The Expert


Homebrew and House Rules


This entry replaces the ‘Expert,’ as described in the Pathfinder Core Rulebook (CR pg.450). While I have done away with classes exclusive to nonplayer-characters, the Expert has been retained & promoted to a PC starting class. There are myriad Experts; so many, in fact, that not only can I not provide an exhaustive list herein, but all Experts require a subtitle describing their expertise. Thus, the nomenclature adds this subtitle to the heading dependent upon the particular Craft or Profession discipline (e.g., an Expert Sailor).

It is important to note that more than 99% of tradesfolk on are considered either zero-level-characters or, rarely & at-best, first level Experts. This is because most trades are far too banal to presume themselves adventuring classes. In a world of heroic swordsmen, horrifying monsters, abysmal dungeons, castles floating on clouds, & quasi-immortal mages. By way of comparison, a tailor, however talented, is still just a tailor.

Some Craft & Profession skills are already subsumed by existing starting classes. Two fine examples are the Alchemist & the Investigator. Other “experts” are natural byproducts of the more typical adventuring classes. For instance, the Skald doubles as a composer, playwright, musician, &/or thespian; the Ranger personifies the hunter, trapper, guide; & any Rogue worth his sand is also a locksmith. Therefore, only those Experts that, in my opinion, would make fitting stand-alone player-characters are described herein.

An Expert may be of any alignment. The PC essentially builds his Expert. They have one good save, two poor saves, & ten class skills. The PC chooses which is which in a manner that comports with common sense. Thus, for example, the Expert Stonemason would make Fortitude his good save; while the Expert Sailor would make Reflex his good save; while the Expert Sage would make Will his good save.

The Expert utilizes the d8 Hit Die; has a Base Attack Bonus equal to three-quarters his level (as the Rogue); & is proficient with all simple weapons, light armor, medium armor, & shields (except tower shields). Where sensible, the DM should allow proficiency with an additional weapon related to the PC’s expertise. For instance, an Expert Blacksmith knows how to handle a Warhammer.

The player then selects 10 skills to declare as class skills in harmony with the kind of Expert his character happens to be. The Expert gains 8 (+ Int mod) skill ranks per level to distribute. Every odd level (1st, 3rd, etc.), the Expert adds a +1 competence bonus to the class skill (or skills) of his choice (in any amount or combination). Note, however, that competency bonuses do not stack together with those from other sources (like a Bard’s "Inspire Competence" ability, for instance). Thus, where competency bonuses from disparate causes might appertain, the PC applies the highest one.

At 1st level, 2nd level, & at every 2 levels thereafter (i.e., 4th, 6th, etc.), the Expert gains a bonus feat. These must draw from the following list of options:

• All Item Creation Feats
• CR Skill Enhancing Noncombat Feats (e.g., ‘Skill Focus,’ ‘Acrobatic,’ ‘Persuasive,’ etc.)
• Breadth of Experience (APG pg.151)
• Brewmaster (ARG pg.17)
• Cooperative Crafting (APG pg.156)
• Cosmopolitan (APG pg.156)
• Ensemble (UM pg.149)
• Expert Driver (UC pg.100)
• Field Repair (UC pg.101)
• Huntmaster (ARG pg.77)
• Improved Stonecunning (APG pg.163)
• Improvisation ([ARG pg.77] ‘Fast Learner’ not required)
• Learn Ranger Trap (UM pg.153)
• Master Alchemist (APG pg.165)
• Master Craftsman (CR pg.130)
• Oracular Intuition (UM pg.153)
• Prodigy (UM pg.154)
• Rhetorical Flourish (UC pg.116)
• Sea Legs (UC pg.117)
• Skilled Driver (UC pg.119)
• Sociable (APG pg.170)
• Stone-Faced (APG pg.170)
• Sure & Fleet (ARG pg.67)
• Sure Grasp (UC pg.122)
• Voice of the Sibyl (UM pg.159)

The Expert must still meet the given prerequisites in order to take a bonus feat. For instance, he must be a 5th level spellcaster for ‘Craft Wand,’ be Dwarven (1 rank in Craft & Profession) for ‘Brewmaster,’ be of the proper age & race for ‘Breadth of Experience,’ etc. The reader will note that an Expert’s selection of bonus feats consist of those that might reasonably benefit marketable skills.

