L'Expert PJ pour Pathfinder

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L'Expert PJ pour Pathfinder

Message  PRDC le 5/1/2012, 00:01

EXPERT

Hit Die: d8
Alignment: Any.

Class Skills

10 Skills of the player choice, chosen on character creation, these choices cannot be changed.

Skill Points at Each Level: 8 + Int modifier


Level
BAB
Fort
Ref
Will
Special
1
+0
+2
+2
+2
Expertise, Knack
2
+1
+3
+3
+3
Bonus Feat
3
+2
+3
+3
+3
Knack
4
+3
+4
+4
+4
Bonus Feat
5
+3
+4
+4
+4
Expertise, Knack
6
+4
+5
+5
+5
Bonus Feat
7
+5
+5
+5
+5
Knack, Skilled Assistant
8
+6 / +1
+6
+6
+6
Bonus Feat
9
+6 / +1
+6
+6
+6
Expertise, Knack
10
+7 / +2
+7
+7
+7
Bonus Feat
11
+8 / +3
+7
+7
+7
Bonus Feat, Knack
12
+9 / +4
+8
+8
+8
Bonus Feat, Skill Mastery
13
+9 / +4
+8
+8
+8
Expertise, Knack
14
+10 / +5
+9
+9
+9
Bonus Feat
15
+11 / + 6 / +1
+9
+9
+9
Knack
16
+12 / + 7 / +2
+10
+10
+10
Bonus Feat
17
+12 / +7 / +2
+10
+10
+10
Expertise
18
+13 / +8 / +3
+11
+11
+11
Bonus Feat, Knack
19
+14 / +9 / +4
+11
+11
+11
Skill Prodigy
20
+15 / +10 / +5
+12
+12
+12
Bonus Feat, Knack, Mentor



Features


Weapons and Armor Profiency : Experts are proficient with all simple weapons. Experts are proficient with lights armors and with shields (but not tower shields).

Expertise: An expert is a master of his craft, and gains a competence bonus to one selected class skill equal to half his Expert level (minimum 1). He receives the same competence bonus to an additional class skill each four levels thereafter (5th, 9th, 13th and 17th).

Knack (Ex): Beginning at 1st level, experts acquire specific abilities as they advance. These abilities are known as knacks. Some knacks have prerequisites, which must be met before they can be taken. Some knacks can be taken only once, while others may be taken multiple times, with cumulative effects.

Bonus Feat: At 2nd level and two levels thereafter (2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th and 20th), the expert gains a bonus feat, which be selected from the following list: Acrobatic, Alertness, Animal Affinity, Antagonize (UM), Athletic, Catch Off-Guard, Cosmopolitan (Ad), Deceitful, Defensive Combat Training, Deft Hands, Dodge, Disorienting Maneuver (UC), Expert Diver (UC), Field Repair (UC), Go Unnoticed (Ad), Gunsmithing (UC), Improvised Weapon Proficiency, Learn Ranger Trap (UM), Magical Aptitude, Master Craftman, Persuasive, Prodigy (UM), Uncanny Alertness (UM), Sea Legs (UC), Self-Sufficient, Skill Focus, Skilled Driver (UC), Stealthy, Throw Anything, Trapper’s Setup (UC) and Voice of the Sybil (UM). Some of these feats have prerequisites, which must be met before they can be taken.

Skilled Assistant (Ex): When an expert of 7th level or more uses the Aid Another rule (Pathfinder Core Rulebook, p. 86), using one of his class skills, the expert adds half his Expert level (minimum 2) instead of the normal +2.

Skill Mastery (Ex): At 12th level, experts select a number of skills from their class skills equal to 3 + their Intelligence modifier. When making a skill check using one of these skills, experts may take 10 even if stress and distractions would normally prevent them to doing so. This ability takes a standard action.

Skill Prodigy (Ex): At 17th level, experts select a number of skills from their class skills equal to their Intelligence modifier. When making a skill check using one of these skills, experts may take 20 even if stress and distractions would normally prevent them to doing so. This ability takes a standard action.

Mentor (Ex): At 20th level, experts became the quintessential representation of their crafts or professions. They choose one class skill and became a true master of this field. Any ally in a range of 30 feet of the expert gains a competence bonus of +5 in the skill chosen by the expert. In addition, the expert can teach his specialty to an ally very rapidly. The learning process takes only one week and the student may adds the skill in his class skill list.

