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| ** '''Lasso Mastery''' | | ** '''Lasso Mastery''' |
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− | ===Astrology=== | + | ===Alchemy=== |
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− | * Profession [Astrology] | + | ** '''Alchemist's Hide''': The character gains a +2 competence bonus to Fortitude defenses against inhaled poisons, or ingested poisons, contact poisons, injury poisons, and acid. |
− | This advanced study topic bestows the ability to prepare horoscopes for people. Preparing horoscopes requires the ability to observe the night sky for at least one hour plus half an hour per horoscope subject, followed by another half-hour of paperwork per subject (calculations and so forth), typically carried out the following morning, then a DC 20 Knowledge (Astronomy) check for each subject (failures cannot be retried until the following night). If successful, a three-day horoscope for that person will be produced, starting on the morning after the observations were made. For each day of each person's horoscope, roll a d6: a 1 or 2 is an "inauspicious" result, a 3 or 4 is neutral, a 5 or 6 is an "auspicious" result. An inauspicious result confers a -2 Luck penalty on all saving throws and skill checks and a -1 Luck penalty on attack rolls, AC, Spell Resistance (if the character has it), opponent save DC's versus spells cast by that person, and caster level checks to overcome an opponent's Spell Resistance. An auspicious result has the opposite effect, bestowing equivalent Luck bonuses. Multiple successful horoscopes will always produce the same results per day for each subject. Typically, a party might use this information to take a day off on an inauspicious day for most of the party (if circumstances permit), or prepare extra protective spells on such a day, while embarking on risky ventures on a predominantly auspicious day. Specialist equipment is required (spyglass, sextant, star charts) and the astrologer must be familiar with the night sky of the world he/she is operating on: furthermore, the subject's date and place of birth must be known. The subject must be a native of that world, and cannot be a native outsider. The effect of an inauspicious horoscope cannot be avoided: characters should assume that the fluctuating effect of "good days" and "bad days" are normally smothered by the randomness of fate but would happen regardless. At the DM's discretion, an astrologer might also become aware of major imminent events such as natural disasters or the death of kings.
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− | * Occupation [Astrologer]
| + | ** '''Antidote''': When attempting to use Heal to counter the effects of poison, you may reroll the check, taking the better of the two rolls. |
− | Primary Skill: Profession [Astrology]
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− | Secondary Skills: Knowledge [Arcana/Astronomy], Use Magic
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− | Capital: Medium
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− | Resources: High
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− | Risk: Low
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− | ** ''' ''': | |
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− | ===Miner===
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− | * Profession [Miner]: Prospection - The first step of staking a claim is prospecting for a promising site. After a week of surveying a player makes a Profession [Miner] check to determine the scope of the find.
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− | DC Claim
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− | 20 Flash in a pan (Yield: Profession check x 1/2 Taps out: 2 months)
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− | 25 A few nuggets (Yield: Profession check x 1 Taps out: 2 months)
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− | 30 Decent (Yield: Profession check x 3 Taps out: 6 months)
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− | 35 Bonanza! (Yield: Profession check x 5 Taps out: 1 year)
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− | 40 El Dorado! (Yield: Profession check x 10 Taps out: 2 years)
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− | Typically, a claim is ten to twenty acres in size. One week of work and Profession [Miner] DC 20 check is required to make the necessary preparations (diverting waterways, camp set up etc.). Thereafter, each week the Head Miner takes 10 on a Profession [Miner] check to determine the yield as indicated above. A crew of four is needed to properly work one claim. The Foreman takes a -2 penalty to his Profession check for each miner less than four.
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− | * Granite Quarry (category:Small, Medium x 2, Large x 3, Huge x 4)
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− | Extraction cost/ton: 312.5cp
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− | Monthly supply: 76 tons
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− | Workers: 5
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− | Monthly worker wage: 200cp
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− | Granite@quarry(1 ton): 350cp
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− | Monthly Quarry profit: 256gp
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− | * Building in Stone
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− | Building in stone, though long desired has been subject to a major limit. Stone must be quarries, transported, prepared. The amount of time required to quarry stone for a fortress can be substantialy greater than the time required to construct the fortress itself. This is why many plunder previous sites and build using cheaper methods.