At 2nd level, & every 6 levels thereafter (e.g., 8th, 14th, etc.), in lieu of gaining a bonus feat, an Expert PC may instead elect to acquire a skill-related class feature from any other base class of 1 level lower. This class feature must be nonmagical in nature (i.e., it’s designated as an “extraordinary ability”) & inherently oblige a skill check for activation. For example, instead of picking-up a bonus feat, a 2nd level Expert might decide to add the Ranger’s 1st level Survival skill-related ‘Track’ (CR pg.64) class feature, or the Rogue’s 1st level Perception & Disable Device skills-related ‘Trapfinding’ (CR pg.68) class feature.

Upon reaching 20th level, the Expert is considered a ‘Doyen’ (ex). From then on, with any one selected skill which he has previously devoted at-least 18 ranks to, he is always considered to have rolled a “nat 20.


Some neat ideas here... I used the following house rule for experts in my game:

Dedication:
At level 1 an expert choose the field he is an expert in, and up to 3 skills associated with that field (GM approval needed). For Thésée skills thé max allowed ranks are doubled. (Ie. A blacksmith choose craft(weapons), craft(armor) & profession(blacksmith) at level 1 he can put 2 ranks in each, and keep going to 40 ranks at level 20 )


You should work on a more formal write-up, up for you to call it something other than expert. By more formal, I mean drop the musings and suggestions, and write it up with more structure.

Aspects like giving weapon proficiencies "where sensible" only makes limited sense to me. I believe a smith who crafts a battle axe could fight with it better than me, but certainly not as well as a fighter. To me this is like gaining free abilities because I wrote up a detailed character background.

Apsects like choosing a good saving throw using "common sense" don't have a place, in my opinion. Choose the good save or saves. Anything else should be a bonus from a class feature.

I like the spirit of your skill bonuses at odd levels, but think that you should take it a step further. An example of a 1st level class feature that would accomplish the same effect IMHO but require much less paperwork would be:
Specialty (Ex): An expert masters many skills in her lifetime, but the mastery of some comes far more easily. At 1st level, the expert chooses one skill and adds half her level (minimum 1) to all skill checks with that skill.

Alterntely, you could look at the Investigator's Inspiration ability from the forthcoming ACG. I believe it lets home add a d6 to skill checks a certain numbeer of times per day.

The bonus feats makes sense, and good job listing thee sources.

As far as acquiring other classes features, I would expand this by covering specifics ffrom as many existing Paizo classes as you see fit. List the specific class features and at what level it can be chosen, and if there are prerequisites.


An Expert may be of any alignment. The PC essentially builds his Expert. They have one good save, two poor saves, & ten class skills. The PC chooses which is which in a manner that comports with common sense. Thus, for example, the Expert Stonemason would make Fortitude his good save; while the Expert Sailor would make Reflex his good save; while the Expert Sage would make Will his good save.

The Expert utilizes the d8 Hit Die; has a Base Attack Bonus equal to three-quarters his level (as the Rogue); & is proficient with all simple weapons, light armor, medium armor, & shields (except tower shields). Where sensible, the DM should allow proficiency with an additional weapon related to the PC’s expertise. For instance, an Expert Blacksmith knows how to handle a Warhammer.

The player then selects 10 skills to declare as class skills in harmony with the kind of Expert his character happens to be. The Expert gains 8 (+ Int mod) skill ranks per level to distribute.

