Expert Class

Experts are craftsmen and professionals. They normally do not have the inclination or training to be heroes, but they are capable in their own fields. Skilled engineers, educated professors, and master architects are all experts. GMs should use the expert class for professionals such as engineers, teachers, and technicians.

Class Skills
The expert selects any eight skills from the following list as class skills:

Appraise (Int), Astrogate (Int), Computer Use (Int), Craft* (Int), Demolitions (Int), Disable Device (Int), Disguise (Cha), Entertain* (Cha), Forgery (Int), Gamble (Wis), Gather Information (Cha), Handle Animal (Cha), Knowledge* (Int), Pilot (Dex), Profession* (Wis), Repair (Int), Survival (Wis), and Treat Injury
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.

Skill Points at 1st Level: (6 + Int Modifier) x 4
Skill Points at Each Additional Level: 6 + Int Modifier

Class Features
Starting Feats
The expert gets two starting feats for free, chosen from the following list:

Gearhead, Skill Emphasis, Weapon Group Proficiency (Blaster Pistols), Weapon Group Proficiency (Simple Weapons)

Level Base Attack Bonus Fort Save Ref Save Will Save Defense Bonus Rep Bonus
1 +0 +0 +0 +2 +0 +0
2 +1 +0 +0 +3 +0 +0
3 +2 +1 +1 +3 +1 +0
4 +3 +1 +1 +4 +1 +1
5 +3 +1 +1 +4 +1 +1
6 +4 +2 +2 +5 +2 +1
7 +5 +2 +2 +5 +2 +1
8 +6 +2 +2 +6 +2 +2
9 +6 +3 +3 +6 +3 +2
10 +7 +3 +3 +7 +3 +2
11 +8 +3 +3 +7 +3 +2
12 +9 +4 +4 +8 +4 +3
13 +9 +4 +4 +8 +4 +3
14 +10 +4 +4 +9 +4 +3
15 +11 +5 +5 +9 +5 +3
16 +12 +5 +5 +10 +5 +4
17 +12 +5 +5 +10 +5 +4
18 +13 +6 +6 +11 +6 +4
19 +14 +6 +6 +11 +6 +4
20 +15 +6 +6 +12 +6 +5
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