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NEW RULES
In this game enhancement, we present you with new
rules to implement into your game. These rules are a
supplement to those found in the Player’s Handbook.
PROFESSIONS
Professions allow additional background
development concerning what trade, craft, livelihood,
or professional role, a character played before setting
off for high adventure. Professions are a direct result
of a character being apprenticed for a period of time
to learn a trade or livelihood. Techniques and skills a
character learned while an apprentice are carried with
them throughout their adventuring career.
Once a profession is selected, the benefits are
added immediately to the character’s additional class
abilities at 1st level.
However, the character
also receives a negative
starting experience total.
This represents the time
a character spent under
an apprenticeship to earn
the bestowed benefits.
Once this experience
point penalty is
redeemed, a character no
longer needs to pay the
cost for apprenticeship.
PROFESSIONS
A Game Enhancement
CREDITS
Design:
Joshua Raynack
Editing:
Doug Meershaert
Web Production
and Development: Ryan Rawls
Graphic Design: Ryan Rawls
J s a k
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d20 Modern, Dungeons & Dragons, and Wizards of the Coast are trademarks of Wizards of
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All Alea characters, character names, and the distinctive likenesses
thereof are trademarks owned by Alea Publishing Group.
This material is protected under the copyright laws of the United
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material or artwork contained herein is prohibited
without the express written permission of
Alea Publishing Group.
©2005 Alea Publishing Group
All rights reserved.
Made in the U.S.A.
This product is a work of fiction.
Any similarity to actual people, organizations, places,
or events is purely coincidental.
Roleplaying Tips
When being apprenticed, your
character was introduced to many
different people. Who were these
patrons and how did they influence
your character’s life before setting off
down the path of adventure? Do you
still visit them? Are they still alive?
These questions and more can help
you and your GM flesh out a more
tangible and realistic background for
your character.
No character may take more than one profession.
Furthermore, professions are selected only at 1st
level. You may not choose the Noble Born back-
ground (from Backgrounds: Game Enhancement)
should you choose a profession marked with an aster-
isk.
CRAFT POINTS
Crafts points are an abstract tool that can be used dur-
ing downtime while a character fashions an item.
They help speed up the game without hampering the
flow of the campaign over minute details such as
tools, laboratories, and the hours of drudgery needed
to produce just one item.
To craft an item without spending the normal
labor time, a character with access to the appropriate
amount of craft points and the proper item creation
feats can pay one-tenth the item’s market price in
craft points (minimum 1 point). She must also pay
the material costs equal to one-half the item’s market
price, replacing the normal material cost for crafting
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an item. For a magic item, the character must also
pay the normal experience point cost for crafting the
item. Once a character declares that he is spending
these craft points and gold pieces (don’t forget about
those experience points for magic items), the item is
automatically completed one day later, usually the
next morning.
It might seem that the item created appeared
instantly. However, this entails that the character has
been slowly working on the item during their
“downtime.”
To spend craft points toward the creation of an
alchemical, masterwork, or magic item, you must
have the requisite Craft feat (see Feats for more de-
tails) or assist someone who does. Otherwise, a char-
acter must use the normal rules for creating such
items. However, crafting nonmasterwork armor and
weapons or simple items such as tools, chests, sad-
dles, and the like, does not require a Craft feat. Any-
one who helps with the creation of such items can
contribute craft points at the normal rate.
For nonmagical items, you must make a suc-
cessful Craft check (see the Player’s Handbook for
the appropriate DCs) to complete an item. For a
masterwork item, use the DC of the item or the mas-
terwork component, whichever is higher. A failed
check means you waste one-half of the gold pieces
and craft points required for the item. However, a
character may try again as soon as the next day if you
still have enough gold pieces and craft points to com-
plete the item. Magic items require no skill check to
complete.
You can reduce the amount of craft points re-
quired by increasing the amount of time you spend
working on the item. For nonmagical items, reduce
the craft point cost by 1 point for every 100 sp of
work you contribute to the item’s creation (see the
Player’s Handbook for more details about the craft
skill). For magic items each 8-hour day spent work-
ing on the item reduces the craft point cost by 100.
