Professional Documents
Culture Documents
5
A Comprehensive OGL Sourcebook for Fantasy Role-Playing Games
To Gar
y Gygax and all the others
Gary
who created this game that so many
of us have enjoyed in decades past
and will continue to love
in decades to come.
Experts v.3.5
A Comprehensive OGL Sourcebook for Fantasy Role-Playing Games
Skir
misher Publishing LLC, P
.O. Box 150006, Alexandria, V
A 22315
Skirmisher
P.O.
VA
Email: d20@skirmisher.com Website: www.skirmisher.com
Authors: Michael J. Varhola, Paul O. Knorr, Perry Frix, and
the Skirmisher Game Development Group
any and all dialogue, incidents, plots, stories, storylines, thematic elements, and concepts contained herein.
Images on pages 26, 32, 95, 153, 154, 155, and 156 are
copyright 2008 by Sharon Daugherty. Images on pages 167,
170, 171, 172, 173, and 175 are copyright 2008 by Skirmisher
Publishing. The image on page 119 is copyright 2008 by Phil
Shade Kightlinger. Images on pages 8, 54, 137, and 164 are
copyright 2008 by Lissanne Lake. Images on pages 70 and 138
are copyright 2008 by Russell Prime. Images on page 141 (right)
and 149 are copyright 2008 by Cassandra Rogers. The image
on page 152 is copyright 2008 by Geoff Weber. Images on pages
5, 10, 14, 19, 21, 23, 27, 29, 30, 34, 37, 39, 41, 45, 48, 49, 51, 61,
67, 69, 74, 77, 79, 81, 82, 83, 85, 88, 90, 92, 100, 125, 128, 132,
140, 141 (left), 143, 144, 145, 147, 148, 150, and 166 are from
the Dover Pictorial Archive Series and are used by permission
of Dover Publications Inc.. All other images are from a variety
of historical reprints, vintage books, and other materials and
are in the public domain.
All contents of this book, regardless of other designation,
are Copyright 2008 Skirmisher Publishing. All rights reserved.
Reproduction of non-Open Game Content contained in this
work by any means without written permission from the publisher is expressly forbidden, except for purposes of review.
This book is protected under international treaties and the
copyright laws of the United States of America. Mention or
reference to any company, product, or other copyrighted or
trademarked material in no way constitutes a challenge to the
respective copyright or trademark concerned. This book is a
work of fiction and any resemblance of its contents to actual
people, organizations, places, or events is purely coincidental.
First hard-copy printing: August 2005. Second PDF-format
publication: December 2008. ISBN 0-9722511-9-7.
Cover images: Norse Magic (front cover) and Gypsy Love
Magic (back cover), both copyright 2008 by Lissanne Lake.
Table of Contents
Foreword by Gary Gygax
Acknowledgments
Introduction
Chapter 1: Craftsmen
Armorer
Blacksmith
Brewer
Jeweler
Sculptor
Shipwright
Stonemason
Taxidermist
Weaponmaker
Chapter 2: Entertainers
Acrobat
Actor
Courtesan
Sidebar: Types of Performance
Chapter 3: Professionals
Barrister
Cartographer
Engineer-Architect
Navigator
Physician
Sidebar: Medicinal Compounds
9
11
12
12
13
14
15
17
17
1199
21
23
24
25
26
28
30
31
33
35
37
38
40
42
43
45
46
48
49
50
52
Chapter 4: Scholars
Alchemist
Sidebar: Alchemical Elixirs
Archaeologist
Artificer
Astronomer
Sage
Scribe
Chapter 5: Tradesmen
Animal Trainer
Exterminator
Guide
Merchant
Miller
Miner
Sailor
Slaver
Sidebar: Value of Slaves
Steward
Undertaker
55
57
58
61
63
64
66
68
7711
73
75
76
78
80
81
83
84
85
88
89
9911
91
92
93
93
94
95
96
96
97
98
99
108
Table of Contents
Table II-3: Flawed
Maritime Design
Sidebar: Craft Skills
Table II-4: Unsound
Construction
Sidebar: Suggested
Properties of Herbs
Table II-5: Mineral Availability
Sidebar: Professions
Table II-6: Sage Library
Requirements
Sidebar: Profession Skills
Sidebar: Smell and Taste
Sidebar: Skill Checks
Appendix IV
ple Char
act
er
IV:: Sam
Sample
Charact
acter
erss
110
113
121
122
125
126
129
131
132
133
1135
35
135
135
135
135
136
136
136
136
136
136
136
136
136
136
136
137
137
137
137
137
1139
39
1153
53
Caduceus of Galen