Knacks


Academic Reputation: The expert’s knowledge and learning can guarantee a substantial amount of fame and income. With this knack, the expert may add his Intelligence modifier to any Bluff, Diplomacy or Intimidate checks relating to a Knowledge skill in which the expert has at least 1 rank, instead of his Charisma modifier. In addition, the expert may earn a numbers of gold pieces (gp) equal to his Knowledge skill check for each week of dedicated work as a consultant, scholar, and sage, much as a character with Perform, Craft, or Profession earns money with his skill.

Applied Craftsmanship: Expert craftsmen have learned to apply their understanding of their craft to other crafts. With this knack, they may substitute ranks in a Craft skill for ranks in another Craft in which they have no ranks, on a two for one basis for the purpose of making Craft checks. For example, expert craftsmen with 10 ranks in Craft (Blacksmith) may attempt a Craft (Leather) check as if they had 5 ranks in that skill. Ability bonuses and other modifiers are applied as usual.


Bluster: The expert merchant has the ability to bluster a target through sheer force of personality, a winning smile and a fast talking. The target must have an Intelligence score of 3 or higher to be susceptible to a bluster attempt, must be within 30 feet of the expert, and must be able to see, hear, and understand him.

To bluster a target, the expert uses a standard action and makes a Bluff check opposed by the target’s Sense Motive check. If the Bluff check succeeds, the target receives a – 1 penalty on attack rolls, ability checks, skill checks and saving throws for a number of rounds equal to the expert’s Charisma modifier (if positive). This knack can be taken multiple times, each time worsening the penalty by -1. This is a mind-affecting ability.

Prerequisite: Fast-Talk knack.

Cat’s Sense: Expert acrobat have learned to always falling on their legs. With this knack, when they fall from a building roof, a tree or a similar height, they can make an Acrobatics skill check to avoid the fall (DC15, +2 when slippery). In addition, one time per day, they can reroll a CMB check they have missed against a trip attack.

Celebrity: Expert performer has achieved a certain level of widespread fame. With this knack, the expert performer talents are able to command a higher price for performance with a selected Perform skill. He can earn twice the amount listed for an evening’s work based on a Perform check.

This knack can be taken more than once. Each time, it applies to a different Perfom skill.

Climbing Strike: Expert climber can attempt to climb onto an opponent of a larger size then himself to gain an advantage in combat. To do this, the expert makes a Climb check opposed by a strength check from his opponent. If the expert succeeds the check, all attacks made by him are considered to be touch attacks. In addition, all critical hits scores by the expert who succeeds the check are automatically confirmed. Afterward, the expert drop to the ground, in his original place.

Compelling Performance: With this knack, the expert performer’s skill has increased to the point that he can arouse a single emotion of his choice—despair, hope, or rage—in a target. The expert can use this ability a number of times per day equal to his Charisma bonus (if any). The emotion the expert arouses affects one target within 15 feet. The performance requires a full-round action and a Perform skill check, and its effects on the target last for 1d4+1 rounds.

The target makes a Will saving throw. The DC is equal to the expert’s Perform skill check. An unfriendly target gains a +5 bonus to his Will saving throw, while a hostile target gains a +10 bonus. If the target succeeds at the saving throw, the expert is immune to the compulsion of this performance. If the target fails, the expert reacts to the emotion as described below.

Despair: The target takes a -2 morale penalty on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Hope: The target gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Rage: The target gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -1 penalty to Armour Class. In a dramatic situation, the target is compelled to fight, regardless of the danger.

Prerequisite: Greater Inspiration knack, Perform 9 ranks.

Complementary Scholarship: The expert sage has learned how to apply his understanding of his existing fields of knowledge to other fields. With this knack, the expert may substitute ranks in a Knowledge skill for ranks in another Knowledge skill in which he has no ranks on a two for one basis for the purposes of making Knowledge checks. For example, an expert with 10 ranks in Knowledge (nobility) may attempt a Knowledge (history) check as if he had 5 ranks in that skill. Ability bonuses and other modifiers are applied as usual.

Coordinate: The expert performer has a knack for getting people to work together. When the expert can spend a full round directing his allies and makes a DC 10 Diplomacy check, the performer provides any of his allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the expert’s Charisma modifier. The expert can coordinate a number of allies equal to one-half his master level, rounded down (to a minimum of one ally).

This knack can be taken more than once. The bonuses on attack rolls and skill checks stack, and the number of rounds the bonuses last increases by +1 for each additional selection.

