Editing Tyche's Favourites/New Classes
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(based upon the Bard) | (based upon the Bard) | ||
− | Experts are scholars, philosophers, artisans and craftsmen, skilled people who make a living from their mastery of a trade or their knowledge. | + | 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. | *Prime Requisite: INT. | ||
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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. | 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 | + | 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 trade off their use of shields for a General Proficiency. |
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− | 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). | When hiring specialists, experts treat the market class of the city as one better (Class I markets remain Class I). | ||
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− | ''Proficiency list'': Alchemy, Animal Husbandry, Animal Training, Art, Beast Friendship, Bribery | + | ''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. |