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View Full Version : D&D 3.x Class The Professional Class 3.5/PF



Lanth Sor
2018-07-17, 01:58 PM
Professional

https://i.imgur.com/i9WZgcQ.jpg

I, my dear, am a professional.

There are thousands of men and women that take up arms and seek out adventure as heroes, wizards and rogues. The professional is the millions of other people that have mundane jobs or do uncommon jobs as their day job. The man making bread in the bakery

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
Professional's have the following game statistics.
Abilities: Professionals favor high wisdom to enhance their class features. Secondary attributes depend on individual professions.
Alignment: Any
Hit Die: d8
Starting Training: 4 years of apprenticeship
Starting Gold: 6d6 x 10g

Class Skills
The professional's class skills (and the key ability for each skill) are Autohypnosis (Wis), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Martial Lore (Int) Move Silently (Dex), Open Lock (Dex), Spellcraft (Int), Perform (Cha), Profession (Wis), Psicraft (Int), Ride (Dex), Search (Dex), Sense Motive (Wis), Sleight Of Hand (Dex), Speak Language (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), Use Rope (Dex)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Professional


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Profession Talent


1st

+0

+0

+0

+0
Primary Profession, Bonus Feat

2


2nd

+1

+0

+0

+0
Bonus Feat

3


3rd

+1

+1

+1

+1
Secondary Profession

4


4th

+2

+1

+1

+1
Bonus Feat

5


5th

+2

+1

+1

+1
Professional of Renown

7


6th

+3

+2

+2

+2
Bonus Feat

8


7th

+3

+2

+2

+2
Tertiary Profession

9


8th

+4

+2

+2

+2
Bonus Feat

10


9th

+4

+3

+3

+3
Historical Professional

12


10th

+5

+3

+3

+3
Bonus Feat

13


11th

+5

+3

+3

+3
Professor, Quaternary Profession

14


12th

+6

+4

+4

+4
Bonus Feat

15


13th

+6

+4

+4

+4
Legendary Professional

17


14th

+7

+4

+4

+4
Bonus Feat

18


15th

+7

+5

+5

+5
Quinary Profession

19


16th

+8

+5

+5

+5
Bonus Feat

20


17th

+8

+5

+5

+5
Mythic Professional

22


18th

+9

+6

+6

+6
Bonus Feat

23


19th

+9

+6

+6

+6
Senary Profession

24


20th

+10

+6

+6

+6
True Professional, Bonus Feat

25



Class Features
All of the following are class features of the professional.

Weapon and Armor Proficiencies: Professional's are proficient with all simple weapons and no armor or shields.

Primary Profession (Ex): The Professional chooses one profession as their primary profession. Their primary profession is what most people will refer to them as. Their greatest talents are bound to this profession. Additionally you automatically gain max ranks in the profession skill. Any ranks previously spent in the skill can be reallocated to new skills. Yo must always have 2 more profession talents in your primary profession then any other profession.

Profession Talent: The professional begins knowing 2 profession talents gains additional talents as they level up as per the chart above. The list of talents they may choose from are determined by their chosen professions. At level one they are limited to talents from their primary profession with new professions opening new options.

Bonus Feat: At the first level and every even level there after the professional gains a bonus feat they qualify for.

Secondary Profession (Ex): At the 3rd level the Professional chooses one profession as their secondary profession. Often this a a complementary profession like Blacksmith takes Solider, or Alchemist takes Herbalist. Additionally you automatically gain max ranks in the profession skill. Any ranks previously spent in the skill can be reallocated to new skills.

Professional of Renown (Ex): Starting at the 5th level the professional gains enough renown to garner loyal customers where ever they go. Whenever they meet someone new the gm rolls a d100 to determine if they know you. The chance someone knows you is class level + primary profession skill bonus. The chance can be modified by circumstances, like a blacksmith in a small village hearing meeting the royal blacksmith may get a 20% increase to their chance to know the royal blacksmith, while the royal black smith would gain no bonus to identify the small town blacksmith.

If someone knows the professional, the professional must make a profession check with their primary profession, DC 15 + the skill bonus of the person that knows of them using the same skill. On success of 20 or more they are adoring fans. On success of 10 or more they are interested in learning form you and you may be their hero. On successful roll you are respected. On a failed roll less then 1 they see you as a rival

Renown Table


Result
Reputation


Success by 20 or more
They are your adoring fan and spend their free money on your things and getting closer to you.


Success by 10 or more
They see you as one of the greats and would love to be taught by you.


Success by 1
They respect your talent at the trade and hold you in high regard.


Success
They respect your talent and see you as a rival.


Failure by 1
They see your skill and feel challenged by it and see you as a rival.


Failure by 2
They see your skill and find it sufficient but not great.


Failure by 10 or more
They see your skill and find it wanting.


Failure by 20 or more
They see you as a unskilled novice.



Tertiary Profession (Ex): At the 7th level the Professional chooses one profession as their Tertiary profession. Often this a a complementary profession like Blacksmith takes Solider, or Alchemist takes Herbalist. Additionally you automatically gain max ranks in the profession skill. Any ranks previously spent in the skill can be reallocated to new skills.

Historical Professional (Ex): At the 9th level the professional's renown has reached the point where skills will most likely end up in history books as someone of great talent. Add 25 to the percent chance of someone knowing you, and base DC is reduced by 5.

Quaternary Profession (Ex): At the 11th level the Professional chooses one profession as their Quaternary profession. Often this a a complementary profession like Blacksmith takes Solider, or Alchemist takes Herbalist. Additionally you automatically gain max ranks in the profession skill. Any ranks previously spent in the skill can be reallocated to new skills.

Professor: Starting a the 11th level, all followers, cohorts, party members, or students may use your ranks in a profession skill in place of their own. To gain this bonus they must spend at least 1 week in dedicated study per profession. If studying while adventuring the time required is 2 weeks. After 1 month of daily exposure to the professional, but not studying directly anyone can gain this benefit.

