Proposed WA Updates
This page will provide a list of proposed WA updates for easy viewing, before replacing the actual feature on WA, so both the update and the current version can be viewed.
Updated Feats
Update to the Ritual Caster feat - LinkResearching Enchantments
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- Prerequisite(s): You must possess a set of Enchanting Tools.
- For every day spent Researching Enchantments, you gain 2 Downtime XP Ticks.
Starting Enchantments
When you would gain Proficiency in the Enchanting Supplies toolkit, you gain a single enchantment group of your choice, as given in the Crafting Guide. Whenever your Proficiency level in Enchanting Supplies would improve, you gain an additional enchantment group of your choice known for free. Once chosen this cannot be changed.Ascertain Enchantment
- Prerequisites: You must possess a Enchanter Supplies' Craft Score equal to or greater than 10 + 4 per Rarity grade of the given enchantment at its earliest availability. For example, Animate shield's earliest step is Superior Grade, Very Rare Step , thus you will need a Enchanter's Supplies' Craft Score of 30 to learn this enchantment.
- Cost: You must spend an amount of Arcanist Ink to perform this action equal to 1/5th of the base Reagent cost of the earliest rarity step of the given enchantment. For example, Animate shield's earliest step is Very Rare, thus you will need 78gp worth of Arcanist Ink to learn this enchantment.
Copy Enchantment
- Prerequisites: You must possess a Enchanter Supplies' Craft Score equal to or greater than 10 + 4 per Rarity grade of the given enchantment at its earliest availability. For example, Animate shield's earliest step is Very Rare, thus you will need an Enchanter Supplies Craft Score of 30 to learn this enchantment.
- Cost: You must spend an amount of Arcanist Ink to perform this action equal to 1/10th of the base Reagent cost of the earliest rarity step of the given enchantment. For example, Animate shield's earliest step is Very Rare, thus you will need 34gp worth of Arcanist Ink to transfer this enchantment.
Practicing A Profession (PAP)
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- Prerequisite(s): None.
Profession Table
PROFESSION TIER | WEALTH/DAY | PROFESSIONS |
---|---|---|
T0 | 1gp/day | Hermit, Unemployed. |
T1 | 5gp/day | Alchemist, Enchanter, Leatherworker, Mason, Smith, Weaver, Woodcarver,Merchant. |
T2 | 6gp/day | Apothecary, Brewer, Cook, Glassblower, Hermit, Jeweler, Tamer. |
T3 | 8gp/day | Butcher, Engineer, Farmer, Fisher, Herbalist, Hunter, Lumberjack, Miner. |
T4 | 10gp/day | Acolyte, Architect, Artist, Barber, Cartographer, Cobbler, Entertainer, Gladiator, Pirate, Potter, Sage, Sailor, Outlander. |
T5 | 12gp/day | Adventurer, Anthropologist, Charlatan, Courtier, Court Mage, Criminal, Investigator, Knight, Mercenary, Noble, Sex Worker, Soldier, Spy. |
Effects
For every day of Downtime spent practicing a profession, you gain an amount of coin based upon your profession and profession tier.- For every Proficiency Bonus increase(Lv5, Lv9, etc ), you increase your wealth/day by 5gp. If your profession lacks any associated tools, this increases is instead by 8gp.
- If you own a structure that has a component tied to your given Profession to be Practiced and it is operational, you increase your wealth/day by 2gp per Quality tier of that structure when practicing that profession.
- Additionally, If you own a structure, you increase your wealth/day by 2gp per Income modifier of the given structure. For example, a Caravansary structure component has an Income modifier of +2, thus having a structure with this component would provide 4gp to wealth/day.
- If you are an Expert in the profession’s given Tool, you increase your wealth/day by 1gp. If you are a Master in the profession’s given Tool, you instead increase it by 2gp. If your profession does not list a tool, or lists that you can choose any one tool of your choice, this benefit does not apply to that profession.
- Being proficient with all Martial Weapons counts as Expertise for the purposes of wealth in the following Professions: Adventurer, Gladiator, Knight, Mercenary, and Soldier.
Other Effects
- For every day spent Practicing a Profession, you gain 2 Downtime XP Tick.
- For every 4 days spent Practicing a Profession, you reduce your Lifestyle Expenses by 10% x your Tier of Play, per 4 days worked, up to 50%
- For every 10 days spent Practicing a Profession that matches your Profession trait, you gain 1 Influence within your current Region.
