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Created By
Foxwarrior (talk)
Date Created: 3/1/10
Status: Just started
Editing: Please feel free to edit constructively!
Balance: Rogue

{{#set:Summary=You are a true master of the art of being an expert. |Length=5 |Minimum Level=4 |Base Attack Bonus Progression=Other |Fortitude Save Progression=Poor |Reflex Save Progression=Poor |Will Save Progression=Good |Class Ability=Other |Class Ability Progression=Full }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}


Master Expert[]

Some people may be able to take over the world without help, but do they know the names of every person born before 2135?

Master Experts are by far the most excellent practitioners of all things skill related.

Becoming a Master Expert[]

Characters tend to pursue this class because they really love being good at what they do.

Entry Requirements
Levels: 4 levels in NPC classes.
Skills: 35 ranks total, distributed as you choose.
Feats: Any two feats that provide bonuses to skill checks.
Table: The Master Expert

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Superior Aptitude, Bonus Feat
2nd +0 +0 +0 +3 Superior Aptitude, Versatility
3rd +0 +1 +1 +3 Superior Aptitude, Non-Combatant
4th +0 +1 +1 +4 Superior Aptitude, "I know what I'm doing"
5th +0 +1 +1 +4 Superior Aptitude, Bonus Feat

Class Skills (Skill Points::6 + Int modifier per level.
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis) Move Silently (Dex), Open Lock (Dex), Perform (Cha), Psicraft (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), Use Rope (Dex).

Class Features[]

All of the following are class features of the Master Expert.

Superior Aptitude: Every level, the Master Expert may add his key ability modifiers to his skill checks one additional time.

Versatility: The minimum check modifier for any skill check the Master Expert makes cannot be less than his total hit dice, after all penalties and bonuses have been applied.

Non-Combatant: At level 3, as long as the Master Expert has done nothing offensive (such as dealing damage or applying penalties to his opponents) during a combat, he may add his Master Expert class level to his armor class. This applies against touch attacks, and while flat-footed, immobilized, or helpless.

"I know what I'm doing": At level 4, the Master Expert can always take 10 on any skill check.

Bonus Feats: At levels 1 and 5, the Master Expert gains a bonus feat. It may be a Skill feat, a feat that gives a bonus to skill checks, or any feat that has skill ranks as a prerequisite. The Master Expert cannot choose a feat for which he does not meet the prerequisites.

Campaign Information[]

Playing a Master Expert[]

Combat: Run! Hide! You're likely to be pretty good at that. Of course, you could just persuade your enemies to run for their lives and leave all their worldly possessions. Perhaps if you get good enough at Perform (Tragedy) you can make people die of sadness.

Advancement: Word Wizards are a fairly splashable caster class, and casting (or Use Magic Device) is really the only way you're going to pull your own in any sort of battle.

Resources: Master Experts tend to stick together.

Master Experts in the World[]

I can steal from banks by smoking by a wall, climbing up the smoke, squeezing through an air hole, picking the locks on the vaults, and jumping through a second-story window, without anyone noticing me. Sure, Wizards could try the same thing, but what sort of important bank doesn't have an anti-magic field?

Master Experts are the best people for cheaply appraising and identifying items. They make the best scholars, the best thieves, and the best con men. They are likely to gain control of countries through sheer force of personality. The liars among them are more likely to be respected and feared as powerful wizards and deities than actual powerful wizards and deities are.

NPC Reactions: Characters of this class are far more likely to fit into polite society than ordinary adventurers are.

Master Expert Lore[]

Characters with ranks in Knowledge (Local) can research Master Experts to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Local)
DC Result
11 Master Experts tend to be terrible swordsmen or wizards.
16 Master Experts are very good at skills they have the abilities for.
21 It is universally accepted (as in accepted by the universe) that hitting a Master Expert is rude and should be avoided.
26 Names of specific Master Experts in the area.



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