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<blockquote data-quote="malcolm_n" data-source="post: 4853526" data-attributes="member: 63154"><p><span style="color: White">[FONT=&quot]A couple more examples from the pdf <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> enjoy.</span></p><p><span style="color: White">[/FONT]</span>[sblock=herbalism and inscription] <strong><em><span style="color: #5f497a">[FONT=&quot]HERBALISM[/FONT]</span></em></strong></p><p> [FONT=&quot]Herbalism provides few direct benefits. It provides a small boon to hit points you regain and improves the alchemy and inscription feats.[/FONT]</p><p> <strong></strong></p><p><strong>[FONT=&quot]HERBALISM [Profession][/FONT]</strong> </p><p> <strong>[FONT=&quot]Benefit:[/FONT]</strong>[FONT=&quot] You gain training in Arcana, Nature, or Religion. Once per encounter, when you spend a healing surge, you regain extra hit points equal to your highest ability modifier. You also gain the following benefits if you have another profession feat.[/FONT]</p><p> [FONT=&quot] <strong>Alchemy:</strong> When you sell an item that an alchemist can craft, you receive two-fifths of the purchase price.[/FONT]</p><p> <strong>[FONT=&quot] Inscription:[/FONT]</strong>[FONT=&quot] When you sell an item that an inscriber can craft, you receive two-fifths of the purchase price.[/FONT]</p><p> </p><p> <strong><em><span style="color: #5f497a">[FONT=&quot]INSCRIPTION[/FONT]</span></em></strong></p><p> [FONT=&quot]The Inscription profession allows its practitioners, called "scribes," to enhance the powers of characters.[/FONT]</p><p> [FONT=&quot] Scribes can also aid enchanters by creating better and more convenient ritual scrolls. All in all, inscription is a very useful profession for the benefits a scribe brings to his friends and himself.[/FONT]</p><p> [FONT=&quot] Any glyph you purchase between 1st and 10th level costs the same as a first level item. This is because the value of a glyph in the heroic tier is greater than at other tiers of play when you may have another item that can do the same thing. At paragon tier, you can have two major and two minor glyphs, so they are now valued at one-half the cost of an 11th level item and a 6th level item respectively. At epic tier, you are able to buy and use 3 of each for the cost of a 21st level item and a 16th level item.[/FONT]</p><p> [FONT=&quot] Glyphs are lost when you retrain a power and when you reach a new tier of play (paragon and epic). To improve a new power, you must purchase another glyph at the current price for the tier. Glyphs cannot be disenchanted and have no sell value of any worth to a vendor.[/FONT]</p><p> </p><p> <strong>[FONT=&quot]INSCRIPTION [Profession][/FONT]</strong></p><p> <strong>[FONT=&quot] Prerequisites:[/FONT]</strong>[FONT=&quot] 4th level, Trained in Arcana, Nature, or Religion[/FONT]</p><p> <strong>[FONT=&quot] Benefit:[/FONT]</strong>[FONT=&quot] You know and have mastered the enchant magic item ritual, but can only use it to create magic orbs, glyph slot items, tattoos, tomes and other book-like magic items. A character can have up to 1 major and 1 minor glyph per tier of play (1 at heroic, 2 at paragon, and 3 at epic). Each glyph improves one type of power, and you cannot have the same glyph more than once.[/FONT]</p><p> [FONT=&quot] You can also help enchanters by creating special enchant magic item scrolls with specific magic item enchantments upon them. Once per day, you can help an enchanter scribe the enchant magic item ritual to a scroll. When you do, the enchanter chooses a specific enchantment he can create and adds it as part of the required cast for the ritual.[/FONT]</p><p> [FONT=&quot] These special ritual scrolls can be used by anybody as a standard action to change one item of the same level as the ritual scroll into the item of the same slot on the scroll. They otherwise act exactly like other ritual scrolls.[/FONT]</p><p></p><p> <span style="color: DarkOrange"><strong>[FONT=&quot]Glyph of the Beast [/FONT][FONT=&quot]Level 1+[/FONT]</strong></span></p><p> <em>[FONT=&quot]A glyph to better train your companion for combat.[/FONT]</em></p><p> [FONT=&quot]Lvl 1 360 gp Lvl 21 75,000 gp[/FONT]</p><p> [FONT=&quot]Lvl 11 4,500 gp[/FONT]</p><p> <strong>[FONT=&quot]Item Slot:[/FONT]</strong>[FONT=&quot] Major Glyph[/FONT]</p><p> <strong>[FONT=&quot]Property:[/FONT]</strong>[FONT=&quot] Choose one encounter attack you know with the beast keyword. Your beast companion deals extra damage with that power equal to your highest ability modifier.[/FONT]</p><p> </p><p> <span style="color: DarkOrange"><strong>[FONT=&quot]Glyph of Charm [/FONT][FONT=&quot]Level 1+[/FONT]</strong></span></p><p> <em>[FONT=&quot]A glyph to keep the attention on you.[/FONT]</em></p><p> [FONT=&quot]Lvl 1 72 gp Lvl 21 15,000 gp[/FONT]</p><p> [FONT=&quot]Lvl 11 900 gp[/FONT]</p><p> <strong>[FONT=&quot]Item Slot:[/FONT]</strong>[FONT=&quot] Minor Glyph[/FONT]</p><p> <strong>[FONT=&quot]Property:[/FONT]</strong>[FONT=&quot] Choose one power you know with the charm keyword. Creatures subject to that power’s charm effect take a -2 penalty to their first saving throw against it.[/FONT]</p><p> [/sblock]</p></blockquote><p></p>