An Example How Craft Points Work
Gillian the Arm, a master craftsman, is using craft points
to create a suit of armor for the noble knight, Andrew of
Weatherton. A masterwork suit of full plate armor has a
market price of 1,650 gp. Gillian, using the Craft Armor
feat, pays only one-third of this price and makes either a
daily or a weekly Craft (armorsmith) check to slowly
complete the armor.
However, he chooses to pay one-half the market
price and spends 165 of his craft points to complete it
only a day later with a successful Craft (armorsmith)
check (DC 20). Unfortunately, he fails his check, which
costs him 412 gp and 82 craft points. Gillian, decides that
he is going to take it a bit slower, then finish quickly by
spending 165 craft points minus 1 per 100 sp of work he
has already completed.
If Andrew of Weatherton wanted to enchant his
already masterwork armor into a +2 full plate suit (4,000
gp to enchant), Gillian the Arm, assuming he had the
Craft Magic Arms and Armor feat, he could either spend
4 days (and 2,000 gp) to craft the item, or he could sim-
ply spend 400 craft points. Gillian, however, decides to
save a few craft points on his other projects and spends
two 8 hour days toiling over the armor, saving him 200
craft points.
Gaining Craft Points
This game enhancement offers two ways to gain craft
points. First and foremost, there are feats that grant
access to craft points. Furthermore, a character can
select a profession that allows accumulation of craft
points (see Profession Descriptions and Feats b elow).
PROFESSION
DESCRIPTIONS
Apothecary
You earned a place by concocting antidotes for poi-
sons and drugs.
Apprenticeship: -250 xp.
Benefit: You gain a +2 competence bonus to saves
against drugs and poisons.
Assisting
Up to three assistants can contribute craft points to
the primary crafter, who must have the appropriate
Craft feat or access to craft points. Assistants who
have the appropriate Craft feat or access to craft
points can contribute craft points at full normal value.
The primary crafter must contribute at least half of
the craft points required to make an item.
It does not matter who contributes the gold
piece cost in creating the item. However, only the
primary crafter can contribute experience points to-
ward the creation of a magic item.
Armorsmith*
As a young child, you were apprenticed to the local
armorsmith.
Apprenticeship: -500 xp.
Benefit: You gain a 100 craft points per level to create
nonmasterwork armor (see Craft Points f or details on
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Which profession is most suited
for your needs in a career of ad-
venturing? Is being an apothe-
cary your forte?
skill checks. You may move at your full speed with-
out taking a —5 penalty on Balance checks.
Bookkeeper
You spent most of your youth helping elderly mages,
clergy, or lawkeepers, with maintaining and organiz-
ing their vast collection of books.
Apprenticeship: -750 xp.
Benefit: You gain a +2 competence bonus to all
Knowledge skill checks. You also gain an ability
similar to the Bardic Knowledge ability, save that the
bonus is equal to one-half your character level + In-
telligence modifier.
Bowyer/Fletcher*
You were apprenticed to the local maker of bows and
arrows.
Apprenticeship: -500 xp.
Benefit: You gain a 100 craft points per level to create
both normal and composite longbows and shortbows
as well as arrows (see Craft Points for details on craft
points). In addition, the cost of repairing such items
is one-tenth of the item’s price.
Normal: Without this profession, a character cannot
use craft points to create an item, unless that charac-
ter has the appropriate feat or class ability.
craft points). In addition, the cost of repairing such
an item is one-tenth of the item’s price.
Normal: Without this profession, a character cannot
use craft points to create an item, unless that charac-
ter has the appropriate feat or class ability.
Brewer
You worked in an inn and learned to brew all sorts of
concoctions.
Apprenticeship: -250 xp (-150 xp for female charac-
ters).
Benefit: To brew a potion with the Brew Potion feat,
you may spend 1/20 of the base price in XP instead of
the normal 1/25.
Basketweaver*/Weaver*
As a weaver, your fingers became nimble and pre-
pared them for the precarious casting of spells.
Apprenticeship: -750 xp.
Benefit: Add 1 to the DC of all somatic spells you
cast.
Blacksmith*
You have learned how to strengthen the metals you
hammered during your apprenticeship.