Brewpot, Everfull
Bridle of Control
Dipolar Spherions
Drops of Lassitude
Fireseal Wax
Fortunados Mysterious Mirror
Furlows Fabulous Tablet
Incense of Identification
153
153
153
153
154
154
154
154
155
155
155
155
155
155
155
156
156
156
156
156
156
156
11557
158
159
159
159
160
160
160
11661
162
1163
63
163
1165
65
165
165
166
167
168
169
170
171
173
11776
For
oreewor
ordd bbyy Gar
Garyy Gy
Gyggax
in. The work certainly provides the solid foundation for Game Master and player alike to
build upon, thus creating complete, complex,
and believable NPCs of all the Expert sorts.
Does this book cover every conceivable sort
of expert? No, for game aficionados are creative, and if it claimed to do that, a dozen creative gamers would supply as many new types
just to show there is always something new.
Does it furnish the templates to use to create
Gary Gygax
Lake Geneva, Wisconsin
June 2002
Acknowledgements
Michael J. Varhola and Paul O. Knorr-the primary authors of the first, version 3.0 rules edition of this book-did the majority of writing,
rewriting, and editing that went into this volume. Their association as gamers goes back
some 23 years, and they are both founding
members of the Skirmisher Game Development Group.
Perry Frix, a contributor to the first edition
of the book, rose to the level of a co-author in
this version by providing much of the new
material it contains and by participating in the
painstaking task of converting it over to the
v.3.5 rules. Gamer Andrew McCallum assisted
him in playtesting some of the concepts and
material that appear in this book.
Jim Clunie, one of the newest initiates into
the Skirmisher Game Development Group and
author of a number of major upcoming titles,
lent invaluable assistance in the final phases of
this project, catching everything from mundane typos to significant rules anomalies.
A number of talented artists also contributed their efforts to this book. These include
Sharon Daughtery, who provided many illustrations for this book, including all that appear
in the section on New Magic Items and the
dungeon map on page 169; Phil Shade Kightlinger, creater of the illustration that accompanies Profession (Bartender) in the section on
skill in this book; Lissanne Lake, a virtual patroness of this venture and the creator of the
images that appear on the cover surfaces of
this book and several of its interior pages; Russell Prime, who did the full-page illustrations
of the Undertaker and Weaponsmith; Cassandra Rogers, who provided a number of the illustrations in the section on Sample NPCs; and
Geoff Weber, who both provided art to this
project and coordinated the inclusion of many
of the other images that appear within it (and
who also helped playtest many of the concepts
presented in this book). Pages on which their
contributions appear are listed on page 2.
A number of artists whose work now appears in the public domain also deserve recognition as Experts of note. Foremost among these
is Joseph Wright of Derby (1734-1797), whose
The Alchymist in Search of the Philosophers
Stone Discovers Phosphorous and The Blacksmiths Shop appear on pages 57 and 9 of this
book, respectively, and appeared on the front
and back covers of the previous version of this
book. A page from Leonardo da Vincis notebook appears on page 134.
Several people who are not members of the
Skirmisher group-among them colleagues,
friends, and family members-provided the
moral support needed to see this project
through to the end.
Diane Varhola made sure, among other
things, that the development group was well
fed during its meetings and playtest sessions.
Designer Brian Kelly provided invaluable
guidance during the redesign of this book and
in preparing the cover surfaces and a number
Acknowledgements
of the interior images for print.
Michael H. Varhola provided some of the
flavor text that appears in conjunction with
the various Expert types.
