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<blockquote data-quote="Living Enworld Judge" data-source="post: 2464048" data-attributes="member: 13889"><p><strong>General Rules - A to M</strong></p><p></p><p><u><strong><span style="font-size: 15px">Barbarian Variant: Totem Barbarian</span></strong></u></p><p>In a barbarian-heavy campaign, you can increase the variation between barbarian characters if each barbarian tribe dedicates itself to a different totem creature, such as the bear or the jaguar. The choice of a totem must be taken at 1st level, and cannot be changed later except under extreme circumstances (such as the barbarian being adopted by another tribe).</p><p>If you use this variant, the barbarian loses one or more of the following standard class features: fast movement, uncanny dodge, trap sense, and improved uncanny dodge. In place of these abilities, the barbarian gains class features as determined by his totem. All totems do not necessarily grant abilities at the same levels, nor do they all grant the same number of abilities. These class features are extraordinary abilities unless otherwise indicated.</p><p>The list of totems discussed here is by no means exhaustive. If you prefer to use other totems, you can either substitute the totem name for that of a similar creature (such as changing the Lion Totem to the Tiger Totem) or create a new set of totem abilities, using the information here as a guide.</p><p></p><p><strong>Ape Totem Class Features</strong></p><p>A barbarian dedicated to the ape totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.</p><ul> <li data-xf-list-type="ul">At 1st level, an ape-totem barbarian gains a climb speed equal to one-half his base land speed (round down to the nearest 5-foot interval). For instance, a human, elf, half-elf, or half-orc ape-totem barbarian has a climb speed of 15 feet, while a dwarf, gnome, or halfling ape-totem barbarian has a climb speed of 10 feet.</li> <li data-xf-list-type="ul">At 2nd level, an ape-totem barbarian gains a +2 bonus on Intimidate checks.</li> <li data-xf-list-type="ul">A 3rd level ape-totem barbarian gains Power Attack as a bonus feat.</li> <li data-xf-list-type="ul">At 5th level, an ape-totem barbarian's climb speed equals his base land speed.</li> </ul><p><strong>Bear Totem Class Features</strong></p><p>A barbarian dedicated to the bear totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.</p><ul> <li data-xf-list-type="ul">A 1st-level bear-totem barbarian gains Toughness as a bonus feat.</li> <li data-xf-list-type="ul">At 2nd level, a bear-totem barbarian gains Improved Grapple as a bonus feat, even if he doesn't meet the normal prerequisites.</li> <li data-xf-list-type="ul">A 3rd-level bear-totem barbarian gains Great Fortitude as a bonus feat.</li> <li data-xf-list-type="ul">Beginning at 5th level, a bear-totem barbarian gains a +4 bonus on grapple checks when raging.</li> </ul><p><strong>Boar Totem Class Features</strong></p><p>A barbarian dedicated to the boar totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.</p><ul> <li data-xf-list-type="ul">When raging, a 1st-level boar-totem barbarian is treated as having the Diehard feat, even if he doesn't meet the normal prerequisites.</li> <li data-xf-list-type="ul">At 3rd level and higher, a boar-totem barbarian's rage lasts for 2 rounds longer than normal.</li> <li data-xf-list-type="ul">Beginning at 7th level, a boar-totem barbarian's damage reduction is 1 point higher than the normal value. Thus, at 7th level, a boar-totem barbarian's damage reduction is 2/-, and it rises by 1 point every three levels thereafter.</li> </ul><p><strong>Dragon Totem Class Features</strong></p><p>A barbarian dedicated to the dragon totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.</p><ul> <li data-xf-list-type="ul">A 1st-level dragon-totem barbarian gains Blind-Fight as a bonus feat.</li> <li data-xf-list-type="ul">At 2nd level, a dragon-totem barbarian gains a +2 bonus on saves against paralysis and sleep effects.</li> <li data-xf-list-type="ul">At 5th level, a dragon-totem barbarian gains the frightful presence ability. The save DC is equal to 10 + 1/2 barbarian level + barbarian's Cha modifier.</li> </ul><p><strong>Eagle Totem Class Features</strong></p><p>A barbarian dedicated to the eagle totem does not gain the standard fast movement and trap sense barbarian class features, and instead gains the following abilities.</p><ul> <li data-xf-list-type="ul">At 1st level, an eagle-totem barbarian's keen vision grants him a +2 bonus on Spot checks.</li> <li data-xf-list-type="ul">An eagle-totem barbarian gains Lightning Reflexes as a bonus feat at 3rd level.</li> </ul><p><strong>Horse Totem Class Features</strong></p><p>A barbarian dedicated to the horse totem does not gain the standard uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.</p><ul> <li data-xf-list-type="ul">At 2nd level, a horse-totem barbarian gains Run as a bonus feat.</li> <li data-xf-list-type="ul">A 3rd-level horse-totem barbarian gains a +2 bonus on Handle Animal checks made with regard to horses and a +2 bonus on Ride checks made to ride a horse.</li> <li data-xf-list-type="ul">At 5th level, a horse-totem barbarian gains Endurance as a bonus feat.</li> </ul><p><strong>Jaguar Totem Class Features</strong></p><p>A barbarian dedicated to the jaguar totem represents the "standard" barbarian and gains the standard barbarian class features.</p><p></p><p><strong>Lion Totem Class Features</strong></p><p>A barbarian dedicated to the lion totem does not gain the standard fast movement, uncanny dodge, and improved uncanny dodge barbarian class features, and instead gains the following abilities.</p><ul> <li data-xf-list-type="ul">At 1st level, a lion-totem barbarian gains Run as a bonus feat.</li> <li data-xf-list-type="ul">A 2nd-level lion-totem barbarian gains a +2 bonus on Hide checks.</li> <li data-xf-list-type="ul">A 5th-level lion-totem barbarian gains a +2 bonus on damage rolls whenever he charges.</li> </ul><p><strong>Serpent Totem Class Features</strong></p><p>A barbarian dedicated to the serpent totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.</p><ul> <li data-xf-list-type="ul">At 1st level, a serpent-totem barbarian gains a +2 bonus on Fortitude saves against poison.