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Expert: Difference between revisions

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<seo title="Expert class" metak="ravenloft,expert,neverwinter nights,nwn,game,rpg,persistent world,pw,d&d,dungeons & dragons" metad="The Expert class on Time of Unparalleled Darkness - a NWN1 persistent world set in the Ravenloft Campaign Setting" />
<seo title="Expert class" metak="ravenloft,artificier,factorum,tradesperson,rogue,expert,neverwinter nights,nwn,game,rpg,persistent world,pw,d&d,dungeons & dragons" metad="The Expert class on Time of Unparalleled Darkness - a NWN1 persistent world set in the Ravenloft Campaign Setting" />
''Original Tabletop source: Dungeon Master's Guide 3.0''
Cunny and crafty, the expert is a mundane individual whom nonetheless performs great feats, not by force of arms, but rather through their intellect and resourcefulness.
 
* Paths: [[Expert:Artificier|Artificier]], [[Expert:Factorum|Factorum]], [[Expert:Tradesperson]|Tradesperson]], [[Expert:Rogue|Rogue]]
* Hit Dice: d6
* Skill Points: 8+Int bonus (x2 at first level)
* Saves: Reflex high, Fortitude mid, Will low
* Attack Bonus: 3/4 progression
* Armour Proficiency: Light, Shields
 
=Paths=
==Artificier==
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<seo title="Artificer class" metak="ravenloft,artificer,neverwinter nights,nwn,game,rpg,persistent world,pw,d&d,dungeons & dragons" metad="The Artificer class on Time of Unparalleled Darkness - a NWN1 persistent world set in the Ravenloft Campaign Setting" />
[[File:Artificer.png|right|An Eberronian Artificer]]
''Original Tabletop source: Eberron Campaign Setting''
 
{{beta-class}}
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In Eberron, magic is almost technology. Spellcasters specialize in certain forms of that technology, while '''artificers''' tinker with its fundamental workings. Artificers understand magic on a different level from spellcasters, and do not cast spells as wizards and clerics do. They have an amazing facility with magic items and constructs, and in many ways, they keep the magical world of Eberron running.
 
Artificers adventure for a variety of reasons. They seek deposits of rare minerals and dragonshards to use in their creations. They search for hidden arcane secrets related to making magic items or constructs. They face danger to acquire money to buy or make magic items. Like any other adventurers, they might also be motivated by a desire to fight evil or gain power, or by any of a host of similar reasons.
 
As the mists wash many adventurers up onto their shores, so too have Artificers and others from Eberron appeared within the Domain of Dread.  While those that survive any length of time learn to hide their affinity for magic in domains like Barovia, or endear themselves to the powers that be, nonetheless enough of them have survived that there is a small niche for such dabblers, especially in Darkon, and Mordentshire.
 
=== Roleplaying an Artificer ===
Artificers are perhaps the ultimate magical dabblers. They can use just about any spell from a wand or scroll, empower ordinary items with temporary magical power, repair damaged constructs (including warforged), alter the function of existing magic items, and craft magic items, constructs, and dragonshard items. They have a limited list of their own spell-like infusions that they can apply to objects, and they can also work with any of the spells on other classes' spell lists. Their magic is neither arcane nor divine, and they are not bound by that classification: Their trade is magic in its most abstract (they might say purest) form.
 
In practical terms, Artificers are studiers of the arcane whom specialize in magic items specifically, and are well-suited to players whom prefer to craft but not lose out entirely on adventuring traits such as a relatively-decent Base Attack Bonus and saves, compared to the specialist [[Expert:Tradesperson|Tradesperson]].
 
'''Alignment and Religion'''
If artificers have a tendency toward any alignment, it is neutral. They are more interested in their work than in its moral implications. Some artificers create magic items for the common good, while others seek to create items of tremendous destructive power.
 
Many Eberonnian artificers revere the deity Onatar, Lord of Fire and Forge. Others are too preoccupied with mastering magic - including divine magic - to worry about the gods who may or may not be the source of magic.  Of natives, most Artificers whom do ascribe to a religion are associated with the [[Church of Ezra]], [[Church of the Lawgiver]], or the [[Eternal Order]] - though most are as irreligious and leaning towards atheistic as the rest of the core.  Those whom do work for one of those churches, or another, do so often as armourers, or conservator of holy relics.
 
'''Artificers as Adventurers'''
Like wizards, artificers learn their craft through long years of hard study. They share a sense of camaraderie with others who have endured similar training. They view other artificers as either colleagues or rivals. Rivalry may take a friendly form as the artificers try to outdo each other in their creations and accomplishments, or it could turn deadly, with artificers sending construct assassins after each other.
 
Artificers work best when providing magical support to members of other classes. Though they are quite versatile, their talents lie in enhancing the items - weapons, armor, wands, and other gear - used by all the members of an adventuring party. They think of every party member as components of a machine, encouraging better teamwork within a group and sometimes providing strategy and tactics afforded by their unique mind-set.
 
In a typical adventuring party, artificers have a range of roles revolving around magic items. They bring an unparalleled flexibility to both using and creating such items. In a party that doesn't include a druid, for example, an artificer can use (or scribe) a scroll of barkskin or wield a staff of the woodlands. Though they can fight reasonably well, few artificers are inclined to engage in front-rank melee combat.
 
