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Profession/Craft Skills

MarauderX

Explorer
The 4th Edition skills leave plenty of gaps that might be filled with more specific skills. Since the Profession and Craft skills were dropped from 3.5 to 4th Edition, there may be a need for characters to specialize.

Each character, regardless of class, has access to 1 profession/craft skill. This single skill is in addition to the character's normal number of skills. A character is not required to choose a skill, but must specify the skill when they level.

A character may create any type of general skill held by a professional or skilled craftsman. Any created skill is considered a class skill available to all classes. The skill can be taken and later dropped just as any other skill. The character gains a +5 proficiency with all checks related to the skill. The ability modifier that applies to the new skill must be approved by the DM.

Example: Malrubius the Pirate has procured a vessel of his very own, and seeks to lead his crew outward to the open sea. However, neither he nor anyone on his crew has any specialized knowledge with managing, handling, navigating, or repairing a ship, no matter the size. Malrubius decides that it is time he invest in this training, calling it simply Ship. Malrubius the Pirate recalls how, as a lad, he was caught as a stowaway and forced to work for two years on board the ship Windlasher. He decides that his past expertise as a Seige Expert will be of little service, and so he stows his notes on the subject at the bottom of his trusty chest. Malrubius loses the +5 for Seige Expert, but he gains a +5 in the new skill Ship. Now he is better equiped to guide them through rough storms, outrun the King's patrols, make savvy maneuvers against the wind, and have insight on the weather patterns of the seas.
 
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I see the skills list players have as skills useful to adventurers, a baker or sailor would have access to a different list of skills, daily powers etc..

Obviously there is no need to write up the class description for a sailor, but if a player wishes to expand her knowledge into this area I'd treat it as a cross class feat (or skill training feat)

Professional
Prerequisites: Primary Ability score 13
Bonus skill: Professional skill
Benefit: Skill training in one skill appropriate to your chosen profession. Using this skill you can earn enough money to pay rent and feed yourself.


If you want players to have a background, check out the scales of war backgrounds and modify with a bonus to a profession skill...



PS excuse me if the format is off I'm writing this from memory and in haste :heh:







 



Thanks for the input and links to insightful work.

I like the idea of having it separate from the other skills, and perhaps Raven Swords adds to that for the players looking to have not just an apprenticeship in the past, but a fully vetted profession that would be considered admirable/mastery of the art. In that way I do like that a character can have a much deeper knowledge in the field.

I would think the multiclassing feat would look like this:
Profession/Class: Ship's Captain
Prerequisites: Ship Skill +5; Cha 13
Bonus skill: +2 to Ship skill checks
Benefit: Gain the daily power to immediately reroll any one Ship skill check. In addition, the Captain can use Inspiring Word once per day.
 

Non-adventure skills

Simply add (1+ Intelligence modifier) non-adventure skills at 1st level or trade 1 HP for such a skill.

Of course, those skills are mainly designed to earn money or pretend to be a member of one profession. These should be only flavor skills, not useful- 4th Edition speaking...
 

It is fairly easy to adapt the 3rd edition rules for Craft and Profession skills to 4th edition. Mostly you just have to adjust the DCs. Below is my adaptation:

--
Craft and Profession skills
adapted from 3rd edition Dungeons & Dragons SRD and Iron Heroes


CRAFT (Intelligence)
Craft is actually a number of separate skills. You could have several different Craft skills, each purchased as a separate skill. A Craft skill must focus specifically on creating something. If an endeavor creates nothing, it probably falls under the heading of a Profession skill rather than Craft. When you choose this skill, select a material to work with, such as wood, stone, or metal. You can use your Craft skill to produce anything that is primarily composed of that material.
Check: You can practice your trade and make a decent living, earning about half your check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, perform the craft’s daily tasks, supervise untrained helpers, and handle common problems.
The basic function of the Craft skill, however, is to allow you to make an item from the appropriate material. The skill check’s Difficulty Class depends on the complexity of the item to be created. The DC, your check results, and the price of the item together determine how long it takes to make a particular item. The item’s finished price also dictates the cost of raw materials. Using artisan’s tools in your Craft attempt gives you the best chance of success. If you use improvised tools, make your check with a –2 circumstance penalty. On the other hand, masterwork artisan’s tools provide a +2 circumstance bonus on the skill check.
To determine how much time and money it takes to make an item, follow these steps.
1. Find the item’s price. Put the price into silver pieces (1 gp = 10 sp).
2. Select the appropriate Difficulty Class from the table below.
3. Pay one-third of the item’s price for the cost of raw materials.
4. Make an appropriate Craft check representing one week’s work. If the check succeeds, multiply your check result by
the Difficulty Class. If this result equals the price of the item in silver pieces, then you have completed the item. If the result multiplied by the Difficulty Class doesn’t equal the price, then it represents the progress you’ve made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.
If you fail a check by 4 points or less, you make no progress this week.
If you fail by 5 points or more, you ruin half the raw materials and have to pay half the original raw material cost again.
Progress by the Day: You can make checks by the day instead of by the week. In this case your progress (check result xDC) is in copper pieces instead of silver pieces (1 sp = 10 cp).
Repairing Items: Generally you can repair an item by making skill checks against the same Difficulty Class that it took to make the item in the first place. The cost of repairing an item is one-fifth of the item’s price.

