Profession: Difference between revisions

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| Core-Skill = Profession
| Core-Skill = Profession


| Benefit = The ''profession'' skill allows you to cultivate, craft or supply a good relevant to your chosen trade (if applicable — some professions provide only services). The DC depends on the complexity of the item to be created. The DC, your check result, and the price of the item determine how long it takes to make a particular item. The item's finished price also determines the cost of raw materials.
| Benefit = The ''profession'' skill allows you to cultivate, craft or supply a good relevant to your chosen trade (if applicable — some professions provide only services). The DC depends on the complexity of the item to be created. The item's finished price also determines the cost of raw materials.


To determine how much time and money it takes to make an item, follow these steps.
To craft a good relevant to your profession, you need to do the following things:


* Find the item's price in silver pieces (1 gp = 10 sp).
* Find the item's price in silver pieces (1 gp = 10 sp).
* Find the item's DC (either from the Goods and Services page, or by asking your GM)
* Find the item's DC (either from the [[Equipment, Goods and Services]] page, or by asking your GM)
* Pay 1/2 of the item's price for the raw material cost.
* Pay 1/2 of the item's price for the raw material cost.
* Make an appropriate Profession check representing one week's worth of work. If the check succeeds, multiply your check result by the DC. If the result x the DC equals the price of the item in silver pieces (SP), then you have completed the item. If the result x the DC equals double or triple the price of the item in silver pieces, then you've completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner. If the result x the DC doesn't equal the price, then it represents the progress you've made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.
** If you are attempting to create masterwork versions of a good, you must pay 1/2 the cost in raw materials of the masterwork version of the good.
* Make an appropriate Profession check representing one day's worth of work .  


| Action = Profession checks to make items are made by the day or week (see above).
| Action = 1 day (8 hours with no more than 1 hour of interruptions, not counting meals or rest breaks). Days spent creating a good cannot be spent for other purposes such as [[Character Retraining|retraining]].


| DC =  
| DC = varies, based on good. See [[Equipment, Goods and Services]] for details.


| Modifiers = * Tools: Creating items using a profession skill requires artisan's tools to give the best chance of success. If improvised tools are used, the check is made with a -2 penalty. On the other hand, masterwork artisan's tools provide a +2 circumstance bonus on the check.
| Modifiers = * '''Masterwork Tools:''' If you are using masterwork quality tools in your workspace, you reduce the DC by -2.
* Spells: A successful Profession check in conjunction with the casting of an appropriate spell enables you to make items with a bonus on the Profession check.  This bonus is equal to the spell level of the spell in questions, and depending upon the spell (for example, [Ironwood (Spell)] for wooden items) may also enhance the items directly.
* '''Improvised Tools:''' If you are using improvised or poor quality tools in your workspace, you increase the DC by +2.
* Minor Creation: When casting the spell minor creation, you must succeed on an appropriate Profession check to make a complex item.
* '''No Tools:''' If you have no tools, you may not attempt to create a good.
* Progress by the Day: You can make checks by the day instead of by the week if desired. In this case your progress (check result x DC) should be divided by the number of days in a week.
* '''Multiple Goods:''' You can attempt to create more than one good per day of work if your skill is sufficiently advanced. For each additional good you wish to create, increase the DC by +10.  You must declare the total number of goods you wish to create before you attempt the profession check.
* '''Masterwork:''' If you wish to create masterwork-quality goods, increase the total adjusted DC by +20.  If you are attempting to create multiple goods, you need only add this modifier once for all goods being attempted.


| Take10-Take20 =  
| Take10-Take20 = You can take 10. Taking 20 is allowed, but increases the time required to a minimum of 20 days.


| Assist =  
| Assist = Yes (up to 5 allies).  Assisting allies must have ranks in the same profession you are using to craft the good.  GM's may adjudicate that some similar professions are complementary enough to also allow assistance.


| Success =  
| Success = You create the good(s) you were attempting to create.


| Failure =  
| Failure = You are unable to complete the item in 1 day of work.  For every 2 by which you failed the check (rounding up to the nearest 2), add 1 additional day.


| Retry = Yes, but if you fail a check by 4 or less, you make no progress this week (or day, see above). If you miss by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
| Retry = No (there is no need; you will always succeed, given enough time.)


| Provokes = Yes
| Provokes = Yes

Revision as of 14:53, 25 May 2017

Description

Ability Score Used: Wisdom
Usable Untrained? No
Armor Check Penalty Applies? No

You are skilled at a specific job. Like the Knowledge and Perform skills, Profession is actually a number of separate skills. You could have several Profession skills, each with its own ranks. A Profession skill represents the ability to cultivate, craft or provide goods or services relevant to the profession, as well as the general knowledge of how to earn a living in that profession.

Even though many of these professions require tremendous endurance, or facile hand or tool work, all professions are Wisdom-based, since they all require a great deal of common sense and learning to achieve greatness, regardless of their physical demands. Even though a blacksmith must be strong and endure heat all day, those things don't make him a great blacksmith. His experience with shaping metal with tools (thus, wisdom) are what make him a great blacksmith.