</li> <li data-xf-list-type="ul">A 2nd-level serpent-totem barbarian gains a +2 bonus on Move Silently checks.</li> <li data-xf-list-type="ul">At 3rd level, a serpent-totem barbarian gains Improved Grapple as a bonus feat, even if he doesn't meet the normal prerequisites.</li> <li data-xf-list-type="ul">A serpent-totem barbarian gains Improved Initiative as a bonus feat at 5th level.</li> </ul><p><strong>Wolf Totem Class Features</strong></p><p>A barbarian dedicated to the wolf totem does not gain the standard uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.</p><ul> <li data-xf-list-type="ul">A 2nd-level wolf-totem barbarian gains Improved Trip as a bonus feat, even if he doesn't meet the normal prerequisites.</li> <li data-xf-list-type="ul">A 5th-level wolf-totem barbarian gains Track as a bonus feat.</li> </ul><p>-Derived from OGC</p><p></p><p><u><strong><span style="font-size: 15px">Bard Variant: Divine Bard</span></strong></u></p><p>The <a href="http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#bardVariantDivineBard" target="_blank">Divine Bard</a> is available for play.</p><p></p><p><u><strong><span style="font-size: 15px">Bard Variant: Savage Bard</span></strong></u></p><p>The savage bard is a warrior at heart, though his arcane powers strike fear into the enemies of his tribe. Savage bards often multi-class as barbarians to improve their combat prowess.</p><p></p><p><strong>Alignment</strong></p><p>A savage bard must be chaotic in alignment. A savage bard who becomes nonchaotic cannot progress in levels as a bard, though he retains all his bard abilities.</p><p></p><p><strong>Base Save Bonuses</strong></p><p>A savage bard has good Fortitude and Will saves, but has poor Reflex saves.</p><p></p><p><strong>Class Skills</strong></p><p>A savage bard loses Decipher Script and Speak Language as class skills. He adds Survival to his list of class skills.</p><p></p><p><strong>Class Features</strong></p><p>The savage bard has all the standard bard class features, except as noted below.</p><p>Illiteracy</p><p>A savage bard is illiterate, just as a barbarian is. An illiterate savage bard cannot use or scribe scrolls.</p><p></p><p><strong>Spellcasting</strong></p><p>Remove the following spells from the savage bard's class spell list: calm emotions, comprehend languages, detect secret doors, erase, prestidigitation, read magic, sepia snake sigil, summon monster (I through VI).</p><p>Add the following spells to the savage bard's class spell list: 1st—calm animals, detect snares and pits, endure elements, summon nature's ally I; 2nd—bull's strength, pass without trace, summon nature's ally II; 3rd—snare, summon nature's ally III; 4th—insect plague, summon nature's ally IV; 5th—commune with nature, summon nature's ally V; 6th—creeping doom, reincarnate, summon nature's ally VI.</p><p>-Derived from OGC</p><p></p><p><u><strong><span style="font-size: 15px">Cloistered Cleric Variant</span></strong></u></p><p>The <a href="http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#clericVariantCloisteredCleric" target="_blank">Cloistered Cleric Variant</a> is available for play.</p><p></p><p><u><span style="font-size: 15px"><strong>Cooperative Crafting</strong></span></u></p><p>Any PC may contribute to the creation of a magic item (including XP and GP and prerequisites). The gold cost may be split in any way as long as the sum total of the gold is accumulated before crafting begins. All characters involved in the creation of them, who are contributing anything beyond financial (gp) components must work together for the entire craft period. In game, this means they must all spend 1 day per 1000gp of the base price locked away creating. Outside of an adventure, or when a DM permits the use of Craft Points in an adventure, the Craft Points must be paid by all parties in full (They are not split) contributing anything beyond money. The XP cost myst be split evenly amonst all those who wish to help contribute XP. In addition the XP cost of the item increases by 20% per additional person contributing XP. If multiple people are contributing then they must pay the same amount. </p><p></p><p>Number of People Contibuting XP | XP Cost | Per person (split evenly)</p><p>1 | 100% | 100%</p><p>2 | 120% | 60%</p><p>3 | 140% | 47%</p><p>4 | 160% | 40%</p><p>5 | 180% | 36%</p><p>6 | 200% | 33%</p><p>7 | 220% | 31%</p><p>8 | 240% | 30%</p><p></p><p>NPCs must voluntarily and without compunction agree to spending XP. A judge should okay any such transaction.</p><p>-Origional Proposed by Kahuna Burger, recomposed by Erekose13.</p><p></p><p><strong><span style="font-size: 15px"><u>CRAFT POINTS</u></span></strong></p><p>To craft an item in between adventures, a character with the appropriate item creation feat (such as Craft Magica Arms and Armor, Brew Potion, or Craft Staff; see below) can pay one-tenth the item's market price in craft points (minimum 1 point). He must also pay material costs as normal for creating the item. For a magic item the character must also pay the normal experience point cost for crafting the item. Once the character declares that he is spending these craft points and gold pieces (and experience points, for a magic item), the items is automatically completed one day later (typically the next morning).</p><p></p><p>Though this makes it appear as if the item was created "instantly," the assumption is that the character has actually been working on it for a while, but only now got around to finishing it. The system simply assumes that characters are always working on various projects in their spare time, even while gathered around the campfire after battling goblins on their latest adventure. Thus, when the time comes, they simply spend the requisite gold and craft points, and the item is "finished" one day later.</p><p></p><p>To spend Craft points toward the creation of an alchemical, masterwork, or magic item, you must have the requisite Craft feat or assist someone who does (see Assisting, below). Crafting nonmagical armor and weapons or simple items-tools, chests, saddles, and the like-doesn't require a Craft feat. Anyone who helps with the creation of such an item can contribute craft points at the normal rate.