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:
- Skill Emphasis: The professional receives +3 bonus to any
class skill or a +2 bonus to any two class skills. Can be taken multiple
times, stacking up to two times per class skill.
- Skill Mastery: The professional chooses number of class
skills equal to his Intelligence modifier; the professional can now Take
10 on these skills under any circumstances. Can be taken multiple times,
each time applying to different class skills.
- Quick Learner: The professional can make any one cross-class
skill (except an exclusive skill) a class skill. Can be taken twice.
- Bonus Feat: The professional can select any General feat,
as long as he meets any pre-requisites and the feat supports the
professional concept. One or two feats can be from a category other than
General (e.g., Divine, Metamagic, Item Creation, etc.). When meeting the
pre-requisites for and later using any non-General feat so chosen, the
professional can use his professional level in lieu of any required class
level (such as caster level for Brew Potion).
- Arcane: The professional gains limited arcane
spellcasting abilities. While this spellcasting is based on Intelligence,
as a wizard, the professional is limited to few known spells which he can
cast without preparation, as a sorcerer; he does not receive bonus spells
for high Intelligence. The professional’s Spells Known/Per Day are
determined by the number of times he has chosen the Arcane specialization
(known as his Arcane rank); see the table below. The professional can know
and cast appropriate spells selected from the Sorcerer/Wizard spell list;
in addition, he can include a number of spells from other spell lists
(Cleric, Bard, Ranger, etc.) equal to his Intelligence modifier. All
spells chosen must related thematically to or support the professional
concept – obscuring mist and grease for an Alchemist, for
example, but not shield or magic missile. A professional’s
caster level is equal to half his professional level.
- Divine: The professional gains limited divine
spellcasting abilities. While this spellcasting is based on Wisdom, as a
cleric, the professional is limited to few known spells which he can cast
without preparation, as a sorcerer; he does not receive bonus spells for
high Wisdom. The professional’s Spells Known/Per Day are determined by the
number of times he has chosen the Divine specialization (known as his
Divine rank); see the table below. The professional can know and cast
appropriate spells selected from the Cleric spell list; in addition, he
can include a number of spells from other spell lists (Wizard, Druid,
Paladin, etc.) equal to his Wisdom modifier. All spells chosen must
related thematically to or support the professional concept – purify
food and drink and goodberry for an Herbalist, for example, but
not command or bane. Taking the Divine specialization does
not require that the professional worship a specific deity. A
professional’s caster level is equal to half his professional level.
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
- Special Ability: When it supports the professional concept,
the character can sharpen his abilities by selecting an extraordinary
special ability from the following list. Unless stated otherwise, each
ability can only be chosen once: Chosen Foe (grants +1 Favored
Enemy bonus vs. a single creature type; can be taken up to six times, each
time raising the bonus by +1.), Evasion (as a rogue), Fascinate
(as a bard, based on Bluff or Perform ranks), Inspire Courage (as a
bard, based on Diplomacy or Perform ranks), Low-Light Vision (as a
gnome), Nature Sense (as a druid), Poison Use (as an
assassin), Secret Door Sense (as an elf), Sneak Attack +2d6 (as
a rogue; can be taken multiple times, each time granting an additional
+1d6), Still Mind (as a monk), Stonecutting (as a dwarf), Traps
(as a rogue), Uncanny Dodge (as a rogue; can be taken three times,
each time granting one of the following: retain AC when flat-footed,
cannot be flanked, or +1 Reflex saves and AC vs. traps), or Wild
Empathy (as a druid or ranger).