Common Professions

  • Alchemist — Crafting of alchemical devices and admixtures. Does not cover alchemical bombs or tinctures (and other class-specific items/tasks).
  • Architect — Build houses and buildings. Also includes practical knowledge of building styles. See also Mason.
  • Armorsmith — Crafting of armor and shields.
  • Artist — Painting, poetry, composition of songs and music, sculpture, etc. When chosen, you must pick a specialty.
  • Barrister — Laws, legal defense, researching legal precedents, and swaying of judges and juries.
  • Blacksmith — Crafting of tools and parts from metal, as well as the crafting of alloys. Does not include armor or weapons.
  • Bowyer — Crafting of bows, crossbows and other projectile weapons.
  • Brewer — Crafting of beer, wine and hard liquor.
  • Butcher — Prepare slain game animals for food. Also removing the pelts (but not treating/tanning them).
  • Carpenter — Crafting of wooden objects, such as cabinets, tables, chairs, etc. Does not include weapons, armor or buildings.
  • Cartographer — Surveying and documenting terrain, political borders and recording topographical information. Map-making.
  • Cobbler — Crafting of shoes and boots, skis and snowshoes as well as other non-humanoid foot/hoof/pod-wear, as long as it's non-metal.
  • Constable — Knowledge of criminal law, penal codes, common criminal practices and thought patterns, investigating leads, basic forensics.
  • Cook — Preparing tasty, and/or healthy meals from ingredients. Does not include poisons knowledge, or information on gathering ingredients.
  • Crewman — Skilled at crewing a vehicle (but not piloting it). Includes knowledge of general vehicle maintenance, knot-tying, and how to load and unload cargo efficiently.
  • Engineer — Troubleshooting and maintaining machinery and vehicles. Does not include crafting or operation of said machinery or vehicles.
  • Farmer — Growing crops, tending herd animals, and harvesting. Does not include butchering animals, or selling goods for profit.
  • Fisherman — Catching fish, either through rod and reel, nets, or other means.
  • Gambler — Practical knowledge of table games, as well as betting strategies, and how to avoid gambling-related disputes. Does not include playing sports or cheating.
  • Glass Smith — Crafting of glass items, such as bottles and vials.
  • Herbalist — Tending of a garden, growing non-crop herbs. Includes knowledge of which plants are medicinal, poisonous, or tasty, and how to prepare them for use (e.g. grinding, steeping, etc.)
  • Innkeeper — Tending of an inn, including the bar, dining, and boarding rooms. Also includes managing a household staff.
  • Jewelsmith — Crafting of jewelry, including gem cutting, goldsmithing and silversmithing.
  • Leathersmith — Crafting of leather goods. Does not include the stripping, stretching, tanning and preserving of leather and pelts.
  • Librarian — Caretaking and indexing of a large collection of books, locating specific books within other people's collections, speed reading, and a knowledge of the great works of literature.
  • Locksmith — Crafting of locks. Does not cover picking or disabling of locks.
  • Mason — Crafting of structures made from brick or stone, such as fireplaces and buildings. See also Architect.
  • Merchant — Knowledge of running a shop, negotiating with wholesalers, understanding of economics and markets. Does not include haggling.
  • Miner — Skilled at extracting metals and minerals from the earth. Includes knowledge of mining hazards (e,g. gas pockets, cave-ins, etc.), prospecting, and identifying ore, minerals and metals.
  • Scholar — Practical knowledge of how to research, how to test theories, how to discern fact from fiction between contradictory sources, and how to teach others.
  • Scrivener — Translator and transcriber of existing texts. Includes a knowledge of bookmaking, paper making, inks, type-setting, as well as handwriting analysis.
  • Shipwright — Crafting of vehicles, whether flying, burrowing, land-based or aquatic. Does not include operations of said vehicles.
  • Siege Engineer — Operation of siege weapons, including aiming, maintaining, assembly/disassembly, and movement of siege weapons, as well as managing siege crews,
  • Soldier — Practical knowledge of being a soldier, including care and maintenance of weapons, armor and kit, as well as military insignias, and military law.
  • Tailor — Crafting of cloth-based goods, including clothing, tents, etc.
  • Tanner — Practical knowledge of the stripping, stretching, tanning and preserving of leather and pelts.
  • Trapper — Practical knowledge of trapping game animals, including finding game trails, watering holes, and setting of snares. Does not include crafting traps.
  • Trapsmith — Crafting of traps, snares and triggering mechanisms, typically for game hunting, but sometimes for larger, less legal prey. Does not include actually using the traps.
  • Weaponsmith — Crafting of melee weapons, from daggers to polearms. Does not include crafting of armor or projectile weapons.
  • Weaver — Crafting of woven goods, such as rugs. Also includes fabrication of wigs.
  • Woodcutter — Practical knowledge of lumberjacking, including how to chop down trees without getting killed.

Numerous other professions exist, though some are far too dull to be attractive to a player character (e.g., Bookbinder, Clerk, Miller, Porter), too provocative for some campaigns (e.g. Prostitute, Midwife), or are campaign specific (e.g. Redcap, Lamplighter).