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− | CIVIL WORKS | DESCRIPTION | MATERIAL EXTRACT COST | TIME TO QUARRY (Small Quarry)
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− | Tower (1/4 acre) | 1 large tower (60' high x 80' x 80' base)=12,768 tons | 39,900gp | 17 years
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− | Keep (1/4 acre) | As Tower + 1 small round tower (60' high x 50' diameter)= 18,500 ton | 57,813gp | 25 years
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− | Castle (1 Acre) | As Tower + 4 small round towers (30'high x 50 diameter) + Stone Wall (600' long x 20' high x 10' wide)=31,069 ton | 97,136gp | 41 years
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− | Huge Castle (3 acres) | 1 Large rectangle Keep (60' high x 160' long x 80' wide) + 6 Small Rnd Towers (30' high x 50' diameter) + Stone Wall (2670' long x 20' high x 10' wide)=83,310.8 ton | 229,403gp | 110 years
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− | * Occupation [Miner]
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− | Primary Skill: Profession (Miner)
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− | Secondary Skills: Knowledge (Architecture/Engineering/Geology), Appraise
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− | Capital: High
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− | Resources: Medium
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− | Risk: High
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− | * Mining Hazzards
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− | ** Cave-In
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− | ** Flooding
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− | ** Gas-Bubble
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− | ** Lava Bubble
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− | ** Diamond Dog Tunnel
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− | ** Cave Monster
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− | ** '''Find Treasure''' (Sp): A miner can use this ability n times/day. It allows him to detect precious metals and stones within a 20 ft' radius around him. The effect lasts an amount of rounds equal to his class level (max. 10 rounds) 1st Round- The presence is detected 2nd Round- The type of a single precious mineral is detected 3rd round and up- The location of all types in the vicinity is discovered.
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− | ===Fisherman===
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− | * Profession [Fishing]: Fishing has to do with having the right bait, in the right spot, at the right time. You can resolve that with some die rolls to simulate that some times the fish are biting, some times they're not. A bite does not mean you got a fish, only that you have a chance to reel him in.
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− | So, let's say the PC must wait N units of time until the next "bite", where N is deterimined by rolling 1d20. and the units of time might be rounds, minutes or hours (for slow spots) (perhaps 1d3 1=rounds, 2=minutes, 3=hours).
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− | Now, you the GM need to know what's on the hook, they player won't really know until they pull him up. And the reeling is the real game. So, make yourself a big table of fish, and each one should have a roll to choose the size (because size matters). For each fish, it could be really small (young), or really big, or more likely, somewhere in between.
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− | The size of the fish is what really determines how hard it is. Bigger fish fight harder, and are more likely to break the line.
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− | So now, you know there's a bite, and what's on the line (more importantly, how big it is).
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− | I recommend making it 3 stages (dice rolls/skill checks). The first is to set the hook. Probably the easiest stage make it the easy DC + size of fish modifier. Next, reeling it up. This is harder, so use a higher DC + size of fish modifier. Reeling in a fish in deep water takes awhile. Last, is getting it the last bit of distance and on the boat. This is the hardest. I found that the fish action is stronger, because the line distance and pole distance is so short. Similar formula, except a higher DC.
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− | The size of fish modifier, is something you'll have to work out. Let's try 10, 12, 15 DC for the base DCs of the 3 stages (assuming that for small fish, a person can reasonably catch the fish).
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− | Fine Fish: -5 DC
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− | Diminutive Fish: +0 DC
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− | Tiny Fish: +5 DC
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− | Small Fish: +10 DC
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− | Medium Fish: +15 DC
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| ===Priest=== | | ===Priest=== |