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Profession

skill (base abilities vary)


When you take skill ranks in Profession they must be applied to a specific profession. You are familiar with the tasks and knowledge associated with that profession. You can craft items if appropriate to your profession. You may take ranks in more than one profession

Professions get two abilities tied to their skill checks, you may use either ability for determining your skill ranks


Profession check

If your profession has the ability to craft specific items, those items will have a DC, which you must meet in order to make progress on that item. For every two hours you dedicate to crafting the item, roll your profession check against the DC of the item you are working on. If you pass the DC, each point in your roll is converted into Units of Work. If you fail the check, you make no progress on your project. Once you have the necessary units to complete the item, you finish the crafted item

Longer working sessions
If you are working an entire day on a project, you may work up to 8 hours on your project. After that, if you continue working, your rolls are made at disadvantage. Roll a check for every two hours that you work


Professions may have overlapping skill sets with the other skill families. You may roll your profession check against these related skill DCs as if you had put ranks into that skill, but only for the sub-skills that are listed


Knowledge (profession)

You have a general knowledge of your profession. You also have knowledge of the medicinal properties of substances, foods, plants, etc. Answering a question regarding your profession requires a check correlating to the difficulty of the question (Easy, Moderate, Hard, Near Impossible)


Profession list



Armorsmith

These artisans specialize in crafting the various types of armor. The tables below outline the various items you may craft as an armorsmith. While average quality armor sells for a modest price, master armorsmiths can produce exceptional armor which minimizes the restrictions of the user, removing the normal penalties associated with wearing armor. Armorsmiths can also repair armor, as well as cloth and leather adventuring gear, and tools

Key Attributes: Strength, Dexterity

Related Skills: Appraisal, Knowledge Merchant Guilds

Skill Bonuses: Upon gaining 6 ranks in their profession, Armorsmiths gain a 1d6 bonus to Athletics checks


Each armor type is different, requiring different amounts of work, and yeilding different profits

Armor TypeDifficulty CheckUnits of Work RequiredProfit
Cloth Moderate 10 6g
Leather Moderate 15 9g
Chain Moderate 18 11g
Steel Moderate 26 16g
Shields Moderate 13 8g

Masterwork Armor
A master armorsmith is capable of making a higher caliber of armor. The DC for master armor is Hard. These armor pieces have fewer penalties to Acrobatics and Athletics, and are more durable. Each crafting check that is rolled 3 or higher grants one enhancement to the armor, up to six enhancements

An enhancement may be one of the following

  • Reduce an Acrobatics or Athletics penalty by 1
  • Increase the hit points of the armor by 2d6

Each enhancement you add increases the value of the armor, according to the table below

EnhancementsAdditional value
11g
23g
35g
48g
512g
618g

*The maximum number of enhancements you may make to a piece of armor is 6

Embellishments
In addition to enhancing the armor's physical performance, a master armorsmith can also stylize their creations, adding decorative elements which increase the armor's value

EmbellishmentAdditional Units of Work RequiredAdded Value
Artisan84g
Master1814g
Artifact3627g



Astronomer

Astronomers are people of scientific discovery, looking up to the night sky in search of new knowledge and insights. Along the way they learn a great deal of skills which can help them in practical endeavors on Terra, such as navigation by the stars

Key Attributes: Intelligence, Resolve

Related Skills: Search, Knowledge Astronomy

Skill Bonuses: Upon gaining 6 ranks in their profession, Astronomers gain a 2d6 bonus at night to Perception, Wilderness Survival, and profession Sailor checks made for Navigation


Looking up into the stars, the Astronomer can work on mapping the stars, or on confirming the findings of other astronomers within their society. Occasionally, an astronomer will make a discovery, which they can publish in the society journal for additional revenue

ActivityAstronomy DCUnits of Work RequiredReward
Star mappingModerate3216
Confirming findingsModerate2814
Publishing discoveriesHard6045
Not using a telescope+1 DC--

Making Discoveries
In order to work on the Publishing Discoveries task, you first need to make a discovery. Any time you are working on Star Mapping or Confirm Findings, and you get a skill result DC 4 or higher, you make a discovery. Each discovery allows you to work on the Publishing Discoveries task one time

Obtaining a license
You must travel to a scientific society's primary location, and take a test. The difficulty for passing this test is DC 2. It costs 5 gold to have the test administered, and you may take the test as many times as you need. The test taking process is 4 hours

After passing this test, you may purchase your license for 10 gold, which allows you lifetime membership. Each society has a small brooch which is also included in the license cost



Jeweler

Jewelers craft gems, precious stones, and metals to create wearable items called keystones. While a jeweler can craft purely decorative pieces, adventurers love them for their ability to work with gems and stones that possess qualities which affect their ki energy. These stones can be cut with up to six facets, each of which dramatically increase the value of the stone. Jewelers can also repair damage to a keystone, or to adventuring items made from glass