The professional can grant a number of people equal to his class level temporary talents. A person can know a number of granted talents equal to their int mod(min 1). This talent may be any talent the professional has, but the person being granted the talent must meet all prerequisites except skill. Talents granted by this ability and skill ranks granted by this ability count for meeting perquisites of other talents granted for this ability. The process of granting a individual talent takes 1 hour, but may benefit multiple people(up to your max). The talents last until replaced, they spend more then a week away from the professor, or the cease to qualify for the talents.

Legendary Professional (Ex): At the 13th level the professional's renown will mark his skill in the annuls of history long after the truth of the stories can be verified. Add an additional 25% to the percent chance of someone knowing you, and base DC is reduced by an additional 5.

Quinary Profession (Ex): At the 15th level the Professional chooses one profession as their Quinary profession. Often this a a complementary profession like Blacksmith takes Solider, or Alchemist takes Herbalist. Additionally you automatically gain max ranks in the profession skill. Any ranks previously spent in the skill can be reallocated to new skills.

Mythic Professional (Ex): At the 17th level the professional's renown has reached the highest of heavens and deepest hells, their skill will be recounted in tales throughout creation. There is a 90% chance of someone knowing you , and base DC is reduced by an additional 10.

Senary Profession (Ex): At the 19th level the Professional chooses one profession as their Senary profession. Often this a a complementary profession like Blacksmith takes Solider, or Alchemist takes Herbalist. Additionally you automatically gain max ranks in the profession skill. Any ranks previously spent in the skill can be reallocated to new skills.

True Professional (Ex): At the 20th level the professional gains a talent that is the magnum opus of their craft described in their primary profession.

Lanth Sor
2018-07-17, 01:59 PM
Professions Tab

Profession Boon: A benefit related to the profession that gets better for each profession talent you have for that profession.
Profession Talents: Options you can choose as long as you have chosen the profession as one of your Professional class features.
Magnum Opus: The benefit gained upon reaching 20 if you choose this profession as you primary profession.
Professional DCs: Many professional talents have a DC. Unless otherwise noted the DC is DC 10 + 1/2 (skill ranks - 3) + skill ability mod.
Profession Skill: When a talent reference profession skill or skill with out additional definition it is implicitly referencing the specific Profession(Name of profession) skill it is listed under. So the DC for surviving a assassin's one shot with 13 ranks in profession(assassin) and 14 wisdom would be 17(10 base + 5 due to ranks + 2 due to wisdom modifier).
Mastercraft: These are items far and above normal items. They have exorbitant prices and boast impressive quality to match. Mastercraft items are broken down into tiers. Masterwork is the first tier. Making an item of a tier higher than 1 requires specialized training. To make a mastercraft item increase the masterwork craft DC by 5 per tier of increase. The new value of the item is base value + masterwork tier². Each tier grants the ability to apply 1 mastercraft mod to the item.

Universal Talents

Universal Boon: As talents in this category are available to all professions there is no boon directly tied to them. When picking a Universal talent you must also choose what profession its tied to, the talent counts as a talent from that profession.


Apprentice: Gain a cohort as per the leadership feat. This cohort must only take levels in classes you have levels in. This cohort may only learn talents you have. When the cohort leaves your service or reaches level 8 they are no longer restricted in class choice or talents. You may not take this if you only have levels in the intern class and are below character level 11.
[Profession]'s Training: Gain a feat, two skill tricks, or two pathfinder traits. Anything chosen must benefit preforming the related profession. This talent may be taken multiple times.



Alchemist
Alchemist's Boon: You may make masterwork alchemy items. A masterwork Alchemical item has its DC increased by 1 or uses your professional DC whichever is greater. Masterwork alchemy items cost 50g more or 5 times their base cost whichever is greater. You can make mastercraft alchemy items. The highest tier mastercraft alchemy item you can make is 1 + 1 per alchemist talent.