Prerequisite: Diplomacy 1 rank.

Determine Proprieties: The expert who selects this knack can, as a free action, make an Appraise check to determine the proprieties of an item held by an opponent. For example, if he uses this ability on an ordinary suit of armor, the expert would learn its armor bonus, maximum Dexterity bonus, and its value. The DC is 15 +1 for each enhancement bonus and each property of the item.

Escape Flanking: An expert flanker can, when he’s flanked and successful hit one of the opponents who flanked him, switch places with him on a successful Escape Artist check opposed to the opponent’s Strenght check.

Exploit Weakness: After one round of combat, the expert sage can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The expert uses a move action and makes a DC 15 Intelligence check with a bonus equal to half his class level. If the check succeeds, for the rest of the combat the expert uses his Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as he finds ways to out-think his opponent and notices weaknesses in his opponent’s fighting style.

Fast-Talk: The expert merchant has a way with words when attempting to con and deceive. With this knack, he applies half his expert level (round down) as a competence bonus on any Bluff, Diplomacy, or Disguise checks he makes while attempting to lie, cheat, or otherwise bend the truth.

Faithful Aide: The expert merchant has acquired a talented apprentice, student, bodyguard, or servant. This knack functions like the Leadership feat, but it applies only to a cohort, and the expert’s Leadership score is equal to his ranks in a chosen Profession skill plus his Charisma bonus. The aide can be a character of any class, although usually another master, and is treated exactly as any other cohort.

Prerequisite: Profession 4 ranks.

Flat-foot Evasion: An expert acrobat can retain his Dexterity bonus when flat-footed on a successful DC 15 Acrobatics check. In addition, the expert is no longer considered flat-floot.

Inspiration: The expert performer can inspire allies with performances, bolstering them and improving their chances of success. An ally must listen to and observe the expert for a full round for the inspiration to take hold, and the character must make a DC 15 Perform check. The effect lasts for a number of rounds equal to the character’s Charisma modifier.

An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls.

An expert cannot inspire himself. The character can inspire a number of allies equal to one-half of his master performer level, rounded down (to a minimum of one ally).

Prerequisite: Perform 1 rank.

Inspiration (Greater): The expert performer can inspire allies to even greater heights with performances, bolstering them and improving their chances of success. An ally must listen to and observe the expert for a full round for the greater inspiration to take hold, and the hero must make a DC 15 Perform check. The effect lasts for a number of rounds equal to the character’s Charisma modifier.

An inspired ally gains an additional +1 morale bonus on saving throws, attack rolls, and damage rolls, which stacks with the bonus from inspiration for a total of a +3 morale bonus.

An expert cannot inspire himself. The character can inspire a number of allies equal to one-half his master performer level, rounded down (to a minimum of one ally).

Prerequisites: Inspiration knack, Perform 3 ranks.

Item of Distinction: With this knack, the expert craftsman learns how to more efficiently create masterwork items. Select a Craft skill. Masterwork items created with this Craft skill are known as items of distinction. Items of distinction function like other masterwork items, but the additional cost to create them is halved. An item of distinction can be recognized as such with a successful DC 15 Appraise check.

This knack can be taken more than once. Each time, it applies to a different Craft skill.

Prerequisite: Craft (specific skill) 1 rank.

Item of Fame: With this knack, the expert craftsman improves upon his existing talent at creating superior masterwork items. The expert craftsman can create masterwork items that are three times as effective as standard masterwork items – weapons confer a +3 bonus to attack rolls, armor check penalty is lessened by 3, and skill bonus items confer a +6 bonus. These items of fame must be created with the Craft skill specified by the master’s item of distinction knack, take three times as long to create, and the additional cost to create them is tripled (+900 gp for weapons of fame, +450 gp for armor of fame, etc).

Prerequisites: Item of Renown knack, Craft (specific skill) 6 ranks.

Item of Glory: With this knack, the expert craftsman improves upon his existing talent at creating superior masterwork items. The expert craftsman can create masterwork items that are four times as effective as standard masterwork items – weapons confer a +4 bonus to attack rolls, armor check penalty is lessened by 4, and skill bonus items confer a +8 bonus. These items of glory must be created with the Craft skill specified by the master’s item of distinction knack, take four times as long to create, and the additional cost to create them is quadrupled (+1,200 gp for weapons of glory, +600 gp for armor of glory, etc).

Prerequisites: Item of Fame knack, Craft (specific skill) 9 ranks.