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:
- Acrobat: Skill Set: Balance, Climb +2,
Concentration, Escape Artist, Jump, Move Silently, Perform, Profession,
Tumble +2, and Use Rope. Personal Focus: Med/d6/Reflex/Longspear. Specializations:
Dodge feat, Evasion, Expertise feat, Improved Unarmed Strike feat,
Mobility feat, Skill Mastery (Climb, Tumble), Uncanny Dodge (Cannot Be
Flanked)…
- Alchemist: Skill Set: Appraise, Concentration,
Craft (Alchemy) +2, Craft (Herbalism) +2, Disguise, Heal, Knowledge
(Arcana), Knowledge (Nature), Profession, and Spellcraft. Personal Focus:
Low/d6/Fortitude/Will/Pick. Specializations: Arcane V (glitterdust,
grease, Melf’s acid arrow, stinking cloud, etc.), Brew Potion feat, Poison
Use…
- Blacksmith: Skill Set: Appraise, Craft
(Blacksmithing), Disable Device, Escape Artist, Knowledge (Architecture/Engineering),
Open Lock, Profession, Search, Use Magic Device, and Use Rope. Personal
Focus: Low/d6/Fortitude/Will/Warhammer. Specializations: Armor
Proficiency (Medium) feat, Craft Magic Arms and Armor feat, Craft Wondrous
Item feat, Secret Door Sense, Stonecutting, Traps, Weapon Focus
(warhammer) feat…
- Bounty Hunter: Skill Set: Gather Information, Hide,
Intimidate +2, Move Silently, Open Lock, Ride, Search, Sense Motive, Spot
+2, and Use Rope. Personal Focus: Medium/d8/Sap. Specializations:
Alertness feat, Chosen Foe +3 (Humanoids), Low-Light Vision, Sneak Attack
+3d6…
- Charlatan: Skill Set: Bluff, Craft (Alchemy),
Diplomacy, Disguise, Forgery, Perform, Sleight of Hand [Pick Pocket],
Speak Language, Spellcraft, and Use Magic Device. Personal Focus:
Low/d6/Reflex/Will/Shortsword. Specializations: Arcane IV (change
self, expeditious retreat, invisibility, polymorph self, etc.), Evasion,
Fascinate, Sneak Attack +2d6…
- Chef: Skill Set: Concentration, Craft
(Alchemy), Craft (Pottery), Diplomacy, Handle Animal, Heal, Knowledge
(Nature), Profession (Cook) +2, Profession (Herbalist) +2, Search, and
Survival [Intuit Direction/Wilderness Lore]. Personal Focus:
Low/d8/Fortitude/Handaxe. Specializations: Brew Potion feat, Divine
IV (goodberry, grease, create food and water, purify food and drink,
etc.), Nature Sense, Poison Proficiency feat…
- Constable: Skill Set: Diplomacy, Gather
Information, Intimidate +2, Knowledge (Local), Profession, Ride, Search,
Sense Motive, Spot +2, and Use Rope. Personal Focus: Med/d6/Will/Medium
armor. Specializations: Divine II (command, cure minor wounds,
light, remove fear, etc.), Chosen Foe +2 (Humanoids), Expertise feat,
Low-Light Vision, Toughness feat…
- Daredevil: Skill Set: Balance, Climb +2, Craft,
Escape Artist, Jump, Open Lock, Perform, Ride, Swim, and Tumble +2. Personal
Focus: Med/d6/Reflex/Sap. Specializations: Ambidexterity feat,
Blind-Fight feat, Dodge feat, Endurance feat, Evasion, Iron Will feat,
Toughness feat…
- Explorer: Skill Set: Appraise, Climb, Craft,
Diplomacy, Handle Animal, Knowledge (Geography or Planes), Ride, Speak
Language, Spot +2, and Survival [Intuit Direction/Wilderness Lore] +2. Personal
Focus: Med/d6/Reflex/Whip. Specializations: Alertness feat, Arcane
I (detect magic, light, and read magic), Low-Light Vision, Quick Learner
(Search), Secret Door Sense, Traps, Uncanny Dodge (+1 vs. Traps)…
- Gardener: Skill Set: Concentration, Craft
(Alchemy), Craft (Basketweaving), Handle Animal, Heal, Knowledge (Nature),
Profession (Farmer) +2, Profession (Herbalist), Spot, and Survival [Intuit
Direction/Wilderness Lore] +2. Personal Focus:
Low/d6/Fortitude/Will/Scythe. Specializations: Divine V (detect
animals and plants, goodberry, plant growth, speak with plants, etc.),
Nature Sense, Plant Defiance feat…
- Gypsy: Skill Set: Bluff, Craft (Alchemy),
Gather Information, Handle Animal, Innuendo, Perform, Scry, Sleight of
Hand [Pick Pockets], Spellcraft, and Survival [Intuit Direction/Wilderness
Lore]. Personal Focus: Low/d6/Reflex/Will/Shortsword. Specializations:
Arcane IV (augury, charm person, glitterdust, scrying, etc.), Evasion,
Nature Sense, Sneak Attack +2d6…
- Harlequin: Skill Set: Balance, Bluff +2,
Diplomacy, Escape Artist, Innuendo, Jump, Knowledge (Nobility), Perform,
Sleight of Hand [Pick Pockets], and Tumble +2. Personal Focus:
Medium/d6/Reflex/Sap. Specializations: Arcane III (color spray,
prestidigitation, cat’s grace, Tasha’s hideous laughter, etc.), Dodge
feat, Evasion, Fascinate, Quick Learner (Spellcraft)…
- Herbalist: Skill Set: Craft (Alchemy), Craft
