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<blockquote data-quote="The Little Raven" data-source="post: 5758307" data-attributes="member: 10095"><p>There's a feat called Martial Practices that grants non-magical Ritual-like abilities. One of them is a simple crafting one, and there are some ones that allow you to make basic magic armor/weapons (enhancement bonus and masterwork only). You could also make create additional ones to allow him to make rings, certain neck and head pieces, solitaires and the like. There's no real mechanics aside from "Spend gold equal to cost of item and wait amount of time determined by DM, at least one hour."</p><p></p><p>As for him running a guild, Quickleaf suggested a couple of good ones. There is the option to divert a certain portion of the wealth from treasure parcels to be money he receives from the guild. You could also use the hireling rules to represent guild members that serve him in certain capacities while present.</p><p></p><p>For me, those would be sufficient, since the character is primarily an adventurer. The question is how central to the character are the jeweler and guildmaster aspects? Is he going to want to spend most of his time making brooches and collecting guild dues, or is he going to want to use things like that as a "palette cleanser" between adventures? You might consider planning some side quests and such related to the guild (internal politics, hostile competition, etc) to help reinforce the feel without necessarily having to come up with new mechanics wholesale. Sometimes he has to make decisions, like raising guild dues, or creating/removing bylaws, which cause further issues down the road.</p><p></p><p>You don't need a Profession or Craft Skill to achieve any of this kind of thing in 4th Edition. There are all kinds of mechanics scattered around that you can bring together depending on how involved you want it to be, and you might have to do a little bit of content creation (such as the additional Martial Practices mentioned above), but nothing serious by any means.</p></blockquote><p></p>
[QUOTE="The Little Raven, post: 5758307, member: 10095"] There's a feat called Martial Practices that grants non-magical Ritual-like abilities. One of them is a simple crafting one, and there are some ones that allow you to make basic magic armor/weapons (enhancement bonus and masterwork only). You could also make create additional ones to allow him to make rings, certain neck and head pieces, solitaires and the like. There's no real mechanics aside from "Spend gold equal to cost of item and wait amount of time determined by DM, at least one hour." As for him running a guild, Quickleaf suggested a couple of good ones. There is the option to divert a certain portion of the wealth from treasure parcels to be money he receives from the guild. You could also use the hireling rules to represent guild members that serve him in certain capacities while present. For me, those would be sufficient, since the character is primarily an adventurer. The question is how central to the character are the jeweler and guildmaster aspects? Is he going to want to spend most of his time making brooches and collecting guild dues, or is he going to want to use things like that as a "palette cleanser" between adventures? You might consider planning some side quests and such related to the guild (internal politics, hostile competition, etc) to help reinforce the feel without necessarily having to come up with new mechanics wholesale. Sometimes he has to make decisions, like raising guild dues, or creating/removing bylaws, which cause further issues down the road. You don't need a Profession or Craft Skill to achieve any of this kind of thing in 4th Edition. There are all kinds of mechanics scattered around that you can bring together depending on how involved you want it to be, and you might have to do a little bit of content creation (such as the additional Martial Practices mentioned above), but nothing serious by any means. [/QUOTE]
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