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Orzel
2011-09-20, 04:18 AM
This class is meant to replace aristocrats, experts, and adept while being somewhat playable as a PC.

The Professional

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2| Profession

2nd|
+1|
+0|
+0|
+3|

3rd|
+2|
+1|
+1|
+3|

4th|
+3|
+1|
+1|
+4| Profession

5th|
+3|
+1|
+1|
+4|

6th|
+4|
+2|
+2|
+5|

7th|
+5|
+2|
+2|
+5| Profession

8th|
+6/ +1|
+2|
+2|
+6|

9th|
+6/+1|
+3|
+3|
+6|

10th|
+7/+2|
+3|
+3|
+7| Profession

11th|
+8/+3|
+3|
+3|
+7|

12th|
+9/4|
+4|
+4|
+8|

13th|
+9/+4|
+4|
+4|
+8|Profession

14th|
+10/+5|
+4|
+4|
+9|

15th|
+11/+6/+1|
+5|
+5|
+9|

16th|
+12/+7/+2|
+5|
+5|
+10|Profession

17th|
+12/+7/+2|
+5|
+5|
+10|

18th|
+13/+8/+3|
+6|
+6|
+11|

19th|
+14/+9/+4|
+6|
+6|
+11|Profession

20th|
+15/+10/+5|
+6|
+6|
+12|[/table]

Alignment: Any Alignment



Hit Die
d8.

Class Skills
The professionalís class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Profession (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language (None), Spot (Wis), Swim (Str), and Survival (Wis).

Skill Points

6 + Int modifier (or four times this number at 1st level).

Weapon and Armor Proficiency
Professionals are proficient with all simple weapons, one martial weapon, and light armor.

Profession
Each professional has a background of expertise that the professional use to aid his allies and friends. At the first level and every 3rd level thereafter, the professional must choose what type of profession she has learned. This choice affects the professionalís class features but does not restrict his selection of feats or special abilities in any way.

Alchemical: The professional can craft special substances and Items that require the Craft alchemy skill without needing to be a spellcaster. The professional is also trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Athletics: The professional gains Evasion and Uncanny Dodge as the rogue ability. At the 10th level, she gains Improved Evasion, and Improved Uncanny Dodge. The professional levels count as half to determine the minimum rogue level required to flank the character.

Academic: The professional treats all Knowledge checks as trained checks, even if she doesn't have any ranks in the specific skill. The profesional may also learn 2 languages when spending skill points on Speak Language.

Arcana: The professional learns and casts spells as a bard. She may select her spells from sorcerer/wizard spell list. If the professional would learn spellcasting for another of the class feature of this class, she does not gain a new set of spell per day.

Aquatic: The professional has a swim speed equal to their base land speed. (If the creature already has a swim speed, it improves by 10 feet.) The professional can move through water at its swim speed without making Swim checks. It has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. The professional can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Aristocratic: The professional has the ability to inspire allies, giving them a morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls equal to their Charisma bonus . Allies must be able to hear the character speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to the professionalís Intelligence bonus and can be used once per minute.

Druidic: The professional learns and casts spells as a bard. She may select her spells from druid spell list. If the professional would learn spellcasting for another of the class feature of this class, she does not gain a new set of spell per day.

Medicine: The professional can Providing first aid, treating a wound, or treating poison using the Heal skill as a move action. Also when he professional successfully provides long term care, the patient recovers hit points or ability score points (lost to ability damage) at twice the normal rate.

Mercantile: The professional can buy and sell equipment, goods, and services at 3/4 its listed price

Military Tactics: The professional can encourage an alliy's attack As a standard action, the professional may target a willing ally that can hear her. When making a full attack action, the target may make one extra attack with it. The attack uses the targetís full base attack bonus, plus any modifiers appropriate to the situation.

Religious: The professional learns and casts spells as a bard. She may select her spells from cleric spell list. If the professional would learn spellcasting for another of the class feature of this class, she does not gain a new set of spell per day.

Underworldly: The professional gains Sneak Attack and Trapfinding as the rogue ability. The extra damage fir the sneak attack is 1d6 every three professional levels (minimum 1d6).

Wilderness: The professional gains +4 bonus on Fortitude saves made to resist the effects of cold or hot weather or exposure. The professional also are immune to fatigue, and anything that would cause her to become exhausted makes her fatigued instead.


Are there any other profession types (outside of weapons combat and commoner jobs) you can think of?

Morph Bark
2011-09-20, 05:25 AM
Are there any other profession types (outside of weapons combat and commoner jobs) you can think of?

If it is meant to not partake in weapons combat, why can it gain Sneak Attack?

Orzel
2011-09-20, 05:44 AM
If it is meant to not partake in weapons combat, why can it gain Sneak Attack?

I attribute professional weapons combat with full level BAB and better weapon/armor proficiencies.

Underworldly professionals would muggers, kidnappers, and other violent career criminals. They don't necessarily know how to fight, they do know how to kill. "Heroic" ones would be actual rogues.