</p><p></p><p>For nonmagical items, you must make a successful Craft check (using the DCs given in the System Reference Document) to complete the item. For a masterwork item, use the DC of the item or of the masterwork component, whichever is higher. A failed check means you waste one-half of the gold pieces and craft points required for the item, but you may try again as soon as the next day if you still have enough gold pieces and craft points to complete the item. Magic items require no skill check to complete. These skill checks must be rolled using a secure method, such as <a href="http://invisiblecastle.com/" target="_blank">Invisible Castle</a>.</p><p></p><p>[code]</p><p>[b]Sample Crafted Items[/b]</p><p>[b][u]</p><p>Item Market Price Craft Cost _[/u][/b]</p><p>Arrows, 100* 10 gp 5 gp, 1 craft</p><p>Acid 10 gp 5 gp, 1 craft</p><p>Lock, simple* 20 gp 10 gp, 2 craft</p><p>Scroll of [i]cure light wounds[/i] 25 gp 12.5 gp, 1 xp, 2 craft</p><p>Greatsword* 50 gp 25 gp, 5 craft</p><p>Chainmail* 150 gp 75 gp, 15 craft</p><p>Masterwork Chainmail* 300 gp 150 gp, 30 craft</p><p>Potion of [i]cure moderate wounds[/i] 300 gp 150 gp, 6 xp, 30 craft</p><p>Masterwork greatsword* 350 gp 175 gp, 35 craft</p><p>[i]+1 chainmail~[/i] 1,000 gp 500 gp, 40 xp, 100 craft</p><p>[i]Ring of protection +1[/i] 2,000 gp 1,000 gp, 80 xp, 200 craft</p><p>[i]+1 greatsword~[/i] 2,000 gp 1,000 gp, 80 xp, 200 craft</p><p>[i]Wand of fireball[/i] 11,250 gp 5,625 gp, 450 xp, 1,125 craft</p><p>[i]Gloves of Dexterity +4[/i] 16,000 gp 8,000 gp, 640 xp, 1,600 craft</p><p>[i]+5 chainmail~[/i] 25,000 gp 12,500 gp, 1,000 xp, 2,500 craft</p><p>[i]+5 greatsword~[/i] 50,000 gp 25,000 gp, 2,000 xp, 5,000 craft</p><p>[i]Robe of the archmagi[/i] 75,000 gp 37,500 gp, 3,000 xp, 7,500 craft</p><p>[i]Tome of understanding +5[/i] 137,500 gp 68,750 gp, 5,500 xp, 13,750 craft</p><p>[i]Staff of power[/i] 200,000 gp 100,000 gp, 8,000 xp, 20,000 craft</p><p></p><p>*Does not require a Craft feat</p><p>~The market price and craft costs for these items assume that you</p><p> already have the masterwork item to be enhanced[/code]</p><p></p><p><strong>ASSISTING</strong></p><p>In addition to the primary crafter-who must have the appropriate Craft feat-up to three assistants can contribute craft points to the creation of the item.</p><p></p><p>Assistants who have the appropriate Craft feat contribute craft points at full normal value. For untrained assistants (those who don't have the appropriate Craft feat), each craft point contributed counts as 1/2 point of assistance.</p><p></p><p>The primary creator must contribute at least half of the craft points required to create an item.</p><p></p><p>It doesn't matter who contributes the gold piece cost that goes towards creating the itme.</p><p></p><p><strong>Researching Original Spells</strong></p><p>A spellcaster of any type can research original spells. Doing so costs 1000 gold pieces and 100 Craft Points per level of the spell, and requires access to a library, temple or other institute appropriate for the character (it is assumed that Orussus has the necessary institutes for all character types). After that, the character must succeed at a Spellcraft check (DC 10 plus the spell's level). If the roll succeeds and the spell has been approved previously, the character learns the spell. Otherwise, the character must go through the research process again.</p><p></p><p>Spontaneous casters such as bards and sorcerers cannot exceed their spells known limit by researching a new spell. For 0 level spells, the costs are 500 gold pieces and 50 Craft Points.</p><p></p><p><em>Assisting in Spell Research</em></p><p>Characters can cooperate in spell research using the normal rules for assisting. Spellcasters are considered trained assistants, while non-spellcasters count as untrained assistants.</p><p></p><p><strong>Training Animals</strong></p><p>To spend Craft points toward training an animal or other creature, you must be trained in the Handle Animal skill or assist someone who does (see Assisting, below). Anyone who helps with the training can contribute craft points at the normal rate.</p><p>You must make a successful Handle Animal check (using the DCs given in the System Reference Document) to complete the training. A failed check means you waste one-half of the craft points required for the training, but you may try again as soon as the next day if you still have enough craft points to complete the training.</p><p></p><p><em>Assisting in Animal Training</em></p><p>Characters can cooperate in training animals using the normal rules for assisting, except for the purpose of rearing wild animals.</p><p></p><p><em>Costs of Training</em></p><p>Teach an Animal a Trick: 50</p><p>Train an Animal for a Purpose: 50 x the number of weeks required</p><p>Rear a Wild Animal: 250 + 50 x the animal's HD</p><p></p><p>Dire Animals and Dinosaurs (and other special animals): Above value x 1.5</p><p>Non-Animals with Int 1 or 2: Above value x 2</p><p></p><p><strong>GAINING CRAFT POINTS</strong></p><p>A 1st-level character has 150 craft points. With each class level gained, he gains a number of craft points equal to his new levelx150. A 2nd level character can have as many as 450 craft points, and so forth, all the way up to 20th-level character, who would have a total of 31,500 craft points (assuming he never spent any).</p><p></p><p>Creatures with Intelligence of 3 or higher have craft points a character whose level equals their class levels + Hit Dice. A chain devil (8 HD), for instance, has the craft points of an 8th-level character. If that chain devil gained a class level, it would gain an additional 1350 craft points.</p><p>Despite being at least reasonably intelligent, a griffon or pegasus is unlikely to be in a position to craft an item or assist another character in crafting an item. The DM must use his best judgement when determing whether a character can use its craft points.</p><p></p><p>Creatures with Intelligence of 2 or lower (or without an Intelligence score) never gain craft points.</p><p></p><p>Familiars or special mounts never gain craft points, regardless of their Intelligence or Hit Dice.