Item of Renown: With this knack, the expert craftsman improves upon his existing talent at creating superior masterwork items. The expert craftsman can create masterwork items that are twice as effective as standard masterwork items – weapons confer a +2 bonus to attack rolls, armor check penalty is lessened by 2, and skill bonus items confer a +4 bonus. These items of renown must be created with the Craft skill specified by the master’s item of distinction knack, take twice as long to create, and cost the same amount as standard masterwork items.

Prerequisites: Item of Distinction knack, Craft (specific skill) 3 ranks.

Item of Legend: With this knack, the expert craftsman reaches the pinnacle of his ability to create superior items. The expert craftsman can create masterwork items that are five times as effective as standard masterwork items – weapons confer a +5 bonus to attack rolls, armor check penalty is lessened by 5, and skill bonus items confer a +10 bonus. These items of legend must be created with the Craft skill specified by the master’s item of distinction knack, take five times as long to create, and the additional cost to create them is quintupled (+1,500 gp for weapons of legend, +750 gp for armor of legend, etc).

Prerequisites: Item of Glory knack, Craft (specific skill) 12 ranks.

Jack of All Trades: The expert has learned how to apply his experience and savvy with one area of professional expertise in order to succeed in others. With this knack, he may substitute ranks in a Profession skill for ranks in another Profession skill in which he has no ranks. These may be substituted on a two for one basis for the purposes of making Profession checks. For example, a expert with 10 ranks in Profession (merchant) may attempt a Profession (innkeeper) check as if he had 5 ranks in that skill. Ability bonuses and other modifiers are applied as usual.

Leaping Charge: Expert jumpers can jump above their enemies in a charge. To do so, they may make an Acrobatics check when a creature blocks their way in a charge. The DC is 15 for the same size of the expert and 5 more by size category higher.

Linguist: With this knack, the expert sage becomes an exceptional linguist. Whenever the character encounters a new spoken language that he does not know, the expert can make an Intelligence check to determine if he can understand it. The check is made with a bonus equal to half the character’s master level (rounded up). For a written language, the bonus applies to a Linguistics check instead.

The DC for the check depends on the situation: DC 15 if the language is related to a language the sage already knows; DC 20 if the language is unrelated to any other languages the sage knows; and DC 25 if the language is ancient or unique. The expert can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way is equivalent to actually being able to converse or fluently read and write in a given language.

A single check covers roughly one minute of a spoken language or one page of a written language.

Prerequisite: Knowledge of at least 3 different languages apart from Common and the expert’s native, racial, or regional language.

Lore: With this knack, the expert sage has acquired a talent for picking up assorted facts, historical trivia, and random legends, just as a bard does with bardic knowledge. The expert adds half his class level (minimum 1) to all Knowledge skill checks and may make such checks untrained. The expert’s levels stack with other classes which have bardic knowledge or similar abilities, such as the bard or loremaster.

Loyal Clientèle: The expert merchant’s skill at his trade becomes widely known. Select a Profession skill. With this knack, the expert is able to command a higher price for his services with that skill. For a week’s worth of dedicated work the expert can earn a number of gold pieces (gp) equal to his Profession check, rather than half his Profession check.

This knack may be taken more than once. Each time, it applies to a different Profession skill.

Master of the Ambush: An expert in stealth, when he makes an attack of opportunity while hidden or on an opponent who doesn’t gains his Dexterity bonus to AC, deals an extra 1d6 per knack he possess to the opponent. This knack is considered as a Sneak Attack for the purpose of qualifying for feats and prestige class. This knack stacks with Sneak Attack.

Misleading Strike: An expert in feint, when he misses a melee attack, can make a Bluff check, opposed by his enemy AC. If the results of the expert check his superior to the AC of his opponent, he deals extra damage equal to his ranks in Bluff.

Rabbit Evasion: An expert acrobat can avoid attacks with a good jump. When an opponent hits an expert with this knack, the expert may makes an Acrobatics check in immediate action. If the result of the check is higher than the result of the opponent’s attack roll, the expert avoids the attack. The expert cannot use this knack when he’s flat footed. This knack can be use one time by encounter.

Skilled Team: The expert merchant has gathered a small group of apprentices and helpers who assist him in his work. This knack functions like the Leadership feat, but it applies only to followers and the expert’s Leadership score is equal to his ranks in a chosen Profession skill plus his Charisma bonus. These assistants are all NPC experts, and are otherwise treated exactly like followers.

