A few weeks ago, I blogged on commoners, where I said that Commoners were the class that provide the unskilled and, I suppose, semi-skilled labour in my game world. The other NPC classes provide the skilled labour, management and administrative skills that hold the tapestry of civilization together. Warriors, Adepts and Aristocrats cover Defence, Religion and Leadership respectively – the Expert covers everything else.
My ‘standard’ experts are all built with a standard build template of – 12,12,12,12,12,12 – which gives a skill modifier of +1 in all areas. It makes it nice and easy to wing an expert when I need to. If I have an Expert who will play a significant role in the game, s/he has their own character sheet and is designed as a ten point build.
Experts are specialists, they are significantly better at what they do than characters from other classes, even PCs, at equivalent levels, as their whole life is spent working in their ‘chosen’ field. Chosen is a bit of a misnomer, of course, it is the skill that their family passed down to them. That skill is their family heritage – and not to be treated lightly. At first level they use a feat to for Skill Focus and gain the Family Background Trait from my house rules – which gives them big skill bonuses right from the start.
Heads of the ‘Business’ tend to be level three, while lower level experts are considered to be Apprentices or Journeymen. Most Skill Masters are L3, but they can develop to L5 (or even higher) as they get older – however, use those sparingly, as they probably deserve their own character sheet.
If, for example, if a PC walks into a carpentry workshop, they might find :-
- The Master Cabinetmaker (L3 expert – Skills Craft:Wood 14, Craft:Bows 12, Profession:Merchant 7, Appraise 7 etc) In this case, the main ‘Family Skill’ is work working, however this cabinet maker has used his L3 Feat to take Craft (Bows) which brings his skills in the second field up to Master Craftsman status. Masterwork tools add another +2 to his skills.
- Apprentice Cabinetmakers – perhaps 1xL2 & 1xL1 experts with lower skill in the same thing as the master Craftsman. The apprentices do the basic working and shaping under supervision of their master while they, in turn, oversee the labourers. Their skills don’t really matter, as everything is calculated on the Master Craftsman’s skill.
- Labourers. 3 or 4 commoners all with Craft:Wood skills between 4 and 6 – to carry out the most basic work.
For me, a master craftsman has at least 10 ranks in the appropriate craft skill – that way the NPC can ‘take 10’ and successfully craft the masterwork elements every time. I.e. They can regularly, and reliably, create masterwork items.
As an aside – most of the work in the Craft Workshop is done by the apprentices and labourers. In this example, the Master Carpenter will choose the wood, specify basic shapes and probably even grain patterns. He might even scribe outlines on the material. Rough blanks are cut out by the labourers, then handed to the apprentices before being turned over to the master craftsman for finishing touches.
The same model works in other areas, in this case – the Legal Profession. If it suits your purposes, you could decide to give them access to a Law library, and increase their Profession:Lawyer skills by an extra +2. These guys probably all have Profession:Scribe (or something similar) as a secondary skill
- Lawyer (L3 Expert, Profession:Lawyer 12)
- 2x Legal Assistants (Expert, Profession:Lawyer 8/9) This score only counts if the PC is cheap and decides to have one of the assistants advise him.
- 4x Clerks (Commoner Profession:Lawyer 1-3) These guys might be available to represent the common people of the town or the city.
In this example I have made the Expert a bit older and a bit more experienced. Imagine a wheezy old sage working in a small building somewhere in city – he has spent his whole life learning about things … people in particular. Old age = +2 (Wis, Int, Cha), -3 (Str, Dex, Con) – so wheezy and getting infirm. However, enough time has passed that he is a L5 expert and has collected a decent selection of books (which I rule gives a +2 – but takes longer to get an answer).
- Sage – L5 expert (Knowledge:Geography 17, Knowledge:People 15, Knowledge:Nobility 12, Linguistics 12, Librarian 10, Scribe 10)
- 1x Apprentice – L2 expert – skills don’t really matter as their job is mainly to keep the library in order, fetch books as needed and listen to their master – this is one of the reason most sages are skilled librarians :}
- 2x Servants. L2 commoners used to running errands on the sage’s behalf – they have Knowledge:Nobility 1 and Librarian 1, picked up as they have served ‘The master’.
TBH, though, a guy like this probably deserves his own character sheet as an PC worth their salt is liable to be back a few times. He has clearly spent a lifetime researching people of one type or another – he is the person the PCs go to when they want to know about the Humanoid Tribes in a given region, or custom and practice in the local town. He can detail the local Nobility along with whom the PCs need to speak to and then, almost as a side line, translate all those weird runes they found – and all without using magic!