Players are free to put ranks into any profession(s) they desire, granting them insight and knowledge related to that profession, professional contacts, an understanding of common protocols, jargon, laws and business practices pertinent to that profession, etc. Indeed, in addition to making a character's background more colorful, having a profession skill can be highly useful in the right circumstances. In most cases, a relevant profession skill is far more likely to reveal useful information than a more generic skill.

Create a Good

The profession skill allows you to cultivate, craft or supply a good relevant to your chosen trade (if applicable — some professions provide only services). The DC depends on the complexity of the item to be created. The item's finished price also determines the cost of raw materials.

To craft a good relevant to your profession, you need to do the following things:

  • Find the item's price in silver pieces (1 gp = 10 sp).
  • Find the item's DC (either from the Equipment, Goods and Services page, or by asking your GM)
  • Pay 1/2 of the item's price for the raw material cost.
    • If you are attempting to create masterwork versions of a good, you must pay 1/2 the cost in raw materials of the masterwork version of the good.
  • Make an appropriate Profession check representing one day's worth of work .
Action Required:

1 day (8 hours with no more than 1 hour of interruptions, not counting meals or rest breaks). Days spent creating a good cannot be spent for other purposes such as retraining.

DC of Check:

varies, based on good. See Equipment, Goods and Services for details.

Modifiers to Check
  • Masterwork Tools: If you are using masterwork quality tools in your workspace, you reduce the DC by -2.
  • Improvised Tools: If you are using improvised or poor quality tools in your workspace, you increase the DC by +2.
  • No Tools: If you have no tools, you may not attempt to create a good.
  • Multiple Goods: You can attempt to create more than one good per day of work if your skill is sufficiently advanced. For each additional good you wish to create, increase the DC by +10. You must declare the total number of goods you wish to create before you attempt the profession check.
  • Masterwork: If you wish to create masterwork-quality goods, increase the total adjusted DC by +20. If you are attempting to create multiple goods, you need only add this modifier once for all goods being attempted.
Take 10? / Take 20?

You can take 10. Taking 20 is allowed, but increases the time required to a minimum of 20 days.

Allows Assists?

Yes (up to 5 allies). Assisting allies must have ranks in the same profession you are using to craft the good. GM's may adjudicate that some similar professions are complementary enough to also allow assistance.

Results of Success

You create the good(s) you were attempting to create.

Consequences of Failure

You are unable to complete the item in 1 day of work. For every 2 by which you failed the check (rounding up to the nearest 2), add 1 additional day.

Retry Allowed?

No (there is no need; you will always succeed, given enough time.)

Provokes AOO?

Yes

Locate a Contact

You can use your profession skill to locate other members of your professional community. You must be in a location which is likely to have people who practice your particular profession, but a profession check allows you to find colleagues even if they might be difficult to find for outsiders. The DC of this check is 15, though this can increase significantly if you're looking for a particular individual, such as the guild leader of your profession, or a member of your profession who is also a member of the nobility. Settlement size can also influence the DC. It might be very tough to find the herbalist in a very small community where everyone has multiple jobs, and similarly, it will be very tough to locate a the head of the shipwright guild in a megalopolis, though quite easy to find one random shipwright.
Action Required:

Typically 1 hour per settlement size. See Settlement Sizes for details.

DC of Check:
Modifiers to Check
Take 10? / Take 20?
Allows Assists?
Results of Success
Consequences of Failure
Retry Allowed?

Yes

Provokes AOO?

No

Demonstrate Expertise

You can call upon your knowledge of your profession to speak the jargon, comply with the normal protocols or etiquette expected of you, impress your colleagues, and generally be a professional in your field. The DC of this sort of check is generally 10 for casual situations, or 15 if you are speaking with people familiar with your profession. Against other professionals of your field, this is an opposed roll, your profession skill against theirs. If you succeed, you impress your audience with your knowledge, convey the validity of your point of view, etc. A highly successful roll (beat DC by 5 or more) might even change an NPC's attitude towards you, as though you had succeeded on a Diplomacy check. Failing the check by less than 5 means your audience is not swayed by your opinions, but does not change their opinion of your professional competence. Failure by more than 5 means they are dismissive of your ideas, and hold you in lower esteem regarding your competence in this field. Low level characters should consider staying quiet around the masters of their profession, lest they earn a poor reputation that is difficult to shake off later.
Action Required:

Conversations generally require a few minutes or longer.

DC of Check:
Modifiers to Check
Take 10? / Take 20?
Allows Assists?
Results of Success
Consequences of Failure
Retry Allowed?

You can attempt another check 24 hours later, though a particularly poor result from any check may make future checks more difficult, as you are also forced to overcome the bad impression you've made.

Provokes AOO?

No

Build Your Enterprise

Ranks in Profession Lifestyle in Headquarters Town Lifestyle in Other Towns
1 - 4 - -
5 - 8 Modest Meager
9 - 12 Modest Modest
13 - 16 Comfortable Modest
17 - 20 Comfortable Comfortable
21 - 24 Wealthy Comfortable
25 - 28 Wealthy Wealthy
29 - 32 Lesser Nobility Wealthy
33+ Lesser Nobility Lesser Nobility