Talents

Alchemist's Training: You may use Profession(Alchemist) in place of any craft skill used to make items related to alchemy and gain any bonuses that apply to the related craft skill while making such items to you profession roll.
Bomb Bouncing: When throwing a alchemy item double the items range increment.
Enhanced Yield Mod: You may apply this masterwork mod to any alchemy item that deals its damage all at once. The item deals 1 additional damage die. This can be applied multiple times each time adding a die.
Inured to the Acid: Gain or increase your acid resistance by 2 per skill rank. At level 18 resistance becomes immunity.
Inured to the Fumes: You gain your skill ranks as a bonus to saves vs inhaled effects. At skill rank 10 gain immunity to inhaled effects.
Poison Use: You may apply poison as a swift action and you never have a chance of poisoning yourself.
Virulent Poison Mod: You may apply this mastercraft mod to any poison. The poison deals applies its secondary effect an additional time. The second instance of the secondary effect happens at the same interval after the secondary effect, as the secondary effect happens after the initial effect. This mod uses 2 tiers per time applied. This can be applied multiple times adding an additional instance of secondary damage each time.
Viscous Application Mod: You may apply this mastercraft mod to any alchemy item that is used up upon after preforming an action while it is applied(such as poison). This mod causes the alchemy application to have an additional use before the application is inert. This can be applied multiple times, adding and additional use per application.
Robust Elixir Mod: You may apply this mastercraft mod to any nonmagical beneficial alchemy item intended to be imbibed. The alchemy item provides 20% more benefit. All numerical benefits are multiplied by 1.2. This can be applied multiple times, adding an additional 20% or .2 to the multiplication.
The Rarest Ingredients: You learn the secret of wizard free "magic" potions. You can craft potions identical those created through the brew potion feat. These potions however are non-magical and any benefit they provide is an Alchemical bonus. Such a potion has a mastercraft tier of 2 per spell level. 0 level spells potions are tier 1. Such potions use the price of their magical counterpart as their masterwork value. The initial time taken allows for 0 level potions, each time after the first allows for 1 higher level. This may be taken multiple times. Requires skill rank 6, +3 ranks per previous time taken.
Philosopher's Stone: Learn to craft a uncommonly potent tool. The philosopher's stone is a porous rock used as a filtration medium, granting +10 to craft alchemy checks. After use in crafting 50,000g worth of items its core starts to develop a liquid in its core and the stones bonus increase by 1. The bonus increases by 1 per 50,000g worth of crafting it's used in. Once it has a +20 bonus it cannot improve further. If broken while it has liquid inside the liquid can be drank or poured onto a non-precious metal transforming it into a precious metal of the alchemist's choosing. The metal created must have equal or less weight then the metal used, and the stone can only make enough precious metal to match 1/5th the value stored while crafting. Alternatively it can be consumed causing the imbiber to hold age for 1 year per 1000g. Requires 19 ranks.
Alchemical Crucible: You learn the secret of creating an alchemical crucible. An alchemical crucible can be of any size but the size and users skill determine the limit to potential creations. A diminutive crucible can reforge (15 + skill bonus)² gold worth of materials into a creation. If multiple of the same item are used then an item of quality equal to the total value put in comes out. So 100 diamonds worth 100g could be used to make one diamond worth 10,000g. The crucible is stonework pot with dimensions inside equal to a cauldron of its size. Alchemical crucible costs 100g to make diminutive size and weighs 5lb. Making larger crucibles costs and weight follow normal size increase changes, and each increase doubles the max value of materials used. Any item crafted in a crucible must fit inside it.
Master Crucible Work: You learn the secret of creating a master crucible. A master crucible can reforge (15 + skill bonus)³ gold worth of materials into a creation. Alchemical crucible costs 10,000g to make diminutive size and weighs 8lb.

Magnum Opus: Seeing Truth Crafting alchemy items takes 1 minute. Mastercraft alchemy items take an additional minute per tier.


Aristocrat
Aristocrat's Boon: Gain a +1 per talent to all skill rolls when dealing with anyone who has an estate that costs more than 50g to maintain per month. The estate cannot be a place of business as its primary purpose.

Talents

Cohort: Gain a cohort as per the leadership feat. This cohort is a level 1 in a NPC class until you reach level 3. The cohort is not willing to adventure until you have another cohort they will aid in maintaining any estate or business you own.
Dressed to Kill: You know how to dress and the magnificent outfits cause other to balk. If you wear clothes that provide no defensive benefit to AC you gain a deflection bonus to AC equal to the garments market value divided by 1000 and square rooted. This benefit is lost if you gain a armor bonus to AC.
Entourage: Gain an additional cohort. While adventuring you may only have a single cohort accompany you. You may take this an additional time per level.
Inheritance: You gain a stipend equal to 5% of all your estates values each month. This is to maintain the properties and pay for maids, ground keepers, taxes, and the like. You may choose to keep some of this money but it will be noticed if people aren't paid.
Long Nights: You learn to maximize your time taking brief naps when your attentions aren't required reducing your requires rest period by half. This effects the required rest period for daily abilities. This stacks with Time is Money reducing required time to 1/4th normal.
Regal Continuance: As a swift action benefit from a nonmagical version of sanctuary. The save DC is your professional DC. If a creature succeeds on the will save they are immune to it for the remainder of the encounter. You may only use this as your first action in a turn.
White Suit Reflexes: While benefiting form dressed to kill the bonus also applies to reflex saves. Requires Dressed to Kill.




Magnum Opus: Seated on a Throne of [Choose One]
There is a 1% chance someone does not know you, additionally you may make a profession(Aristocrat) check against anyone attempting attempting a hostile action toward you DC 10 + their HD + their Charisma Modifier +/- 4 per rank of the commanding official above/below your noble rank.(ie King is 2 ranks above the Prince, King>Queen>Prince, now this may be different based on the setting). Each property you own requires 50% less maintenance cost and requires 2/3rds the normal crew.

Swords When in a war you are aware of, you gain +1d6 to any d20 roll against any opposing faction in the war. Requires BAB +15.
Trust When in a conversing in an open forum with more then 10 people, you gain +1d6 to any d20 roll to sway their opinion.
Secrets: When in a group of 5 or more people, gain +1d6 to any d20 roll to pass or receive a secret message, suppress a truth, or reveal a secret.



Assassin
Assassin's Boon: Gain +1 bonus to hit when sneak attack would apply per odd talent. Gain +1d6 sneak attack damage per even talent.

Talents

Another Face in the Crowd: When in Urban terrain gain +10 to any skill check to conceal your identity or presence as long as there are at least 5 other people not looking for you.
Assassination Strike: As a standard attack action take a moment to study a target and make a single attack against them and double all assassin's boon bonuses on the attack. Assassination Strike doubling of benefits apply before any other changes sneak attack die.
Case the Joint: You may use profession(assassin) in place of spot, listen, search.
Favorite Toy: You may choose a valid favored enemy and gain a bonus to any rolls against them equal to 1/4 your skill
One Kill: If your assassination strike dealt 50% of the targets current HP they must fort save or die. Requires skill rank 10.
One Shot: If your assassination strike dealt 75% of the targets current HP they must fort save or die. DC 10 + 1/2 (skill ranks - 3) + skill ability mod.
Poison Use: You may apply poison as a swift action and you never have a chance of poisoning yourself.
Stab in the Face: If the target of an attack that deals sneak attack damage can see you, but does not consider you an enemy your sneak attack die increases by 1 step.
Stalk The Prey: Gain track as a bonus feat and you may uses profession(Assassin) for any tracking checks.
Two Birds One Stone: If you kill a target with Assassination Strike you may make a second attack against a new target that benefits form assassination strike. Requires BAB +6

Magnum Opus: True Death Your assassination strike is so deadly it cuts the soul. You sever the connection between body and soul, any effect that uses the body treats the corpse as if it was disintegrated to determine if the effect works. The darkness around their murder also causes the soul to have to make a will save to answer any contact attempted.


