So you think the Fighter totally sucks and the Rogue is a little weak? Maybe you think combat saavy Rogues aren't so conceptually different from intelligent Fighters. Maybe you think that intelligent Fighters are what the fluff for the D&D Fighter suggests, rather than the dumb-as-bricks brute we got instead. If so, you're in luck. The Expert is an all-round mundane badass, exceptionally skilled in many different fields, and able to give his allies pointers throughout the day.
Hit Die: 1d8
Level BAB Fort Ref Will Special Inspiration 1st +1 +2 +2 +2 Bonus Feat, Inspiration 2 (0) 2nd +2 +3 +3 +3 Advantageous Strike +1d6 3 (0) 3rd +3 +3 +3 +3 Special Ability 3 (0) 4th +4 +4 +4 +4 Bonus Feat 4 (0) 5th +5 +4 +4 +4 Advantageous Strike +2d6 4 (1) 6th +6/+1 +5 +5 +5 Special Ability 5 (1) 7th +7/+2 +5 +5 +5 Bonus Feat 5 (1) 8th +8/+3 +6 +6 +6 Advantageous Strike +3d6 6 (1) 9th +9/+4 +6 +6 +6 Special Ability 6 (1) 10th +10/+5 +7 +7 +7 Bonus Feat 7 (2) 11th +11/+6/+1 +7 +7 +7 Advantageous Strike +4d6 7 (2) 12th +12/+7/+2 +8 +8 +8 Special Ability 8 (2) 13th +13/+8/+3 +8 +8 +8 Bonus Feat 8 (2) 14th +14/+9/+4 +9 +9 +9 Advantageous Strike +5d6 9 (2) 15th +15/+10/+5 +9 +9 +9 Special Ability 9 (3) 16th +16/+11/+6/+1 +10 +10 +10 Bonus Feat 10 (3) 17th +17/+12/+7/+2 +10 +10 +10 Advantageous Strike +6d6 10 (3) 18th +18/+13/+8/+3 +11 +11 +11 Special Ability 11 (3) 19th +19/+14/+9/+4 +11 +11 +11 Bonus Feat 11 (3) 20th +20/+15/+10/+5 +12 +12 +12 Advantageous Strike +7d6 12 (4)
Class Skills (6 + Int modifier): All skills are class skills for the Expert.
Weapon & Armor Proficiencies
An Expert is proficient with all simple and martial weapons; with all light, medium, and heavy armors; and with all shields (including Tower Shields).
An Expert starts each encounter with a number of Inspiration Points as given in the table above (the first number before the parentheses). At any time, even if it isn't his turn, he may spend any number of these points to give himself an insight bonus to AC or to a d20 roll equal to the number of points spent in this way. He may do this after rolling the die, but must do so before learning the results of that roll. If he increases his AC in this way the bonus applies only against a single attack and he must choose to do so before knowing the success or failure of that attack.
He may also spend these points to grant an insight bonus to an ally's attack roll, AC, saving throw, or skill check by succeeding at an Aid Another attempt. An Expert may use the Aid Another action from beyond melee range out to a distance of 5ft per Expert level.
At higher levels, an Expert regains a number of Inspiration Points at the end of any round in which he spent no Inspiration Points. Starting at 5th level, he regains 1 IP in this way, and regains 1 additional IP in this way for every five Expert levels beyond 5th.
At 1st level and every three levels thereafter, an Expert gains a bonus feat. This feat may be any feat for which he meets the prerequisites.
Advantageous Strike (Ex): Starting at 2nd level, an Expert deals additional damage with his attacks as listed in the table above if he:
- Attacks a flat-footed creature.
- Attacks a prone creature.
- Attacks a creature that he is flanking.
- Attacks a creature that he has higher ground relative to.
- Hits with an attack of opportunity.
- Spends 1 Inspiration Point (good for one attack).
Advantageous Strike can be applied using ranged attacks, but only out to the first range increment of a ranged weapon used in this way. For example, an Expert using a Composite Longbow could apply Advantageous Strike out to 110ft.
This extra damage is precision damage, and can only be applied to living creatures he can clearly see that have a discernible anatomy. A creature that has concealment or total concealment is immune to the Expert's Advantageous Strike. Any creature that is immune to Critical Hits is also immune to an Expert's Advantageous Strike. An Expert can apply Advantageous Strike against a creature with cover but not against a creature with total cover.
At 3rd level and every third level thereafter an Expert can choose one of the following special abilities:
- Array of Stunts (Ex) - You may take both a swift and an immediate action each round, or you may take two swift actions, or two immediate actions. Requires Expert Level 12th.
- Bane Strike (Ex) - Choose between Construct, Elemental, Humanoid, Ooze, Plant, or Undead. You gain the ability to apply Advantageous Strike to creatures of the chosen type even if they would normally be immune. Unlike Favored Enemy or similar abilities, if you choose Humanoid you need not choose a subtype to go with it. If you choose Humanoid you bypass the Fortification property (even of non-Humanoid creatures). You may choose this special ability more than once.
- Battle Clarity (Ex) - Add Int mod to Reflex saves.
- Battle Cunning (Ex) - Add Int mod to damage rolls when making an Advantageous Strike.
- Battle Mastery (Ex) - Add Int mod to attack rolls when making an attack of opportunity.
