Skills/Profession

You are skilled at a specific job. Like Knowledge and Perform, Profession is actually a number of separate skills. You could have several Profession skills, each with its own ranks. Profession comes in a few variants of crafter, laborer, or other. Profession is unique in the fact that it uses either wisdom or intelligence to perform its task

Crafters
A crafter generally falls into the category of blacksmith, armorsmith, fletcher, bowyer, alchemist, and so on. This generally means you’re adept at creating something. Below are some examples, though your GM may allow different variants.

Blacksmith(Wis): Crafting metal weapons and shields.

Armorsmith(Wis): Crafting metal armors.

Bowyer(Wis): Crafting bows.

Alchemist(Int): Crafting alchemical items.

Fletcher(Wis): Crafting arrows.

Woodworker(Wis): Crafting wooden weapons(like quarterstaffs) and shields.

Leatherworker(Wis): Crafting leather armors.

Weaver(Wis): Clothing, Cloaks, and other cloth items.

Jeweler(Int): Rings, Necklaces, etc…

Check: You can practice your trade and make a decent living, earning your check result in silver pieces per day. You know how to use the tools of your trade, how to perform the craft’s daily tasks, how to supervise untrained helpers, and how to handle common problems.

The basic function of the Profession skill as a crafter is to make an item of the appropriate type. Most items created with a Profession skill fall into one of several broad categories of complexity. Others have Profession DCs based on CR (in the case of traps) or on the Fortitude saves required to avoid or minimize their effects (in the case of poisons).

Before crafting an item, you must have tools and an appropriate workshop or area. If you don’t have access to artisan tools, you can still attempt a Profession check, but you take a –2 penalty when attempting a check without such tools or with improvised tools. If you have masterwork artisan tools, you gain a +2 circumstance bonus on the skill check.

After you have a suitable area to craft and you’ve gathered your tools, you must then acquire raw materials whose value is equal to 1/4 the cost of the item or items you wish to craft. Given the necessary tools, materials, and workspace, you can attempt a Profession check of the appropriate DC each day. If you succeed, you make an amount of progress equal to the silver piece or gold piece value listed in the appropriate entry in the Base Progress per Day column of Table: Crafting DCs and Progress Values. If you exceed the DC by at least 5, your progress doubles. If you exceed the DC by at least 10, your progress triples, if you exceed it by at least 15, you quadruple your progress, and so on. When your total progress equals the cost of the item, that item is completed. Any remaining progress can be applied to a similar item; otherwise, all excess progress is lost.

If you fail the check, no progress is made that day. If you fail the check by 5 or more, you waste an amount of your raw materials equal to the item’s base progress per day, up to a maximum of the initial cost of the raw materials. Such wasted material must be replenished before you can continue crafting the item.

Setting Aside Crafting Items: As long as you can store an item in a secure and safe place, you can set aside an item that you began crafting and return to it again later with little or no effect. Your GM may rule that this is not possible, especially in the case of volatile alchemical items or perishable goods.

Crafting Masterwork and Special Material Items: When you’re crafting a masterwork item or an item made of a special material, its crafting difficulty increases by one step. For example, a longsword (which has a base difficulty of normal) is considered a complex item when crafted as a masterwork item (DC 20; 4 gp base progress per day). In the case of items crafted from special materials that also count as masterwork (such as adamantine armor and weapons), the complexity of the item increases by two steps.

Repairing Items: You can use the appropriate Profession skill to repair items of that type. Repairing an item with the broken condition or that has taken damage (or both) requires tools and a work area, and you must pay 1/10 the item’s cost in raw materials, though a repair kit may be used instead. Repairing an item has the same DC as crafting the item. You can repair 1d6 points of damage on an item per hour, plus an additional 1d6 per 10 you exceed the craft DC. You can hastily repair an item in 10 minutes, but this increases the craft DC to repair the item by 10, and reduces the healing to 1d4 plus an additional 1d4 per 10 you exceed the craft DC.

Extremely Simple (DC 5)

 * Alchemical Items: Casting plaster.
 * Mundane Items: Very simple items such as wooden spoons, other carved one-piece items.
 * Weapons: Manufactured clubs, quarterstaffs, slings.

Simple (DC 10)

 * Alchemical Items: Light detector.
 * Armor: Light leather armor, wooden shields.
 * Mundane Items: Typical household items such as iron pots.
 * Vehicles: Cart, raft.
 * Weapons: Simple weapons (except crossbows).

Normal (DC 15)

 * Alchemical Items: Acid; alchemical cement; alchemical grease; armor ointment; bladeguard; buoyant balloon; chill cream; glowing ink; invisible ink, simple; keros oil; liquid blade; marker dye; soothe syrup; water purification sponge.
 * Armor: Light metal armor, steel shields.
 * Mundane Items: Most adventuring gear.
 * Vehicles: Chariot, light; chariot, medium; chariot, heavy; rowboat; sleigh; wagon, light; wagon, medium; wagon, heavy.
 * Weapons: Martial weapons and crossbows.