Diplomat
Aristocrat's Boon: Gain the ability

Lets Make a Deal: As a standard action effect the target with a non magical version of charm, this lasts 1 minute. The effect ends instantly if any aggressive action is taken against them. A single target With a diplomacy or bluff check you may convince someone to serve you willingly for the day under promise of their safety. The DC is 10 + their HD + wis mod + 5 per step under helpful they normally are. So lvl 1 commoner with 12 wis that is indifferent would be a DC 22. The promise of their safety means they will not be in any more danger than they would find themselves in on a regular day. A commoner that travels the woods may be a guide, while a mercenary may act as a sword to defend you on the road. They forgive the fact that you charmed them.

Talents


Dressed to Kill: You know how to dress and the magnificent outfits cause other to balk. If you wear clothes that provide no defensive benefit to AC you gain a deflection bonus to AC equal to the garments market value divided by 1000 and square rooted. This benefit is lost if you gain a armor bonus to AC.
Entourage: Gain an additional cohort. While adventuring you may only have a single cohort accompany you. You may take this an additional time per level.
Inheritance: You gain a stipend equal to 5% of all your estates values each month. This is to maintain the properties and pay for maids, ground keepers, taxes, and the like. You may choose to keep some of this money but it will be noticed if people aren't paid.
Long Nights: You learn to maximize your time taking brief naps when your attentions aren't required reducing your requires rest period by half. This effects the required rest period for daily abilities. This stacks with Time is Money reducing required time to 1/4th normal.
Regal Continuance: As a swift action benefit from a nonmagical version of sanctuary. The save DC is your professional DC. If a creature succeeds on the will save they are immune to it for the remainder of the encounter. You may only use this as your first action in a turn.
White Suit Reflexes: While benefiting form dressed to kill the bonus also applies to reflex saves. Requires Dressed to Kill.
Lets Make a Deal: As a standard action effect the target with a non magical version of charm, this lasts 1 minute. The effect ends instantly if any aggressive action is taken against them. A single target With a diplomacy or bluff check you may convince someone to serve you willingly for the day under promise of their safety. The DC is 10 + their HD + wis mod + 5 per step under helpful they normally are. So lvl 1 commoner with 12 wis that is indifferent would be a DC 22. The promise of their safety means they will not be in any more danger than they would find themselves in on a regular day. A commoner that travels the woods may be a guide, while a mercenary may act as a sword to defend you on the road. They forgive the fact that you charmed them.



Magnum Opus: Seated on a Throne of [Choose One]
There is a 1% chance someone does not know you, additionally you may make a profession(Aristocrat) check against anyone attempting attempting a hostile action toward you DC 10 + their HD + their Charisma Modifier +/- 4 per rank of the commanding official above/below your noble rank.(ie King is 2 ranks above the Prince, King>Queen>Prince, now this may be different based on the setting). Each property you own requires 50% less maintenance cost and requires 2/3rds the normal crew.

Swords When in a war you are aware of, you gain +1d6 to any d20 roll against any opposing faction in the war. Requires BAB +15.
Trust When in a conversing in an open forum with more then 10 people, you gain +1d6 to any d20 roll to sway their opinion.
Secrets: When in a group of 5 or more people, gain +1d6 to any d20 roll to pass or receive a secret message, suppress a truth, or reveal a secret.





Enchanter
Enchant's Boon: Any masterwork item you craft you may further improve it with

Talents

Blueprint: You may craft a blueprint of any mastercraft item you have made. Blueprints reduce the craft time and cost by 5% of replicating the mastercraft item per mastercraft tier it is under your maximum mastercraft tier.
Efficiency Mod: You may as a Mastercraft mod increase the efficiency of an item, reducing resource costs by 10% This mod may be applied 1/3 Profession(Engineer) Ranks, rounded up. Only legendary craft items can have 100% efficiency.
Engineer Training: You may use Profession(Engineer) in place of any craft skill used to make items related to engineering and gain any bonuses that apply to the related craft skill while making such items to you profession roll.
Expanded Discipline: Add a new class of item to your list of engineering items: Weapon, Armor, Vehicle, Building,
Inured to the Shock: Gain or increase your electricity resistance by 2 per skill rank. At level 18 resistance becomes immunity.
Integrated (Mastercraft) Mod: This mastercraft mod adds a Mastercraft modified item to a base item. The added item must have a mastercraft tier no higher then 1/2 the base items mastercraft tier.
Output Mod: You may increase the benefit of the items primary function by 20%. Round up to the nearest whole number. This mod may be applied 1/2 Profession(Engineer) Ranks, rounded up. Weapons would do 20% more damage, armor would have 20% more armor bonus, power generators would produce 20% more power, etc.
Reliable Mod: You may as a Mastercraft enhance an item, granting a 20% chance a to negate the penalties for rolling a nat 1 or failing DC by 5 or more. This may only be applied 1/4 Profession(Engineer) Ranks, rounded up.

Magnum Opus: Artifact You may spend 1 year crafting a Artifact item. The item cost 100 times the normal cost of the same item made masterwork. The item benefits from all mods you can apply to it that you know. All the mods are at the highest mastercraft quality you can craft. The DC to repair any aspect of this item is is multiplied by 4 for anyone not directly trained by you.



Engineer
Engineer's Boon: Any masterwork item you craft using Profession(Engineer) can make truly unique items. The engineer gains the ability to apply the Mastercraft Mod to engineering item. The highest tier mastercraft engineering item you can make is 1 + 1 per engineer talent. Engineering items are tools and equipment, not armor or weapons.