- Battle Skill (Ex) - Add Int mod to all opposed skill and ability checks. Requires Battle Clarity.
- Camouflage (Ex) - Gain ability to hide without cover or concealment in urban areas as well as forests and areas of heavy overgrowth.
- Crippling Strike (Ex) - Deal 1 point of Dex or Str damage with each successful Advantageous Strike. Requires Expert level 12th.
- Masterful Aptitude (Ex) - With practice, meditation, and purposeful rest, an Expert can set aside old talents to learn new ones. After an involved process that takes 24 hours, an Expert may lose up to 1 feat + 1 additional feat per three Expert levels and up to 4 skill ranks × his Intelligence modifier (minimum × 1), plus a number of additional skill ranks up to 1 per three Expert levels × his Intelligence modifier, and gain new feats and skill ranks of the same quantities. He must meet the prerequisites of any new feats gained in this way.
An Expert that no longer meets the prerequisites or qualifications for any feats, items, classes, abilities, or other effects, loses any benefits from those feats, items, classes, abilities, etc, and cannot use those feats, items, classes, abilities, etc until he again meets their prerequisites or qualifications (if ever). Requires Weapon Aptitude.
- Cunning Dash (Ex) - As an immediate action, spend 4 Inspiration points to grant yourself or an ally within 5ft per Expert level an extra move action. Requires Cunning Shift and Expert level 12th.
- Cunning Breach (Ex) - As a swift action, spend 2 Inspiration Points, designate a creature within 5ft per Expert level, and choose Damage Reduction or Spell Resistance. You and allies within 5ft per Expert level automatically overcome your choice of DR or SR of the designated creature for 1 round.
- Cunning Mimicry (Ex) - Whenever a creature within 5ft per Expert level uses any spell or ability, you may spend 4 Inspiration Points and an immediate action. If you do, before the end of your next turn you may copy that spell or ability using the same action as the copied ability but you do not require any of the same materials or objects as the copied ability. Requires Cunning Replay and Expert level 18th.
- Cunning Opportunist (Ex) - When you make an attack of opportunity you may spend 2 Inspiration Points and an immediate action. If you do, your attack resolves before the provoking action and is treated as if it were Readied to interrupt that action. Your initiative count does not change when you use this ability. Requires Battle Mastery and Expert level 9th.
- Cunning Replay (Ex) - Whenever a creature within 5ft per Expert level uses an extraordinary ability, you may spend 2 Inspiration Points and an immediate action. If you do, before the end of your next turn you may copy that ability using the same action as the copied ability and requiring any of the same materials or objects as the copied ability. Requires Expert level 9th.
- Cunning Shift (Ex) - As a swift action, spend 2 Inspiration Points to grant yourself or an ally within 5ft per Expert level an extra move action.
- Cunning Strategy (Ex) - Once per day, with 5 minutes of planning, you may ready a number of contingent actions equal to your Intelligence modifier (minimum 1). Contingent actions are like readied actions (PHB 160) except that you may take them at any time in the next 24 hours and after you take a contingent action your initiative count does not change. When you take a contingent action you must spend 1 Inspiration Point. Requires Weapon Aptitude, Masterful Aptitude, and Expert Level 9th.
- Cunning Surge (Ex) - As a swift action, spend 4 Inspiration Points to grant yourself or an ally within 5ft per Expert level an extra standard action. Requires Cunning Shift and Expert level 12th.
- Deadly Strike (Ex) - Reroll any 1s or 2s when rolling damage dice for Advantageous Strikes.
- Evasion (Ex) - As Monk.
- Fast Movement +10 (Ex) - As Barbarian. You may choose this special ability more than once.
- Flurry of Blows (Ex) - As Snap Kick (feat, Tome of Battle), except you may make the extra attack with the same weapon you wielded to make the normal melee attack (and that weapon only).
- Hide in Plain Sight (Ex) - Gain ability to hide even while being observed in urban areas, forests, and areas of heavy overgrowth. Requires Camouflage and Expert level 9th.
- Improved Evasion (Ex) - As Monk. Requires Evasion and Expert level 12th.
- Improved Uncanny Dodge (Ex) - As Barbarian. Requires Uncanny Dodge.
- Mettle (Ex) - As Hexblade.
- Mind Over Matter (Ex) - Add Int mod to Fort saves.
- Shadow Striker (Ex) - Gain the ability to Advantageous Strike even foes that have concealment. Requires Expert level 9th.
- Sharpshooter (Ex) - Gain the ability to apply Advantageous Strikes to ranged attacks out to any distance as long as you can see your target. Requires Spot 5 ranks and Deadly Strike.
- Skill Mastery (Ex) - As Rogue. Requires Expert level 9th.
- Slippery Mind (Ex) - As Rogue. Requires Expert level 9th.
- Spell Resistance (Ex) - Gain SR 15 + Expert level. Requires Expert level 9th.
- Still Mind (Ex) - Add Int mod to Will saves.
- Tongue of the Sun and Moon (Ex) - As Monk. Requires Expert level 12th.
- Uncanny Dodge (Ex) - As Barbarian.
- Weapon Aptitude (Ex) - Feats you have whose benefits apply to, or can only be used with, a specific weapon, apply to, or can be used with, any weapon that you are proficient with.