If your game group wants more choices in character types and skills, if you want to whip up an instant population of craftsmen before or even during the game, if you want more depth in the nonplayer characters (NPCs) you play, or if your players' visits to towns and cities have become a long, non-roleplaying chore, then this book is for you. This volume is packed with an incredible wealth of gaming aids and ideas. Everything is here to let you, for example, quickly look up an exact remedy and price from the town herbalist or alchemist, play a prerolled Sage or Craftsman instantly, set up your own specialist Expert in a few minutes, set up a Guild, let a player train/practice in a craft or play an unusual Expert, or determine whether a city even has certain Experts available.
The book outlines five broad types of Experts (Craftsmen, Scholars, Entertainers, Professionals, and Tradesmen) and under them, details 28 types of Expert: Alchemists, Physicians, Courtesans, and more. Many, such as the Armorer, Physician, or Sage, would usually act as "services" in town; some could be important NPCs, such as the Steward of the local castle; others, such as the Guide, the Artificer, and the Slaver, could easily become the center of new adventures. A great amount of supplementary and background material supports these Expert types: medieval work area and laboratory descriptions, a whopping list of about 110 new skills, three new feats, and Guildmasters (as a new prestige class) and their guilds (including several tables for quick random generation of guild structures and availabilities in any given town/city). Table contents include effects of unsound construction, ship design flaws, sages' libraries, herbal remedies (with availability and properties), mineral availability, device complexity, Experts as spell casters, Experts' prices per level, and more. A second prestige class, the Militiaman, is also offered, and suggestions are given on use of the various Experts' materials as part of a campaign or for player character use.
The 28 ready-to-go NPC Experts (one of each kind) have enough background and personality to get going the moment you need them, without being so detailed as to require major rewrites for your campaign. The worst you'd need might be a name change for the person, their city of origin, or their god. A few of these characters have enough back story (ranging from humorous to sinister) to potentially springboard some side-quests for the Dungeon Master. Linked to several of these NPCs are some of the book's 17 brand-new magic items (all items are tied to the Experts theme, such as the Everfull Brewpot, Fireseal Wax, and the Mini Mecha Golem); these could be easily written into side-quests as well.
This book has now been revised and reissued as Experts 3.5; both book are highly recommended, whichever one you can lay your hands on.