At 1st level, 2nd level, & at every 2 levels thereafter (i.e., 4th, 6th, etc.), the Expert gains a Bonus Feat. These must draw from the following list of options:
• All Item Creation Feats
• CR Skill Enhancing Noncombat Feats (e.g., ‘Skill Focus,’ ‘Acrobatic,’ ‘Persuasive,’ etc.)
• Breadth of Experience (APG pg.151)
• Brewmaster (ARG pg.17)
• Cooperative Crafting (APG pg.156)
• Cosmopolitan (APG pg.156)
• Ensemble (UM pg.149)
• Expert Driver (UC pg.100)
• Field Repair (UC pg.101)
• Huntmaster (ARG pg.77)
• Improved Stonecunning (APG pg.163)
• Improvisation ([ARG pg.77] ‘Fast Learner’ not required)
• Learn Ranger Trap (UM pg.153)
• Master Alchemist (APG pg.165)
• Master Craftsman (CR pg.130)
• Oracular Intuition (UM pg.153)
• Prodigy (UM pg.154)
• Rhetorical Flourish (UC pg.116)
• Sea Legs (UC pg.117)
• Skilled Driver (UC pg.119)
• Sociable (APG pg.170)
• Stone-Faced (APG pg.170)
• Sure & Fleet (ARG pg.67)
• Sure Grasp (UC pg.122)
• Voice of the Sibyl (UM pg.159)

Note, the Expert must still meet the given prerequisites in order to take a bonus feat. For instance, he must be a 5th level spellcaster for ‘Craft Wand,’ be Dwarven (1 rank in Craft & Profession) for ‘Brewmaster,’ be of the proper age & race for ‘Breadth of Experience,’ etc. The reader will note that an Expert’s selection of bonus feats consist of those that might reasonably benefit marketable skills.

At 2nd level, & every 6 levels thereafter (e.g., 8th, 14th, etc.), in lieu of gaining a bonus feat, an Expert PC may instead elect to acquire a skill-related class feature from any other base class of 1 level lower. This class feature must be nonmagical in nature (i.e., it’s designated as an “extraordinary ability”) & inherently oblige a skill check for activation. For example, instead of picking-up a bonus feat, a 2nd level Expert might decide to add the Ranger’s 1st level Survival skill-related ‘Track’ (CR pg.64) class feature, or the Rogue’s 1st level Perception & Disable Device skills-related ‘Trapfinding’ (CR pg.68) class feature.

Failure Is Not An Option (ex): At 3rd level, an Expert may decide to use different dice than the 1d20 to roll for any skill to which he has devoted at-least 3 ranks. Instead, he rolls the 2d6 & treats the result as though he had actually rolled that summed variable on the 1d20. Needless to say, this means that his overall average roll will be lower. But it also means that he can no longer roll a “Nat 1” (which is obviously impossible when summing the results of multiple dice). At 5th level, with any skill to which he has devoted 5 ranks, he may now roll the 3d6 in lieu of the 1d20 & treat that result as though he’d actually rolled it on the 1d20. He may increase this number of d6’s, as long as he maintains a class-level skill-rank equivalency, every other level until 13th (i.e., trade the d20 for the 4d6 at 7th [& 7 ranks], the 5d6 at 9th [& 9 ranks], the 6d6 at 11th [& 11 ranks], & the 7d6 at 13th [& 13 ranks]). At 15th level, he may now roll the 7d8 for any skill to which he has devoted at-least 15 ranks & treat that summed result as though it had been rolled on the 1d20. At 17th, he may now roll the 7d10 for any skill to which he has devoted at-least 17 ranks & treat that summed result as though it had been rolled on the 1d20. Finally, at 19th level, the Expert may now roll the 7d12 for any skill to which he has devoted at-least 19 ranks & treat that summed result as though it had been rolled on the 1d20. In all cases above, any summed variable over “20” is still treated, for all practical purposes, as though it had only been a “20” (& the usual modifiers are thereafter added).

Upon reaching 20th level, the Expert is considered a Doyen (ex). From then on, with any one selected skill which he has previously devoted at-least 20 ranks to, he is always considered to have rolled a “nat 20.”


