Profession vs. craft?


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Vardandor wrote:
But my problem is that I am making a dwarf cleric who is an armorsmith by profession because that was what he did before he joined the clergy of said god, so I want to put points into profession because that was his profession but its is listed simply as craft in the skills list.

Just willing to say something to this: give him a level or two of NPC class expert, he'll pick some skills and make them class skills, so you can give it craft (armor) and profession (merchant) so he has some extra ranks on them and still have room left to use craft and profession for other things with his new class. He can spend a few more skill points in those things, so maybe he can fix armors himself or negotiate for better prices on armors to his partners. To balance those levels, give him an extra feat.

I guess you can also use traits to give him an extra bonus in those skills without needing to give him more class levels.


cablop wrote:
Vardandor wrote:
But my problem is that I am making a dwarf cleric who is an armorsmith by profession because that was what he did before he joined the clergy of said god, so I want to put points into profession because that was his profession but its is listed simply as craft in the skills list.

Just willing to say something to this: give him a level or two of NPC class expert, he'll pick some skills and make them class skills, so you can give it craft (armor) and profession (merchant) so he has some extra ranks on them and still have room left to use craft and profession for other things with his new class. He can spend a few more skill points in those things, so maybe he can fix armors himself or negotiate for better prices on armors to his partners. To balance those levels, give him an extra feat.

I guess you can also use traits to give him an extra bonus in those skills without needing to give him more class levels.

I doubt he still needs build advice, seeing as how he posted this 5 years ago.


If you use Unchained Crafting, the skill unlocks can get you *2 or *5 (*7) speed.

Gorbacz wrote:
Craft (armorsmith): OK, Chelaxian full plate. 2 weeks, maybe a bit faster if I work on weekends.

Assume skill unlock, 15+ ranks, and a 5 workday week (7 day week):

15,000 sp / 10 days = 1,500 sp/day needed.
Accelerated crafting DC = 29.
Therefore, skill roll needed is 52.

On the other hand, we can go full revised rules for Item Complexity:
Every Craft attempt is defined by two elements: the time required and the DC. The time required to craft an item is influenced not by an item's price in silver pieces, but rather by its complexity. The DC is likewise influenced by item complexity.

Chelaxian full plate is a very complex item, so the DC = 10 + 10 = 20, with a time frame of 1 week. Exceeding this by 10 means a time unit of 1/4 week.
Roll a 30, and you finish in less than two days.
Roll a 25, and you finish in less than three days.
Roll a 20, and you finish in a week.

Given the take 10 option, and the Crafter's Fortune spell, and masterwork tools, that means you only need 1 rank to finish in a week (so that you get the +3 class skill), 5 to finish in half a week, and 10 to finish in a quarter of a week. If it is not a class skill, the ranks become 3, 8, 13.

With these rules, you can make the most money by building ocean going ships at a rate of 4/week by rolling 30 for each. Pay a 1/3 for materials and sell for 1/2, gaining you 1/6 the price in profit.

Keelboat (UC) is 13,000 gp. 1/6 = 2,166 gp. 4x = 8,666 gp profit. Cost 1,087 gp.
Galley (S&SPG) is 30,000 gp. 1/6 = 5,000 gp. 4x = 20,000 gp profit. Cost 2,500 gp.

If you have the free cash to support the cost, you get the listed profit for a week's work.

Seems a little too good. :-)

/cevah

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