And Nancy Coe Bailey provided a collection of vintage St. Nicholas childrens books
from which some of the images in this volume
were taken.
Several other people also contributed to the
first edition of this book and, while they did
not directly contribute to the completion of
Introduction
Introduction
tain proficiency with medium armor, heavy
armor, and shields as level-based class features.
Other types can gain other class features, such
as bonus feats or the ability to use skills in
enhanced ways.
Most of the Experts presented on the following pages have been designed for use in the
traditional fantasy setting familiar to gam-
10
ers and readers of fantastic literature. GMs running very non-traditional game settings may
find it useful to exclude some of these Experts,
change others, and add new ones altogether (a
task for which the following can serve as good
models). For the majority of campaigns, however, all of the included Experts can be used
without modification.
Introduction
Preface to Experts v.3.5
One of the features in the version 3.0 DMG that
the Skirmisher game development group was
most pleased with was the introduction of the
various non-player character classes, an innovation that was absent in the earlier editions of
the game. These classesthe Adept, Aristocrat, Commoner, Expert, and Warriorcan
serve as invaluable tools in the hands of Game
Masters as they populate the communities of
their campaign worlds.
While all of these classes are generic in nature, the Expert is by far the most versatile, and
can be used to create almost any sort of Craftsman, Entertainer, Professional, Scholar, or
Tradesman and to fill the niches in society that
are not clearly occupied by the members of
other classes. This versatility, combined with
the bare-bones description of the class in the
DMG, is practically an open invitation to both
expand upon the Expert class and address some
of the ways it might be used in the game.
It was with those ideas in mind that Skirmisher Publishing published its first d20 book,
Experts, in 2002. Not everyone involved with
our game development group believed it was
a particularly good subject for a book, and
some thought it was such a bad idea that they
dropped out of the group altogether (although
our insistence that they actually pitch in on
projects and not just criticize them seemed unreasonable to these defectors ). In the months
and years following its publication, however,
that book proved to be our ventures most successful d20 title.
That success has been due, in large part, we
believe, to the absence of any similar work.
Indeed, during our development of that first
rendition of Experts, we became increasingly
feverish in our efforts to complete it, fearing
that someone else would publish a virtually
identical work on the eve of our own release,
rendering our work moot. Until the publication of this updated, revised, and expanded
volume, however, no other book dedicated to
the Expert character class had been released.
This volume is an improvement in all ways
upon its predecessor, and reflects both our deeper understanding of the d20 rules system and
out desire to go beyond our firstalbeit suc-
11
Introduction
by the Miniature Building Authority and Dwarven Forge. (We pioneered this innovative map
creation technique in Tests of Skill, using Dwarven Forges Master Maze dungeon modules.)
Tests of Skill, ironically, included a great
deal of content that was originally intended
for inclusion in the first edition of Experts, but
which was bumped in order to keep its size
manageable and to get it off to print in a timely
manner. Tests of Skill was also, on one level,
intended as a series of adventures and encounters suitable for skill-based characters like Experts, and many of its encounters were derived
from a list of adventure hooks developed for
the earlier book.
Select content from that book and other
Skirmisher Publishing projects is available to
readers of this book on our constantly updated
Website, at www.skirmisher.com.
Note: New skills, feats, and other elements
introduced in this book are marked in the text
with an asterisk (*), for ease of reference.
Availability of Experts
In a typical fantasy milieu, most of the nonadventuring population in any given community will be Commoners (e.g., 91%), while Experts comprise a much smaller proportion of
the populace (e.g., 3%), the balance consisting
of Adepts, Aristocrats, and Warriors.
These proportions can vary widely as the
GM sees fit, of course. Primitive societies might
only have a few types of Expert (e.g., 1% or
less of the non-adventuring population), or
none at all. Sophisticated societies with high
levels of education, on the other hand, such as
our own 21st century industrialized society or
even a specific Renaissance-level culture, might
conceivably have Experts make up as much as
30% of their non-adventuring populace (most
of whom would be relatively low-level).