Bump.


You do need to work on your wording. Instead of "The expert utilises the d8 hit die" you could write "Hit Die: d8". That would make it a lot easier to see what you have here.

You can also cut literally everything that says to match your choices to your profession. Everybody's choices are already meant to represent their character concept and it would be pretty obvious in this case anyway. If you really want to say it, you could do so once at the top rather than every time there's a decision to be made.

The conditional free weapon proficiency is a bad idea. Just always give them an extra weapon proficiency or the Catch Off Guard feat. That way it's fairer and unambiguous.

The option to trade a bonus feat for a class feature is awesome, but I fear it's unlikely to be balanced, since skill-related class features are not designed to be comparable to either feats or each other. I'll be taking a look at the options in a bit and I'll see what interesting/dubious options are out there. As a side not, CR means Challenge Rating. The core rulebook abbreviation is CRB. Call me a moron, but I was confused for a moment there.

Failure Is Not An Option has problems. The 2d6 roll is worthless because skill checks do not automatically fail on a natural 1 and the only checks it makes easier are very easy already. The 3d6 upgrade is useful, but the actual benefit looks very slight and again, the less help you need, the more it gives you. At 7th it becomes really great and goes on to be an ability so powerful that I question whether the later upgrades will be noticed, since the expert will never be failing skill checks unless they're open-ended difficulties, like high jumps.

Overall, this class is good at what it does, but what it does is incredibly limited. Skills in general are easy to get good at and kind of weak. Being the best stealth or climbing guy is cool, but a mage can just become invisible or fly. That upsets a lot of people already, but it's at least mitigated by the fact that every class has something going for it other than skills.

All that said, this is a really cool idea for a class. Keep working on it and it might turn out great.


I somehow left out my biggest problem with this: The class has nothing at all to do in combat. I guess he can try to hit with his simple weapons and medium BAB, but every other class that depends on attacks has a class feature that helps. As it is, it's probably not worth bothering. This guy will spend the most important and interesting moments of the average campaign uselessly plinking away with his crossbow.


What you may be looking for is

A Fistful of Denarii: The Scholar

My absolute, unchallenged favorite for any kind of skill-expert class. One of the most outstanding classes I've ever seen too, though that's just my taste.

Perhaps you'll find a few good ideas in there.


Yours is constructive criticism, Mortuum. Back to the ol' drawing board, I guess.


While I agree with most of the comments above, don't give up. I also want to see PC upgrades of at least some of the NPC Classes. The comment that I don't agree with is about the Expert being relegated to a suboptimal crossbow welder -- while this is technically true in a battle, many parties (especially larger ones) will have significant need for non-combat expertise. I will have to post more thoughts on this later when I am using a real computer instead of a phone.


Expert (RAW) is a great level dipping class. Either one starts out as an expert or over time a PC gains enough know how to become an expert.

If you click on this character you can see how picking your class skills is an awesome benefit!


Okay, able to type on a real keyboard now. Here are my ideas (outlines) for some of the NPC classes, slightly modified from my original post on this (and a later one).

I have 2 issues with the NPC classes: one is that they are inherently inferior by level to the PC classes, as if they were just cannon fodder (which can be done just as well and more honestly using lower level PC classes); the other is that levels of NPC classes are albatrosses on the characters in case you want to upgrade them to PC or DM-PC status without fudging. If I were both a DM and had the time to write some in-depth house rules (and remotely possibly I'll do it anyway, although certainly not on a phone like I am doing for this post), I would convert all Warriors to martial characters (usually Fighters) or sometimes something like Thug archetype of Rogue, but Aristocrats and Experts are more interesting.