Prerequisite: Profession 7 ranks.

Tactical Advantage: By using his understanding of a creature’s recorded weaknesses, the expert sage can gain an advantage in combat. Choose a Knowledge skill to which this knack applies. Once per encounter, a master sage may make a Knowledge check (DC 10 + creature’s CR) to gain a +2 bonus to attack rolls against a creature covered by the selected Knowledge skill for the remainder of the encounter. The specific Knowledge skill required depends on the creature type: Knowledge (arcana) for dragons, constructs, and magical beasts; Knowledge (dungeoneering) for aberrations and oozes; Knowledge (local) for humanoids and regional cultures; Knowledge (nature) for animals, fey, monstrous humanoids, plants, and vermin; Knowledge (planes) for outsiders; Knowledge (religion) for undead.

This knack may be taken more than once. Each time it applies to a different Knowledge skill.

Prerequisite: Exploit Weakness knack.

Shadowplay: An expert in stealth can disappear in plain sight. The expert with this knack gains the ability to Hide in Plain Sight.

Prerequisite: Stealth 10 ranks.

Trick of the Dead Man: An expert liar can feint is own death for surprise his enemy. With this knack, an expert can drop prone and act like the previous attack killed him. To do this, the expert may make a Bluff check and any creature in a range of 10 feet makes a Sense Motive check against the Bluff check’s result to determine if the expert is dead or not. All creatures who fail their Sense Motive check are helpless against your next attack. If the expert uses this knack another time against the same creature, this creature gains a +5 bonus on his second Sense Motive check.

Virtuoso: The expert performer has learned how to apply talents in one technique to another. With this knack, the expert may substitute ranks in a Perform skill for ranks in another Perform skill in which the master performer has no ranks may substitute on a two for one basis for the purposes of making Perform checks. For example, a expert with 10 ranks in Perform (wind) may attempt a Perform (comedy) check as if he had 5 ranks in that skill. Ability bonuses and other modifiers are applied as usual. Skills such as Acrobatics and Sleight of Hand may not be mimicked with this knack.

Word of Mouth: The expert craftsman’s skill at his craft becomes widely known. Select a Craft skill. With this knack, a week’s worth of dedicated work earns the expert craftsman a number of gold pieces (gp) equal to his Craft check, rather than half his Craft check.

This knack may be taken more than once. Each time, it applies to a different Craft skill.



Dernière édition par PRDC le 5/1/2012, 02:08, édité 8 fois
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Re: L'Expert PJ pour Pathfinder

Message  PRDC le 5/1/2012, 00:13

J'aimerais que vous me donniez vos impressions sur cette classe remaniée.
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Re: L'Expert PJ pour Pathfinder

Message  PRDC le 5/1/2012, 02:10

Pour ceux ayant lu la classe Mercredi soir, je viens de l'updater et la modifier.

Pour les autres, j'aimerais bien vos commentaires et vos suggestions de Knacks.

P.S. RC, je n'ai pas encore bosser sur le Knack de Fascination, je ne t'oublie pas! Wink
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Remerciements

Message  R-Ckhaos le 5/1/2012, 11:12

Tout d'abord, merci à Pierre pour avoir créer cette classe polyvalente. Grâce à ce gabarit, je crois il est maintenant possible de créer un éventail de NPC avec leur propres forces et spécialités. Sans être de complets boulets pour un groupe d'aventurier. Bien sûr, ça reste un classe d'avantage citadine mais ce ne sera pas la première Wink

Par exemple, Zenon Languemiel pourrait être un expert spécialisé dans les 'perfomer knacks' ou ceux associer au charme tandis qu'un marchand véreux dans ceux de fast-talk/tromperie.

Je vais réviser le tout en détail ce soir et te revenir avec des commentaires si j'observe d'autres points qui m'agacent encore.

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Oublie

Message  R-Ckhaos le 5/1/2012, 11:16

Ah! tu n'as pas mis le starting pool de skills point qu'on a au niv1 lors de la création du personnage!
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Re: L'Expert PJ pour Pathfinder

Message  PRDC le 5/1/2012, 11:16

Y'en a pas à Pathfinder!
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oups

Message  R-Ckhaos le 5/1/2012, 11:23

Ah bah tiens, c'est exact. J'vais devoir bien relire cette section pour ne pas me gourrer lors de la création de mon personnage. Mais c'est bcp plus sensé comme méthode, plus besoin de d'arrondir les rangs pour l'achat.
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