For Example: Pretend that you are paying 30gp for a period's Upkeep. A lvl 1 Miner spending 12 days practicising as Miner would reduce his upkeep by 30%. A lv5 Miner spending 12 days practicising as a miner would instead reduce his upkeep by 50% which then caps at 50%.
Profession Traits
- WiP The profession you practiced before game start plays a role in how you view the world, and how you were shaped as an individual; as such, each character gains one of the following traits, which is chosen based off of the job or tasks you practiced before your life of adventure. Your Profession Trait provides you with a variety of benefits, is part of what determines your starting wealth, and determines how much you make while Practicing your Profession in Downtime. [spoiler]Profession Traits
The following lists the base Profession Traits available:Acolyte
An acolyte is anyone who spent their non-adventuring adult life in a chapel, temple, cloister, or similar facility, performing duties in the name of a deity.- You gain the ability to cast a single Cantrip from one of the Divine or Primal spellcasting classes; your Spellcasting ability with this cantrip is the same as the chosen class's.
- You gain Proficiency in one of the following skills: Deception, Occultism, Persuasion, or Religion. Additionally, you gain Proficiency in Ritual Implements and gain an additional Language related to your faith, generally from the following list: Abyssal, Aklo, Celestial, Druidic, Infernal, Necril, Primordial, Shadowlands, Spirit Tongue, or Sylvan.
- You gain Lore in the following: (deity) Faith.
- You gain Lore in one of the following: (deity) Religious Practices, (deity) Rituals and Ceremonies, or (region) (Local Area), and adds these to the list of Lore's you can take from your Origin; and adds these to the list of Lore's you can take from your Origin.
- Finally, you begin the game with the following starting gear: a flask of Holy Water, Holy Text of your deity, a coin pouch containing 7 gp and 5 sp.
Adventurer
An adventurer is anyone who never stays in one place for too long and — typically — makes their living by doing odd-jobs — which are often dangerous and often involve some sort of bloodshed.- You gain Proficiency with Simple Weapons, Martial Weapons (must be Proficient with Simple Weapons), or one Exotic weapon of your choice (must be Proficient with Martial Weapons). Additionally, you gain Proficiency with one Armor type- (Light armor if you lack any form of armor proficiency, Medium Armor if you have Light armor proficiency, and Heavy if you have Medium armor proficiency), or in Shields.
- You gain Proficiency in any one skill of your choice. Additionally, you gain a bonus Language of your choice that is neither secret or forgotten.
- You gain Lore in two of the following: (region) Folklore, (region) Flora, (region) Fauna, (Monster Type) (Monster Subtype), (region) (Local Area), or (region) Monstrous Fauna; and adds these to the list of Lore's you can take from your Origin.
- Finally, you begin the game with the following starting gear: an Adventurer’s Kit, a memento from your first quest, and a coin pouch containing 10 gp and 5 sp.
Alchemist
An alchemist is someone who knows and understands the various alchemical formulae which — through proper combinations — can create potent alchemical creations.- You increase your Craft Score with Alchemist Supplies by 2.
- You gain Proficiency in one of the following skills: Arcana, Medicine, or Nature. Additionally, you gain Proficiency in Alchemist Supplies.
- You gain Lore in the following: Fundamentals of Alchemy.
- You gain Lore in one of the following: (region) (Local Area), (region) Flora, (region) Fauna, and adds these to the list of Lore's you can take from your Origin.
- Finally, you begin the game with the following starting gear: a set of Alchemist Supplies and a coin pouch containing 10 gp and 5 sp.
Apothecary
An apothecary is someone who tends to the sick, produces tinctures and poultices to heal and restore the wounded, and performs surgeries in extreme cases, generally though they create medicine for those in need.- You increase your Craft Score with Surgery Supplies by 2.
- You gain Proficiency in one of the following skills: Insight, Investigation, Medicine, or Nature. Additionally, you gain Proficiency in both Surgery Supplies and the Herbalism Kit.
- You gain Lore in the following: Medicine and Humanoid Anatomy.
- You gain Lore in one of the following: (region) (Local Area), (region) Flora, (region) Fauna, and adds these to the list of Lore's you can take from your Origin.
- Finally, you begin the game with the following starting gear: a Healer's Kit, a set of Surgery Supplies, a Healer's Kit, and a coin pouch containing 12 gp and 5 sp.
Anthropologist
An anthropologist is someone who studies other cultures, ranging from ancient and lost civilizations to modern ones.- You gain Proficiency in the History skill.
