Playthings of Mad Gods

GLOG Class: The Craftsmaster

"Why did you start adventuring? It was not the money, you already have enough of it. Was it wanderlust? Or maybe you have something to prove? Or maybe you just found out that a tradesperson may earn quite a lot when following a band of mercenaries? In either case, you're in for a ride."

A blacksmith honing his craft

The Craftsmaster:

Knowledge of the Trade: Learn a new trade from the list of Starting Skills for each new template after the first. Also, if there is the slightest chance for you to know something about any trade you specialize in, your GM is obligated to tell it to you if you analyze it.

An Honest Work: You have something that almost no adventurer has - an honest work. While having the tools for any of your trades and being in a civilized location, you may earn enough to survive and live a middle class lifestyle (upper middle class at 2 templates of this class, lower upper class at 3 templates of this class and upper class at 4 templates of this class)

More With Less: You learn to cut corners when making your items - sometime to a ridiculous extent. You may craft goods at 75% price of their ingredients with no issues in their quality, and at 50% price causing any test that involves them to have a -1 penalty.

Superior Crafting: Alternatively, if you spend twice the normal amount of time and money on an item you are creating, all tests that use it are to be made with a +1 bonus (it is not magical, just that good). It is worth 4 times the usual price of the item.

Trade Secret: Choose one of your trades - you learn something that may revolutionize it. If the campaign is set in a medieval setting, you may create something that is from the renaissance. If it is set in the renaissance, you may create something from the time of The Enlightenment, and so on.

Never Stop Learning: For every week spent learning of a trade, roll d6. On a 1 you learn it and may add it to your list of skills, in which case all of your templates apply to it.

#Class #GLOG