A Social Class is a template that is applied to a humanoid, giant, or just about any other creature type which is here after referred to as the base creature. These templates must be taken at character creation. Unless otherwise noted, the creature retains all of its base creatures statistics (abilities, AC, HD, size, special qualities, etc.)
Aristocrat Class Template
Skills: An Aristocrat chooses between the following skills to be considered inherent class skills for the creature; Bluff or Diplomacy, Gather Information or Intimidate, Knowledge (Nobility), Knowledge (Any one), Perform or Ride, Sense Motive or Speak Language. An Aristocrat gains 4 skill points that can be divided between the chosen skills.
Starting Gear: +6d8 X 10 gp worth of equipment in addition to the base creature's starting equipment.
Commoner Class Template
Skills: A Commoner gains a bonus 4 skill points that can be applied to any of the following skills as long the skills are also in the base creatures class skill list; Climb, Craft, Handle Animal, Jump, Listen, Profession, Ride, Spot, Swim and Use Rope. In addition, a Commoner gains 2 ranks in Knowledge (Local) for the base creature's home region.
Starting Gear: +5d4 gp worth of equipment in addition to the base creature's starting equipment.
Expert Class Template
Skills: An Expert can choose any three skills which are then considered inherent class skills for the creature. The creature gains 3 ranks in each of these skills. These three skills must be related to a focused profession or trade and must include at least one Craft, Knowledge, or Profession skill. Common examples are:
Blacksmith: Appraise, Craft (Blacksmithing), Craft (Armorsmithing)
Barrister: Diplomacy, Knowledge (Law), Profession (Barrister)
Lock Smith: Craft (Locks), Disable Device, Open Lock
Merchant: Appraise, Handle Animal, Profession (Merchant)
Sage: Any 3 Knowledge Skills
Shipwright: Craft (Shipwright), Swim, Use Rope
Starting Gear: +3d4 X 10 gp worth of equipment in addition to the base creature's starting equipment.