The Professional - a PC-rated Expert

A character class for 3.5e D&D


Note - this is flat out better than an Expert. It should be roughly equal, level for level, to a PC class, but it's not intended for adventuring. You might well take a level or three to round out a fighter, but a pure Professional is going to have very little to do in a dungeon.

Learned sages, alchemists and scribes, the finest armourers, weavers and smiths, from the keen and talented apprentice to the Empire's Grand Vizier: these individuals rank as true Professionals.

Adventures: The dedicated professional seldom leaves his work to go adventuring, but many adventurers of other types might learn enough outside their usual field to be considered professionals in their own right.

Characteristics: Professionals are mostly cerebral, but some are dedicated to the pursuit of excellence in physical skills.

Alignment: Most professionals tend to the Neutral alignments, as strong opinions often cloud their dedication to learning.

Religion: Most professionals have little time for the affairs of the gods, though most will pay some respects to any deity associated with their trade.

Background: Most professionals are drawn from the ranks of the middle classes and landed peasantry, though younger sons of the minor aristocracy sometimes devote themselves to such study.

Races: Almost all races include some professionals, though they are unusual amongst the more ignorant and warlike societies such as those of orcs.

Other classes: All other classes find the expertise of the professional invaluable, though usually on a temporary basis.

Game Rule Information

Professionals have the following game statistics:

Abilities: Intelligence is the professional's primary ability; any other might be important depending on his fields of study.

Alignment: Any.
Hit Dice: d6
Combat: Base Attack Bonus as a cleric (+ Level x 3/4).
Saving Throws: Will is good (+2+L/2, down), Fortitude and Reflex bad (L/3, down).

Class Skills

Profession (Wis). At first level, the professional chooses any ten other skills to be class skills. Every level thereafter, he adds one more skill to his list.

Skill Points at 1st Level: (8 + Int modifier) x4.
Skill Points at Each Additional Level: 8 + Int modifier.

Table: The Professional
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +0 +2 Special Ability
2nd +1 +0 +0 +3 Special Ability
3rd +2 +1 +1 +3  
4th +3 +1 +1 +4 Special Ability
5th +3 +1 +1 +4  
6th +4 +2 +2 +5 Special Ability
7th +5 +2 +2 +5  
8th +6/+1 +2 +2 +6 Special Ability
9th +6/+1 +3 +3 +6  
10th +7/+2 +3 +3 +7 Special Ability
11th +8/+3 +3 +3 +7  
12th +9/+4 +4 +4 +8 Special Ability
13th +9/+4 +4 +4 +8  
14th +10/+5 +4 +4 +9 Special Ability
15th +11/+6/+1 +5 +5 +9  
16th +12/+7/+2 +5 +5 +10 Special Ability
17th +12/+7/+2 +5 +5 +10  
18th +13/+8/+3 +6 +6 +11 Special Ability
19th +14/+9/+4 +6 +6 +11  
20th +15/+10/+5 +6 +6 +12 Special Ability

Class Features

All of the following are class features of the professional.
Armour and Weapon Proficiency: A professional is proficient with all simple weapons and light armour. He is not proficient in the use of any shield.
Special Ability: At first and every even level, the professional gains a special ability of his choice from the following selection: Item Creation
A professional can create magic items if he possesses the relevant feat. His class level adds to any levels of spellcaster when creating items. For example, a 6th level professional blacksmith could create +2 armour; a 6/3 professional/cleric could make +3.
He can make items that require spells if either another caster supplies the spell, he has access to the spell from a scroll or spellbook, or he has mastered the spell(s) with the Spell Mastery feat. He can make items that give a bonus to skills (such as Boots of Elvenkind): the prerequisites are that both class level and skill level be at least half the skill bonus.


House Rules New Spells Level 0 Domain Spells Armour and Weapons New Feats Fumbles Monsters
Aaargh home Last Revised 17/04/07