Mastercraft Mod: Multiply masterwork bonus of the item by x2. This can be applied multiple times, increasing the multiplier by x1 each time. This may only be applied 1/4 Profession(Engineer) Ranks, rounded up.

Talents

Blueprint: You may craft a blueprint of any mastercraft item you have made. Blueprints reduce the craft time and cost by 5% of replicating the mastercraft item per mastercraft tier it is under your maximum mastercraft tier.
Efficiency Mod: You may as a Mastercraft mod increase the efficiency of an item, reducing resource costs by 10% This mod may be applied 1/3 Profession(Engineer) Ranks, rounded up. Only legendary craft items can have 100% efficiency.
Engineer Training: You may use Profession(Engineer) in place of any craft skill used to make items related to engineering and gain any bonuses that apply to the related craft skill while making such items to you profession roll.
Expanded Discipline: Add a new class of item to your list of engineering items: Weapon, Armor, Vehicle, Building,
Inured to the Shock: Gain or increase your electricity resistance by 2 per skill rank. At level 18 resistance becomes immunity.
Integrated (Mastercraft) Mod: This mastercraft mod adds a Mastercraft modified item to a base item. The added item must have a mastercraft tier no higher then 1/2 the base items mastercraft tier.
Output Mod: You may increase the benefit of the items primary function by 20%. Round up to the nearest whole number. This mod may be applied 1/2 Profession(Engineer) Ranks, rounded up. Weapons would do 20% more damage, armor would have 20% more armor bonus, power generators would produce 20% more power, etc.
Reliable Mod: You may as a Mastercraft enhance an item, granting a 20% chance a to negate the penalties for rolling a nat 1 or failing DC by 5 or more. This may only be applied 1/4 Profession(Engineer) Ranks, rounded up.

Magnum Opus: Legendary Craft You may spend 1 year crafting a Legendary Craft item. The item cost 10000 times the normal cost of the same item made masterwork. The item benefits from all mods you can apply to it that you know. All the mods are at the highest mastercraft quality you can craft. The DC to repair any aspect of this item is is multiplied by 4 for anyone not directly trained by you.


Merchant
Merchant's Boon: Gain a +1 per merchant talent to all skill rolls when buying/selling goods and services.

Talents

Caravan Veteran: When traveling in group with at least one wagon all people gain the benefits of Time is Money and Food is for the Idle.
Food is for the Idle: You require 1/10th the normal required food for a member of your race.
Guards: Your talented at getting the best price even when it comes to protection. When hiring people to preform guard tasks for you subtract 1/4th your skill ranks(min 1) from the person being employed level for determining how much they must be paid.
Time is Money: You learn to maximize your time taking brief naps when your attentions aren't required reducing your requires rest period by half. This effects the required rest period for daily abilities. This stacks with Long Nights reducing required time to 1/4th normal.
Everything Has a Price: You may convince someone to sell an item normally not for sale. The check can be made with bluff, diplomacy, or intimidate with a DC of 30. If the item is particularly difficult replace the DC may increase by as much as 20. Requires skill rank 8.
Special Order: You may put in a request for a item that is filled in 1d20 days. The item treats the town as if it were 2 sizes larger. This may be taken multiple times, each time increasing the effective size of the town in regard to the request. Every size past 2 increases required for the item increase the time to find the item by 1d20 days.
Know the Market You can make an merchant check to find the best place to sell an item. Each check has a DC base on the item's value, 5 + 1/1000g. This can be taken multiple times each time increasing the divide by 1000g. IE 1st time 1/1000g, 2nd time 1/2000g, etc. Additionally the place with the best price will buy the item at 35% markup from standard sell value, +5% per time taken.




Magnum Opus: King of the Deal When buying items they are automatically 25% cheaper then for anyone else, and items you sell always sell for 25% more then they would normally. You can find any item if you just ask the right people, having the funds is another question. Any item you special order cost 10% less. When negotiating you may take 15 on any diplomacy, bluff, intimidate, or sense motive checks.

Lanth Sor
2018-07-17, 02:00 PM
More Professions

Pilot
Pilot's Boon: Gain a +1 per Pilot talent to all skill rolls when on a Aircraft, Spacecraft, and Voidcraft.

Talents


I Know a Trick or Two: Once per encounter you may effect your ship with the spell vanish, using rank in Profession(Pilot) as your caster level. This may be taken multiple times. Each time taken gain an additional use per encounter. This is an extraordinary effect.
Long Distance Flights: Craft you pilot use 10% less fuel. You may take this 9 times. This may only be taken 1/3 Profession(ranks) Ranks, rounded up.
Never See it Coming: While piloting a craft its maneuverability is 1 step better.
Shes Faster Then She Looks: Once per encounter double vehicle speed for 1 round. This may be taken multiple times. Each time taken gain an additional use per encounter. This is an extraordinary effect.
The Spice Must Flow: Overland travel speed and other long distance travel speeds are doubled.
Thinner Then She Looks: While piloting a craft it is considered one size category smaller when beneficial.





Magnum Opus: Legendary Pilot Any Aircraft, Spacecraft, or Voidcraft you are in command of is treated as if 1 size larger when it would be beneficial. The vessel is also 25% faster, requires 25% less crew, and reduces all penalties by 25%. All benefits are doubled while piloting the vessel.


Porter
Porter's Boon: Gain a +1 per porter talent to all skill rolls when related to your domain. By spending 10 minutes assessing a room, structure, vehicle, or area you may treat it as your domain. A domain can be no larger then a number of 10ft cubes equal to skill ranks³.

Talents

Interdiction: When someone moves at least 5ft while in your domain you may take a 5ft step bringing you closer to the moving person. This can only be triggered once per round per person.











