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.
|+1|+2|+2|+2|Adaptive Aptitude, Inspiration|
|+3|+3|+3|+3|Advantageous Strike +1d6|
|+6/+1|+5|+5|+5|Advantageous Strike +2d6|
|+9/+4|+6|+6|+6|Advantageous Strike +3d6|
|+12/+7/+2|+8|+8|+8|Advantageous Strike +4d6|
|+15/+10/+5|+9|+9|+9|Advantageous Strike +5d6|
|+18/+13/+8/+3|+11|+11|+11|Advantageous Strike +6d6|
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 gains a number of Inspiration Points at the beginning of each encounter 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 he must do so before learning the results of the enemy's attack roll.
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.
Cunning 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 can do this only once per Expert level and 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).
At 2nd 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 3rd level, an Expert deals additional damage with his attacks as listed in 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.
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.
At 4th level and every third level thereafter an Expert can choose one of the following special abilities:
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. Requires Battle Cunning.
Battle Skill (Ex) - Add Int mod to all opposed skill and ability checks. Requires Battle Clarity.
Camouflage (Ex) - Gain ability to hide without 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.
Cunning Breach (Ex) - You may spend 2 Inspiration Points to reduce a foe's DR and SR by a value equal to your Intelligence modifier for 1 round. Allies beyond 5ft per Expert level treat its DR and SR as normal.
Cunning Mimicry (Ex) - You may spend 4 Inspiration Points to copy any spell or ability used by any creature within 5ft per Expert level in the last round. When you do, this ability uses the same action as the copied ability but does not require any of the same materials or objects. You must pay any XP costs typically associated with the copied ability. Requires Cunning Replay and Expert level 19th.
Cunning Replay (Ex) - You may spend 2 Inspiration Points to copy any single extraordinary ability used by any creature within 5ft per Expert level in the last round. When you do, this ability uses the same action as the copied ability and requires any of the same materials or objects as the copied ability. Requires Expert level 10th.
Cunning Surge (Ex) - Once per turn, as a free action during your turn, spend 3 Inspiration Points to take an extra standard action.
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.
Flurry of Blows (Ex) - As Monk, except you may flurry with any weapon. The penalties are not reduced at higher levels.
Hide in Plain Sight (Ex) - Gain ability to hide even while being observed in urban areas, forests, and areas of heavy overgrowth.
Mettle (Ex) - As Hexblade.
Mind Over Matter (Ex) - Add Int mod to Fort saves.
Uncanny Dodge (Ex) - As Barbarian.
Improved Evasion (Ex) - As Monk. Requires Improved Evasion and Expert level 10th.
Improved Uncanny Dodge (Ex) - As Barbarian. Requires Improved Uncanny Dodge.
Skill Mastery (Ex) - As Rogue. Requires Expert level 10th.
Slippery Mind (Ex) - As Rogue. Requires Expert level 10th.
Spell Resistance (Ex) - Gain SR 15 + Expert level. Requires Expert level 10th.
Still Mind (Ex) - Add Int mod to Will saves.
Tongue of the Sun and Moon (Ex) - As Monk. Requires Expert level 10th.
Weapon Aptitude (Ex) - Feats you have whose benefits apply to a single, specific weapon, instead apply to any weapon you wield that you are proficient with.