New class: The Expert

Experts are scholars, philosophers, artisans and craftsmen, skilled people who make a living from their mastery of a trade or their knowledge.

  • Prime Requisite: INT.
  • Requirements: None.
  • Hit Dice: 1d6.
  • Maximum Level: 14.

Experts advance in attack throws and saving throws as a thief, by two points every four levels of experience, but advance in Proficiencies as a Fighter. At first level, experts hit an unarmored foe (AC 0) with an attack throw of 10+. They may fight with any missile weapons and any one-handed melee weapons, and may wield a weapon in each hand if desired. They cannot wear armor heavier than leather, but may use shields. All experts are literage and well-versed in a particular area of knowledge or crafting. They may choose any one of Art, Craft, Engineering, Healing, Knowledge, Performance or Profession to represent this area of expertise, which begins at two ranks. Experts begin with one additional Class Proficiency.

More scholarly types may choose to trade their Hit Dice down to 1d4 and their attack throws to that of a mage for an additional Class and General Proficiency. They may also trade off their use of shields for a General Proficiency.

When hiring specialists, experts treat the market class of the city as one better (Class I markets remain Class I).

Experts facility with their chosen area of expertise gives them a bonus to all Proficiency checks relating to that topic of +1 at first level. This increases by an additional +1 at 3rd, 6th, 9th and 12th level. Furthermore, as their knowledge base grows, they gain a +1 bonus to more distantly associated topics at 5th level, increasing to +2 at 10th level.

Because of their study of ancient texts and contact with other specialists, experts possess loremastery. This knowledge allows them to decipher occult runes, remember ancient history, identify historic artifacts, and similar tasks. At 1st level, an expert must make a proficiency throw of 18+ on 1d20 to succeed in these tasks. The proficiency throw required reduces by 1 per level.

Upon attaining 4th level, the expert gains the ability to read languages, including ciphers, treasure maps, and dead languages, but not magical writings. A proficiency throw of 5+ on 1d20 is required. If the roll does not succeed, the expert may not try to read that particular piece of writing until he reaches a higher level of experience.

When an expert reaches 5th level, his aura of unflappable competence inspires his hirelings to strive for glory. Any henchmen and mercenaries hired by the expert gain a +1 bonus to their morale score if they are able to witness the fruits of the expert's skill. This bonus stacks with any modifiers from the expert's Charisma or proficiencies.

Upon reaching 9th level, an expert can build an academy or workshop (functionally the same as a hall) and become a ruler. When they do, up to 1d4+1x10 0th level mercenaries and 1d6 experts of 1st-3rd level will come to apply for jobs and training. If hired, they must be paid the standard rate for mercenaries.


Proficiency list: Alchemy, Animal Husbandry, Animal Training, Art, Beast Friendship, Bribery, Craft, Diplomacy, Eavesdropping, Engineering, Healing, Knowledge, Land Surveying, Language, Manual of Arms, Military Strategy, Naturalism, Navigation, Performance, Profession, Prophecy, Siege Engineering, Signalling, Soothsaying, Wakefulness.

I wonder if the Expert who trades down their HD and attack throws should also be able to nominate a second area of expertise? After all, this is someone who has seriously dedicated themselves to study over exercise.

Updated Expert who’s now eaten the Thief:

Expert

Prime Requisite: INT.
Requirements: None.
Hit Dice: 1d6.
Maximum Level: 9.

Experts are scholars, philosophers, artisans and craftsmen, skilled people who make a living from their mastery of a trade or their knowledge. They also include criminals, grifters and those who make a living by relieving other people of their money.

Experts advance in attack throws and saving throws as a thief, by two points every four levels of experience. At first level, experts hit an unarmored foe (AC 0) with an attack throw of 10+. They may fight with any missile weapons and any one-handed melee weapons, and may wield a weapon in each hand if desired. They cannot wear armor heavier than leather, but may use shields. All experts are literate and well-versed in a particular area of knowledge or crafting. They may choose any one of Art, Craft, Engineering, Healing, Knowledge, Performance or Profession to represent this area of expertise, which begins at two ranks. Alternatively, they may choose any two of Climbing, Disable Device and Pick Pockets. Experts begin with one additional Class Proficiency.

More scholarly types may choose to trade their Hit Dice down to 1d4 and their attack throws to that of a mage for an additional Class and General Proficiency. They may trade off their use of shields for a General Proficiency.

When hiring specialists, experts treat the market class of the city as one better (Class I markets remain Class I).

Experts facility with their chosen area of expertise gives them a bonus to all Proficiency checks relating to that topic of +1 at first level. This increases by an additional +1 at 3rd, 6th, 9th and 12th level. Furthermore, as their knowledge base grows, they gain a +1 bonus to more distantly associated topics at 5th level, increasing to +2 at 10th level.

Because of their study of ancient texts and contact with other specialists, experts possess loremastery. This knowledge allows them to decipher occult runes, remember ancient history, identify historic artifacts, and similar tasks. At 1st level, an expert must make a proficiency throw of 18+ on 1d20 to succeed in these tasks. The proficiency throw required reduces by 1 per level.

Upon attaining 4th level, the expert gains the ability to read languages, including ciphers, treasure maps, and dead languages. A proficiency throw of 5+ on 1d20 is required. If the roll does not succeed, the expert may not try to read that particular piece of writing until he reaches a higher level of experience.

When an expert reaches 5th level, his aura of unflappable competence inspires his hirelings to strive for glory. Any henchmen and mercenaries hired by the expert gain a +1 bonus to their morale score if they are able to witness the fruits of the expert’s skill. This bonus stacks with any modifiers from the expert’s Charisma or proficiencies.

Upon reaching 9th level, an expert can build an academy or workshop (functionally the same as a hall) and become a ruler. When they do, up to 1d4+1x10 0th level mercenaries and 1d6 experts of 1st-3rd level will come to apply for jobs and training. If hired, they must be paid the standard rate for mercenaries.

Class Proficiencies: Alchemy, Animal Husbandry, Animal Training, Art, Beast Friendship, Bribery, Climbing, Craft, Diplomacy, Disable Device, Engineering, Healing, Knowledge, Land Surveying, Language, Manual of Arms, Military Strategy, Naturalism, Navigation, Performance, Pick Pockets, Profession, Prophecy, Siege Engineering, Signalling, Soothsaying, Wakefulness.

Alright, the Expert is about 400xp short of where I need it to be, to equalise with the 2100xp budget for all my other classes.

Any ideas for (mundane) powers they could get?

It may need some finessing; but “Dwarf 1” (400 XP) [ACKS:PC, Racial Custom Classes, Dwarven] gains you 1 proficiency and a +1 to all other proficiency rolls.

It’s a good idea, but there’s already a lot of extra Proficiencies, and an escalating bonus to specific areas of expertise.