(Any), Diplomacy, Handle Animal, Heal +2, Knowledge (Nature), Profession
(Herbalist) +2, Search, Spot, and Survival [Intuit Direction/Wilderness
Lore]. Personal Focus: Low/d6/Fortitude/Will/Scythe. Specializations:
Divine IV (cure light wounds, entangle, goodberry, purify food and drink,
etc.), Nature Sense, Poison Use…
- Hunter: Skill Set: Climb, Craft (Any), Handle
Animal, Hide +2, Listen, Move Silently +2, Ride, Spot, Survival [Intuit
Direction/Wilderness Lore], and Swim. Personal Focus:
Med/d6/Reflex/Longbow. Specializations: Chosen Foe +4 (Animals),
Low-Light Vision, Nature Sense, Quick Learner (Heal)…
- Linguist: Skill Set: Bluff, Diplomacy, Innuendo,
Intimidate, Knowledge (History), Listen, Profession, Read Lips, Sense
Motive, and Speak Language. Personal Focus:
Low/d6/Reflex/Will/Shield. Specializations: Arcane II (charm
person, message, read magic, ventriloquism, etc.), Divine III (command,
comprehend languages, enthrall, speak with animals, etc.), Fascinate,
Inspire Courage…
- Merchant: Skill Set: Appraise, Bluff, Craft,
Diplomacy, Knowledge (Local), Profession, Sense Motive, Speak Language,
Spot, and Use Magic Device. Personal Focus: Low/d8/Will/Hand
crossbow. Specializations: Arcane VI (detect magic, identify,
Leomund’s secret chest, locate object, etc.), Secret Door Sense…
- Missionary: Skill Set: Concentration, Craft (Any),
Diplomacy +2, Handle Animal, Heal, Knowledge (Religion), Ride, Speak
Language, Spellcraft, and Survival [Intuit Direction/Wilderness Lore] +2. Personal
Focus: Med/d6/Will/Shield. Specializations: Divine IV (calm
emotions, consecrate, create food and water, enthrall, etc), Inspire
Courage, Skill Emphasis (Diplomacy)…
- Oracle: Skill Set: Appraise, Concentration,
Decipher Script, Diplomacy, Knowledge (Arcana), Knowledge (Religion),
Speak Language, Scry, Sense Motive, and Spot. Personal Focus:
Low/d6/Reflex/Will/Scythe. Specializations: Arcane V (detect evil,
detect magic, divination, true strike, etc), Secret Door Sense, Still Mind…
- Outlaw: Skill Set: Bluff, Craft (Any),
Disguise, Gather Information, Handle Animal, Hide +2, Move Silently, Ride,
Survival [Intuit Direction/Wilderness Lore] +2, and Use Rope. Personal
Focus: Med/d6/Reflex/Longsword. Specializations: Ambidexterity
feat, Evasion, Skill Emphasis (Hide), Skill Mastery (Hide/Ride/Use Rope)
Sneak Attack +2d6, Two-Weapon Fighting feat, Uncanny Dodge (Cannot Be
Flanked)…
- Pirate: Skill Set: Appraise, Balance, Bluff,
Climb, Craft (Shipmaking), Jump, Intimidate +2, Spot, Swim, and Use Rope
+2. Personal Focus: Med/d8/Scimitar. Specializations:
Ambidexterity feat, Leadership feat, Quick Learner (Handle Animal, for
parrot or monkey pet), Sneak Attack +4d6, Two-Weapon Fighting feat…
- Sage: Skill Set: Concentration, Craft
(Alchemy), Decipher Script, Diplomacy, Knowledge (Arcana), Knowledge
(History), Knowledge (Nature), Profession, Speak Language, and Spellcraft.
Personal Focus: Low/d6/Fortitude/Will/Shield. Specializations:
Arcane V (identify, scrying, tongues, true strike, etc.), Nature Sense,
Still Mind…
- Scout: Skill Set: Climb, Gather Information,
Hide, Listen, Move Silently, Read Lips, Ride, Search, Spot, and Survival
[Wilderness Lore]. Personal Focus: Med/d6/Reflex/Composite longbow.
Specializations: Alertness feat, Dodge feat, Low-Light Vision, Run
feat, Secret Door Sense, Sneak Attack +2d6, Uncanny Dodge (Retains AC)…
- Scribe: Skill Set: Concentration, Craft
(Calligraphy), Decipher Script, Diplomacy, Forgery, Knowledge (Arcana),
Knowledge (History), Profession (Scribe), Speak Language, and Spellcraft. Personal
Focus: Low/d6/Fortitude/Will/Shield. Specializations: Arcane VI
(arcane mark, glyph of warding, read magic, sepia snake sigil, etc.),
Scribe Scroll feat…
- Thug: Skill Set: Appraise, Bluff, Gather
Information, Hide, Intimidate +2, Knowledge (Local) +2, Listen, Open Lock,
Search, and Spot. Personal Focus: Med/d8/Spiked chain. Specializations:
Evasion, Low-Light Vision, Poison Use, Secret Door Sense, Sneak Attack
+3d6, Traps…
- Vamp/Gigolo: Skill Set: Bluff, Diplomacy, Gather
Information, Innuendo, Knowledge (Local), Perform, Read Lips, Search,
Sense Motive, and Sleight of Hand [Pick Pockets]. Personal Focus:
Low/d6/Reflex/Will/Sap. Specializations: Alertness feat, Arcane II
(change self, charm person, dancing lights, message, etc.), Fascinate,
Low-Light Vision, Skill Emphasis (Bluff), Skill Mastery (Bluff, Sense
Motive)…
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.