Even within societies in which Experts represent the standard 3% of the overall population, major metropolitan areas known for specific crafts or other goods and services might
have a higher proportion of such characters, as
might areas containing workshops attached
to fortress, palace, or temple complexes. The
ratio of Experts to Commoners might also
represent the availability of education and/or
12
Introduction
however, they need 1,000 arrows on deadline,
masterwork arrows, or missiles fashioned from
special materials or with silvered heads, whether the fletcher can meet their demandsor is
even willing to trycan depend on whether
she is an Expert or not. Similarly, a Commoner
armormaker might manufacture one or two
types of armor, while an Expert Armorer will
probably make several, and is almost always
willing to try something new. A Commoner
Exterminator might say, No, rats are all we
handle, while his Expert counterpart is more
likely to say, Sounds dangerous. Sure, well
try it, but its going to cost you ...
Commoners shortcomings derive from the
fact that they are so limited in their selection
of class skills in comparison to Experts. Peripheral skills that might enhance their ability
to excel in their professionssuch as the various Knowledge skillswould have to be taken as cross-class skills, making them prohibitively expensive and limiting advancement in
them. An Expert Guide, for example, has Survival as a class skill, and is thus likely to be
much more proficient in the outdoors than a
Commoner Guide, who would have to take it
as a cross-class skill just to be half as proficient
in it.
Thus, Commoners generally practice single Crafts, Professions, or other occupational
skills in a narrow or basic way. Experts, on the
other hand, incorporate theoretical, analytical, and experimental aspects into their work.
Expert Entertainers write their own songs, poems, or plays; Expert Craftsmen develop new
types of armor, weapons, and equipment; Expert Tradesmen develop new techniques for
performing their jobs. Commoners, however,
sing only the songs of others, create items patterned after the works of their betters, and rely
on methods perfected by those who preceded
them. Some Experts are better than others, of
course; the worst have natural talent that sometimes shines through in their work, while the
best have raised their vocations to the level of
a true art or science.
A number of occupations are unlikely to
have Expert versions, and in almost all cases
fall to Commoners. Some Experts might have
a few of the skills associated with such characters, of courseespecially those who may have
Apprentices
Many sorts of Experts, especially Craftsmen
and Tradesmen, begin their careers as apprentices, characters who enter a Trade, Craft, or
Profession with little or no practical knowledge of it. On the day they begin that occupation, however, they do not start off with a base
24 points worth of skills, abilities, and knowledge. In fact, this level of ability (i.e., 1st level)
generally represents four to six years of training.
About half of all apprentice Experts, in fact,
would probably be apprentice-level characters who have not yet reached 1st level. Such
characters have Attack Bonus +0, Fortitude
Save +0, Reflex Save +0, and Will Save +1.
They can have any one feat, in many cases
representing a natural aptitude for some particular pursuit (Human Experts gain their bonus feat upon attaining 1st level).
Apprentices have a base 2d121 skill
points, as determined by the GM or rolled randomly. Ability score modifications, if any,
should be half of what they would normally
13
Introduction
be for a first level character. For example, an
apprentice Expert with Int 13 and an ability
score modifier of +1 would receive 2 additional skill points while apprentice-level, receiving the additional 2 points when he actually reaches 1st level. Likewise, apprenticelevel Human Experts begin with only 2 bonus
skill points, and receive the additional 2 points
upon reaching 1st level.
Any bonus feats or class features a particular type of Expert normally starts with are
gained when the character reaches 1st level.
These provisions are only intended to apply to NPC Experts that player characters encounter in the course of their activities. Background and training for PC Experts can be assumed, just as it is for PCs of any class, and they
should be started at 1st level.
Experts as Adventurers
Although the Expert is intended primarily as a
class for highly specialized NPCs, some players may want to try roleplaying members of
this class, especially if they have a particularly
interesting character concept in mind. In campaigns where the GM allows players to have
multiple characters, Experts can also make interesting PC henchmen and cohorts, using their
specialized skills to support the goals and expertise of the primary characters.
14
Introduction
or as a Rogue in order to use her Expert skills
for purposes of illicit gain.
