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wiki:profession [2017/03/26 19:26]
caleymccready [Profession]
wiki:profession [2018/04/29 12:57] (current)
caleymccready [Profession]
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 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 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. The maximum rank you may purchase in a single profession is equal to the lower of the two scores+Professions get two abilities tied to their skill checksyou may use either ability for determining your skill ranks
  
 \\ \\
-==== Crafting ​check ====+==== 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 //​[[glossary#​u|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 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 //​[[glossary#​u|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
  
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 ====== Profession list ====== ====== Profession list ======
  
 +\\
 \\ \\
 =====Armorsmith===== =====Armorsmith=====
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 **Related Skills**: [[recall knowledge#​Appraisal]],​ [[recall knowledge#​Knowledge Merchant Guilds]] **Related Skills**: [[recall knowledge#​Appraisal]],​ [[recall knowledge#​Knowledge Merchant Guilds]]
  
-**Skill Bonuses**: Upon gaining ​ranks in their profession, Armorsmiths gain a 1d6 bonus to [[Athletics]] checks+**Skill Bonuses**: Upon gaining ​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^[[glossary#​u|Units of Work]] Required^Profit^ ^Armor Type^Difficulty Check^[[glossary#​u|Units of Work]] Required^Profit^
 |Cloth ​    ​|Moderate |10 |6g | |Cloth ​    ​|Moderate |10 |6g |
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 *The maximum number of enhancements you may make to a piece of armor is 6 *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 [[glossary#​u|Units of Work]] Required^Added Value^
 +|Artisan|8|4g|
 +|Master|18|14g|
 +|Artifact|36|27g|
 +
 +\\
 \\ \\
 =====Astronomer===== =====Astronomer=====
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 **Related Skills**: [[Investigation#​Search]],​ [[Recall Knowledge|Knowledge Astronomy]] **Related Skills**: [[Investigation#​Search]],​ [[Recall Knowledge|Knowledge Astronomy]]
  
-**Skill Bonuses**: Upon gaining ​ranks in their profession, Astronomers gain a 1d6 bonus at night to [[Perception]],​ [[Wilderness Survival]], and profession Sailor checks made for [[profession#​Sailor|Navigation]]+**Skill Bonuses**: Upon gaining ​ranks in their profession, Astronomers gain a 2d6 bonus at night to [[Perception]],​ [[Wilderness Survival]], and profession Sailor checks made for [[profession#​Sailor|Navigation]]
  
-**Stargazing**\\ +\\ 
-Spending an hour staring ​into the night skyyou attempt to make discoveries,​ observations, or confirmations ​of other Astronomer'​s findingsYou document these findings into formal writs which may be turned in to scientific societies for modest earnings. Documentation writs can only be obtained from the society ​and come with official seals. Astronomers must pass a test to become licensed with these societies if they wish to be paid and recognized ​for their discoveries+Looking up into the starsthe Astronomer can work on mapping the stars, or on confirming the findings ​of other astronomers within their societyOccasionally,​ an astronomer will make a discovery, ​which they can publish in the society ​journal ​for additional revenue
  
-Failing an astronomy check simply causes the time spent to produce no results+^Activity^Astronomy DC^[[glossary#​u|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|-|-|
  
-^Objective^Astronomy DC/​Modifier^[[glossary#​u|Units of Work]] Required^Value^ +**Making Discoveries**\\ 
-|Confirming findings|Trivial|20|5 gold| +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
-|Minor ​discovery|Easy|40|15 gold| +
-|Significant ​discovery|Moderate|120|100 gold| +
-|Major ​discovery|Hard|250|400 gold| +
-|Ground-breaking discovery|Near Impossible|400|1250 gold| +
-|Not using a telescope|+10|-|+
  
 **Obtaining a license**\\ **Obtaining a license**\\
-You must travel to a scientific society'​s primary location, and take a test. The difficulty for passing this test is 15. 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 +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 50 gold, which allows you lifetime membership. Each society has a small brooch which is also included in the license cost +
- +
-**Submitting your discoveries**\\ +
-A writ costs 2 gold pieces, which is refunded upon submission as a discovery. Writs can be purchased and submitted in most major cities. All discoveries undergo peer review, and astronomers that repeated submit false records have their license revoked without option to reacquire+
  
