New Jobs

Velmont

First Post
I have a suggestion. You should have five basic job:

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.
 
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Velmont

First Post
An addition to the jobs I have suggest.

Only advance job can be taken over by an NPC while adventuring and earn profits (at 1/2 the amount of what the character would win if he was doing it himself).

That can be easily explain by teh fact that at the moment the PC have paid (or is paying) for his shop, it means he is an owner of a business and not simply an employee, so his business continue to run without him, but he recieve less as he must pay his employee that replace him while gone.
 

Solange

First Post
Why should merchant pay more than any other profession even if you have no ranks in trader? Particularly when that's a pay cut compared to the SRD.

Craftsmen currently are taking a pay cut as well.
 
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Velmont

First Post
Solange said:
Why should merchant pay more than any other profession even if you have no ranks in trader? Particularly when that's a pay cut compared to the SRD.

Craftsmen currently are taking a pay cut as well.

I'm not sure to understand your question.
 

Solange

First Post
You have given anyone who isn't a merchant a pay cut compared to the SRD in your suggestion, and I was asking why?

(15 silver + 2.5 silver per rank compared to 25 and 2.5 that is pretty much the SRD with a take 10 and 2 weeks of real time being 1 week game time)
 

Velmont

First Post
Solange said:
You have given anyone who isn't a merchant a pay cut compared to the SRD in your suggestion, and I was asking why?

(15 silver + 2.5 silver per rank compared to 25 and 2.5 that is pretty much the SRD with a take 10 and 2 weeks of real time being 1 week game time)

Ok, here the idea of the suggested job. there is two kind of job. The first ones are the basic job:

Laborer: This is an unskilled worker, so his pay is 15 silver.
Craftmen, Erudit, Performer, Worker: These are skilled employee. They only ask 4 rank in one skill. The only skill in there is Craft, Knowledge, Perform and Profession, essentially one of the four skill that can have little effect in game generally and are generally use to earn money.

I don't expect there would be any other basic job, that would be teh core of them.


There would be advanced job. The one noted here are a few of them. The advance job have greater requirement (Like 10 rank distributed in two or three skills, on must be at rank 6, or two item creation feat). They also asked to spend 500 gp to buy the business the character will run. Because the player have invested money in your business and he has invetsed more skills in for his job, he earns more money.

Note those are samples, and any new job would most likely be advance job. Merchant is an example for a Profession advance job (as it alreday exist), as Conductor (Perform), Sage (Knowledge), Master Craftman (Craft) and Magecraft (Misc.)


The idea of that it is many player would be just happy to have a sideline and take one of the basic job, but some would like to push teh idea of someone with a true job further. It would ask a little more for them but in the end, they would be more rewarded.
 

Bront

The man with the probe
I'm not a big fan of most of the advanced ones. We already have some of them, and tweeking the current crafter I think is nuts.

I don't like Sage, mostly because Knowledge skills are too usefull in game to give them an extra use. Craft skills need a reward because that's what they do, and have little direct in game use beyond between adventures, and that dries up quickly. Perform is usefull only for Bards, so I like rewarding people who take it. Profession skills, well, there's a debate in another thread about them, but they're even less usefull than Craft skills. Same with healer, hunter, and other jobs that synergize with skills.

I don't like conductor as written as it seems all bards will end up conductors, as it pays the best for them. (Good luck finding a bard build at Level 3 that doesn't meet the reqs)
 

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