</p><p></p><p></p><p>[code]</p><p>[b]Craft Points Gained by Level[/b]</p><p>[b]</p><p>Character Craft Points Total Craft[u]</p><p>Level Gained Points*[/u][/b]</p><p> 1st 150 150</p><p> 2nd 300 450</p><p> 3rd 450 900</p><p> 4th 600 1,500</p><p> 5th 750 2,250</p><p> 6th 900 3,150</p><p> 7th 1,050 4,200</p><p> 8th 1,200 5,400</p><p> 9th 1,350 6,750</p><p>10th 1,500 8,250</p><p>11th 1,650 9,900</p><p>12th 1,800 11,700</p><p>13th 1,950 13,650</p><p>14th 2,100 15,750</p><p>15th 2,250 18,000</p><p>16th 2,400 20,400</p><p>17th 2,550 22,950</p><p>18th 2,700 25,650</p><p>19th 2,850 28,500</p><p>20th 3,000 31,500</p><p></p><p>*Subtract any craft points already spent from this total, and add</p><p> any craft points gained from feats.</p><p>[/code]</p><p></p><p><strong>ITEM CREATION FEATS</strong></p><p>Each time you gain an item creation feat, you gain additional craft points as noted on the table below. You don't have to spend these craft points on items appropriate to the feat - you can spend them on any item. For example, Craft Magical Arms and Armor grants a bonus of 2500 craft points, which you can use to craft weapons, armor, potions, or any other item.</p><p></p><p>The table below gives appropriate new prerequisites for all item creation feats, including those in the System Reference Document.</p><p></p><p></p><p>[code]</p><p>[b]Item Creation Feats[/b]</p><p>[b]</p><p> Craft Points[u]</p><p>Feat Prerequisites Gained[/u][/b]</p><p>Brew Potion Caster level 3rd 1,500 </p><p>Craft Cognizance Crystal Manifester level 3rd 1,500 </p><p>Craft Construct Magic Arms and Armor, Wondrous Item 3,000 </p><p>Craft Dorje Manifester level 5th 2,500 </p><p>Craft Magic Arms and Armor Caster level 5th 2,500 </p><p>Craft Psicrown Manifester level 12th 6,000 </p><p>Craft Psionic Arms and Armor Manifester Level 5rd 2,500 </p><p>Craft Psionic Construct Psionic Arms and Armor, Universal Item 3,000 </p><p>Craft Rod Caster level 9th 4,500 </p><p>Craft Staff Caster level 12th 6,000 </p><p>Craft Universal Item Manifester level 3rd 1,500 </p><p>Craft Wand Caster level 5th 2,500 </p><p>Craft Wondrous Item Caster Level 3rd 1,500 </p><p>Forge Ring Caster level 12th 6,000 </p><p>Imprint Stone Manifester level 1st 500 </p><p>Scribe Scroll Caster level 1st 500 </p><p>Scribe Tattoo Manifester level 3rd 1,500 </p><p>Talented Crafter Any other item creation feat 500 </p><p>[/code]</p><p></p><p>-Derived from OGC</p><p></p><p><u><strong><span style="font-size: 15px">Horizon Walker</span></strong></u></p><p><strong>Class Skills:</strong> Knowledge (the planes) is considered a class skill for Horizon Walkers.</p><p>-Proposed by Bront</p><p></p><p>Also, Horizon Walkers have the option to take Terrain Mastery: Arcane as a Terrain Mastery.</p><p><strong>Terrain Mastery - Arcane</strong>: Sometimes a Horizon Walker walks the paths arcane, exploring ancient ruins of long-forgotten civilisations, stuying ancient tomes, wondering about the arcane mysteries of the towers, and cramming all night for a test on flow diagrams for Secrets of the Six Towers. Such a Horizon Walker unlocks arcane secrets similar to those earned by other horizon walkers for their respective terrains:</p><p>Knowledge (Arcana) and Spellcraft are Horizon Walker class skills for you, and you can use Prestidigitation, Detect Magic, and Read Magic each once per day as a spell-like ability with caster level equal to your character level. You gain a +1 insight bonus to attacks and damage against arcane creatures.</p><p>Note: Arcane creatures are defined as creatures created or spontaneously spawned by magic and who thus originally have no ordinary terrain (such as forest), residing in ancient ruins or spreading outwards from a failed experiment. This includes most constructs, many undead, some elementals and fey, and a few magical beasts and aberrations that have in their descriptions that they were created by twisted magics. Whether or not a creature counts as arcane is up to the GM's discretion, in much the same way that whether a creature counts as 'forest' terrain could be open to discretion (for instance: a goblin who was born in a city, whose mother was a mountain goblin born in the forest and whose father was a normal goblin born in the hills who lived in the forest and then moved to the city). In any case, it never includes dragons or ordinary humanoid arcane casters. It also does not include summoned creatures unless those summoned creatures would meet the description even if they were not summoned (so a golem summoned by a Summon Golem spell would count, but not a summoned Celestial Badger or Succubus).</p><p>Summary of Arcane Creatures: = Creatures created by arcane means (most constructs/many undead), as well as those either greatly influenced by arcane terrain or whose influence helps create arcane terrain, such as some Elementals, Fey, Aberrations, Magical Beasts, or rarely other creature types. Summoned creatures do not count as arcane unless they would already count without being summoned.</p><p>-Created by Rystil Arden</p><p></p><p><span style="font-size: 15px"><u><strong>The Job System</strong></u></span></p><p>The job system is meant as an alternate source of income, for times when adventures are scarce, or for characters that are not as adventuresome as others. For every full week in real life (starting with the day the character makes a post in an appropriate downtime thread, such as the Red Dragon Inn or his shop thread), 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 5 XP per week. Partial weeks are passed to assistants, if any. In that case, all of that week is treated as though the apprentice (or nobody, if there is no apprentice) worked that 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.</p><p></p><p>NPC ASSISTANT</p><p>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.</p><p></p><p>Obtaining a Job</p><p>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?).</p><p></p><p>Jobs use the following template:</p><p>NAME</p><p>Description</p><p>Requirements:</p><p>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.</p><p>Special Payment:</p><p>Special:</p><p></p><p>APPRENTICE/ASSISTANT</p><p>You are someone to get the work done while the boss is busy saving the world.</p><p>Requirements: Must have a few of the requirements for the job OR Must be accepted by an existing character performing the job.</p><p>gp/week: One quarter of what you would gain on the job you are apprenticed for.</p><p>Special Payment: One quarterof what you would gain on the job you are apprenticed for.