qwertyu63
2014-01-18, 01:21 PM
Everything is as the the Expert, except with the following changes.
Increase the hit dice to d8.
Instead of picking 10 class skills, the expert has all skills as class skills.
In addition to the normal proficiencies, the expert is proficient in a single martial weapon of their choice and shields.
At first level, the expert gains the following class features:
Surge:
Experts can do a lot with their skills. To help them, they have a number of surges per day equal to their Expert level. These surges can be spent on various abilities. Unless noted otherwise, spending a surge does not require an action.
Push (Ex):
Experts can push themselves to greater skills. As part of a skill check, the expert can spend a surge to gain a competence bonus on that check equal to their expert level. They may use this only on skills where they have at least 1 rank.
The expert gains the remaining features at the stated levels:
Assist (Ex):
Starting at level 2, experts can help others as well as themselves. By spending a surge, the expert can grant a competence bonus on a skill check made by someone else equal to their expert level -1. You must be within 10 feet of the creature making the skill check. They may use this only on skills where they have at least 2 ranks.
Study (Ex):
Starting at level 2, experts can study to pick up new material. By studying for 1 hour, the expert may choose a skill. They gain 2 "phantom" ranks in the chosen skill (up to the maximium number of ranks they can have in that skill). These "phantom" ranks remain until the next time the expert uses this class feature.
Skill Power (Ex):
At level 3 and every odd numbered level after that, the expert gets a expert skill power from the list of expert skill powers. They must have at least 6 ranks in the skill tied to the chosen power.
Re-learn (Ex):
Starting at level 4, experts can relearn things they ought to have learned the first time. If the expert's Intelligence modifier permanently increases, this increase applies retroactively for skill points. Magic items or spells that provide temporary increases to Intelligence still do not provide skill points.
Steady (Ex):
Starting at level 6, experts can do things in a steady way. By spending a surge, the expert can take 10 on a skill check even if they are threatened or distracted. They may use this only on skills where they have at least 6 ranks.
Re-commit (Ex):
Starting at level 8, the expert branches out into new fields. Their skill points per level for the Expert class increases to 8 + Intelligence modifier. This increase applies retroactively.
Starting at level 20, their skill points per level further increase to 10 + Intelligence modifier. This increase also applies retroactively.
Retry (Ex):
Starting at level 10, the expert can retry things quickly. By spending a surge, the expert can reroll a skill check they just made. They may choose to use this ability after finding out if the first check passed. They may use this only on skills where they have at least 12 ranks.
Re-study (Ex):
Starting at level 12, the expert can study up on topics they don't know. By studying for 1 hour, the expert may choose a number of skills equal to their Intelligence modifier. They gain a number of "phantom" ranks in the chosen skill equal to half their expert level + 2 (up to the maximium number of ranks they can have in that skill). These "phantom" ranks remain until the next time the expert uses this class feature.
Rig (Ex):
Starting at level 14, the expert can rig an opposed skill check. By spending a surge, the expert can impose a competence penalty on a skill check made to oppose a check the expert is making. This penalty is equal to the experts expert level -1. They may use this only if they have at least 14 ranks in the opposing skill.
Re-think (Ex):
Starting at level 16, the expert can change their focus. By studying for 1 hour, 5 skill points the expert has spent (the expert chooses which 5) are refunded and can be re-spent.
Perfect (Ex):
Starting at level 18, the expert can hone their craft to perfection. By spending a surge, the expert can take 20 on a check where they would have taken 10, but without taking 20 times as long or triggering failure. They may use this only if they have at least 18 ranks in the skill in question.
Appraise: Keen Eye
You can use Appraise to oppose Forgery checks. When rolling to oppose Forgery, you may roll one Forgery check and one Appraise check and ignore the lower result.
Bluff: Talk Around
Once per day, while talking to someone, you can attempt a DC 30 Bluff check. Success allows you to trick the person in question into acting as you wish for 10 minutes (as per the spell Suggestion).
Disable Device: Trapfinding
You get trapfinding, as the rogue class feature.
Heal: Miracle Worker
Once per day, you can, as a full round action, attempt to cure a disease of your target. To do this, you must make a Heal check. The DC of this check is equal to the save DC of the disease plus 5. Success on this check means you successfully cure the disease (as per the spell Cure Disease).
Intimidate: Swift Demoralize
You can intimidating opponents in combat as a swift action (instead of a move action).
Listen: Ear Sight
Once per day, you can attempt to see with your ears. To do this, you must make a Listen check as a standard action. Once you do this, you have blindsight out to 100 feet for a number of rounds equal to your check result.
Open Lock: Pop Open
Thrice per day, you can attempt to open a lock with a DC of 30 or less as a swift action. You must make the Open Lock check normally.
Sense Motive: Seek Out
Once per day, while talking to someone, you can attempt a DC 30 Sense Motive check. Success allows you to read the surface thoughts of the person in question for 1 minute (as per the third round of the spell Detect Thoughts).
Sleight of Hand: Magician's Trick
Thrice per day, you can attempt to perform simple magical-looking tricks. To do this, you must make a Slight of Hand check as a standard action. Once you do this, you gain the effects of the spell Prestidigitation for a number of rounds equal to your check result (the created effects are non-magical).
Spellcraft: Spellwork
Once per day, you can, as a standard action, attempt to cast a spell without needing normal spellcasting abilities. You may choose any 0 or 1st level spell from the New Arcana Wizard spell list with a casting time of one standard action. While casting the spell, you must make a Spellcraft check. The DC of this check is equal to 20 plus 5 times the level of the spell. Success on this check means you successfully cast the spell with a caster level of 1.
Level 0: Acid Splash, Read Magic, Detect Magic, Dancing Lights, Light, Mage Hand, Prestidigitation, Resistance.
Level 1: Mage Armor, Alarm, Charm Person, Burning Hands, Magic Missile, Enlarge Person, Disguise Self, Silent Image, Power Charge.
Spot: Micro-expressions
You can use Spot to oppose Bluff checks. When rolling to oppose Bluff, you may roll one Sense Motive check and one Spot check and ignore the lower result.
Survival: Cobble Together
You can make any non-magical, non-alchemical item that costs 5 gp or less using Survival. If you meet the DC that would be used to craft the item with the Craft skill, you craft the item in 5 minutes. The created item has half as many hit points as a normal item, and has no real value.
Tactics: Long Plan
By taking a -5 penalty on a Tactics check to make a plan, you can make the resulting plan last far longer. The bonus from that plan decreases once per minute instead of once every 3 rounds.
Use Computer: Tech Empathy
When using a computer, you can ignore the DC increase from being unfamiliar with the system you are using. In addition, any malfunctioning computer has a 50% chance to behave normally while you are using it. (this skill is for a modern game, don't ask)
Use Magic Device: Spot Magic
You can see the magic around magic items. By looking at any magic item, you can see the magic aura of that item (as per the spell Detect Magic)
Increase the hit dice to d8.
Instead of picking 10 class skills, the expert has all skills as class skills.
In addition to the normal proficiencies, the expert is proficient in a single martial weapon of their choice and shields.
At first level, the expert gains the following class features:
Surge:
Experts can do a lot with their skills. To help them, they have a number of surges per day equal to their Expert level. These surges can be spent on various abilities. Unless noted otherwise, spending a surge does not require an action.
Push (Ex):
Experts can push themselves to greater skills. As part of a skill check, the expert can spend a surge to gain a competence bonus on that check equal to their expert level. They may use this only on skills where they have at least 1 rank.
The expert gains the remaining features at the stated levels:
Assist (Ex):
Starting at level 2, experts can help others as well as themselves. By spending a surge, the expert can grant a competence bonus on a skill check made by someone else equal to their expert level -1. You must be within 10 feet of the creature making the skill check. They may use this only on skills where they have at least 2 ranks.
Study (Ex):
Starting at level 2, experts can study to pick up new material. By studying for 1 hour, the expert may choose a skill. They gain 2 "phantom" ranks in the chosen skill (up to the maximium number of ranks they can have in that skill). These "phantom" ranks remain until the next time the expert uses this class feature.
Skill Power (Ex):
At level 3 and every odd numbered level after that, the expert gets a expert skill power from the list of expert skill powers. They must have at least 6 ranks in the skill tied to the chosen power.
Re-learn (Ex):
Starting at level 4, experts can relearn things they ought to have learned the first time. If the expert's Intelligence modifier permanently increases, this increase applies retroactively for skill points. Magic items or spells that provide temporary increases to Intelligence still do not provide skill points.
Steady (Ex):
Starting at level 6, experts can do things in a steady way. By spending a surge, the expert can take 10 on a skill check even if they are threatened or distracted. They may use this only on skills where they have at least 6 ranks.
Re-commit (Ex):
Starting at level 8, the expert branches out into new fields. Their skill points per level for the Expert class increases to 8 + Intelligence modifier. This increase applies retroactively.
Starting at level 20, their skill points per level further increase to 10 + Intelligence modifier. This increase also applies retroactively.