Players who wish to play multiclassed Experts/Specialists can take advantage of their
broad range of skills by starting characters as
Experts and then switching them over to another class at 2nd or subsequent levels. Depending on their goals, a character might continue to advance as the original type of Expert/
Specialist, leave it behind altogether (especially
if it does not have any level-based abilities), or
advance as a completely different sort of Expert or in a regular PC class.
A character might also opt to advance an
Expert/Specialist into a prestige class, particularly one of those presented in this book. A
Physician who is a Spellcrafter*, for example,
might be even more useful than a Cleric in
situations requiring healing capabilities, especially if he is able to craft magic items that can
enhance or augment them.
Regardless of how an Expert is designed,
such characters are not likely to have the raw
powers associated with members of the adventuring classes. As noted in the DMG, defeated members of NPC classes should be treated as one level lower for purposes of XP
awards. Following this logic, player character
Experts should be treated as one level lower
for purposes of determining adventure difficulties (e.g., a 5th level Expert would be treated as a 4th level character for purposes of determining challenge ratings, total party level,
etc.). This can help make well-designed PC Experts sufficiently competitive with the adventuring classes.
examples of Specialists.
The primary purpose of this class is to allow players to create Expert-like characters
that are viable as adventurers. It can also be
used by Game Masters who wish to include in
their campaigns exceptional non-player character adventuring Experts.
Alignment: Any.
Hit Die: d6.
Class Skills
A Specialist may choose any 10 skills as class
skills.
Skill Points at 1st Level: (8 + Int modifier) x
4.
Skill Points at Each Additional Level: 8 +
Int modifier.
Class Features
All of the following are class features of the
Specialist.
Weapon and Ar
mor Pr
oficiency: A SpecialArmor
Proficiency:
ist is proficient with all Simple weapons and
Light armor.
Bonus Feats: At 1st level, a Specialist receives a bonus feat. He gains an additional bonus feat at 2nd level and every two Specialist
levels thereafter (i.e., 4th, 6th, 8th, 10th, 12th,
14th, 16th, 18th, and 20th). These bonus feats
must be drawn from the following (new feats
described in this book are marked with an asterisk): Acrobatic, Agile, Alertness, Alternate
Key Ability*, Animal Affinity, Armor Proficiency (Heavy), Armor Proficiency (Medium),
Athletic, Creative Efficiency*, Creative
Touch*, Cross-Class Proficiency*, Deceitful,
Deft Hands, Diligent, Eclectic Mentality*, Endurance, Famine Survivor*, Great Fortitude,
Intellectual Synergy*, Investigator, Iron Will,
Keen Intellect*, Knowledge Correlation*,
Leadership, Lightning Reflexes, Magical Aptitude, Negotiator, Nimble Fingers, Paranoid*,
Persuasive, Run, Renaissance Man*, Self-Sufficient, Sensory Awareness*, Shield Proficiency, Skill Focus, Stealthy, Toughness, Track,
True Faith*, and Windfall*.
If a Specialist opts to advance in one of the
specialized Expert types described in this book,
he must take any mandatory class skills associated with it (shown under Class Skills in
italics). If desired, however, he may substitute
15
Introduction
any one other class skill for any other skill of
his choice.
A Specialist advancing as one of the Expert
types presented in this book must also expend
his regular or Specialist bonus feats to acquire
any level-based class features associated with
a particular type. A Specialist who wishes to
advance as an Alchemist, for example, must
expend feats at 1st, 3rd, 7th, and 11th level in
order to gain the Distill Elixir, Brew Potion,
Create Homonculus, and Transmute Base Metal class features, respectively.
If a Specialist does not have a feat available
to spend upon reaching a level when a class
ability is gained, he cannot gain it until such a
time as he acquires a new feat. He can, however, allocate an available feat to a class ability
one level prior to receiving it, acquiring its
benefits upon reaching the level with which it
is associated.