Magnum Opus: Immaculate Domain


Sailor
Sailor's Boon: Gain a +1 per sailor talent to all skill rolls when on a seafaring vessel.

Talents

Cannoneer: Gain proficiency with cannons, any feats that apply to ranged weapons you may apply to cannons even if they normally would not apply to siege weapons as long as your targeting a seafaring vessel.
Cannon Master: When manning a cannon you count as two people. Additionally you no longer are required to be targeting a seafaring vessel to benefit from all your feats.
Know the Stars: When making a survival check to find your way at night when you can see the stars you gain may add your sailor's boon bonus even if not on a seafaring vessel.
Natural Swimmer: Gain a swim speed equal to half your land speed. This may be taken once per 4 sailor ranks.
"Oranges and im K': After eating any citrus gain your sailor's boon as a bonus to any save vs poison or disease.
Rope Master: While on a seafaring vessel you gain a climb speed equal to your base move speed.
Sea Legs: You are immune to any negative effects of rough seas. IE nausea, penalties to skill rolls, etc.
Sea Skagg: You half any penalties due to swimming. This may be taken twice the second time negates related penalties. IE reduced damage and to hit.
Seaboard Giant: You count as 1 size category larger for wind conditions per 4 sailor ranks.
Worth Two Men: When determining how many crew are required to man a seafaring vessel reduce the number by 1. This may be taken one time per 5 skill ranks.

Magnum Opus:Legacy of Albert Alexander Any seafaring vessel you are in command of is treated as if 1 size larger when it would be beneficial. The vessel is also 25% faster, requires 25% less crew, and reduces all penalties by 25%. All benefits are doubled while piloting the vessel.


Smith
Smith's Boon: Any masterwork item you craft using profession Smith can make truly unique items. The smith gains the ability to apply the Mastercraft Mod to items. The highest tier mastercraft Smith item you can make is 1 + 1 per Smith talent.

Mastercraft Mod: Multiply masterwork bonus of the item by x2. This can be applied multiple times, increasing the multiplier by x1 each time. This may only be applied 1/4 Profession(Smith) Ranks, rounded up.

Talents

Custom Weapon Modification(Chosen Quality): Choose a weapon quality, such as Trip, Finesse, or brace, you may now apply it as a mastercraft mod for weapons.
Hardened Mod: You may as a Mastercraft mod increase the hardness of an item by 1/5th its base hardness, minimum of 1.
Inured to the Flame: Gain or increase your fire resistance by 2 per skill rank. At level 18 resistance becomes immunity.
Inured to the Forge: Increases the highest temperature they can withstand by 20 degrees per skill ranks.
Integrated (Tool or weapon) Mod: This mastercraft mod adds a masterwork tool or light weapon to an item.
Smith Training: You may use Profession(Smith) in place of any craft skill used to make items related to smithing and gain any bonuses that apply to the related craft skill while making such items to you profession roll.
Scars of the Forge: The smiths skin becomes hard and calloused granting +1 natural armor per 3 skill ranks.
Scars from a thousand cuts: Gain damage reduction X/-, X equal to constitution modifier, not to exceed Profession(Smith) Ranks.
Scars from a million cuts: Scars from a thousand cuts damage reduction is now equal to constitution score instead of modifier, not to exceed Profession(Smith) Ranks. Requires primary profession smith, rank 18{15}, and scars from a thousand cuts.
Sharper Blade Mod: The weapon deals 2 additional damage as base weapon damage. This can be applied multiple times, increasing the damage by 2 each time. This may only be applied 1/4 Profession(smith) Ranks, rounded up.
Sturdy Mod: You may as a Mastercraft mod increase the HP of an item by 1/5th its base HP, minimum of 2.

Magnum Opus: Perfected Form 1/year the smith may automatically succeed at a Profession(Smith) check. This achieves the highest degree of success possible on the check. When taking 10 for profession smith you gain an additional +5 to the result. You may take 10 on profession smith checks regardless of situation.

Smuggler
Smuggler's Boon: You may spend a use of back up plan to preform any skill check as an immediate action prior to being caught doing something that would displease the target.

Backup Plan uses reset to full at the start of each encounter. You have 1 backup plan use +1 per smuggler talent.

Talents

Backup Plan(Ammo): As an immediate action you may use a backup plan to instantly retrieve a ammunition form any container you had access to in the past 24 hours. You may retrieve either a single ammo, or any container the ammo comes in, IE quiver, magazine, box, horn.
Backup Plan(Grenade): As an immediate action you may use a backup plan to instantly retrieve a hand held explosive form any container you had access to in the past 24 hours.
Backup Plan(Tool): As an immediate action you may use a backup plan to instantly retrieve a hand held tools form any container you had access to in the past 24 hours.
Backup Plan(Knife): As an immediate action you may use a backup plan to instantly retrieve a light weapon form any container you had access to in the past 24 hours.
Backup Plan(Potion): As an immediate action you may use a backup plan to instantly retrieve a potion form any container you had access to in the past 24 hours.
Backup Plan(Hide): As an immediate action you may use a backup plan to instantly hide an item in your hand with a disguise, hide, or sleight of hand roll on your person or an adjacent willing person, helpless person, or location.
It'll Fit: Any time you fill a container you may treat it as if it was 25% larger.
Out of Sight: When trying to hide something from discovery gain +1 per smuggler talent to the roll.
Unseen: When you make a hide or move silently roll you allies may use your roll as their roll as well, but they still use their own size for bonus or penalty. Your roll also applies to vehicles and objects your moving.

Magnum Opus: Ship of 1000 Hideaways You may create a hideaway by spend 8 hours prepping a location or vessel, granting it 50% more space. Anything in the added space is treated as if with in a bag of concealment. Additionally you gain Backup Plan(Never Seen It). Also increase the time since interaction to 72 hours for all other backup plans.

