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“Experts” is a 112-page book that details the Expert, a non-player character class found in Dungeons and Dragons (3rd edition). The Expert class is a broad one covering any skilled profession found in a fantasy milieu. “Experts” takes this further, showing how specific professions would fit into this broad class.
After a brief forward written by E. Gary Gygax, an introduction is provided detailing how the various professions conform to the presentation of the Expert class in the Dungeon Master’s Guide. Following that, an analysis of the number of experts to the overall population is provided. The Introduction goes further into showing the differences between the Expert and another non-player character class, the Commoner. Next comes a brief essay on Experts being used as adventurers. Finally, the expert is divided into five broad categories of experts, referred to as metaclasses – Craftsmen, Entertainers, Professionals, Scholars, and Tradesmen.
Chapters one through five detail the metaclasses. Each metaclass and provided examples are given the “Player’s Handbook treatment”; that is, treating them as if they had gotten the same write-up as the core classes in the Players’ Handbook. What is that expert’s predilection (or lack thereof) to adventuring? What are the important characteristics? What is the typical alignment of that expert? Using the Greek Pantheon, what god or gods does this expert worship? What type of fantasy world can this expert be found in?
In the first chapter, craftsmen are defined as those who create items from raw material. Detailed examples are provided for the Armorer, Artificer, Blacksmith, Jeweler, Shipwright, Stonemason, Taxidermist, and Weapon Maker.
In the second chapter, entertainers are defined as experts in the performing arts. The detailed examples are the Acrobat and Courtesan.
In the third chapter, professionals are those who apply their education to their living. The detailed examples are the Barrister, Engineer-Architect, Navigator, and Physician.
In the fourth chapter, scholars are shown as the academics of your campaign world. The detailed examples are Alchemist, Archaeologist, Sage, and Scribe.
Finally, the fifth chapter details the tradesmen that provide skilled services based on education and training. The detailed examples are the Animal Trainer, Brewer, Exterminator, Guide, Merchant, Miner, Sailor, Slaver, Steward, and Undertaker.
In Chapter Six, two prestige classes are offered that are oriented toward Experts. The Guildmaster is the head (or one of the heads) of one of the local guilds. The Militia Leader is the second prestige class offered for an officer in the city watch.
Appendix I details the applicable skills. Thankfully, they did not overdo it with creating new skills. Instead, the bulk of this appendix is dedicated to specializations in the Craft, Knowledge, and Profession skills. New skills that were presented include Cartography, Cast Spell, Prospect, Read Magic Text, Smell, Smelting, Taste, and Utilize Magic Item.
Appendix II showcases three new feats – Alternate Key Ability, Cross-Class Proficiency, and Use Magic. The Alternate Key Ability feat allows you to use a different attribute for a specific skill. The Cross-Class Proficiency allows a character to use a specific cross-class skill as a character skill. The Use Magic feat allows non-spell casters to use the Item Creation feats.
Appendix III is a collection of sample expert characters drawn from history and fantasy. Historical characters include the infamous John Dee while the fantasy characters seem to be “home grown”.
Appendix IV offers new magical items. Although designed specifically for the Expert class, adventurers can find use from these as well.
Appendix V details guilds. Historical dissertations are provided with the various stages of membership from Apprentice to Master. There are also several tables provided for random creation of a guild “on the fly”.
Appendix VI offers a list of general cost for services. These costs are level based with certain multipliers provided for difficulty and hazards.
Finally, Appendix VII provides the Dungeon Master with a series of formulas for experience advancement of the Expert in a long-term campaign.
This 112-page sourcebook is packed with ideas and detailed rules that can be easily fitted into any fantasy campaign. Although I would use other classes for some of the Expert examples provided, each example was thoroughly thought-out and provided with a reasonable justification. Although I probably will not use many of the new skills provided, the specializations in the Craft, Knowledge, and Profession skills are absolutely fantastic. The feats, for the most part, seem logical although I recommend my fellow Dungeon Masters think long and hard before incorporating the Use Magic feat. Some, like myself, enjoy random tables while others may not.
The layout of this soft cover sourcebook is well thought out. The illustrations include oil paintings on the front and back covers and woodcuts and drawings on the interior. I got a good chuckle from the woodcut provided for the Entertainer on page 21 and the sidebar on apprentices on page 64. The font size and margins were reasonable. They kept the presentation attractive and readable without feeling like they were trying to boost the page count.
Overall, I felt that it was $19.95 (29.95 in Canada) well spent.
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