[QUOTE="malcolm_n, post: 4853526, member: 63154"] [COLOR=White][FONT="]A couple more examples from the pdf :) enjoy. [/FONT][/COLOR][sblock=herbalism and inscription] [B][I][COLOR=#5f497a][FONT="]HERBALISM[/FONT][/COLOR][/I][/B] [FONT="]Herbalism provides few direct benefits. It provides a small boon to hit points you regain and improves the alchemy and inscription feats.[/FONT] [B] [FONT="]HERBALISM [Profession][/FONT][/B] [B][FONT="]Benefit:[/FONT][/B][FONT="] You gain training in Arcana, Nature, or Religion. Once per encounter, when you spend a healing surge, you regain extra hit points equal to your highest ability modifier. You also gain the following benefits if you have another profession feat.[/FONT] [FONT="] [B]Alchemy:[/B] When you sell an item that an alchemist can craft, you receive two-fifths of the purchase price.[/FONT] [B][FONT="] Inscription:[/FONT][/B][FONT="] When you sell an item that an inscriber can craft, you receive two-fifths of the purchase price.[/FONT] [B][I][COLOR=#5f497a][FONT="]INSCRIPTION[/FONT][/COLOR][/I][/B] [FONT="]The Inscription profession allows its practitioners, called "scribes," to enhance the powers of characters.[/FONT] [FONT="] Scribes can also aid enchanters by creating better and more convenient ritual scrolls. All in all, inscription is a very useful profession for the benefits a scribe brings to his friends and himself.[/FONT] [FONT="] Any glyph you purchase between 1st and 10th level costs the same as a first level item. This is because the value of a glyph in the heroic tier is greater than at other tiers of play when you may have another item that can do the same thing. At paragon tier, you can have two major and two minor glyphs, so they are now valued at one-half the cost of an 11th level item and a 6th level item respectively. At epic tier, you are able to buy and use 3 of each for the cost of a 21st level item and a 16th level item.[/FONT] [FONT="] Glyphs are lost when you retrain a power and when you reach a new tier of play (paragon and epic). To improve a new power, you must purchase another glyph at the current price for the tier. Glyphs cannot be disenchanted and have no sell value of any worth to a vendor.[/FONT] [B][FONT="]INSCRIPTION [Profession][/FONT][/B] [B][FONT="] Prerequisites:[/FONT][/B][FONT="] 4th level, Trained in Arcana, Nature, or Religion[/FONT] [B][FONT="] Benefit:[/FONT][/B][FONT="] You know and have mastered the enchant magic item ritual, but can only use it to create magic orbs, glyph slot items, tattoos, tomes and other book-like magic items. A character can have up to 1 major and 1 minor glyph per tier of play (1 at heroic, 2 at paragon, and 3 at epic). Each glyph improves one type of power, and you cannot have the same glyph more than once.[/FONT] [FONT="] You can also help enchanters by creating special enchant magic item scrolls with specific magic item enchantments upon them. Once per day, you can help an enchanter scribe the enchant magic item ritual to a scroll. When you do, the enchanter chooses a specific enchantment he can create and adds it as part of the required cast for the ritual.[/FONT] [FONT="] These special ritual scrolls can be used by anybody as a standard action to change one item of the same level as the ritual scroll into the item of the same slot on the scroll. They otherwise act exactly like other ritual scrolls.[/FONT] [COLOR=DarkOrange][B][FONT="]Glyph of the Beast [/FONT][FONT="]Level 1+[/FONT][/B][/COLOR] [I][FONT="]A glyph to better train your companion for combat.[/FONT][/I] [FONT="]Lvl 1 360 gp Lvl 21 75,000 gp[/FONT] [FONT="]Lvl 11 4,500 gp[/FONT] [B][FONT="]Item Slot:[/FONT][/B][FONT="] Major Glyph[/FONT] [B][FONT="]Property:[/FONT][/B][FONT="] Choose one encounter attack you know with the beast keyword. Your beast companion deals extra damage with that power equal to your highest ability modifier.[/FONT] [COLOR=DarkOrange][B][FONT="]Glyph of Charm [/FONT][FONT="]Level 1+[/FONT][/B][/COLOR] [I][FONT="]A glyph to keep the attention on you.[/FONT][/I] [FONT="]Lvl 1 72 gp Lvl 21 15,000 gp[/FONT] [FONT="]Lvl 11 900 gp[/FONT] [B][FONT="]Item Slot:[/FONT][/B][FONT="] Minor Glyph[/FONT] [B][FONT="]Property:[/FONT][/B][FONT="] Choose one power you know with the charm keyword. Creatures subject to that power’s charm effect take a -2 penalty to their first saving throw against it.[/FONT] [/sblock] [/QUOTE]
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