Expert

= Expert = Experts are the workhorses and specialists of every society. An expert could be anyone from the gritty blacksmith of town to the carpenter or florist or butler, or really just about any person who fits the description of "commoner with a passion." The expert is a highly diverse class in Armeya RPG, able to choose what skills he or she wants, and as a result a single party could end up with two experts who, mechanically speaking, function entirely differently.

Experts in Armeya are found all over the world in every civilization.


 * Special notes for Experts:** All Experts begin play with ten skills of their choice, as per normal, but also receive a free +2 unnamed bonus in two skills out of those ten chosen as well as a +4 unnamed bonus to a single skill out of those ten chosen and not already chosen to receive the +2 bonus. Furthermore, as an NPC class, an Expert needs only 80% of the normally required experience to level up (for example, a level 1 Expert needs only 800 experience to level up to level 2, instead of 1000 experience as normal).

Finally, an Expert receives a bonus class feature of their choice from the following list, provided that the Expert has chosen the corresponding skills to be amongst their list of ten class skills. Regardless of how many class features would be available to the Expert, he or she may only choose one at first level. The Expert may choose another ability that he or she qualifies for at level 4 in the class. Only the class skills chosen for Expert may be used to determine which abilities are open for selection (you cannot use class skills from another class to qualify for an Expert ability choice):
 * **Ability** || **Corresponding Skills** || **Description of Effect** ||
 * Socially Formidable || Bluff, Diplomacy, Gather Information, Intimidate, Sense Motive. || The Expert may, 1/month, replace the modifiers for a single roll of one of the corresponding skills with the modifiers for another of the corresponding skills. ||
 * Nice Work || Craft or Profession or Perform || The Expert may, 1/month, either earn 10% more when performing or doing their profession for monetary gain, or spend 10% less in crafting an item. ||
 * I Can Fix That || Disable Device, Open Lock, Knowledge (Architecture and Engineering) || The Expert may, 1/month, automatically repair a broken mechanism that is non-magical and valued no higher than 10,000gp. It takes one day per 1000gp value of the mechanism to repair it. The Expert must dedicate himself to the project, taking on no other expenditures of time or energy while working. ||
 * Master of Secrets || Disguise, Forgery, Hide, Move Silently, Sleight of Hand || The Expert may, 1/month, force a target to reroll all opposed checks, once, made in opposition to the Expert attempting any of the corresponding skills, for one minute. ||
 * Athleticism || Climb, Jump, Swim || The Expert may, 1/month, in a feat of extraordinary physical prowess, treat the die roll of one of the corresponding skill checks as a 20. ||
 * Stay Sharp || Listen, Spot, Search || The Expert may, 1/month, grant his or her own bonus to the corresponding skills to all allies within 60ft who can see and hear the Expert until the Expert takes any other action. ||
 * Old Hand || Handle Animal, Ride, Knowledge (Nature) || The Expert may, 1/month, treat a nonmagical creature with Intelligence of 1 or 2 as one degree friendlier for the purposes of any of the corresponding skills. ||
 * Magical Curiosity || Concentration, Spellcraft, Use Magic Device, Knowledge (Arcana) || The Expert may, 1/month, use the result of a Concentration check as the result for any of the other corresponding skills. He may also, 1/month, grant himself a +10 unnamed bonus to any of the corresponding skills. Remember that same-name bonuses do not stack, including bonuses of the "unnamed" type. ||
 * Second Time's the Charm || Balance, Tumble, Use Rope || The Expert may, 1/month, reroll all corresponding skill checks, once, made immediately upon learning of success or failure, for one minute, and each rerolled check receives a +2 unnamed bonus. ||

Alternative Class Features

 * Note**: Some alternative class features may be altered from as they appear in the source material. When there is a discrepancy, use what is listed here in place of what is listed in the source material. Changes in the list below will be noted in bold. Remember that you may only choose one alternative class feature.