Apprenticeship: -750 xp.
Benefit: Metal objects you create have their hardness
and hit points per inch of thickness increased by 2.
In addition, the following armors you create have
their Armor Class increased by 1: chain shirt, chain-
mail, breastplate, half-plate, full-plate, and all steel
shields. This extra increase in armor bonus does not
add to the cost of creating an item.
Calligrapher
You have learned from your master than penmanship
is also a work of art.
Apprenticeship: -250 xp (-150 xp for Turcomen para-
gons and Oriental characters).
Benefit: Your diligence in the formulating of script
allows you to reduce the cost of writing a spell in you
spellbook to 75 gp per page instead of the normal 100
gp per page.
Carpenter*
You have learned how to identify particularly strong
grains of wood during your apprenticeship.
Apprenticeship: -500 xp.
Benefit: Wooden objects you create have their hard-
ness and hit points per inch of thickness increased by
2. In addition, all wooden shields you create have
their Armor Class increased by 2. This extra increase
Boatman/Sailor
You call the raging river or deep ocean home. You
feel quite at ease living out in the open breeze during
your apprenticeship as a boatman or sailor.
Apprenticeship: -250 xp.
Benefit: You gain a +2 competence bonus to all Swim
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in shield bonus does not add to the cost of creating an
item.
Farmer*
You learned the simple peasant trade of farming.
Apprenticeship: -150 xp.
Benefit: You are proficient in the sickle and scythe.
In addition, all of your common meals are provided
for free.
Cobbler*
As an apprentice to a master cobbler, you have also
learned to make great footwear to maximize comfort.
Apprenticeship: -100 xp.
Benefit: You can increase your One Hour (Overland)
movement by one step (see Player’s Handbook
Chapter Nine: Adventuring for details about overland
movement).
Fisherman
You are skilled in fishing for great prey as was your
mentor.
Apprenticeship: -750 xp.
Benefit: A character with this profession gains a +2
bonus on Bluff, Listen, Sense Motive, Spot, and Sur-
vival checks when using these skills against creatures
with the aquatic subtype. In addition, she gets a +2
bonus on weapon damage rolls against creatures with
the aquatic subtype.
Cook
You have learned to provide sustenance and nourish-
ment with your cooking ability.
Apprenticeship: -150 xp (-100 xp for halflings).
Benefit: Once per day, you may prepare a meal(s)
that heals 1 point of damage to the character eating
the meal (to a maximum of 1 per person). It takes 1
hour to prepare a meal(s) and you may provide 1 meal
per character level.
Gemcutting
Your master had a fine eye for precious materials such
of which he passed down to you.
Apprenticeship: -150 xp.
Benefit: Appraise is now considered to be a class skill
for this character.
Driver/Teamster*
You learned how to handle horses to acclimate a bet-
ter time when delivering goods.
Apprenticeship: -250 xp.
Benefit: Your mounted speed is increased an addi-
tional 5 feet.
Guide
You were apprenticed to a ranger and learned to track
a number of creatures.
Apprenticeship: -750 xp.
Benefit: You gain the Track feat and have a +2 com-
petence modifier to Survival skill checks.
Real World History
The guild was made up by experienced and confirmed ex-
perts in their field of handicraft. They were called master
craftsmen. Before a new employee could rise to the level
of mastery, he had to go through a schooling period during
which he was first called an apprentice. After this period he
could rise to the level of journeyman . Apprentices would
typically not learn more than the most basic techniques
until they were trusted by their peers to keep the guild's
or company's secrets. Some argue that the title journeyman
is derived from the itinerant nature of the position. How-
ever, it is more likely that the title derives from the French
word for 'day' (Jour) from which came the middle English
word 'journei'. Journeymen were generally paid by the day
and were thus day laborers. After being employed by a
master for several years, and after producing a qualifying
piece of work, the apprentice attained the rank of journey-
man and was given a letter which entitled him to travel to
other towns and countries to learn the art from other
masters. These journeys could span large parts of Europe
and were an unofficial way of communicating new methods
and techniques.
Herbalist
You have learned to provide healing with knowledge
of herbal remedies.