Complex (DC 20)

 * Alchemical Items: Alchemical glue; alchemical solvent; alchemist’s fire; alchemist’s kindness; alkali flask; blackfire clay; candlerod; flash powder; foaming powder; ghast retch flask; impact foam; invisible ink, average; invisible ink, good; meditation tea; paper candle firework; scent cloak; shard gel; smoke pellet; smokestick; star candle firework; tindertwig; vermin repellent; weapon blanch, cold iron; weapon blanch, silver; wismuth salix.
 * Armor: Heavy armor.
 * Mundane Items: Jewelry, kits, locks, complicated adventuring gear.
 * Traps: All traps CR 1–5.
 * Vehicles: Carriage, glider, keelboat, longship.
 * Weapons: Firearm ammunition, one-handed firearms, two-handed firearms, exotic weapons.

Intricate (DC 25)

 * Alchemical Items: Alchemical glue accelerant; antiplague; antitoxin; bloodblock; bottled lightning; burst jar; defoliant; embalming fluid; fire ward gel; frost ward gel; fuse grenade; invisible ink, superior; itching powder; liquid ice; mending paste; pellet grenade; skyrocket firework; smelling salts; sneezing powder; sunrod; tanglefoot bag; thunderstone; twitch tonic; weapon blanch, adamantine.
 * Mundane Items: Clocks, other intricate items.
 * Traps: All traps CR 6–10.
 * Vehicles: Galley, sailing ship, warship.
 * Weapons: nonalchemical and nonfirearm siege weapons.

Very Intricate (DC 30)

 * Alchemical Items: Banshee ballerina firework, flame fountain firework, rusting powder, soul stimulant, tangleburn bag, troll oil.
 * Traps: All traps CR 11–15.
 * Vehicles: Airship.
 * Weapons: Alchemical siege engines, siege firearms.

Extremely Intricate (DC 35)

 * Traps: All traps CR 16+.
 * Vehicles: Alchemical dragon, steam giant.

Laborers
A laborer works as more of a catch-all category for a type of profession that doesn’t directly produce a crafted good, such as a sailor, soldier. Sometimes a laborer may be a type of crafter who doesn’t fit the mold of the normal crafting rules, and as such may have their own set of tasks they may perform, such as a chef improving the quality of food on a journey, or a farmer assisting with animals or the growing of food.

Earn a Living
You can earn half your Profession check result in gold pieces per day of dedicated work. You know how to use the tools of your trade, how to perform the profession’s daily tasks, how to supervise helpers, and how to handle common problems. You can also answer questions about your Profession. Basic questions are DC 10, while more complex questions are DC 15 or higher.

Specific Uses
Soldier(Wis):

A character with Profession(Soldier) can perform the following tasks:


 * Use Profession(Soldier) in place of a Knowledge(Region) to recognize an army, mercenary group, or even a group of bandit’s nation, affiliation, or identify their insignia, as well as any other information relating to the group.
 * Use Profession(Soldier) in place of Appraise to determine the quality of a weapon or armor.
 * Use Profession(Soldier) in place of Diplomacy, Bluff, or Intimidate when interacting with someone who recognizes the army, group or other organization you are or previously were associated with.

Sailor(Wis):

A character with Profession(Sailor) can perform the following tasks:


 * Use Profession(Sailor) to Navigate a ship in fair conditions (DC 20)
 * Use Profession(Sailor) to Navigate safely in a hazardous sea (DC 25+)
 * Use Profession(Sailor) in place of Knowledge(Region) to recognize ports, seas, and other nautical locations.
 * Use Profession(Sailor) in place of Diplomacy to gather information in a sea port town or district.
 * Use Profession(Sailor) in place of Acrobatics to keep balance on a ship.

Chef(Wis):

A character with Profession(Chef) can perform the following tasks:


 * Cook a meal of exceptional quality (DC 20)
 * Notice poison in food (DC 25)
 * Feed an additional person with a hunted food or ration by extending it through the use of soup or other methods. DC 15 plus an additional person per 10 you exceed the check.

Farmer(Int):

A character with Profession(Farmer) can perform the following tasks:


 * Use Profession(Farmer) in place of Knowledge(Nature) to identify an edible plant.
 * Use Profession(Farmer) to grow food. This can be in a field or a simple garden in the back of a wagon. Growing food should take a minimum of a month with a DC 10 Profession(Farmer) check. The time can be reduced half by doubling the DC. The resulting plant produces enough food for one person plus an additional person per 5 that you beat the DC.
 * Use Profession(Farmer) in place of Handle Animal to try and direct a livestock animal such as Pigs, Ox, Cows, Horses, Goats, etc…

Gambler(Int):

A character with Profession(Gambler) can perform the following tasks:


 * When gambling a Profession(Gambler) may make a DC 20 Profession(Gambler) check to cheat at a current game of gambling to gain a +4 bonus to any rolls. Opponents get a perception check to notice this cheating against the gambler’s profession check.
 * When gambling a Profession(Gambler) may make a DC 10 Profession(Gambler) check to gain a +2 bonus to any rolls by trying to outplay the foe using statistics to their advantage, or possibly even just card counting.

Action
Not applicable. A single check generally represents a day of work.

Retry? Varies. An attempt to use a Profession skill to earn income cannot be retried. You are stuck with whatever daily wage your check result brought you. Another check may be made after a week to determine a new income for the next period of time. An attempt to accomplish some specific task can usually be retried.

Untrained
Untrained laborers and assistants (that is, characters without any ranks in Profession) earn an average of 1 silver piece per day.