Player Guides

Tradeskills - by T.A. Saunders ©2013 v1.5

Trapper The trapper must not only be a skilled hunter and tracker, but must understand where they may most effectively lay their traps to capture the prey they require. Certain territories frown upon this practice and will actively seek out and prosecute Trappers. At the height of their skill, a trapper can trap exotic creatures, potentially without harming them. (Prerequisite: Must have tracking and hunting non-weapon proficiencies).

Tradeskill Proficiency Chart

Novice: The novice can craft/identify/research simple items. (65% chance). 2 EP

Adept: The adept can craft/identify/research items of uncommon quality. (70% chance). 4 EP

Journeyman: The journeyman can craft/identify/research items of unusual magic quality. (75% chance). 8 EP

Master: The master can craft/identify/research items of high magical quality. (80% chance) Additionally, these items may have extra bonuses due to overall quality. (15% chance). 16 EP

Grand Master: The Grand Master can craft/identify/research items of peerless magical quality (85% chance). Additionally, these items may have extra bonuses due to overall quality. (25% chance). If the quality roll is made, there is then a chance if the item in question is a crafted item, that it could be sentient* (15% chance). 32 EP

Legendary: The Legendary craftsperson can craft/identify/research items of peerless magical quality (95% chance). These items may have extra bonuses due to overall quality. (35% chance). If the quality roll is made, there is then a chance if the item in question is a crafted item, that it could be sentient* (20% chance).  Additionally, the Legendary craftsperson is capable of creating artifact-grade weapons, allowing maximum possible bonuses (50%) and one re-roll per month on a possible botched item. (Prerequisite: May only have one trade skill, for the assumption the character has spent their whole lives becoming the pinnacle of their craft). 64 EP

* Certain grandmaster works cannot attain sentience or will require GM approval. Also, items that give bonuses to crafting do not give bonuses to sentience unless otherwise specified.
**Sentience can not be attained on rerolled attempts.
*** Instead of sentient food or drink, the Chef creates permanent stat-gain food or drink.
**** Instead of finding sentient treasure, the Treasure Hunter will find a unique or lore magic item.