Knight Otu
First Post
Obviously not complete. Additions and comments always welcome.
Job System
The job system is meant as ab alternate source of income, for times when adventures are scarce, or for characters that are not as adventuresome as others. Every week (on sunday?) in real life, a character on a job, but not on adventure gains some benefits, usually money and some other benefits (such as Craft Points, minor favors, and the like), and 10 (?) XP per week. Most jobs have a requirement that must be fulfilled, though characters on the way to fulfill the requirements might become apprentices/assistants to another character.
NPC ASSISTANT
Sometimes, a character on a job may want or need to abandon it for a while. Normally, that means that he gains no benefits from the job (some jobs may allow the character to gain reduced benefits). In those chases, if the character has no other assistants, he may want to hire an NPC assistant. This reduces the weekly benefits by 1/2, but other benefits (such as from sold items) are gained normally.
Obtaining a Job
A character not currently on an adventure who qualifies for a job may (note the job on his character sheet/start an appropriate (Adventure?) thread?) and notify a judge. A character becoming an apprentice or partner of another character with the same job should (note this as well/use the thread of that character?).
Jobs use the following template:
NAME
Description
Requirements:
gp/week: This is the number of gold pieces a character earns for every week real time not spent adventuring. A few jobs allow the character to earn money even while on adventure, but usually at a reduced rate.
Special Payment:
Special:
ADVOCATE/ATTORNEY
You are a lawyer, your legal skills (and knowledge of loopholes) allows you to argue to the finer points of law before a court.
Requirements: Knowledge (Local) at 4 ranks.
Gp/week: 5 plus 1/2 your Knowledge (Local) skill modifier (ranks in Knowledge (Local) + Int modifier + other bonuses).
Special Payment: You gain 5% (of the goods/coin) of every settlement you make. (Look this over)
APPRENTICE/ASSISTANT (Someone to get the work done while the character is busy saving the world)
ARCHITECT
You are an architect, making a living from design and overseeing the construction of buildings.
Requirements: Knowledge (Architecture and engineering) at 4 ranks.
gp/week: 12 plus your Knowledge (Architecture and engineering) skill modifier.
(I'm not sure how building construction will work, that might be beyond my domain.)
BOUNTY HUNTER*
CHAMPION FOR HIRE/DUELIST*
(CITY MAJOR)
CON ARTIST
COURT MAGE
CRAFTSMAN
You are a craftsman, making a living on creating and selling items.
Requirements: At least 2 Craft skills at 4 ranks.
gp/week: 5 plus 1/2 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.
ENTERTAINER
FARMER
GLADIATOR
HEALER
HIGH PRIEST
(INNKEEPER)
JUDGE**
LABORER (simple jobs with bad pay)
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: 12.5 times the number of Item Creation feats you have.
Special Payment: You gain 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.
MERCHANT
You are a merchant, making a living on buying and selling items.
Requirements: Profession(Merchant) skills at 4 ranks and either Diplomacy or Appraise at 4 ranks.
gp/week: 5 plus 1/2 your Profession(Merchant) skill modifier (ranks in Craft + Wis modifier + other permanent bonuses).
Special Payment: You can add 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.
MILLER (Operator of a grist-mill)
MOB BOSS
MOB ENFORCER
ORUSSUS COUNCIL MEMBER
RED DRAGON INN BOUNCER
SAGE
SAILING MASTER (Ship Captain)
(SAIRUNDANI TRIBAL ADVISOR)
SCRIBE
SPY*
TAX COLLECTOR
TEACHER
* These jobs were mentioned in a brainstorm, but might not fit the Job System as presented, and are propably better represented as actual adventurers.
** Not to be confused with LEW judges.
Job System
The job system is meant as ab alternate source of income, for times when adventures are scarce, or for characters that are not as adventuresome as others. Every week (on sunday?) in real life, a character on a job, but not on adventure gains some benefits, usually money and some other benefits (such as Craft Points, minor favors, and the like), and 10 (?) XP per week. Most jobs have a requirement that must be fulfilled, though characters on the way to fulfill the requirements might become apprentices/assistants to another character.
NPC ASSISTANT
Sometimes, a character on a job may want or need to abandon it for a while. Normally, that means that he gains no benefits from the job (some jobs may allow the character to gain reduced benefits). In those chases, if the character has no other assistants, he may want to hire an NPC assistant. This reduces the weekly benefits by 1/2, but other benefits (such as from sold items) are gained normally.
Obtaining a Job
A character not currently on an adventure who qualifies for a job may (note the job on his character sheet/start an appropriate (Adventure?) thread?) and notify a judge. A character becoming an apprentice or partner of another character with the same job should (note this as well/use the thread of that character?).
Jobs use the following template:
NAME
Description
Requirements:
gp/week: This is the number of gold pieces a character earns for every week real time not spent adventuring. A few jobs allow the character to earn money even while on adventure, but usually at a reduced rate.
Special Payment:
Special:
ADVOCATE/ATTORNEY
You are a lawyer, your legal skills (and knowledge of loopholes) allows you to argue to the finer points of law before a court.
Requirements: Knowledge (Local) at 4 ranks.
Gp/week: 5 plus 1/2 your Knowledge (Local) skill modifier (ranks in Knowledge (Local) + Int modifier + other bonuses).
Special Payment: You gain 5% (of the goods/coin) of every settlement you make. (Look this over)
APPRENTICE/ASSISTANT (Someone to get the work done while the character is busy saving the world)
ARCHITECT
You are an architect, making a living from design and overseeing the construction of buildings.
Requirements: Knowledge (Architecture and engineering) at 4 ranks.
gp/week: 12 plus your Knowledge (Architecture and engineering) skill modifier.
(I'm not sure how building construction will work, that might be beyond my domain.)
BOUNTY HUNTER*
CHAMPION FOR HIRE/DUELIST*
(CITY MAJOR)
CON ARTIST
COURT MAGE
CRAFTSMAN
You are a craftsman, making a living on creating and selling items.
Requirements: At least 2 Craft skills at 4 ranks.
gp/week: 5 plus 1/2 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.
ENTERTAINER
FARMER
GLADIATOR
HEALER
HIGH PRIEST
(INNKEEPER)
JUDGE**
LABORER (simple jobs with bad pay)
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: 12.5 times the number of Item Creation feats you have.
Special Payment: You gain 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.
MERCHANT
You are a merchant, making a living on buying and selling items.
Requirements: Profession(Merchant) skills at 4 ranks and either Diplomacy or Appraise at 4 ranks.
gp/week: 5 plus 1/2 your Profession(Merchant) skill modifier (ranks in Craft + Wis modifier + other permanent bonuses).
Special Payment: You can add 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.
MILLER (Operator of a grist-mill)
MOB BOSS
MOB ENFORCER
ORUSSUS COUNCIL MEMBER
RED DRAGON INN BOUNCER
SAGE
SAILING MASTER (Ship Captain)
(SAIRUNDANI TRIBAL ADVISOR)
SCRIBE
SPY*
TAX COLLECTOR
TEACHER
* These jobs were mentioned in a brainstorm, but might not fit the Job System as presented, and are propably better represented as actual adventurers.
** Not to be confused with LEW judges.

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