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Commoner vs. Expert
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<blockquote data-quote="MavrickWeirdo" data-source="post: 1467687" data-attributes="member: 107"><p><strong>Gerald Saddlemaker, Expert L2</strong></p><p></p><p>Gerald Saddlemaker, Expert L2; HD 1d6; hp 7; Init +0; Spd 30 ft; AC 13; BAB +1; Melee Quarterstaff +1 (1d6/1d6/ crit x2), Ranged: Sling +1 (1d4/ crit x3, 50ft); AL NG; SV Fort +0, Ref +0, Will +1; Str 10, Dex 11, Con 10, Int 12, Wis 11, Cha 12. </p><p></p><p>Skills & Feats: (40 points) </p><p>Appraise: 5 ranks +1 Int = 6 (+2 synergy for Armor, Horses, or Leatherwork)</p><p>Diplomacy: 5 ranks +1 Cha +2 Syn = 8 </p><p>Handle Animal: 5 ranks +1 Cha = 6</p><p>Craft Armorsmith: 5 ranks +1 Int +3 skill focus +2 MW tools = 11 (+2 syn to make a living)</p><p>Craft Leatherwork: 5 ranks +1 Int +3 skill focus +2 MW tools = 11 (+2 syn to make a living)</p><p>Heal: 2 ranks +2 Healer’s Kit = 4</p><p>Knowledge, Nobility: 3 ranks +1 Int = 4</p><p>Ride: 5 ranks +2 syn = 7 (+2 to stay in saddle from Military Saddle)</p><p>Sense Motive: 5 ranks </p><p>Skill focus Armorsmith and Skill focus leatherwork; Languages: Common, </p><p></p><p>Equipment: Artisan’s Outfit, Artisan’s Tools (Masterwork), Backpack with Waterskin, Bedroll & Blanket, Bottle, Chest with Lock (average), Dagger, Flint & Steel, Healer’s Kit, Jewelry (27gp), Lantern & Oil (6pints), Mugs (2), Quarterstaff, Rope (50ft), Sack, Saddle (pack), Saddle (military), Sling & Bullets (10), & Studded Leather Armor. 15gp, 7sp, 6cp</p><p></p><p>Age 22; 61gp/year, CR 1</p><p></p><p>Gerald’s father was a master saddlemaker, with a shop on Hunter’s Gate Ave. He was recognized as the finest saddlemaker in the city. His customer’s were frequently of the nobility. With his sudden and untimely passing, his son Gerald inherited the shop. He has continued the success of his father, though many say that it is more due to his charm and manners, than his craft skills.</p><p></p><p>Designer’s note: In my opinion there is more to “making a decent living” than just “practicing your trade”. There is also selling the items you make. Gerald’s high score in Diplomacy should help him sell items more often and at higher prices, so I gave him a +2 synergy on “make a living” rolls. If players wish to buy his merchandise, he generally charges 10% over going rate.</p><p></p><p>Equiptment listed is Gerald's personal gear, it does not include any merchandice he has to sell.</p></blockquote><p></p>
[QUOTE="MavrickWeirdo, post: 1467687, member: 107"] [b]Gerald Saddlemaker, Expert L2[/b] Gerald Saddlemaker, Expert L2; HD 1d6; hp 7; Init +0; Spd 30 ft; AC 13; BAB +1; Melee Quarterstaff +1 (1d6/1d6/ crit x2), Ranged: Sling +1 (1d4/ crit x3, 50ft); AL NG; SV Fort +0, Ref +0, Will +1; Str 10, Dex 11, Con 10, Int 12, Wis 11, Cha 12. Skills & Feats: (40 points) Appraise: 5 ranks +1 Int = 6 (+2 synergy for Armor, Horses, or Leatherwork) Diplomacy: 5 ranks +1 Cha +2 Syn = 8 Handle Animal: 5 ranks +1 Cha = 6 Craft Armorsmith: 5 ranks +1 Int +3 skill focus +2 MW tools = 11 (+2 syn to make a living) Craft Leatherwork: 5 ranks +1 Int +3 skill focus +2 MW tools = 11 (+2 syn to make a living) Heal: 2 ranks +2 Healer’s Kit = 4 Knowledge, Nobility: 3 ranks +1 Int = 4 Ride: 5 ranks +2 syn = 7 (+2 to stay in saddle from Military Saddle) Sense Motive: 5 ranks Skill focus Armorsmith and Skill focus leatherwork; Languages: Common, Equipment: Artisan’s Outfit, Artisan’s Tools (Masterwork), Backpack with Waterskin, Bedroll & Blanket, Bottle, Chest with Lock (average), Dagger, Flint & Steel, Healer’s Kit, Jewelry (27gp), Lantern & Oil (6pints), Mugs (2), Quarterstaff, Rope (50ft), Sack, Saddle (pack), Saddle (military), Sling & Bullets (10), & Studded Leather Armor. 15gp, 7sp, 6cp Age 22; 61gp/year, CR 1 Gerald’s father was a master saddlemaker, with a shop on Hunter’s Gate Ave. He was recognized as the finest saddlemaker in the city. His customer’s were frequently of the nobility. With his sudden and untimely passing, his son Gerald inherited the shop. He has continued the success of his father, though many say that it is more due to his charm and manners, than his craft skills. Designer’s note: In my opinion there is more to “making a decent living” than just “practicing your trade”. There is also selling the items you make. Gerald’s high score in Diplomacy should help him sell items more often and at higher prices, so I gave him a +2 synergy on “make a living” rolls. If players wish to buy his merchandise, he generally charges 10% over going rate. Equiptment listed is Gerald's personal gear, it does not include any merchandice he has to sell. [/QUOTE]
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