Apprenticeship: -150 xp (-100 xp for elves).
Benefit: Once per day, you may prepare a herbal rem-
edy that heals 1 point of damage to the consumer (to
a maximum of 1 per person). It takes 1 hour to pre-
pare herbal remedies and you may provide 1 herbal
remedy per character level.
Herder/Rancher*
You were trained to corral and herd animals. You
have a knack at getting them to do want you want.
Apprenticeship: -150 xp.
Benefit: Handle Animal is now considered to be a
class skill for this character.
Hunter
You are skillful in hunting great animals as was your
mentor.
Apprenticeship: -750 xp.
Benefit: A character with this profession gains a +2
904578297.005.png
bonus on Bluff, Listen, Sense Motive, Spot, and Sur-
vival checks when using these skills against animals.
In addition, she gets a +2 bonus on weapon damage
rolls against animals.
Creating New Professions
The professions provided in this game enhance-
ment are only a few compared to the many jobs a
medieval society had. The most difficult process in
creating a profession is assigning an apprenticeship
XP penalty. Take in consideration how often the
benefit will come into play. If it comes up too of-
ten, maybe it should be a feat instead. Use your
judgment and these already existing professions as
guidelines. Most importantly, talk to your players
about introducing new professions and see how
they respond. And remember, this is your game
and should you find that any of these apprentice-
ship penalties are too low, then simply make the
necessary adjustments.
Innkeeper
Your were apprenticed at a well-traveled inn.
Apprenticeship: -150 xp.
Benefit: Gather Information is now considered to be a
class skill for this character.
Leatherworker*
Leather is malleable in your hands allowing maxi-
mum comfort.
Apprenticeship: -250 xp.
Benefit: For each of the following armors you create,
you may either increase the maximum Dexterity bo-
nus by 1 or reduce the arcane spell chance failure by
5%: padded, leather, studded leather, and hide. This
extra increase does not add to the cost of creating an
item.
of a great artesian. You have a good eye for great
works of art.
Apprenticeship: -500 xp.
Benefit: Each art item that you sell or create has an
increased value of 10%.
Locksmith*
Through your apprenticeship, you have a keen eye
for mechanical contraptions.
Apprenticeship: -200 xp.
Benefit: Disable Device and Open Locks is now con-
sidered to be a class skill for this character.
Porter*
Your life before adventuring was carrying goods and
supplies of other adventurers.
Apprenticeship: -500 xp.
Benefit: Your carrying capacity, in relation to size, is
increased by one step. For instance, a small creature
is considered a medium-size creature and a medium-
size character is considered large for purposes of car-
rying capacity (see Player’s Handbook Chapter Nine:
Adventuring for details about carrying capacity).
Lumberjack*
You worked as a logger, either harvesting raw materi-
als or expanding farmland. You have skill in cutting
down even the toughest of plants.
Apprenticeship: -750 xp.
Benefit: A character with this profession gains a +2
bonus on Bluff, Listen, Sense Motive, Spot, and Sur-
vival checks when using these skills against plants.
In addition, she gets a +2 bonus on weapon damage
rolls against plants.
Scribe
While apprenticed to a mage or the clergy, you were
able to fine tune your scribing skills.
Apprenticeship: -150 xp.
Benefit: To scribe a scroll with the Scribe Scroll feat,
you may spend 1/20 of the base price in XP instead of
the normal 1/25.
Miner*
You spent most of your apprenticeship underground
building tunnels for passage, sieges, finding precious
metals, either for your own profit or as a slave to one
of the dark races.
Apprenticeship: -150 xp (-100 for dwarves and
gnomes).
Benefit: You gain the stonecunning ability possessed
by a dwarf. Should you have this ability already, you
receive an additional +2 competence bonus to Search
checks to notice unusual stonework.
Siege Engineer
Your master surveyed many battles with large siege
machines.
Apprenticeship: -250 xp.
Benefit: Once per day, you may re-roll any attack roll
involving siege engines and grenade-like weapons.
You must take the result of the re-roll, even if it is
lower than the original result.
Shipwright
You and your master have had a hand in building
Painter/Sculptor
You spent most of your childhood under the tutelage
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