Velmont
First Post
I have a suggestion. You should have five basic job:
These are pretty generic and show the basic of all jobs. There pay is a bit lower, starting at 1.5 gp per week. After that, we could have more specialized job, that ask something more, but offer some special rewards... like:
CRAFTSMAN
You are a craftsman, making a living on creating and selling items.
Requirements: At least 1 Craft skill at 4 ranks.
gp/week: 1.5 plus 1/4 the highest Craft skill modifier you have (ranks in Craft + Int modifier + other permanent bonuses).
Special Payment: None
Special: None
ERUDIT
You are a sage, making a living on one of the knowledge you have.
Requirements: At least 1 Knowledge skill at 4 ranks.
gp/week: 1.5 plus 1/4 the highest Knowledge skill modifier you have (ranks in Knowledge + Int modifier + other permanent bonuses).
Special Payment: None
Special: None
LABORER (simple jobs with bad pay)
You are an unskilled laborer, hauling barrels or doing similar work for meager pay.
Requirements: None
gp/week: 1.5
PERFORMER
You are a performer, making a living on one of the scenic art.
Requirements: At least 1 Perform skill at 4 ranks.
gp/week: 1.5 plus 1/4 the highest Perform skill modifier you have (ranks in Perform + Cha modifier + other permanent bonuses).
Special Payment: None
Special: None
WORKER
You are a worker, making a living on one profession you have learned.
Requirements: At least 1 Profession skill at 4 ranks.
gp/week: 1.5 plus 1/4 the highest Profession skill modifier you have (ranks in Profession + Wis modifier + other permanent bonuses).
Special Payment: None
Special: None
These are pretty generic and show the basic of all jobs. There pay is a bit lower, starting at 1.5 gp per week. After that, we could have more specialized job, that ask something more, but offer some special rewards... like:
CONDUCTOR
You are the leader of a troop of musician and own a theatre room where you perform.
Requirements: At least 1 Perform skill at 6 ranks and Diplomacy at 4 ranks.
gp/week: 2.5 plus 1/4 the highest Perform skill modifier you have (ranks in Perform + Cha modifier + other permanent bonuses).
Special Payment: You can add 1/4 of your Bard level to the gp/week.
Special: If you do not have one yet, you must set aside at least 1/4 of your income for a theatre where you perform, which costs 500 gp to buy.
MAGECRAFTER (someone creating magical items)
You are a spellcaster, making a living on creating and selling magic items.
Requirements: At least 2 Item Creation feats, spellcaster level 3+
gp/week: 3.125 times the number of Item Creation feats you have.
Special Payment: You gain 6.25 Craft Points per week per Item Creation feat you possess.
Special: You can craft, buy and sell magic items of the appropriate types in a seperate thread while not adventuring. If you do not have one yet, you must set aside at least 1/4 of your income for a workshop, which costs 500 gp to buy.
You are assumed to have a selection of minor magical itens (0 level potions or scrolls) for sale. These cost neither money nor Craft Points to maintain. Other items need to be crafted or bought first.
MASTER CRAFTSMAN
You are a craftsman, making a living on creating and selling items.
Requirements: At least 1 Craft skill at 6 ranks and Appraise or Diplomacy at 4 ranks
gp/week: 2.5 plus 1/4 the highest Craft skill modifier you have (ranks in Craft + Int modifier + other permanent bonuses).
Special Payment: You gain 1 Craft Point per week per rank in your highest Craft skill.
Special: You can craft, buy and sell items in a seperate thread while not adventuring. You must possess artisan tools. If you do not have one yet, you must set aside at least 1/4 of your income for a workshop, which costs 500 gp to buy.
You are assumed to have a selection of common goods (simple weapons, light armor, non-masterwork items) for sale. These cost neither money nor Craft Points to maintain. Other items need to be crafted or bought first.
MERCHANT
You are a merchant, making a living on buying and selling items.
Requirements: Profession(Merchant) skills at 6 ranks and either Diplomacy or Appraise at 4 ranks.
gp/week: 2.5 plus 1/4 your Profession (Merchant) skill modifier (ranks in Craft + Wis modifier + other permanent bonuses).
Special Payment: You can add half your Trader PrC level to the gp/week.
Special: You can buy and sell items in a seperate thread while not adventuring. You must possess a merchant scale. If you do not have one yet, you must set aside at least 1/4 of your income for a shop, which costs 500 gp to buy.
You are assumed to have a selection of mundane goods of your choice of field (simple weapons, light armor, non-masterwork items) for sale. These cost neither money nor Craft Points to maintain. Other items need to be crafted or bought first.
SAGE
You are a sage, making a living on one of the knowledge you have.
Requirements: At least 1 Knowledge skill at 6 ranks and two others at 2 ranks.
gp/week: 2.5 plus 1/4 the highest Knowledge skill modifier you have (ranks in Knowledge + Int modifier + other permanent bonuses).
Special Payment: You can add half your Loremaster PrC level to the gp/week.
Special: If you do not have one yet, you must set aside at least 1/4 of your income for a library, which costs 500 gp to buy.
Last edited: