Profession

Profession (Wis)
You are skilled at a specific job. Like Knowledge and Perform, Profession is actually a number of separate skills. You could have several Profession skills, each with its own ranks. A Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge. The most common Profession skills are architect, baker, barrister, brewer, butcher, clerk, cook, courtesan, driver, engineer, farmer, fisherman, gambler, gardener, herbalist, innkeeper, librarian, merchant, midwife, miller, miner, porter, sailor, scribe, shepherd, stable master, soldier, tanner, trapper, and woodcutter.

Profession Check: You can earn half your Profession check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the profession’s daily tasks, how to supervise helpers, and how to handle common problems. You can also answer questions about your Profession. Basic questions are DC 10, while more complex questions are DC 15 or higher.

Action: Not applicable. A single check generally represents a week of work.

Try Again: Varies. An attempt to use a Profession skill to earn income cannot be retried. You are stuck with whatever weekly wage your check result brought you. Another check may be made after a week to determine a new income for the next period of time. An attempt to accomplish some specific task can usually be retried.


Profession (alchemist): Salvage Poison
The poison glands of creatures can be milked for poison, poisonous spores can be gathered, and other natural sources of poison can be found. But such poisons must be processed to remain potent, in their natural state they dry out or become inert very quickly. Instead of using them directly, they can be used as raw materials for a manufactured poison that duplicates the effects of the natural poison. The alchemists binds the toxic substance with oils that conserves it for later use.

Salvaging poison from a creature takes one minute and requires a Profession (alchemist) check with a DC of 10 + the creature’s challenge rating, +10 for a contact or inhaled poison. A success gives ingredients enough for one dose of poison, and every 5 points of margin on the roll gives ingredients for an additional dose. A salvager who lacks the poison use ability and rolls a 1 on the die roll to salvage poison accidentally injects himself. Only one attempt can be made to salvage poison from a creature each day. Poison from a cadaver must be salvaged within 15 minutes of the creature’s death or destruction.

The Profession (alchemist) DC to prepare the poison is the save DC of the poison. The base cost of a salvaged poison depends on the creature’s challenge rating and the type of poison the creature originally had: Ingested or injected: 100 gp times challenge rating. Contact or inhaled: 300 gp times challenge rating. The effect of a finished does of salvaged poison is the same as that of the poison used by the original creature. The value of salvaged ingredients is 1/3 of the value of a finished dose. Usually all trade in poison and components of poisons is illegal or restricted, both the law and rival outlaws might react badly to an attempt to trade in poison.


Profession (glassmith): Craft Glass Weapons
A glassmith can make one-use melee weapons out of glass at 1/10 of the normal cost of the weapon and one-use ammunition at normal cost. Such glass weapons have Hardness 0, half normal hit points, the fragile quality, and always break after they score a hit.

Glass weapons are immune to damage from acid and electricity.

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