THE PROFESSIONAL
The professional pursues an occupation, proficiency, or lifestyle with such determined expertise that he rises above the status of mere expert to that of skilled ally or crafty enemy. The professional class, like the Profession or Craft skill, is an umbrella term for any number of occupation-based or lifestyle-based character concepts: Acrobat, Alchemist, Explorer, Sage, and Thug are all suitable professionals.

The first step in constructing a professional is choosing the path the character will pursue, from occupations such as Constable or Alchemist. Once the concept is chosen, all choices made in constructing and advancing the character, from the initial Skill Set and Personal Focus to the last Specialization, should support the chosen concept. The player and the DM should agree at the outset of character creation which class skills, feats, and potential class features listed below specifically support the chosen concept and which are inappropriate and can never be selected.

Professionals are among all races, although certain races may gravitate towards specific professional concepts. Gnomes, for example, may often pursue Alchemist and Charlatan, while half-orcs may be inclined toward Hunter and Thug.



GAME RULE INFORMATION
Professionals (Pro) have the following game statistics.
Abilities: Intelligence is an important quality for any professional, granting him extra skill points. Other abilities can also prove vital to the professional, depending on the concept chosen: an Acrobat may require Strength and Dexterity, for example, while a Harlequin may rely on Dexterity and Charisma.
Base Attack Bonus: Low (as a wizard)
Base Hit Die: d6
Base Saves: All Low
Alignment: Any
Starting Age: As a wizard
Starting Gold: 8d4 x 10gp
Favored Class: Professional is a favored class for Humans and Half-Elves, and an additional favored class for all races (at the DM’s discretion). The DM may also choose designate only certain professional concepts as favored for certain races, such as Alchemist for Gnomes and Thug for Half-Orcs.

CLASS SKILLS
The professional chooses any ten skills to be class skills, thereafter known as the professional’s skill set. One or two of these skills can be exclusive to some other class. If no exclusive skills are selected, the character receives +2 bonus ranks to any two class skills (but not +4 to the same skill). The skill set must relate thematically to the professional concept and be approved by the DM. Concentration, Craft, and Profession are considered common skills for professionals and appropriate for most, if not all, skill sets.

Skill Points at 1st Level: (6 + Intelligence modifier) x 4
Skill Points at Each Additional Level: 6 + Intelligence modifier

CLASS FEATURES
All of the following are class features of the professional.
Weapons and Armor Proficiency: Professionals are proficient with all simple weapons and with light armor but not with shields.

1 Personal Focus, Skill Set
2 Specialization
3
4
5 Specialization
6
7
8 Specialization
9
10
11 Specialization
12
13
14 Specialization
15
16
17 Specialization
18
19
20 Specialization

Personal Focus: A professional starts with Low Base Attack Bonus (as a sorcerer), Hit Die d6, and all Low saves. At character creation, the player can raise any two qualities one step each – increasing BAB to Medium (as a rogue), Hit Die to d8, and/or one or two saves to High – or raise by two ranks either BAB, to High (as a fighter), or Hit Die, to d10.

In addition, the professional receives a bonus armor (medium or shield) or weapon (exotic or martial) proficiency of choice at 1st level.

Specialization (2nd/5th/8th/11th/14th/17th/20th level): At 2nd level and every three levels thereafter, the professional further focuses on his chosen field, utilizing skills and abilities toward a common goal in combinations otherwise unavailable to other classes. Access to Specializations is strictly determined by the professional concept chosen.

Whenever the professional receives the Specialization class feature, he chooses to benefit from one of the following:

code:


Arcane/
Divine                                          Spells Known/Per Day
Ranks                                      0                  1                  2                  3                   4                  5                  6
  1                         3                  -                   -                   -                   -                   -                   -
  2                         3                  2                  -                   -                   -                   -                   -
  3                         3                  3                  2                  -                   -                   -                   -  
  4                         3                  3                  3                  1                  -                   -                   -
  5                         3                  3                  3                  2                  1                   -                   -
  6                         3                  3                  3                  2                  2                   1                  -
  7                         3                  3                  3                  2                  2                   2                  1 

Epic Professional: The epic-level professional continues his Hit Die and skill point progressions. In addition, he continues to receive the Specialization class feature at 23rd level and every three levels thereafter (23rd, 26th, 29th, 32nd, etc). The professional can now access any epic feat related to his profession through Specialization.


SAMPLE PROFESSIONALS:

NEW FEATS:

BLUEBLOODED [General]
You were raised or mentored by nobility
Benefit: Diplomacy and Knowledge (Nobility) are always considered class skills for you. In addition, you receive four times the normal starting gold for your class.
Special: This feat can only be taken at 1st-level.

FAVORED SKILL [General]
You have a knack for a particular skill.
Benefit: Select any non-exclusive skill or any class skill. This skill is always considered a class skill for you, and the maximum number of ranks you may have in it is equal to your character level +4.

FLORA/FAUNA [General]
You have studied plants and animals.
Prerequisite: Knowledge (Nature) 10 ranks.
Benefit: You may identify animals and plants as if you possessed the Nature Sense class feature. Flora/Fauna does not, however, allow you to identify pure water.

METABOLIC CONTROL [General]
Your wounds heal rapidly.
Prerequisite: Wisdom 13.
Benefit: You naturally heal a number of hit points per day of rest equal to the standard healing rate + your Wisdom bonus.

METAPHYSICAL [General]
You can apply your Wisdom modifier to your Hit Die.
Prerequisite: Wisdom 13
Benefit: You use your Wisdom modifier instead of your Constitution modifier when determining your bonus hit points at 1st level. At higher levels, your bonus hit points are determined by your Constitution, as normal. However, you now gain +1 hit point every time your Wisdom is permanently increased 1 point.
Special: Metaphysical can only be taken as a 1st-level character.

NONMAGICAL [General]
Like many of dwarven blood, you have an inherent resistance to arcane magic.
Prerequisites: Dwarf.
Benefits: You enjoy spell resistance against arcane magic equal to your character level plus your Constitution modifier (if positive). Your inherently nonmagical nature has a cost: You suffer arcane spell failure equal to 100&, which stacks with any arcane spell failure imposed by armor, and you always fail Use Magic Device checks.
Special: Nonmagical can only be taken as a 1st-level character.

POISON PROFICIENCY [General]
You are skilled at handling and crafting poisons.
Prerequisite: Intelligence 13.
Benefit: You never risk accidentally poisoning yourself when handling toxins. In addition, you receive a +2 bonus to all Craft (Poisonmaking) checks and to Craft (Alchemy) checks to identify poisons.

SCRIBE [General]
You are familiar with obscure and arcane writing.
Prerequisite: Scribe Scroll feat.
Benefit: You receive a +4 bonus on Spellcraft checks when attempting to identify glyphs, sigils, marks, symbols, magic circles, and similar rune-based spells. In addition, Decipher Script is now a class skill; if it is already a class skill for you, you now receive a +2 bonus to those checks.

SOPHISTICATED [General]
You are a cultured individual.
Benefit: You get a +2 bonus on all Appraise and Diplomacy checks.

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