</p><p>Special: If you are leading the business because the master is away adventuring or otherwise absent, you gain the full weekly XP award and half the normal payment instead.</p><p></p><p>CRAFTSMAN</p><p>You are a craftsman, making a living on creating and selling items.</p><p>Requirements: At least 1 Craft skill at 4 ranks.</p><p>gp/week: 2.5 plus 1/4 the highest Craft skill modifier you have (ranks in Craft + Int modifier + other permanent bonuses).</p><p>Special Payment: You gain 1 Craft Point per week per rank in your highest Craft skill.</p><p>Special: You can craft, buy and sell items in a separate 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.</p><p>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.</p><p></p><p>LABORER (simple jobs with bad pay)</p><p>You are an unskilled laborer, hauling barrels or doing similar work for meager pay.</p><p>Requirements: None</p><p>gp/week: 1.5</p><p></p><p>MAGECRAFTER (someone creating magical items)</p><p>You are a spellcaster, making a living on creating and selling magic items.</p><p>Requirements: At least 2 Item Creation feats, spellcaster level 3+</p><p>gp/week: 3.125 times the number of Item Creation feats you have.</p><p>Special Payment: You gain 6.25 Craft Points per week per Item Creation feat you possess.</p><p>Special: You can craft, buy and sell magic items of the appropriate types in a separate 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.</p><p>You are assumed to have a selection of minor magical items (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.</p><p></p><p>MERCHANT</p><p>You are a merchant, making a living on buying and selling items.</p><p>Requirements: Profession(Merchant) skills at 4 ranks and either Diplomacy or Appraise at 4 ranks.</p><p>gp/week: 2.5 plus 1/4 your Profession (Merchant) skill modifier (ranks in Craft + Wis modifier + other permanent bonuses).</p><p>Special Payment: You can add half your Trader PrC level to the gp/week.</p><p>Special: You can buy and sell items in a separate 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.</p><p>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.</p></blockquote><p></p>
[QUOTE="Living Enworld Judge, post: 2464048, member: 13889"] [b]General Rules - A to M[/b] [U][b][size=4]Barbarian Variant: Totem Barbarian[/size][/b][/U] In a barbarian-heavy campaign, you can increase the variation between barbarian characters if each barbarian tribe dedicates itself to a different totem creature, such as the bear or the jaguar. The choice of a totem must be taken at 1st level, and cannot be changed later except under extreme circumstances (such as the barbarian being adopted by another tribe). If you use this variant, the barbarian loses one or more of the following standard class features: fast movement, uncanny dodge, trap sense, and improved uncanny dodge. In place of these abilities, the barbarian gains class features as determined by his totem. All totems do not necessarily grant abilities at the same levels, nor do they all grant the same number of abilities. These class features are extraordinary abilities unless otherwise indicated. The list of totems discussed here is by no means exhaustive. If you prefer to use other totems, you can either substitute the totem name for that of a similar creature (such as changing the Lion Totem to the Tiger Totem) or create a new set of totem abilities, using the information here as a guide. [b]Ape Totem Class Features[/b] A barbarian dedicated to the ape totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities. [list][*]At 1st level, an ape-totem barbarian gains a climb speed equal to one-half his base land speed (round down to the nearest 5-foot interval). For instance, a human, elf, half-elf, or half-orc ape-totem barbarian has a climb speed of 15 feet, while a dwarf, gnome, or halfling ape-totem barbarian has a climb speed of 10 feet. [*]At 2nd level, an ape-totem barbarian gains a +2 bonus on Intimidate checks. [*]A 3rd level ape-totem barbarian gains Power Attack as a bonus feat. [*]At 5th level, an ape-totem barbarian's climb speed equals his base land speed.[/list] [b]Bear Totem Class Features[/b] A barbarian dedicated to the bear totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities. [list][*]A 1st-level bear-totem barbarian gains Toughness as a bonus feat. [*]At 2nd level, a bear-totem barbarian gains Improved Grapple as a bonus feat, even if he doesn't meet the normal prerequisites. [*]A 3rd-level bear-totem barbarian gains Great Fortitude as a bonus feat. [*]Beginning at 5th level, a bear-totem barbarian gains a +4 bonus on grapple checks when raging.[/list] [b]Boar Totem Class Features[/b] A barbarian dedicated to the boar totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities. [list][*]When raging, a 1st-level boar-totem barbarian is treated as having the Diehard feat, even if he doesn't meet the normal prerequisites. [*]At 3rd level and higher, a boar-totem barbarian's rage lasts for 2 rounds longer than normal. [*]Beginning at 7th level, a boar-totem barbarian's damage reduction is 1 point higher than the normal value. Thus, at 7th level, a boar-totem barbarian's damage reduction is 2/-, and it rises by 1 point every three levels thereafter.[/list] [b]Dragon Totem Class Features[/b] A barbarian dedicated to the dragon totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities. [list][*]A 1st-level dragon-totem barbarian gains Blind-Fight as a bonus feat. [*]At 2nd level, a dragon-totem barbarian gains a +2 bonus on saves against paralysis and sleep effects. [*]At 5th level, a dragon-totem barbarian gains the frightful presence ability. The save DC is equal to 10 + 1/2 barbarian level + barbarian's Cha modifier.[/list] [b]Eagle Totem Class Features[/b] A barbarian dedicated to the eagle totem does not gain the standard fast movement and trap sense barbarian class features, and instead gains the following abilities. [list][*]At 1st level, an eagle-totem barbarian's keen vision grants him a +2 bonus on Spot checks. [*]An eagle-totem barbarian gains Lightning Reflexes as a bonus feat at 3rd level.[/list] [b]Horse Totem Class Features[/b] A barbarian dedicated to the horse totem does not gain the standard uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities. [list][*]At 2nd level, a horse-totem barbarian gains Run as a bonus feat. [*]A 3rd-level horse-totem barbarian gains a +2 bonus on Handle Animal checks made with regard to horses and a +2 bonus on Ride checks made to ride a horse. [*]At 5th level, a horse-totem barbarian gains Endurance as a bonus feat.