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*Pathfinder & Starfinder
The YAARGH Armor Revision
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<blockquote data-quote="seasong" data-source="post: 941406" data-attributes="member: 5137"><p><strong>The Problem of Craft</strong></p><p></p><p>2.7% of the population has an INT of 14+. If we assume one wizard per 500 people (practically one per village!), that still leaves 2.5% of the population. In regional population of 200,000 (sufficient to potentially support a city or two), that means 5,000 potential crafters of all sorts. Since most crafters will be experts, they will have 32 skill points at 1st level and +8 skill points per level thereafter, and so will be able to completely max out eight skills per level! Thus, an armorer will tend to also be a weaponsmith, blacksmith and leatherworker; an alchemist will tend to also be a healer and herbalist, with additional knowledge skills in anatomy and other rarified fields.</p><p></p><p>A military of 3,000 soldiers will need about 150 armorers to keep them in repair and occasionally replace armor, which still leaves plenty of other crafters.</p><p></p><p>For skill levels, it can generally be assumed that a crafter will take Skill Focus for his most precious skill (either for the money it makes him or by necessity for living, such as by a state decree). Human experts will have the advantage of two such feats, and will be able to master potentially more fields. Dwarves will lack the second feat, but get a <em>stacking</em> +2 to all stone/metal related skills, and will be able to get a net +4 in crafts of that nature (thus, they will not be as broadly skilled as humans, but humans will have difficulty competing with them in their fields).</p><p></p><p>A 1st level human crafter should end up with a net +6 skill in half a dozen skills, and a +8 in two. A dwarf will end up with +6 in a half dozen skills (+8 for stone/metal related) and +8 in one (+10 for stone/metal related). Each level thereafter merely raises the level by +1. Note that dwarves with an INT of 12 are still more competitive in their own field than the humans are.</p><p></p><p>Assuming dwarves compose 2% of the kingdom's population (4,000 dwarves), roughly 250 of those dwarves will have INT 12+. That will likely be a sizable chunk of the kingdom's armorers, weaponsmiths and blacksmiths... and as pointed out above, each dwarf will likely have the skills to fill all of those roles.</p><p></p><p>Dwarves with INT 12 will need to be 2nd level before they can craft masterwork equipment; otherwise, there is nothing that they can not take 10 on a check for (humans with INT 14 need to be 3rd level to make masterwork equipment with a take 10).</p></blockquote><p></p>
[QUOTE="seasong, post: 941406, member: 5137"] [b]The Problem of Craft[/b] 2.7% of the population has an INT of 14+. If we assume one wizard per 500 people (practically one per village!), that still leaves 2.5% of the population. In regional population of 200,000 (sufficient to potentially support a city or two), that means 5,000 potential crafters of all sorts. Since most crafters will be experts, they will have 32 skill points at 1st level and +8 skill points per level thereafter, and so will be able to completely max out eight skills per level! Thus, an armorer will tend to also be a weaponsmith, blacksmith and leatherworker; an alchemist will tend to also be a healer and herbalist, with additional knowledge skills in anatomy and other rarified fields. A military of 3,000 soldiers will need about 150 armorers to keep them in repair and occasionally replace armor, which still leaves plenty of other crafters. For skill levels, it can generally be assumed that a crafter will take Skill Focus for his most precious skill (either for the money it makes him or by necessity for living, such as by a state decree). Human experts will have the advantage of two such feats, and will be able to master potentially more fields. Dwarves will lack the second feat, but get a [i]stacking[/i] +2 to all stone/metal related skills, and will be able to get a net +4 in crafts of that nature (thus, they will not be as broadly skilled as humans, but humans will have difficulty competing with them in their fields). A 1st level human crafter should end up with a net +6 skill in half a dozen skills, and a +8 in two. A dwarf will end up with +6 in a half dozen skills (+8 for stone/metal related) and +8 in one (+10 for stone/metal related). Each level thereafter merely raises the level by +1. Note that dwarves with an INT of 12 are still more competitive in their own field than the humans are. Assuming dwarves compose 2% of the kingdom's population (4,000 dwarves), roughly 250 of those dwarves will have INT 12+. That will likely be a sizable chunk of the kingdom's armorers, weaponsmiths and blacksmiths... and as pointed out above, each dwarf will likely have the skills to fill all of those roles. Dwarves with INT 12 will need to be 2nd level before they can craft masterwork equipment; otherwise, there is nothing that they can not take 10 on a check for (humans with INT 14 need to be 3rd level to make masterwork equipment with a take 10). [/QUOTE]
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