Backup Plan(Never Seen It): As an immediate action, use 2 backup plan uses to move any one object or container you have interacted with in the past 72 hours into any Hideaway you have interacted with in the past 48 hours. The item must fit in the hideaway.


Soldier
Soldier Boon: For each solider profession talent your base attack bonus increases by 1. This increase cannot cause your BAB received from the profession class to exceed your class level. Any increase that would bring your base attack bonus past class level is instead gained as competence bonus to any roll effected by BAB.

Talents

Advanced Weapons Training(Weapon Group): Whenever you take a feat that requires you to specify a weapon you may instead specify the chosen weapon group. Requires Basic Weapon Training with the chosen weapon group.
Basic Weapons Training(Weapon Group): Gain proficiency with a chosen weapon group.
Captain: Your presence on the battlefield is such a morale boost, that your allies begin combat as if under the effects of aid spell, caster level equal to skill ranks. This is an extraordinary ability and not a magic effect. Requires 16+{13+} ranks in profession(Solider)
Corporal: You have become uncommonly talented at leading in a tactical level. You may preform teamwork feats you have with any ally as if they had the feat. The allies gain any benefits of your teamwork feat as if they also had the feat. Gain a teamwork feat. Requires 8+{5+} ranks in profession(Solider).
General: You are a legendary battlefield tactician. Anyone you consider an ally is treated as if they had any teamwork feats you possess as long as they can see you. Requires 21+{18+} ranks in profession(Solider)
Guard Duty: As a swift action you can designate a target as your Ward. A ward may be a person, room, or small encampment. You gain 1/2 your skill ranks to any skill checks identifying and dealing with threats to your ward.
Heavy Infantry Training: You gain proficiency with Heavy Armor and Shields(including Tower).
Infantry Training: You gain proficiency with martial weapons, light armor, medium armor.
Man at Arms: Your professional levels count as fighter levels. Gain 1 bonus fighter feats.
Personal Guard: When you designate a single person as your ward you my give up 1 AC per skill rank to grant your ward the same amount of AC as a shield bonus. This shield bonus applies to touch AC. If the attack misses because of this bonus the attack checks against the professional's Flat-footed AC if it hits the professional is treated as the attacks target.
Specialist Training: Gain a Martial Tradition (http://spheresofpower.wikidot.com/martial-traditions) of your choice.
Town Guard: When designating a target of Guard duty you may designate a structure or town as your ward. Designating a town reduces the bonus to 1/4 your skill ranks. Requires Guard Duty.

Magnum Opus: Warmaster Mode: You may enter a state of mind that allows use profession solider in place of any d20 roll you are required to make while in combat or planning for combat. Warmaster mode is very taxing and deals 1 con burn per round. This burn ignores all immunizes. If you do not have a Constitution score It instead applies to Charisma. If you do not have either score it applies to wisdom. No matter which attribute it applies to if burn caused by warmaster mode causes the ability score to reach 0 or deals burn while your ability score is at or below 0 you are killed/destroyed.


Spacer
Spacers know their way around spacecraft and zero-gravity environments.
Spacer's Boon: Gain a +1 per spacer talent to all skill rolls when on a spacecraft or in Zero-G.

Talents

Explosive Backup Plan: As an immediate action you may instantly retrieve a hand held explosive form any container you had access to in the past 24 hours.
Know the Stars: When making a survival check to find your way at night when you can see the stars you gain may add your spacer's boon bonus even if not on a spacecraft.
Ship Gunner: Gain proficiency with spacecraft weapons, any feats that apply to ranged weapons you may apply to spacecraft weapons even if they normally would not apply to those weapons as long as your targeting a spacecraft.
Ship Gun Master: When manning a spacecraft's weapons you count as two people. Additionally you no longer are required to be targeting a spacecraft to benefit from all your feats.
Void Born: You are immune to any negative effects of 0 gravity. IE nausea, penalties to skill rolls, etc.
Void Inured: Half all penalties for being in a vacuum as well as damage taken. This can be taken a second time becoming immune to the vacuums. You still cannot breathe as there is no air. To take a second time requires Profession(Spacer) rank 7.
Void Lung: You can hold your breath in a vacuum.
Worth Two Men: When determining how many crew are required to man a Spacecratt reduce the number by 1. This may be taken one time per 5 skill ranks.
Zero-G Climber: While on in Zero-G you gain a climb speed equal to your base move speed or twice your Zero-G speed, which ever is greater.
Zero-G Swimmer: Gain a Zero-G speed equal to half your land speed. This may be taken once per 4 spacer ranks. Zero-G speed functions identically to swim speed, but instead of going down on a failed tread check you would not stop moving.


Magnum Opus: Any Thing Can Fly While in a space ship or wreckage spend 5 minutes to make a habitable environment and an additional 2 days to make a ship capable of reaching the nearest passing ship or habitable location. You reach said location in 2d100 days. In your 2 days of prep you salvage enough required supplies to make the trip, water, food, etc.

Lanth Sor
2018-07-17, 02:01 PM
Professional Extra Options



Feats
Advanced Crafting Techniques
Things you craft are of extraordinary quality.
Prerequisite: 1 rank in chosen craft.
Benefit: You may now craft mastercraft mods when crafting items with the chosen craft skill. You may add a number of mastercraft mods to an item equal to your ranks in the chosen skill(+3 for pathfinder). Such items have a mastercraft tier of 1 per mastercraft mod applied. When determining the benefits
Special: You may take this feat multiple times applying it to a different craft skill each time.

Mastercraft Mods
Deadly
Prerequisite: Weapon or siege weapon
Benefit: This mod increases the weapon's base weapon damage by 2.
Cost: 900g
Craft DC: 25
Special: This mod can be applied multiple times to a limit of 1/4 Ranks, rounded up. Each time applied increases the base weapon damage by 2.