'''Artificers in Society'''
 
==Tradesperson==
''Original Tabletop source: Dungeon Master's Guide 3.0''(where it is called "Expert")


'''''Note:''' This page represents a class abstract which needs rewritten for the setting's specifics.''
'''''Note:''' This page represents a class abstract which needs rewritten for the setting's specifics.''
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While not adventurers per se, the '''Expert''' represents the civillian whom has applied themselves ardently enough to their craft of choice that they can be considered as fine at their craft as a fighter is with their sword, or a wizard is with their spells.  They are the smiths, leatherworkers, merchants, and scholars of the world.
While not adventurers per se, the '''Expert''' represents the civilian whom has applied themselves ardently enough to their craft of choice that they can be considered as fine at their craft as a fighter is with their sword, or a wizard is with their spells.  They are the smiths, leatherworkers, merchants, and scholars of the world.


Mechanically, an expert trades having any specific class features for both the widest pool of class skills, and a large amount of skill points.
Mechanically, an expert trades having any specific class features for both the widest pool of class skills, and a large amount of skill points.

Revision as of 17:43, 12 March 2025

Cunny and crafty, the expert is a mundane individual whom nonetheless performs great feats, not by force of arms, but rather through their intellect and resourcefulness.

  • Paths: Artificier, Factorum, [[Expert:Tradesperson]|Tradesperson]], Rogue
  • Hit Dice: d6
  • Skill Points: 8+Int bonus (x2 at first level)
  • Saves: Reflex high, Fortitude mid, Will low
  • Attack Bonus: 3/4 progression
  • Armour Proficiency: Light, Shields

Paths

Artificier

An Eberronian Artificer
An Eberronian Artificer

Original Tabletop source: Eberron Campaign Setting

Please note: The following class write-up is for a class that is in a beta-testing state and is incomplete on Time of Unparalleled Darkness; expect that it will be changed before it is finalized.


In Eberron, magic is almost technology. Spellcasters specialize in certain forms of that technology, while artificers tinker with its fundamental workings. Artificers understand magic on a different level from spellcasters, and do not cast spells as wizards and clerics do. They have an amazing facility with magic items and constructs, and in many ways, they keep the magical world of Eberron running.

Artificers adventure for a variety of reasons. They seek deposits of rare minerals and dragonshards to use in their creations. They search for hidden arcane secrets related to making magic items or constructs. They face danger to acquire money to buy or make magic items. Like any other adventurers, they might also be motivated by a desire to fight evil or gain power, or by any of a host of similar reasons.

As the mists wash many adventurers up onto their shores, so too have Artificers and others from Eberron appeared within the Domain of Dread. While those that survive any length of time learn to hide their affinity for magic in domains like Barovia, or endear themselves to the powers that be, nonetheless enough of them have survived that there is a small niche for such dabblers, especially in Darkon, and Mordentshire.

Roleplaying an Artificer

Artificers are perhaps the ultimate magical dabblers. They can use just about any spell from a wand or scroll, empower ordinary items with temporary magical power, repair damaged constructs (including warforged), alter the function of existing magic items, and craft magic items, constructs, and dragonshard items. They have a limited list of their own spell-like infusions that they can apply to objects, and they can also work with any of the spells on other classes' spell lists. Their magic is neither arcane nor divine, and they are not bound by that classification: Their trade is magic in its most abstract (they might say purest) form.

In practical terms, Artificers are studiers of the arcane whom specialize in magic items specifically, and are well-suited to players whom prefer to craft but not lose out entirely on adventuring traits such as a relatively-decent Base Attack Bonus and saves, compared to the specialist Tradesperson.

Alignment and Religion If artificers have a tendency toward any alignment, it is neutral. They are more interested in their work than in its moral implications. Some artificers create magic items for the common good, while others seek to create items of tremendous destructive power.

Many Eberonnian artificers revere the deity Onatar, Lord of Fire and Forge. Others are too preoccupied with mastering magic - including divine magic - to worry about the gods who may or may not be the source of magic. Of natives, most Artificers whom do ascribe to a religion are associated with the Church of Ezra, Church of the Lawgiver, or the Eternal Order - though most are as irreligious and leaning towards atheistic as the rest of the core. Those whom do work for one of those churches, or another, do so often as armourers, or conservator of holy relics.

Artificers as Adventurers Like wizards, artificers learn their craft through long years of hard study. They share a sense of camaraderie with others who have endured similar training. They view other artificers as either colleagues or rivals. Rivalry may take a friendly form as the artificers try to outdo each other in their creations and accomplishments, or it could turn deadly, with artificers sending construct assassins after each other.

Artificers work best when providing magical support to members of other classes. Though they are quite versatile, their talents lie in enhancing the items - weapons, armor, wands, and other gear - used by all the members of an adventuring party. They think of every party member as components of a machine, encouraging better teamwork within a group and sometimes providing strategy and tactics afforded by their unique mind-set.

In a typical adventuring party, artificers have a range of roles revolving around magic items. They bring an unparalleled flexibility to both using and creating such items. In a party that doesn't include a druid, for example, an artificer can use (or scribe) a scroll of barkskin or wield a staff of the woodlands. Though they can fight reasonably well, few artificers are inclined to engage in front-rank melee combat.

Artificers in Society

Tradesperson

Original Tabletop source: Dungeon Master's Guide 3.0(where it is called "Expert")

Note: This page represents a class abstract which needs rewritten for the setting's specifics.

Please note: The following class write-up is for a class that is in a beta-testing state and is incomplete on Time of Unparalleled Darkness; expect that it will be changed before it is finalized.


While not adventurers per se, the Expert represents the civilian whom has applied themselves ardently enough to their craft of choice that they can be considered as fine at their craft as a fighter is with their sword, or a wizard is with their spells. They are the smiths, leatherworkers, merchants, and scholars of the world.

Mechanically, an expert trades having any specific class features for both the widest pool of class skills, and a large amount of skill points.