Expert:

Level Atk Fort Ref Will Phys Ment Features
-1 +0 +0 +0 +0 0 0 Surge, Push
-2 +1 +0 +1 +0 1 1 Assist, Study
-3 +2 +1 +1 +1 1 2 Skill Trick
-4 +3 +1 +2 +1 2 3 Deeper Study
-5 +3 +1 +2 +1 2 3 Skill Trick
-6 +4 +2 +3 +2 3 4 Steady
-7 +5 +2 +3 +2 3 5 Skill Trick, Study
-8 +6 +2 +4 +2 4 6 Re-commit
-9 +6 +3 +4 +3 4 6 Skill Trick
10 +7 +3 +5 +3 5 7 Retry, Deeper Study
11 +8 +3 +5 +3 5 8 Skill Trick
12 +9 +4 +6 +4 6 9 Re-study
13 +9 +4 +6 +4 6 9 Skill Trick
14 +10 +4 +7 +4 7 10 Epic Skill Trick
15 +11 +5 +7 +5 7 11 Skill Trick
16 +12 +5 +8 +5 8 12 Re-think, Deeper Study
17 +12 +5 +8 +5 8 12 Skill Trick, Re-study
18 +13 +6 +9 +6 9 13 Perfect
19 +14 +6 +9 +6 9 14 Skill Trick
20 +15 +6 +10 +7 10 15 Re-commit

Hit Points: 6
Skill Points: 5
Skills: Every skill is a class skill for the Expert.

Weapon and Armor Proficiency:


Experts are proficient with all simple weapons, plus one martial weapon of their choice. Experts are proficient with light armor and shields.

Surge:


Experts can do a lot with their skills. To help them, they have a number of surges per day equal to their Expert level. These surges can be spent on various abilities. Unless noted otherwise, spending surges does not require an action.

Push (Ex):


Experts can push themselves to greater skills. As part of a skill check, the expert can spend a surge to gain a competence bonus on that check equal to their expert level. They may use this only on skills where they have at least 1 rank.

Assist (Ex):


Starting at level 2, experts can help others as well as themselves. By spending a surge, the expert can grant a competence bonus on a skill check made by someone else equal to their expert level -1. You must be within 10 feet of the creature making the skill check. They may use this only on skills where they have at least 1 rank.

Study (Ex):


Starting at level 2, experts can study to pick up new material. By studying for 1 hour, the expert may choose a skill. They gain 2 "phantom" ranks in the chosen skill (up to the maximum number of ranks they can have in that skill). These "phantom" ranks remain until the next time the expert uses this class feature.

Starting at level 7, the expert can spend a surge to use this class feature more swiftly. If used in this way, it takes 1 minute of study.

Skill Trick (Ex):


At levels 3 every odd numbered level after that, the expert gets a skill trick from the list of skill tricks.

The expert must have at least 3 ranks in the skill tied to the skill tricks they choose.

Deeper Study (Ex):


At levels 4, 10 and 16, the expert gets Skill Focus in the skill of their choice as a bonus feat.

Steady (Ex):


Starting at level 6, experts can do things in a steady way. By spending a surge, the expert can take 10 on a skill check even if they are threatened or distracted. They may use this only on skills where they have at least 3 ranks.

Re-commit (Ex):


Starting at level 8, the expert branches out into new fields. Their skill points per level for the Expert class increases to 6 + Intelligence score. This increase applies retroactively.

Starting at level 20, their skill points per level further increase to 7 + Intelligence score. This increase also applies retroactively.

Retry (Ex):


Starting at level 10, the expert can retry things quickly. By spending a surge, the expert can reroll a skill check they just made. They may choose to use this ability after finding out if the first check passed. A single skill check may only be rerolled once. They may use this only on skills where they have at least 7 ranks.

Re-study (Ex):


Starting at level 12, the expert can study up on topics they don't know. By studying for 1 hour, the expert may choose a number of skills equal to their Intelligence score. They gain a number of "phantom" ranks in the chosen skill equal to half their expert level + 2 (up to the maximum number of ranks they can have in that skill). These "phantom" ranks remain until the next time the expert uses this class feature.

Starting at level 17, the expert can spend a surge to use this class feature more swiftly. If used in this way, it takes 1 minute of study.

Epic Skill Trick (Ex):


Starting at level 14, the expert develops a trick of unrivaled power. They get a skill trick of their choice; they must have at least 3 ranks in the skill tied to the chosen trick. They may choose an Epic Skill Trick, ignoring the requirement to be epic those tricks normally have.

Re-think (Ex):


Starting at level 16, the expert can change their focus. By studying for 1 hour, 5 skill points the expert has spent (the expert chooses which 5) are refunded and can be re-spent.

Perfect (Ex):


Starting at level 18, the expert can hone their craft to perfection. By spending 2 surges, the expert can take 20 on a check where they would have taken 10, but without taking 20 times as long or triggering failure. They may use this only if they have at least 15 ranks in the skill in question.