
Any comments, suggestions, criticisms etc are welcome.
2 Comments On This Entry
Page 1 of 1
super sorcerer
02 May 2006 - 01:24 PM
what a wonderfull creation
.
I would add another expert edge:
exta class skill: an expert may choose one more skill to be a class skill
It would be a good choise for either an expert with high inteligence (such as one who just gained a headband of the intelect +6) and experts who dont meet the requirements of any other expert edge.
I would add another expert edge:
exta class skill: an expert may choose one more skill to be a class skill
It would be a good choise for either an expert with high inteligence (such as one who just gained a headband of the intelect +6) and experts who dont meet the requirements of any other expert edge.
Page 1 of 1
Sign In
Register
Help

2 Comments