 +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===== =====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 [[keystones#​gem list|gems]] and stones that possess qualities which affect their ki energy. These stones can be aligned ​with up to five chakras. Alignment with multiple chakras increases ​the power, and valueof the stone. Jewelers can also [[gear#​repairing gear|repair]] damage to a keystone, or to adventuring items made from glass+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 [[keystones#​gem list|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 [[gear#​repairing gear|repair]] damage to a keystone, or to adventuring items made from glass
  
 **Key Attributes**:​ [[wiki:​abilities#​Intelligence]],​ [[wiki:​abilities#​Dexterity]] **Key Attributes**:​ [[wiki:​abilities#​Intelligence]],​ [[wiki:​abilities#​Dexterity]]
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 **Related Skills**: [[Recall Knowledge|Appraisal]],​ [[Recall Knowledge|Knowledge Merchant Guilds]] **Related Skills**: [[Recall Knowledge|Appraisal]],​ [[Recall Knowledge|Knowledge Merchant Guilds]]
  
-^Chakra Alignments^Crafting Difficulty Check^[[glossary#​u|Units of Work]] Required^Material cost^Value^ +^Facets^Crafting Difficulty Check^[[glossary#​u|Units of Work]] Required^Profit^Value^ 
-|1|Trivial|350|350g|450g+|1|Moderate|32|24g|250g
-|2|Easy|900|700g|1,200g+|2|Moderate|48|36g|600g
-|3|Moderate|1250|1,750g|3,000g+|3|Hard|72|90g|1,100g
-|4|Hard|1550|4,500g|7,500g+|4|Hard|96|120g|1,800g
-|5|Near Impossible|1875|12,500g|20,000g+|5|Near Impossible ​(3)|120|210g|2,750g
- +|6|Legendary (4)|160|400g|4,200g|
-While any item can be aligned to the chakrasgems 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 that is not suited to its alignment, add +5 to the craft DC. If you use another material entirely, add +8 to the craft DC. You may also increase the DC by 1 to add 1d6 hit points to the keystone'​s item durability. Enhancing items that are not gemstones requires a full workshop+
  
 +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 and is subject to perception modifiers. Players with the Ki Sense talent gain [[combat#​advantage]] if the object is within range
-**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 15. If they can only see the stone, the DC is 25 and is subject to perception modifiers. Players with the Ki Sense talent gain [[combat#​advantage]] if the object is within range+
  
 +\\
 \\ \\
 =====Sailor===== =====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 [[item durability#​repairing gear|repairing]] adventuring gear made of cloth, or leather, as well as rope and tools. 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 [[item durability#​repairing gear|repairing]] adventuring gear made of cloth, or leather, as well as rope and tools.
  
-**Key Attributes**:​ [[wiki:​abilities#​Strength]], [[wiki:​abilities#​Dexterity]]+**Key Attributes**:​ [[wiki:​abilities#​Dexterity]], [[wiki:​abilities#​Resolve]]
  
 **Related Skills**: [[Investigation#​Gather Information]],​ [[wilderness survival#​foraging and hunting|Fishing]],​ [[wilderness survival#​Rope work]], [[animal handling#​knowledge Biology|Knowledge Biology(Aquatic)]],​ [[wilderness survival#​Knowledge Geography]],​ Knowledge Sailing ​ **Related Skills**: [[Investigation#​Gather Information]],​ [[wilderness survival#​foraging and hunting|Fishing]],​ [[wilderness survival#​Rope work]], [[animal handling#​knowledge Biology|Knowledge Biology(Aquatic)]],​ [[wilderness survival#​Knowledge Geography]],​ Knowledge Sailing ​
  
-**Skill Bonuses**: Upon gaining ​ranks in their profession, Sailors gain a 2d6 bonus to [[Wilderness Survival]] checks made when sailing+**Skill Bonuses**: Upon gaining ​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 *Gather information only works in ports, among other sailors and their associates
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 You can hire out your skills on a per day basis to a crew. Use a simple [[profession#​Profession Check]] to do so You can hire out your skills on a per day basis to a crew. Use a simple [[profession#​Profession Check]] to do so
  
 +\\
 \\ \\
 =====Surveyor===== =====Surveyor=====
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 **Related Skills**: [[profession#​Sailor|Navigation]],​ [[Recall Knowledge|Knowledge Geography]] **Related Skills**: [[profession#​Sailor|Navigation]],​ [[Recall Knowledge|Knowledge Geography]]
  
-**Skill Bonuses**: Upon gaining ​ranks in their profession, Surveyors gain a 2d6 bonus to [[Perception]] and [[profession#​Sailor|Navigation]] checks+**Skill Bonuses**: Upon gaining ​ranks in their profession, Surveyors gain a 2d6 bonus to [[Perception]] and [[profession#​Sailor|Navigation]] checks
  