Key Attributes: Intelligence, Dexterity

Related Skills: Appraisal, Knowledge Merchant Guilds

FacetsCrafting Difficulty CheckUnits of Work RequiredProfitValue
1Moderate3224g250g
2Moderate4836g600g
3Hard7290g1,100g
4Hard96120g1,800g
5Near Impossible (3)120210g2,750g
6Legendary (4)160400g4,200g

While any item can be aligned to the chakras, gems and stones are well suited to this purpose, and particular gems are disposed to different benefits. The DCs above assume that you are using the proper materials. If you use a stone or other material that is not suited to its alignment, add 1 to the craft DC. You may also increase the DC by 1 to add 3d6 hit points to the keystone's item durability. Enhancing items that are not gemstones requires a full workshop

Sense Chakra Alignment: A jeweler may attempt to determine the chakra alignments of a stone with a profession check. If they can touch the stone, the DC is 2. If they have ample time to inspect the item, the DC drops to 1. If they can only see the stone, the DC is 3 and is subject to perception modifiers. Players with the Ki Sense talent gain advantage if the object is within range



Sailor

Sailors are experts of navigating bodies of water by ship, proficient in a wide array of tasks related to and necessary for sailing. This includes repairing adventuring gear made of cloth, or leather, as well as rope and tools.

Key Attributes: Dexterity, Resolve

Related Skills: Gather Information, Fishing, Rope work, Knowledge Biology(Aquatic), Knowledge Geography, Knowledge Sailing

Skill Bonuses: Upon gaining 6 ranks in their profession, Sailors gain a 3d6 bonus to Wilderness Survival and Perception checks made when sailing

*Gather information only works in ports, among other sailors and their associates

Navigation
Allows you to navigate a ship or vessel to your desired location

ConditionDC\Modifier
Calm seas, Light Breeze, BreezeEasy
Strong BreezeModerate
High Winds, GaleHard
Storm, HurricaneNear Impossible
Damage to your vesselIncrease difficulty one level
UnderhandedDisadvantage

Repairs and crafting

ItemDCUnits of WorkMaterial Cost
Repair light damage Easy202g
Repair moderate damage Easy905g
Repair serious damage Moderate15020g
Repair heavy damage Hard45050g
Craft sails Moderate1005g
Craft dinghy Moderate32015g
Craft sailboat (4 person)Moderate52060g

Contract Sailing Jobs
You can hire out your skills on a per day basis to a crew. Use a simple Profession Check to do so



Surveyor

Surveyors are adventurers and explorers through and through. They roam to the farthest corners of the map, looking to chart what they find for posterity. Some do this for their own ends, to provide excellent charts for their armada or pirate gang, while others seek to turn a profit, submitting their maps to the explorer's guild for profit

Key Attributes: Intelligence, Resolve

Related Skills: Navigation, Knowledge Geography

Skill Bonuses: Upon gaining 6 ranks in their profession, Surveyors gain a 2d6 bonus to Perception and Navigation checks


Surveyors chart out planets, creating maps for sailors, travellers, and adventurers

ActivityDifficulty CheckUnits of Work RequiredValue
Creating a chartModerate63g
Addint detailsModerate53g
Adding decorative elementsModerate86g
Not using surveying toolsDisadvantage--

Exploring while charting
You cannot produce charts for areas you have not explored. From a single location, there are limits to the number of charts you can make

ConditionsRangeMaximum Charts
Land, with extreme topography or limited visibility1 mile1
Land, with varied topography2 miles2
Sea, or flat topography3 miles8
Sea, or flat topography atop a mast or 100 foot tower12 miles20


Weaponsmith

These artisans specialize in crafting weapons. The tables below outline the various weapons you may craft as an weaponsmith. While average quality weapons sell for a modest price, master weaponsmiths can produce exceptional weapons which enhance the usefulness of the weapon. Weaponsmiths can also repair weapons and tools.

Key Attributes: Strength, Dexterity

Related Skills: Appraisal, Knowledge Merchant Guilds

Skill Bonuses: Upon gaining 6 ranks in their profession, Weaponsmiths gain a 1d6 bonus to Athletics checks


Weapon TypeDifficulty CheckUnits of Work RequiredProfit
Ranged WeaponsModerate2516g
One-hand Melee WeaponsModerate3019g
Two-hand Melee WeaponsModerate4528g
Singing WeaponsModerate+12+9g
Mist WeaponsModerate+8+6g
Masterwork WeaponsHard+35+30g
Rare MaterialsHard+55+60g
Legendary WeaponsNear Impossible (3)+70+125g


Embellishments
In addition to enhancing the weapon's physical performance, a master weaponsmith can also stylize their creations, adding decorative elements which increase the weapon's value

EmbellishmentAdditional Units of Work RequiredAdded Value
Artisan84g
Master1814g
Artifact3627g

brewer, cook, engineer, farmer, gambler, herbalist, scholar, merchant, miner/prospector, scribe, stable master, soldier, carpenter

wiki/profession.txt · Last modified: 2018/04/29 09:57 by caleymccready