[/list] [b]Jaguar Totem Class Features[/b] A barbarian dedicated to the jaguar totem represents the "standard" barbarian and gains the standard barbarian class features. [B]Lion Totem Class Features[/B] A barbarian dedicated to the lion totem does not gain the standard fast movement, uncanny dodge, and improved uncanny dodge barbarian class features, and instead gains the following abilities. [list][*]At 1st level, a lion-totem barbarian gains Run as a bonus feat. [*]A 2nd-level lion-totem barbarian gains a +2 bonus on Hide checks. [*]A 5th-level lion-totem barbarian gains a +2 bonus on damage rolls whenever he charges.[/list] [b]Serpent Totem Class Features[/b] A barbarian dedicated to the serpent totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities. [list][*]At 1st level, a serpent-totem barbarian gains a +2 bonus on Fortitude saves against poison. [*]A 2nd-level serpent-totem barbarian gains a +2 bonus on Move Silently checks. [*]At 3rd level, a serpent-totem barbarian gains Improved Grapple as a bonus feat, even if he doesn't meet the normal prerequisites. [*]A serpent-totem barbarian gains Improved Initiative as a bonus feat at 5th level.[/list] [b]Wolf Totem Class Features[/b] A barbarian dedicated to the wolf totem does not gain the standard uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities. [list][*]A 2nd-level wolf-totem barbarian gains Improved Trip as a bonus feat, even if he doesn't meet the normal prerequisites. [*]A 5th-level wolf-totem barbarian gains Track as a bonus feat.[/list] -Derived from OGC [U][b][size=4]Bard Variant: Divine Bard[/size][/b][/U] The [url=http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#bardVariantDivineBard]Divine Bard[/url] is available for play. [U][b][size=4]Bard Variant: Savage Bard[/size][/b][/U] The savage bard is a warrior at heart, though his arcane powers strike fear into the enemies of his tribe. Savage bards often multi-class as barbarians to improve their combat prowess. [B]Alignment[/B] A savage bard must be chaotic in alignment. A savage bard who becomes nonchaotic cannot progress in levels as a bard, though he retains all his bard abilities. [B]Base Save Bonuses[/B] A savage bard has good Fortitude and Will saves, but has poor Reflex saves. [B]Class Skills[/B] A savage bard loses Decipher Script and Speak Language as class skills. He adds Survival to his list of class skills. [B]Class Features[/B] The savage bard has all the standard bard class features, except as noted below. Illiteracy A savage bard is illiterate, just as a barbarian is. An illiterate savage bard cannot use or scribe scrolls. [B]Spellcasting[/B] Remove the following spells from the savage bard's class spell list: calm emotions, comprehend languages, detect secret doors, erase, prestidigitation, read magic, sepia snake sigil, summon monster (I through VI). Add the following spells to the savage bard's class spell list: 1st—calm animals, detect snares and pits, endure elements, summon nature's ally I; 2nd—bull's strength, pass without trace, summon nature's ally II; 3rd—snare, summon nature's ally III; 4th—insect plague, summon nature's ally IV; 5th—commune with nature, summon nature's ally V; 6th—creeping doom, reincarnate, summon nature's ally VI. -Derived from OGC [U][b][size=4]Cloistered Cleric Variant[/size][/b][/U] The [url=http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#clericVariantCloisteredCleric]Cloistered Cleric Variant[/url] is available for play. [U][SIZE=4][B]Cooperative Crafting[/B][/SIZE][/U] Any PC may contribute to the creation of a magic item (including XP and GP and prerequisites). The gold cost may be split in any way as long as the sum total of the gold is accumulated before crafting begins. All characters involved in the creation of them, who are contributing anything beyond financial (gp) components must work together for the entire craft period. In game, this means they must all spend 1 day per 1000gp of the base price locked away creating. Outside of an adventure, or when a DM permits the use of Craft Points in an adventure, the Craft Points must be paid by all parties in full (They are not split) contributing anything beyond money. The XP cost myst be split evenly amonst all those who wish to help contribute XP. In addition the XP cost of the item increases by 20% per additional person contributing XP. If multiple people are contributing then they must pay the same amount. Number of People Contibuting XP | XP Cost | Per person (split evenly) 1 | 100% | 100% 2 | 120% | 60% 3 | 140% | 47% 4 | 160% | 40% 5 | 180% | 36% 6 | 200% | 33% 7 | 220% | 31% 8 | 240% | 30% NPCs must voluntarily and without compunction agree to spending XP. A judge should okay any such transaction. -Origional Proposed by Kahuna Burger, recomposed by Erekose13. [b][size=4][u]CRAFT POINTS[/u][/size][/b] To craft an item in between adventures, a character with the appropriate item creation feat (such as Craft Magica Arms and Armor, Brew Potion, or Craft Staff; see below) can pay one-tenth the item's market price in craft points (minimum 1 point). He must also pay material costs as normal for creating the item. For a magic item the character must also pay the normal experience point cost for crafting the item. Once the character declares that he is spending these craft points and gold pieces (and experience points, for a magic item), the items is automatically completed one day later (typically the next morning). Though this makes it appear as if the item was created "instantly," the assumption is that the character has actually been working on it for a while, but only now got around to finishing it. The system simply assumes that characters are always working on various projects in their spare time, even while gathered around the campfire after battling goblins on their latest adventure. Thus, when the time comes, they simply spend the requisite gold and craft points, and the item is "finished" one day later. To spend Craft points toward the creation of an alchemical, masterwork, or magic item, you must have the requisite Craft feat or assist someone who does (see Assisting, below). Crafting