-**Charting**\\ +\\ 
-Spend 1 hour charting your current surroundings. For each hour you may chart 1 square mile in adequate detail ​for navigational use. Charts are paid by the square mile and are influenced by the quality of the chartwhich is determined by your roll+Surveyors ​chart out planets, creating maps for sailorstravellers, and adventurers
  
-^Chart Quality^Surveying DC/Modifier^[[glossary#​u|Units of Work]] Required^Value^ +^Activity^Difficulty Check^[[glossary#​u|Units of Work]] Required^Value^ 
-|Basic Chart|Easy|20|5 gold+|Creating a chart|Moderate|6|3g
-|Chart with detailed topography|Moderate|40|35 gold+|Addint details|Moderate|5|3g
-|Chart with exquisite detail and artistry|Hard|60|100 gold|+|Adding decorative elements|Moderate|8|6g|
 |Not using [[Gear|surveying tools]]|[[combat#​Advantage|Disadvantage]]|-|-| |Not using [[Gear|surveying tools]]|[[combat#​Advantage|Disadvantage]]|-|-|
  
 **Exploring while charting**\\ **Exploring while charting**\\
-You cannot produce ​exhaustive ​charts ​without exploring the area you have chartedIf you are familiar with the landscape, this is not necessary, otherwise it adds 1 hour to the time required to complete the chart+You cannot produce charts ​for areas you have not exploredFrom a single location, there are limits ​to the number of charts you can make
  
-The cost of paper and ink is reimbursed when selling charts to the explorers guild +^Conditions^Range^Maximum Charts
- +|Land, with extreme topography or limited visibility|1 mile|1
-You may not chart areas in which you are not physically present, even if you are familiar with them. From one location, you may chart areas within your field of vision per the table below +|Land, with varied topography|2 miles|2
- +|Sea, or flat topography|3 miles|8
-^Conditions^Range^Total Chartable Square Miles+|Sea, or flat topography atop a mast or 100 foot tower|12 miles|20|
-|Land, with extreme topography or limited visibility|1 mile|4+
-|Land, with varied topography|2 miles|16+
-|Sea, or flat topography|3 miles|36+
-|Sea, or flat topography atop a mast or 100 foot tower|12 miles|144|+
  
  
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 **Related Skills**: [[Recall Knowledge|Appraisal]],​ [[Recall Knowledge|Knowledge Merchant Guilds]] **Related Skills**: [[Recall Knowledge|Appraisal]],​ [[Recall Knowledge|Knowledge Merchant Guilds]]
  
-**Skill Bonuses**: Upon gaining ​ranks in their profession, Weaponsmiths gain a 2d6 bonus to [[Athletics]] checks+**Skill Bonuses**: Upon gaining ​ranks in their profession, Weaponsmiths gain a 1d6 bonus to [[Athletics]] checks
  
 \\ \\
-^Item^Crafting DC/Modifier^[[glossary#​u|Units of Work]] Required^Material Cost^Value+^Weapon Type^Difficulty Check^[[glossary#​u|Units of Work]] Required^Profit
-|Ranged Weapons ​          ​|Moderate ​  ​|80   |2g    |Based on weapon+|Ranged Weapons|Moderate|25|16g
-|One-Handed ​Melee Weapons |Easy    ​|40   |1g    |Based on weapon+|One-hand Melee Weapons|Moderate|30|19g
-|Two-Handed ​Melee Weapons |Easy   |40   |2g    ​|Based on weapon+|Two-hand Melee Weapons|Moderate|45|28g| 
-|Master Quality ​          |+5    ​|+225  ​|-   |+100g+|Singing Weapons|Moderate|+12|+9g
-|Rare Materials ​          ​|+5    ​|+225  |40g   |+200g+|Mist Weapons|Moderate|+8|+6g| 
-|Mist Weapons ​            ​|+2    ​|+80  ​|1g    ​|+50g+|Masterwork Weapons|Hard|+35|+30g
-|Singing Weapons ​         ​|+2    ​|+100  ​|1g    ​|+75g|+|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 [[glossary#​u|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 brewer, cook, engineer, farmer, gambler, herbalist, scholar, merchant, miner/​prospector,​ scribe, stable master, soldier, carpenter
wiki/profession.1490570788.txt.gz · Last modified: 2017/03/26 19:26 by caleymccready