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
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
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)
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 Type | Difficulty Check | Units of Work Required | Profit |
|---|---|---|---|
| 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
Each enhancement you add increases the value of the armor, according to the table below
| Enhancements | Additional value |
|---|---|
| 1 | 1g |
| 2 | 3g |
| 3 | 5g |
| 4 | 8g |
| 5 | 12g |
| 6 | 18g |
*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
| Embellishment | Additional Units of Work Required | Added Value |
|---|---|---|
| Artisan | 8 | 4g |
| Master | 18 | 14g |
| Artifact | 36 | 27g |
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
| Activity | Astronomy DC | Units of Work Required | Reward |
|---|---|---|---|
| Star mapping | Moderate | 32 | 16 |
| Confirming findings | Moderate | 28 | 14 |
| Publishing discoveries | Hard | 60 | 45 |
| 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
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
| Facets | Crafting Difficulty Check | Units of Work Required | Profit | Value |
|---|---|---|---|---|
| 1 | Moderate | 32 | 24g | 250g |
| 2 | Moderate | 48 | 36g | 600g |
| 3 | Hard | 72 | 90g | 1,100g |
| 4 | Hard | 96 | 120g | 1,800g |
| 5 | Near Impossible (3) | 120 | 210g | 2,750g |
| 6 | Legendary (4) | 160 | 400g | 4,200g |
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
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
| Condition | DC\Modifier |
|---|---|
| Calm seas, Light Breeze, Breeze | Easy |
| Strong Breeze | Moderate |
| High Winds, Gale | Hard |
| Storm, Hurricane | Near Impossible |
| Damage to your vessel | Increase difficulty one level |
| Underhanded | Disadvantage |
Repairs and crafting
| Item | DC | Units of Work | Material Cost |
|---|---|---|---|
| Repair light damage | Easy | 20 | 2g |
| Repair moderate damage | Easy | 90 | 5g |
| Repair serious damage | Moderate | 150 | 20g |
| Repair heavy damage | Hard | 450 | 50g |
| Craft sails | Moderate | 100 | 5g |
| Craft dinghy | Moderate | 320 | 15g |
| Craft sailboat (4 person) | Moderate | 520 | 60g |
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
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
| Activity | Difficulty Check | Units of Work Required | Value |
|---|---|---|---|
| Creating a chart | Moderate | 6 | 3g |
| Addint details | Moderate | 5 | 3g |
| Adding decorative elements | Moderate | 8 | 6g |
| Not using surveying tools | Disadvantage | - | - |
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
| Conditions | Range | Maximum Charts |
|---|---|---|
| Land, with extreme topography or limited visibility | 1 mile | 1 |
| Land, with varied topography | 2 miles | 2 |
| Sea, or flat topography | 3 miles | 8 |
| Sea, or flat topography atop a mast or 100 foot tower | 12 miles | 20 |
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 Type | Difficulty Check | Units of Work Required | Profit |
|---|---|---|---|
| Ranged Weapons | Moderate | 25 | 16g |
| One-hand Melee Weapons | Moderate | 30 | 19g |
| Two-hand Melee Weapons | Moderate | 45 | 28g |
| Singing Weapons | Moderate | +12 | +9g |
| Mist Weapons | Moderate | +8 | +6g |
| Masterwork Weapons | Hard | +35 | +30g |
| Rare Materials | Hard | +55 | +60g |
| Legendary Weapons | Near 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
| Embellishment | Additional Units of Work Required | Added Value |
|---|---|---|
| Artisan | 8 | 4g |
| Master | 18 | 14g |
| Artifact | 36 | 27g |
brewer, cook, engineer, farmer, gambler, herbalist, scholar, merchant, miner/prospector, scribe, stable master, soldier, carpenter