nonmagical armor and weapons or simple items-tools, chests, saddles, and the like-doesn't require a Craft feat. Anyone who helps with the creation of such an item can contribute craft points at the normal rate. For nonmagical items, you must make a successful Craft check (using the DCs given in the System Reference Document) to complete the item. For a masterwork item, use the DC of the item or of the masterwork component, whichever is higher. A failed check means you waste one-half of the gold pieces and craft points required for the item, but you may try again as soon as the next day if you still have enough gold pieces and craft points to complete the item. Magic items require no skill check to complete. These skill checks must be rolled using a secure method, such as [url=http://invisiblecastle.com/]Invisible Castle[/url]. [code] [b]Sample Crafted Items[/b] [b][u] Item Market Price Craft Cost _[/u][/b] Arrows, 100* 10 gp 5 gp, 1 craft Acid 10 gp 5 gp, 1 craft Lock, simple* 20 gp 10 gp, 2 craft Scroll of [i]cure light wounds[/i] 25 gp 12.5 gp, 1 xp, 2 craft Greatsword* 50 gp 25 gp, 5 craft Chainmail* 150 gp 75 gp, 15 craft Masterwork Chainmail* 300 gp 150 gp, 30 craft Potion of [i]cure moderate wounds[/i] 300 gp 150 gp, 6 xp, 30 craft Masterwork greatsword* 350 gp 175 gp, 35 craft [i]+1 chainmail~[/i] 1,000 gp 500 gp, 40 xp, 100 craft [i]Ring of protection +1[/i] 2,000 gp 1,000 gp, 80 xp, 200 craft [i]+1 greatsword~[/i] 2,000 gp 1,000 gp, 80 xp, 200 craft [i]Wand of fireball[/i] 11,250 gp 5,625 gp, 450 xp, 1,125 craft [i]Gloves of Dexterity +4[/i] 16,000 gp 8,000 gp, 640 xp, 1,600 craft [i]+5 chainmail~[/i] 25,000 gp 12,500 gp, 1,000 xp, 2,500 craft [i]+5 greatsword~[/i] 50,000 gp 25,000 gp, 2,000 xp, 5,000 craft [i]Robe of the archmagi[/i] 75,000 gp 37,500 gp, 3,000 xp, 7,500 craft [i]Tome of understanding +5[/i] 137,500 gp 68,750 gp, 5,500 xp, 13,750 craft [i]Staff of power[/i] 200,000 gp 100,000 gp, 8,000 xp, 20,000 craft *Does not require a Craft feat ~The market price and craft costs for these items assume that you already have the masterwork item to be enhanced[/code] [b]ASSISTING[/b] In addition to the primary crafter-who must have the appropriate Craft feat-up to three assistants can contribute craft points to the creation of the item. Assistants who have the appropriate Craft feat contribute craft points at full normal value. For untrained assistants (those who don't have the appropriate Craft feat), each craft point contributed counts as 1/2 point of assistance. The primary creator must contribute at least half of the craft points required to create an item. It doesn't matter who contributes the gold piece cost that goes towards creating the itme. [B]Researching Original Spells[/B] A spellcaster of any type can research original spells. Doing so costs 1000 gold pieces and 100 Craft Points per level of the spell, and requires access to a library, temple or other institute appropriate for the character (it is assumed that Orussus has the necessary institutes for all character types). After that, the character must succeed at a Spellcraft check (DC 10 plus the spell's level). If the roll succeeds and the spell has been approved previously, the character learns the spell. Otherwise, the character must go through the research process again. Spontaneous casters such as bards and sorcerers cannot exceed their spells known limit by researching a new spell. For 0 level spells, the costs are 500 gold pieces and 50 Craft Points. [I]Assisting in Spell Research[/I] Characters can cooperate in spell research using the normal rules for assisting. Spellcasters are considered trained assistants, while non-spellcasters count as untrained assistants. [B]Training Animals[/B] To spend Craft points toward training an animal or other creature, you must be trained in the Handle Animal skill or assist someone who does (see Assisting, below). Anyone who helps with the training can contribute craft points at the normal rate. You must make a successful Handle Animal check (using the DCs given in the System Reference Document) to complete the training. A failed check means you waste one-half of the craft points required for the training, but you may try again as soon as the next day if you still have enough craft points to complete the training. [I]Assisting in Animal Training[/I] Characters can cooperate in training animals using the normal rules for assisting, except for the purpose of rearing wild animals. [I]Costs of Training[/I] Teach an Animal a Trick: 50 Train an Animal for a Purpose: 50 x the number of weeks required Rear a Wild Animal: 250 + 50 x the animal's HD Dire Animals and Dinosaurs (and other special animals): Above value x 1.5 Non-Animals with Int 1 or 2: Above value x 2 [b]GAINING CRAFT POINTS[/B] A 1st-level character has 150 craft points. With each class level gained, he gains a number of craft points equal to his new levelx150. A 2nd level character can have as many as 450 craft points, and so forth, all the way up to 20th-level character, who would have a total of 31,500 craft points (assuming he never spent any). Creatures with Intelligence of 3 or higher have craft points a character whose level equals their class levels + Hit Dice. A chain devil (8 HD), for instance, has the craft points of an 8th-level character. If that chain devil gained a class level, it would gain an additional 1350 craft points. Despite being at least reasonably intelligent, a griffon or pegasus is unlikely to be in a position to craft an item or assist another character in crafting an item. The DM must use his best judgement when determing whether a character can use its craft points. Creatures with Intelligence of 2 or lower (or without an Intelligence score) never gain craft points. Familiars or special mounts never gain craft points, regardless of their Intelligence or Hit Dice. [code] [b]Craft Points Gained by Level[/b] [b] Character Craft Points Total Craft[u] Level Gained Points*[/u][/b] 1st 150 150 2nd 300 450 3rd 450 900 4th 600 1,500 5th 750 2,250 6th 900 3,150 7th 1,050 4,200 8th 1,200 5,400 9th 1,350 6,750 10th 1,500 8,250 11th 1,650 9,900 12th 1,800 11,700 13th 1,950 13,650 14th 2,100 15,750 15th 2,250 18,000 16th 2,400 20,400 17th 2,550 22,950 18th 2,700 25,650 19th 2,850 28,500 20th 3,000 31,500 *Subtract any craft points