Efficiency
Prerequisite: An item that expends a resource on use.
Benefit: This mod reduces the resources spent on using the item by 10%. If the effect of the item is instantaneous the cost cannot be reduced below 1 unless you reach 100% efficiency.
Cost: 900g
Craft DC: 25
Special: This mod can be applied multiple times to a limit of 1/3 Ranks, rounded up. Each time applied reducing the resources expended by 10%.

Flexible
Prerequisite: Armor and shields
Benefit: This mod increase the max dex bonus by 1.
Cost: 150g for light armor, 300g for medium armor, 600g heavy armor
Craft DC: 20
Special: This mod can be applied multiple times to a limit of 1/4 Ranks, rounded up. Each time applied reduces ACP by 1 . Any weapon that is masterwork is considered to have one iteration of this mod on it.

Fluid
Prerequisite: Armor
Benefit: This mod reduces ACP by 1.
Cost: 150g
Craft DC: 20
Special: This mod can be applied multiple times to a limit of 1/4 Ranks, rounded up. Each time applied reduces ACP by 1 . Any weapon that is masterwork is considered to have one iteration of this mod on it.

Hardened
Prerequisite: Any item type
Benefit: This mod increase the hardness of an item by 1/5th its base hardness, minimum of 1.
Cost: 200g for weapons, 100g for armor or equipment, 500g for structures, 300g for vehicles
Craft DC: 15
Special: This mod can be applied multiple times, and stacking the benefit.

Integrated Item
Prerequisite: Any item type
Benefit: This mod integrates a secondary item into the base structure of the primary item. Any integrated item must be two size categories smaller than the primary item. The integrated item cannot be of a higher mastercraft tier.
Cost: The weapon/tool cost +50g.
Craft DC: 30
Special: This mod can be applied multiple times to a limit of 1/3 Ranks, rounded up. Each time applied increases the circumstance bonus by 1.

Output
Prerequisite: Any item
Benefit: You may increase the benefit of the items primary function by 20%. Round down to the nearest whole number. This mod may be applied 1/2 Profession(Engineer) Ranks, rounded up. Weapons would do 20% more damage, armor would have 20% more armor bonus, power generators would produce 20% more power, etc.
Cost: 600g
Craft DC: 30
Special: This mod can be applied multiple times to a limit of 1/2 Ranks, rounded up. Each time applied increases the bonus by 20%.

Precision
Prerequisite: Weapon or siege weapon
Benefit: This mod provides a +1 circumstance bonus to hit.
Cost: 300g for weapons
Craft DC: 20
Special: This mod can be applied multiple times to a limit of 1/4 Ranks, rounded up. Each time applied increases the circumstance bonus by 1. Any weapon that is masterwork is considered to have one iteration of this mod on it.

Sturdy
Prerequisite: Any item type.
Benefit: This mod increases the HP of an item by 1/5th its base HP, minimum of 2 HP.
Cost: 200g for weapons, 100g for armor or equipment, 500g for structures, 300g for vehicles
Craft DC: 15
Special: This mod can be applied multiple times, and stacking the benefit.

Lanth Sor
2018-07-17, 02:19 PM
Currently Working on adding new professions. Please Peach and feel free to add suggestions for talents or balance changes. Currently I would like to clean up the boring Magnum Opi so they have more weight.


Author Design Note's
For use with Pathfinder treat the pathfinders skill ranks as 3 higher in all cases.
Currently there is no plan for an Extra Talent feat as it would impact the effect of boons in a way that potentially detrimental to balance.



Architect

Baker

Barrister

Brewer

Butcher

Clerk

Cook

Courtesan

Driver

Engineer

Farmer

Fisherman

Gambler

Gardener

Herbalist

Innkeeper

Librarian

Midwife

Miller

Miner

Scribe

Shepherd

Stable master

Tanner

Trapper

Woodcutter

nonsi
2018-07-19, 07:00 AM
.
I notice that 11th level "Professor" feature is not specified.

Lanth Sor
2018-07-19, 11:21 AM
There totally missed that one.

nonsi
2018-07-19, 11:50 AM
Professor: Starting a the 11th level, all followers, cohorts, party members, or students may use your ranks in a profession skill in place of your own.


Seems like a typo.

Lanth Sor
2018-07-19, 12:55 PM
Currently working on Porter, some of the professions may get reworks as I flesh out other professions.

roko10
2018-07-19, 03:14 PM
Blacksmith's Boon: Any masterwork item you craft using profession blacksmith can make truly unique items. The blacksmith gains the ability to apply the Mastercraft Mod to items. The highest tier mastercraft alchemy item you can make is 1 + 1 per Blacksmith talent.

Mastercraft Mod: Multiply masterwork bonus of the item by x2. This can be applied multiple times, increasing the multiplier by x1 each time. This may only be applied 1/4 Profession(Blacksmith) Ranks, rounded up.

I am confused by this. Is this a copy-paste error?

noob
2018-07-19, 03:34 PM
so

Scars from a thousand cuts: Gain damage reduction X/-, X equal to con mod, not to exceed Profession(Blacksmith) Ranks.
Scars from a million cuts: Gain damage reduction X/-, X equal to con score, not to exceed Profession(Blacksmith) Ranks. Requires primary profession blacksmith, rank 18{15}.
those two gives the exact same benefit
but one of them is way harder to obtain.
It seems there is probably a typo or something.

Lanth Sor
2018-07-19, 03:46 PM
I am confused by this. Is this a copy-paste error?

Yes, that was, thanks for the spot.


so

those two gives the exact same benefit
but one of them is way harder to obtain.
It seems there is probably a typo or something.

They do provide something different, but the difference is subtle wording. Also, million cuts was suppose to have thousand cuts as a prerequisite which it now does. The difference is million cuts X = Con Score, while thousand cuts X equals Con Modifier, but I've reworded million cuts to reflect a change better.