Post by Tempus on Jun 6, 2011 7:59:34 GMT -5
Professions: NOTE- Not all professions are complete and listed items are subject to change!
A profession is a skill your character can learn. This skill allows your character to craft unique items such as armor, potions or weapons that can be used or sold in gameplay. All characters may learn a profession but only one profession per character is allowed.
Engineers- This profession teaches you the skill of combining metal and stone to create deadly explosives. Gernades and bombs are your mainstay with succesive training increasing their complexity and devestating effects. Furthering your skill you learn the lost art of AI (artifical intelligence) and can manufacture droids and automatons to perfrom your bidding.
Alchemists- Mixing herbs, animal and vegetable matter or other ingredients, you learn to craft potions and elixers. Increased training improves your skills and biological enzymes can be created and combined into truely unique oils. These ointments can be consumed or used on yourself, weapons or party members and even monsters to produce remarkable effects and duration ability improvements.
Smithing- Smiths learn the art of equipment manufacturing. Whether sewing pelts into fine cloaks or tanning leather into boots; smiths are Dominia's tailors. Armor, shields, cloaks and belts are just some of the useful equipment smiths can craft. As their skills improve, the range of items increases and thier craftsmanship yeilds equipment the likes of which have never been seen before.
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Facts on Professions:
* Each profession has 4 tiers; Journeyman, Novice, Expert and Master.
* Each tier has 3 item grades with set difficulty levels; Low, Medium and High, that increase with each tier.
* Crafting items within a tier requires a check of the players Base Skill Rank (BSR) vs. the Item DC (IDC): (BSR + 1d20 versus IDC).
* Successful crafts net a plus 1 to BSR to a maximum of the item DC within a grade. This skill is stored on the Guild Item the player posses.
* Reaching a BSR level equal to the current item grade grants access to items within the next grade.
* Failed crafts have a 35% chance of loosing the components.
* Players start with a Base Skill Rank of 1.
* Training to a new tier requires a Base Skill Rank equal to the High item DC within the preceeding tier and PC minimum level.
* Journeyman (PC level 1-15), Novice (PC level 15-24), Expert (PC level 24-34), Master (PC level 34-40).
Example:
Journeyman Item DC (IDC) range is 1-61.
Low items are 21, Medium items are 41 and High item DCs are 61.
Player starts with a Base Skill Rank (BSR) of 1.
Since the BSR of the player is only 1, they will not be able to see or craft any of the medium or high level items yet.
With the proper items, a player trying to craft a low item needs a 20 to successfully make the craft but subsequent passes will increase their BSR until eventually, all rolls are successful. Once a BSR 21 is reached, they will be able to craft the Medium items.
Pattern repeats until all items with the Jouorneyman tier can be crafted.
Once a BSR of 61 is reached, provided the player is at least level 15, they will be able to train for the next tier of the profession.
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Engineer Items:
Bombs- Area of effects or single targets with no saving throw)
Grenade- 4d20 fire damage to single target
Bomb- 2d20 sonic damage to each target in area (medium size)
Satchel Grenade- 3d20 magic to all in area (medium size)
Dirty Bomb- 5d20 initial fire damage to single target then, 4d20 acid damage per round w/ 80% movement decrease (fort save vs. DC 40) for 5 rounds to all entering area
Subterfuge-
Viscous Grenade-
Psych Bomb-
Chicken Pot Pie-
Bots- (Devices that act as loyal servants until destroyed)
Automaton-
Steel Warrior-
Goliath-
Disposable Hero-
A profession is a skill your character can learn. This skill allows your character to craft unique items such as armor, potions or weapons that can be used or sold in gameplay. All characters may learn a profession but only one profession per character is allowed.
Engineers- This profession teaches you the skill of combining metal and stone to create deadly explosives. Gernades and bombs are your mainstay with succesive training increasing their complexity and devestating effects. Furthering your skill you learn the lost art of AI (artifical intelligence) and can manufacture droids and automatons to perfrom your bidding.
Alchemists- Mixing herbs, animal and vegetable matter or other ingredients, you learn to craft potions and elixers. Increased training improves your skills and biological enzymes can be created and combined into truely unique oils. These ointments can be consumed or used on yourself, weapons or party members and even monsters to produce remarkable effects and duration ability improvements.
Smithing- Smiths learn the art of equipment manufacturing. Whether sewing pelts into fine cloaks or tanning leather into boots; smiths are Dominia's tailors. Armor, shields, cloaks and belts are just some of the useful equipment smiths can craft. As their skills improve, the range of items increases and thier craftsmanship yeilds equipment the likes of which have never been seen before.
================================
Facts on Professions:
* Each profession has 4 tiers; Journeyman, Novice, Expert and Master.
* Each tier has 3 item grades with set difficulty levels; Low, Medium and High, that increase with each tier.
* Crafting items within a tier requires a check of the players Base Skill Rank (BSR) vs. the Item DC (IDC): (BSR + 1d20 versus IDC).
* Successful crafts net a plus 1 to BSR to a maximum of the item DC within a grade. This skill is stored on the Guild Item the player posses.
* Reaching a BSR level equal to the current item grade grants access to items within the next grade.
* Failed crafts have a 35% chance of loosing the components.
* Players start with a Base Skill Rank of 1.
* Training to a new tier requires a Base Skill Rank equal to the High item DC within the preceeding tier and PC minimum level.
* Journeyman (PC level 1-15), Novice (PC level 15-24), Expert (PC level 24-34), Master (PC level 34-40).
Example:
Journeyman Item DC (IDC) range is 1-61.
Low items are 21, Medium items are 41 and High item DCs are 61.
Player starts with a Base Skill Rank (BSR) of 1.
Since the BSR of the player is only 1, they will not be able to see or craft any of the medium or high level items yet.
With the proper items, a player trying to craft a low item needs a 20 to successfully make the craft but subsequent passes will increase their BSR until eventually, all rolls are successful. Once a BSR 21 is reached, they will be able to craft the Medium items.
Pattern repeats until all items with the Jouorneyman tier can be crafted.
Once a BSR of 61 is reached, provided the player is at least level 15, they will be able to train for the next tier of the profession.
========================
Engineer Items:
Bombs- Area of effects or single targets with no saving throw)
Grenade- 4d20 fire damage to single target
Bomb- 2d20 sonic damage to each target in area (medium size)
Satchel Grenade- 3d20 magic to all in area (medium size)
Dirty Bomb- 5d20 initial fire damage to single target then, 4d20 acid damage per round w/ 80% movement decrease (fort save vs. DC 40) for 5 rounds to all entering area
Subterfuge-
Viscous Grenade-
Psych Bomb-
Chicken Pot Pie-
Bots- (Devices that act as loyal servants until destroyed)
Automaton-
Steel Warrior-
Goliath-
Disposable Hero-