Professional (Pathfinder)

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Class Features

  • Alignment: Any
  • Hit Dice: d8
  • Skill Points : (8 + int modifier)
  • Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (any) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), Swim (Str)

Advancement

  Base   Fort   Ref   Will  
Level Attack Bonus Save Save Save Special
1st +0 +0 +0 +2 Bonus Feat, Universality
2nd +1 +0 +0 +3 Insightful Defense, Professional Development
3rd +2 +1 +1 +3 Bonus Feat
4th +3 +1 +1 +4 Professional Development
5th +3 +1 +1 +4 Bonus Feat
6th +4 +2 +2 +5 Professional Development
7th +5 +2 +2 +5 Bonus Feat
8th +6/+1 +2 +2 +6 Professional Development
9th +6/+1 +3 +3 +6 Bonus Feat
10th +7/+2 +3 +3 +7 Executive Development, Professional Development
11th +8/+3 +3 +3 +7 Bonus Feat
12th +9/+4 +4 +4 +8 Professional Development
13th +9/+4 +4 +4 +8 Bonus Feat
14th +10/+5 +4 +4 +9 Professional Development
15th +11/+6/+1 +5 +5 +9 Bonus Feat
16th +12/+7/+2 +5 +5 +10 Professional Development
17th +12/+7/+2 +5 +5 +10 Bonus Feat
18th +13/+8/+3 +6 +6 +11 Professional Development
19th +14/+9/+4 +6 +6 +11 Bonus Feat
20th +15/+10/+5 +6 +6 +12 Professional Development

Class Features

Universality : There is almost no race or nation or people that do not heavily employ professionals in some capacity, and many heros start their lives as simple folk. As such, all civilized folk may treat Professional as a preferred class.

Weapon and Armor Proficiency: Professionals are proficient with all simple weapons, as well as the shortbow, short sword, and longsword. They are also proficient with light and medium armor, and shields (except tower shields)

Bonus Feat: At 1st level, a professional gets a bonus skill-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The professional gains an additional bonus feat at 3rd level and every two professional levels thereafter (5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th). A professional must still meet all prerequisites for a bonus feat. Bonus feats may be drawn from the following list:

Acrobatic, Acrobatic Steps (?), Additional Traits (?), Alertness, Altitude Affinity, Animal Affinity, Antagonize, Athletic, Betrayer, Black Marketeer, Careful Speaker, Cartwheel Dodge (?), Conceal Scent, Corsair, Cosmopolitan, Deceitful, Deft Hands, Diehard, Elemental Focus, Elemental Focus (Greater), Endurance, Endure Pain, Experienced Vagabond, Fast Crawl, Fast Healer, Field Repair, Fleet, Free Spirit, Friendly Switch, Great Fortitude, Great Fortitude (Improved), Hellcat Stealth, Hero's Fortune, Heroic Defiance, Heroic Recovery, Iron Will, Iron Will (Improved), Leadership, Learn Ranger Trap, Lightning Reflexes, Lightning Reflexes (Improved), Master Alchemist, Master Craftsman, Master of the Ledger, Nimble Moves (?), Persuasive, Prodigy, Rhetorical Flourish, Run, Scholar, Sea Legs, Skill Focus, Sneaky Vagabond, Stalwart, Stalwart (Improved), Stealthy, Stoic, Stone Read, Strong Comeback, Sure Grasp, Survivor, Toughness, Trapper's Setup (?), Uncanny Alertness, Urban Forager, Voice of the Sibyl

(Need to evaluate: Cross-Class Learning, Knowledgeable, Open Minded, Luck of Heroes, Forceful Personality, Improved Aid Another, Hindering Opportunist)

Insightful Defense: When wearing light or medium armor, a professional adds 1 point of Intelligence bonus (if any) per two professional class levels to her Dexterity bonus to modify Armor Class. If a professional is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Professional Development : As a Professional grows in experience, she gains an arsenal of tricks to further define and specialize her professional capabilities.

Uncanny Dodge: Must be at least 4th level. A professional can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a professional already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Leadership Training: Must be a least 6th level. The professional's social and intellectual training have made him an effective administrator and leader. He gains the leadership feat. If he already had the leadership feet, then he gains the Improved Leadership ability from the Professional Development class feature below.

Improved Leadership: Must have Leadership feat. The professional has refined his leadership skills beyond those of a normal character his level. He gains a +3 bonus to his leadership score for the purpose of computing cohort level and number of henchmen. This ability may be taken multiple times, and it effects stack.

Tactical Competence : In a full attack action, the Professional may substitute any number of his attacks for Aid Another actions.

Assault Leader : As rogue talent. [[1]]

Black Market Connections : As rogue talent. [[2]]

Canny Observer As rogue talent. [[3]]

Eye for a Bargain : Available as rogue talent. You gain a +5 on appraise checks.

Charmer : As rogue talent. [[4]]

Coax Information : As rogue talent. [[5]]

Convincing Lie : As rogue talent. [[6]]

Esoteric Scholar : As rogue talent. [[7]]

False Friend : As rogue talent. [[8]]

Hard to Fool : As (non-advanced) rogue talent. [[9]]

Honeyed Words : As rogue talent. [[10]]

Obfuscate Story : As rogue talent. [[11]]

Steal the Story : As rogue talent. [[12]]

Feat: The professional may take a feat in place of a special ability. These feats must be chosen from the Professional bonus feat list.

Information Network : Choose an number of cities equal to one plus your CHR modifier. In those cities, you have managed to build up a network of informants, spies, and information brokers, such that the heavy lifting of gathering information is done for you. A Gather Information check made in one of the selected cities takes only one hour, instead of twenty four hours.

Executive Development: Starting at 10th level, and every two levels thereafter, a Professional can choose one of the following Executive Developments in place of a Professional Development.

Mettle: The professional can withstand physical and mental attacks through force of will and strategic reactions. If he makes a successful Fortitude or Will saving throw against an attack or ability that normally has a partial effect on a successful save, the attack has no effect. A helpless professional does not gain the benefit of mettle.

Improved Uncanny Dodge: With this feat, a professional can no longer be flanked. This defense denies a rogue the ability to sneak attack the professional by flanking him, unless the attacker has at least four more rogue levels than the target has professional levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Hard to Fool : As (advanced) rogue talent. [[13]]

Rumormonger : As rogue talent. [[14]]

Skill Mastery : As rogue talent. [[15]]

Thoughtful Reexamining : As rogue talent. [[16]]