Item Type -- DC
Simple item with no moving parts or complex pieces -- DC 10
Item with moving parts or joints -- DC 16
Intricate item with complex workings -- DC 18
Elegant or rare item -- DC 23
A masterpiece or one-of-a-kind item -- DC 25

Jury-Rigged Items: You can use this skill to create a temporary or crude item. Make a Craft check as described above, but attempt one check per hour to determine your progress in silver pieces. The final item has no cash value, and there is a 10 percent chance per hour of use that it breaks. You cannot jury-rig an item with a market price of more than 10 gp. You must provide raw materials and tools as normal.
Masterwork Items: Craft also allows you to make a masterwork item — an item that conveys a bonus to its user through its exceptional craftsmanship, not through being magical. To craft a masterwork version of an item, use the rules for crafting, above, but increase the DC by 5.
Action: Does not apply. Craft checks are made by the day or week, but see below.
Try Again: Yes, but each time you miss by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
Fast Worker: You may voluntarily add +2 or +5 to the indicated Difficulty Class to craft an item. This increase allows you to create the item more quickly than normal (since you’ll be multiplying this higher DC by your Craft check result to determine progress). You must decide whether to increase the Difficulty Class before you make each weekly or daily check. Use this method when making a Craft check to determine the cash value of your check’s efforts.



PROFESSION (Wisdom or Charisma*; Trained Only)
* Wisdom is the ability score used for most professions, but Charisma is used when the skill is used to lead, entertain, or influence people.
Profession is a actually a number of separate skills. Like Craft, you could have several Profession skills, each purchased as a separate skill. While a Craft skill represents ability in making items, a Profession skill represents aptitude in a vocation requiring a broader range of less specific knowledge. Profession can also cover skills not described elsewhere in the rules.
Check: You can practice your trade and make a decent living, earning about half your Profession check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the profession’s daily tasks, how to supervise helpers, and how to handle common problems. Profession checks also determine how well you complete tasks relating to your profession. For example, you would use Profession (sailor) to steer a ship through a patch of icebergs without mishap.
The following professions are examples. DMs may add new ones to account for professions in their own campaign worlds.
-- Animal tender or trainer, apothecary, appraiser, architect, blacksmith, bookbinder, brewer, butcher, butler, cartographer, clerk, composer, cook, dyer, engineer, farmer, fisher, gambler, glazier, governor, healer, herbalist, herder, hunter, innkeeper, lawyer, librarian, lumberjack, merchant, miller, miner, painter, performer, potter, rancher, sailor, sculptor, teamster, weaver.
As you can see, many jobs can be covered with other skills. For example, a hunter or fisherman would use Survival to gather food in the wilderness. Blacksmiths use the Craft skill to create their goods, while an ambassador relies on Diplomacy.
Your DM may allow you to earn a weekly income from a different skill, using the rules described here for Profession.
Action: A single check generally represents a week of work.
Try Again: An attempt to use Profession to earn an income cannot be retried — you are stuck with whatever weekly wage your check result brought you. Another check may be made after a week to determine a new income for the next period of time. An attempt to accomplish some specific task can usually be retried.
Untrained: Untrained laborers and assistants (that is, characters with no training in Profession) earn an average of 1 silver piece per day.
Take 10/20: You cannot take 10 or 20 on Profession checks to earn money, but you can take 10 on checks to complete a specific action or recall a fact related to your profession.


--
 

Not bad; it has the advantage of familiarity and I like the little adjustments you've made (or, maybe those are standard for Iron Heroes, I don't know it).

But, these skills are vastly underpowered compared to the standard adventuring skills. The vast majority of PCs will get a lot more mileage out of Skill Training (Athletics) or even Skill Training (History) than they will out of Skill Training (Craft: Weaponsmith) or Skill Training (Profession: Sailor). It depends on the campaign, of course, and the DM, but I still think it would be the rare group that saw as many Craft/Profession checks as any other skill.

My solution, is to make these skills "cheaper" than the adventuring skills. For example, maybe every PC gets a few Craft/Profession skills for free at level 1. If they take a feat to get more, they get multiple ones. That way, being a weaponsmith for roleplaying purposes doesn't force you to sacrifice an adventuring skill.

-- 77IM
 

Non-Adventuring Skills

Greetings...

I was actually quite surprised when I noticed that base 4e rules didn't leave any room for 'non-adventuring skills'. In every campaign (pre-4e) that I had run or played in, non-adventuring skills not only gave characters more depth, but often came into play. (Heck, there have been some very memorable moments when 'non-adventuring' skills come into play in the middle of an adventure.)

To tell the truth, I was very unimpressed with the new skills system as a whole. I never did like the concept of not having varying levels for skills (ie: skill points, or some similiar system).

These two grips that I had with this system led me to make some modifications that, so far, seem to work quite well.

I have moved back to a skill point system. (I have gone so far, in fact, as to modifiy some of the better auto-fill character sheets to utilize my skill system).

My system is very much like the 3e system. You still pick which skills you are trained in (from the class lists given). Rather than giving you a stock bonus to the skill, however, being trained in a skill permits you spend more skill points in that skill (as well as utilize any 'trained only' aspects of that skill).

Every character gains skill points based upon their primary and secondary attribute modifiers. Characters are assessed a primary attribute and two secondary attributes. Every level, each character gains skill points equal to [primary attribute modifier x2] plus the ability modifers of thier secondary skills. (Note: these are ability modifiers that are not adjusted by 1/2 character level).

The maximum number of skill points a character may have in any trained skill is equal to 3 plus their current level. Untrained skills may have half this amount (rounded up). [For those that like the half-level formula, a character may have a number of ranks in an untrained skill equal to 2+halflevel].

In this way, even characters at the same level with the same stats will be different based upon the way they spend their skill points.

Add to this the fact that I have re-introduced the skill set of Craft, Profession, Performance and Knowledge, and character building becomes a little more complex, but much more individualized.

I am, of course, interested in any comments or feedback.

Thanks for hearing me out.

Until that time...
 

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