Class features for a particular Expert type
are considered to be on the same track, and
each must be taken in the order given before a
higher level one can be taken (e.g., an Alchemist must take Create Homonculus before he
16
Base Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
Fort
Save
+1
+1
+2
+2
+2
+3
+4
+4
+5
+5
+5
+6
+6
+6
+8
+8
+8
+9
+9
+9
Ref
Save
+0
+0
+2
+2
+2
+3
+3
+3
+5
+5
+5
+6
+6
+6
+7
+7
+7
+8
+9
+9
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Special
Bonus Feat
Bonus Feat
Bonus Feat
New Skill
Bonus Feat
Bonus Feat
New Skill
Bonus Feat
Bonus Feat
New Skill
Bonus Feat
Bonus Feat
New Skill
Bonus Feat
Bonus Feat
Introduction
the 6+ Int modifier accorded to Expertsand
select an appropriate Specialist bonus feat in
addition to those listed.
Metaclasses
Experts in this book are grouped into five broad
metaclasses, each of whose members share certain characteristics. Such categories are provided for convenience, and are not concrete or
absolute. Indeed, some Experts might fit just as
well into one of the other metaclasses. For example, the Scribe might be classified as a
Tradesman or a Scholar rather than a Professional. It is even possible to have an Expert
that does not easily fit into any of these metaclasses.
Craftsmen are distinguished because of
what they create, and take various Crafts as
their primary skills.
Entertainers are distinguished by their performing abilities, and have Perform as their
primary skill.
Professionals are distinguished by using
education as the basis for their trades, and have
both one or more areas of Knowledge and one
or more Professions as their primary skills.
Scholars are distinguished by what they
know, and have various areas of Knowledge as
their primary skills.
Tradesmen are distinguished by the services they provide and have one or more Professions as their primary skills.
Expert Types
Each of the Expert types described in chapters
1 through 5 of this book conforms to the general description provided in the DMG. Many
differ in various ways, however, as described
under the individual descriptions. Following
are notes about the information provided for
each of the five metaclasses and the 33 Expert
types described.
Adventures: Most Experts are not inclined
toward adventure. This section gives exceptions to this, including those that might apply
to members of the Specialist player character
class and the special conditions that might
cause an Expert to end up adventuring.
Characteristics: This section discusses traits
17
Introduction
Class/Metaclass Skills: This section includes
the class skills for each Expert type, followed
by their key abilities. Skills are listed in bold
for ease of reference, and those required by a
certain type of Expert (e.g., Craft (Blacksmithing) for a Blacksmith) are also in italics. Because Experts can choose any 10 skills as class
skills, they could substitute any existing skills
for the ones listed. In order to receive the Class/
Metaclass Features listed for a particular Expert type, however, a character would have
choose his class skills from the list provided.
As with characters of any other classes, not
all Experts will have ranks in every one of
those 10 skills. Some may have moderate levels of ability in all 10, some may take only as
many skills as they max out their scores in,
and others might spread their skill points
around to cross-class skills (although this book
assume that most Experts will not do this, and
few of the sample NPCs do).
Every possible use of a class skill cannot be
described in a book of this sort and GMs and
players should use common sense and imagination when interpreting how to apply them.
For example, Brewers are much more likely
to use Appraise to assess such things as quality
of hops, suitability of oaken casks, and value
of a particular batch of beer, than to determine
the value of jewelry or antique coins.
Previously existing skills are described in
the Players Handbook. New skills, marked
with an asterisk (*), are described in Appendix
II: Skills, in this book.
Class/Metaclass Features: This section includes
benefitssuch as bonus feats and level-based
class abilitiesthat various types of Experts
receive. Most of these are tied to a minimum
level of proficiency in a key metaclass skill.
Weapon and Ar
mor Pr
oficiency: Most ExArmor
Proficiency:
perts are proficient with Simple weapons and
Light armor. Some also receive proficiency
with other weapons and armor as a benefit of
their vocations (e.g., Miners are also proficient
with hammers and picks, and Armorers can
gain proficiency with heavier armor).
Starting Packages
Packages: Starting packages for all the
major player character races are provided under each metaclass, in order to ease the role of
18