already spent from this total, and add any craft points gained from feats. [/code] [b]ITEM CREATION FEATS[/B] Each time you gain an item creation feat, you gain additional craft points as noted on the table below. You don't have to spend these craft points on items appropriate to the feat - you can spend them on any item. For example, Craft Magical Arms and Armor grants a bonus of 2500 craft points, which you can use to craft weapons, armor, potions, or any other item. The table below gives appropriate new prerequisites for all item creation feats, including those in the System Reference Document. [code] [b]Item Creation Feats[/b] [b] Craft Points[u] Feat Prerequisites Gained[/u][/b] Brew Potion Caster level 3rd 1,500 Craft Cognizance Crystal Manifester level 3rd 1,500 Craft Construct Magic Arms and Armor, Wondrous Item 3,000 Craft Dorje Manifester level 5th 2,500 Craft Magic Arms and Armor Caster level 5th 2,500 Craft Psicrown Manifester level 12th 6,000 Craft Psionic Arms and Armor Manifester Level 5rd 2,500 Craft Psionic Construct Psionic Arms and Armor, Universal Item 3,000 Craft Rod Caster level 9th 4,500 Craft Staff Caster level 12th 6,000 Craft Universal Item Manifester level 3rd 1,500 Craft Wand Caster level 5th 2,500 Craft Wondrous Item Caster Level 3rd 1,500 Forge Ring Caster level 12th 6,000 Imprint Stone Manifester level 1st 500 Scribe Scroll Caster level 1st 500 Scribe Tattoo Manifester level 3rd 1,500 Talented Crafter Any other item creation feat 500 [/code] -Derived from OGC [U][b][size=4]Horizon Walker[/size][/b][/U] [B]Class Skills:[/B] Knowledge (the planes) is considered a class skill for Horizon Walkers. -Proposed by Bront Also, Horizon Walkers have the option to take Terrain Mastery: Arcane as a Terrain Mastery. [B]Terrain Mastery - Arcane[/B]: Sometimes a Horizon Walker walks the paths arcane, exploring ancient ruins of long-forgotten civilisations, stuying ancient tomes, wondering about the arcane mysteries of the towers, and cramming all night for a test on flow diagrams for Secrets of the Six Towers. Such a Horizon Walker unlocks arcane secrets similar to those earned by other horizon walkers for their respective terrains: Knowledge (Arcana) and Spellcraft are Horizon Walker class skills for you, and you can use Prestidigitation, Detect Magic, and Read Magic each once per day as a spell-like ability with caster level equal to your character level. You gain a +1 insight bonus to attacks and damage against arcane creatures. Note: Arcane creatures are defined as creatures created or spontaneously spawned by magic and who thus originally have no ordinary terrain (such as forest), residing in ancient ruins or spreading outwards from a failed experiment. This includes most constructs, many undead, some elementals and fey, and a few magical beasts and aberrations that have in their descriptions that they were created by twisted magics. Whether or not a creature counts as arcane is up to the GM's discretion, in much the same way that whether a creature counts as 'forest' terrain could be open to discretion (for instance: a goblin who was born in a city, whose mother was a mountain goblin born in the forest and whose father was a normal goblin born in the hills who lived in the forest and then moved to the city). In any case, it never includes dragons or ordinary humanoid arcane casters. It also does not include summoned creatures unless those summoned creatures would meet the description even if they were not summoned (so a golem summoned by a Summon Golem spell would count, but not a summoned Celestial Badger or Succubus). Summary of Arcane Creatures: = Creatures created by arcane means (most constructs/many undead), as well as those either greatly influenced by arcane terrain or whose influence helps create arcane terrain, such as some Elementals, Fey, Aberrations, Magical Beasts, or rarely other creature types. Summoned creatures do not count as arcane unless they would already count without being summoned. -Created by Rystil Arden [SIZE=4][U][B]The Job System[/B][/U][/SIZE] The job system is meant as an alternate source of income, for times when adventures are scarce, or for characters that are not as adventuresome as others. For every full week in real life (starting with the day the character makes a post in an appropriate downtime thread, such as the Red Dragon Inn or his shop thread), 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 5 XP per week. Partial weeks are passed to assistants, if any. In that case, all of that week is treated as though the apprentice (or nobody, if there is no apprentice) worked that 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: APPRENTICE/ASSISTANT You are someone to get the work done while the boss is busy saving the world. Requirements: Must have a few of the requirements for the job OR Must be accepted by an existing character performing the job. gp/week: One quarter of what you would gain on the job you are apprenticed for. Special Payment: One quarterof what you would gain on the job you are apprenticed for. Special: If you are leading the business because the master is away adventuring or otherwise absent, you gain the full weekly XP award and half the normal payment instead. CRAFTSMAN You are a craftsman, making a living on creating and selling items. Requirements: At least 1 Craft skill at 4 ranks. gp/week: 2.5 plus 1/4 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 separate 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. LABORER (simple jobs with bad pay) You are an unskilled laborer, hauling barrels or doing similar work for meager pay. Requirements: None gp/week: 1.5 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: 3.125 times the number of Item Creation feats you have. Special Payment: You gain 6.25 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 separate 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 items (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: 2.5 plus 1/4 your Profession (Merchant) skill modifier (ranks in Craft + Wis modifier + other permanent bonuses). Special Payment: You can add half your Trader PrC level to the gp/week. Special: You can buy and sell items in a separate 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. [/QUOTE]
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