For Aristocrats, I would make them similar to base class versions of Noble Scions, but with more flexible abilities. Archetypes would include Noble Scion (base class), Political Scion, Socialite, and Tycoon (gets abilities like Golden Prophet/Prophet of Kalistrade, but trades in the spells for more awesome non magical abilities), for starters. Aristocrats would range from diplomats to leaders to socialites. (Socialite class feature: Unencumbered by the Thought Process -- this gives them Skill Ranks based on CHA instead of or maybe in addition to INT, but all but 2 Ranks/Level must be spent on social Skills.) Supporting Feat or Trait available to all Aristocrat archetypes: Born with a Silver Foot in Your Mouth.

For Experts, I would make them into professional skill monkeys that do not have part of their advancement tied to stealth and backstabbing (similar to your original post, but without the "Failure is not an option" mechanic you added a couple of posts down); they would still be able to take Rogue Tricks/Ninja Talents that do not depend upon Sneak Attack, and could also acquire Artificer Talents. Experts would range from battlefield engineers to detectives (not to be confused with the Bard archetype, although the ACG Investigator is making this field crowded now) to other professionals in dangerous lines of work to ordinary but talented people who become aware of grave threats and work against them behind the scenes. Expert archetypes would include Artificer (among other things, gets Master Craftsman as a Bonus Feat, and then scaling abilities that help with using that Feat), Battlefield Engineer (not the most awesome item crafter, but can build and repair mundane things REALLY FAST), Detective (more hard-boiled than the Bard archetype), Merchant, Politician (more grassroots than Political Scion Archetype of Aristocrat above), and Professional.

Commoners would be among the least changed, but would gain 2 class features. Opportunity for Redemption would let you convert a level of another class into a level of Commoner every time you gain a level of Commoner. Untapped Potential would let you convert a level of Commoner into a level of another class every time you gain a level in the other class. Either one (not both at once) would work only once for each Character Level advancement. Thus, you could slowly rebuild a character -- thus, for instance, an Agent of the Grave could slowly become redeemed by getting back in touch with common life, even in the absence of someone willing or able to cast Atonement.

Also, somebody actually had the idea to make Commoner a playable Class (link leads to a thread with a link to a relevant Kickstarter). THIS is the Class for Homer Simpson.

I have not yet figured out what to do with Adepts, since these are really lousy casters, but they have a limited set of spells from at least 2 lists. Maybe these could be combined with ideas for playing a Commoner to make this into the Class for Ned Flanders.

Supporting Feat (slightly modified from my original post) for tradtionally NPC Classes (which can be taken as one of the Bonus Feats awarded by Aristocrat or Expert and as the only(?) Bonus Feats awarded by Adept and Commoner):

Alternate Class Feature

Benefit: Pick a alternate Class Feature of an Archetype of your Class (which can be the standard Class Feature if you are already using an Archetype). You gain this Class Feature in addition to the one you would normally gain. For scaling Class Features, this applies to one rank of the Class Feature. This allows you to combine Archetypes that could not otherwise be combined, and/or to gain standard Class Features in addition to the Archetype Class Features that replace them.

Special: You can take this Feat multiple times, to gain different alternate Class Features, and/or to gain multiple ranks of a scaling Class Feature (you cannot gain more ranks of a scaling Class Feature than normally allowed by your Class Level).

Special: You can use this Feat to gain an alternate Class Feature at a level (normally even) at which you do not gain a Feat by taking this Feat one Character Level before, but the benefits do not activate until you gain the Class Level at which you would gain the alternate Class Feature. However, if you take this Feat as an Adept, Aristocrat, Commoner, or Expert (including as Bonus Feats gained from these classes) you can delay the benefits by more than one Character Level so that they apply to alternate Class Features of another Class.

Special: You do not need to take this Feat to gain alternate Class Features (usually Weapon/Armor Proficiencies, Class Skills, or Bonus Languages) that you have gained by other means (usually by multiclassing or racial bonuses), as long as you have rendered the additional Archetype features (or standard Class Features) fully redundant.


I hope I haven't discouraged you. I do like the idea of an expert PC class and I hope you figure this out. Good luck.

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