Retry (Ex):
Starting at level 10, the expert can retry things quickly. By spending a surge, the expert can reroll a skill check they just made. They may choose to use this ability after finding out if the first check passed. They may use this only on skills where they have at least 12 ranks.
Re-study (Ex):
Starting at level 12, the expert can study up on topics they don't know. By studying for 1 hour, the expert may choose a number of skills equal to their Intelligence modifier. They gain a number of "phantom" ranks in the chosen skill equal to half their expert level + 2 (up to the maximium number of ranks they can have in that skill). These "phantom" ranks remain until the next time the expert uses this class feature.
Rig (Ex):
Starting at level 14, the expert can rig an opposed skill check. By spending a surge, the expert can impose a competence penalty on a skill check made to oppose a check the expert is making. This penalty is equal to the experts expert level -1. They may use this only if they have at least 14 ranks in the opposing skill.
Re-think (Ex):
Starting at level 16, the expert can change their focus. By studying for 1 hour, 5 skill points the expert has spent (the expert chooses which 5) are refunded and can be re-spent.
Perfect (Ex):
Starting at level 18, the expert can hone their craft to perfection. By spending a surge, the expert can take 20 on a check where they would have taken 10, but without taking 20 times as long or triggering failure. They may use this only if they have at least 18 ranks in the skill in question.
Appraise: Keen Eye
You can use Appraise to oppose Forgery checks. When rolling to oppose Forgery, you may roll one Forgery check and one Appraise check and ignore the lower result.
Bluff: Talk Around
Once per day, while talking to someone, you can attempt a DC 30 Bluff check. Success allows you to trick the person in question into acting as you wish for 10 minutes (as per the spell Suggestion).
Disable Device: Trapfinding
You get trapfinding, as the rogue class feature.
Heal: Miracle Worker
Once per day, you can, as a full round action, attempt to cure a disease of your target. To do this, you must make a Heal check. The DC of this check is equal to the save DC of the disease plus 5. Success on this check means you successfully cure the disease (as per the spell Cure Disease).
Intimidate: Swift Demoralize
You can intimidating opponents in combat as a swift action (instead of a move action).
Listen: Ear Sight
Once per day, you can attempt to see with your ears. To do this, you must make a Listen check as a standard action. Once you do this, you have blindsight out to 100 feet for a number of rounds equal to your check result.
Open Lock: Pop Open
Thrice per day, you can attempt to open a lock with a DC of 30 or less as a swift action. You must make the Open Lock check normally.
Sense Motive: Seek Out
Once per day, while talking to someone, you can attempt a DC 30 Sense Motive check. Success allows you to read the surface thoughts of the person in question for 1 minute (as per the third round of the spell Detect Thoughts).
Sleight of Hand: Magician's Trick
Thrice per day, you can attempt to perform simple magical-looking tricks. To do this, you must make a Slight of Hand check as a standard action. Once you do this, you gain the effects of the spell Prestidigitation for a number of rounds equal to your check result (the created effects are non-magical).
Spellcraft: Spellwork
Once per day, you can, as a standard action, attempt to cast a spell without needing normal spellcasting abilities. You may choose any 0 or 1st level spell from the New Arcana Wizard spell list with a casting time of one standard action. While casting the spell, you must make a Spellcraft check. The DC of this check is equal to 20 plus 5 times the level of the spell. Success on this check means you successfully cast the spell with a caster level of 1.
Level 0: Acid Splash, Read Magic, Detect Magic, Dancing Lights, Light, Mage Hand, Prestidigitation, Resistance.
Level 1: Mage Armor, Alarm, Charm Person, Burning Hands, Magic Missile, Enlarge Person, Disguise Self, Silent Image, Power Charge.
Spot: Micro-expressions
You can use Spot to oppose Bluff checks. When rolling to oppose Bluff, you may roll one Sense Motive check and one Spot check and ignore the lower result.
Survival: Cobble Together
You can make any non-magical, non-alchemical item that costs 5 gp or less using Survival. If you meet the DC that would be used to craft the item with the Craft skill, you craft the item in 5 minutes. The created item has half as many hit points as a normal item, and has no real value.
Tactics: Long Plan
By taking a -5 penalty on a Tactics check to make a plan, you can make the resulting plan last far longer. The bonus from that plan decreases once per minute instead of once every 3 rounds.
Use Computer: Tech Empathy
When using a computer, you can ignore the DC increase from being unfamiliar with the system you are using. In addition, any malfunctioning computer has a 50% chance to behave normally while you are using it. (this skill is for a modern game, don't ask)
Use Magic Device: Spot Magic
You can see the magic around magic items. By looking at any magic item, you can see the magic aura of that item (as per the spell Detect Magic)