- You gain Proficiency in one of the following skills: Gossip, Investigation, Society. Additionally, you gain Proficiency in Mining Tools, and learn two additional languages of your choice that are not secret.
- You gain Lore in two of the following: (region) Culture, (region) Ancient Culture.
- You gain Lore in one of the following: (region) (Local Area), (region) Culture, (culture) Art, or (culture) History, and adds these to the list of Lore's you can take from your Origin.
- Finally, you begin the game with the following starting gear: a set of Mining Tools and a coin pouch containing 7 gp.
Architect
An architect is someone who designs buildings and/or supervises their construction.- You reduce the amount of materials required to Build a given structure component that you build or supervise by 10 percent.
- You gain Proficiency in the Investigation skill.
- You gain Proficiency in one of the following skills: Gossip, Perception, or Society. Additionally, you gain Proficiency in either Carpenter's Tools, Engineer's Tools, or Mason's Tools.
- You gain Lore the following: (region) Building Practices.
- You gain Lore in one of the following: (region) (Local Area), (region) Flora, or (region) Building Practices, and adds these to the list of Lore's you can take from your Origin.
- Finally, you begin the game with the following starting gear: a set of your chosen tool and a coin pouch containing 10 gp and 5sp.
Artist
An artist is a person engaged in an activity related to creating art, practicing the arts, or demonstrating an art.- You increase your Craft Score with your chosen tool by 2.
- You gain Proficiency in the Perception skill.
- You gain Proficiency in one of the following skills: Gossip, History, Investigation, or Society. Additionally, you gain Proficiency in one of the following tools: Calligrapher's Supplies, Disguise Kit, Glassblower's Tools, Jeweler's Tools, Mason's Tools, Painter's Supplies, Potter's Tools, Waxworker's Tools, Weaver's Tools, or Woodcarver's Tools.
- You gain Lore the following: Artistry.
- You gain Lore in one of the following: (region) (Local Area), (culture) Art, (region) Notable Artists, and adds these to the list of Lore's you can take from your Origin.
- Finally, you begin the game with the following starting gear: a set of your chosen tool and a coin pouch containing 7gp.
Barber
- Barber: A barber is someone who cuts, trims, and styles hair for a living.
Brewer
- Brewer: A brewer is someone who brews, or whose occupation is to prepare malt liquors.
Butcher
- Butcher: A butcher is someone who cuts and prepares meat.
Cartographer
- Cartographer: A cartographer is someone who draws or produces maps, often surveying the land in order to create the maps that they are interested in.
Charlatan
- Charlatan: A charlatan is a person falsely claiming to have a special knowledge or skill.
Cobbler
- Cobbler: A cobbler is someone who makes and designs shoes.
Cook
- Cook: A cook is someone who prepares and cooks food.
Courtier
- Courtier: A courtier is a person who attends a royal court as a companion or adviser to the king or queen.
Court Mage
- Court Mage: A court mage is someone who provides arcane services to a king, fief, court, or other government location.
Criminal
- Criminal: A criminal is someone who achieves wealth through illicit means.
Engineer
- Engineer: An engineer is someone who designs, builds, or maintains engines, machines, or public works.
Enchanter
- Enchanter: An enchanter is someone who creates and identifies magical items.
Entertainer
- Entertainer: An entertainer is someone such as a singer, dancer, or jester, whose job is to entertain others.
Farmer
- Farmer: A farmer is someone who owns, manages, or works a farm to produce food.
Fisher
- Fisher: A fisher is a person who catches fish for a living or for sport.
Gladiator
- Gladiator: A gladiator is a person trained to fight with weapons against other people, monsters, or wild animals in an arena.
Glassblower
- Glassblower: A glassblower is someone who blows air down a tube to form heated glass into objects.
Herbalist
- Herbalist: A herbalist is someone who finds and harvests rare and hard to grow herbs in the wild.
Hermit
- Hermit: A hermit is someone who lives in solitude, for religious reasons or another, less pious reason.
Hunter
- Hunter: A hunter is someone who makes a living hunting animals and selling their materials, meat, and pelts.
Investigator
- Investigator: An investigator is someone who carries out a formal inquiry or investigation. Often in an attempt to find evidence at a crime scene.
Jeweler
- Jeweler: A jeweler is someone trained in the art of gem-cutting, who sells jewelry, and jewels.
Knight
- Knight: A knight is a person awarded a nonhereditary title by the sovereign in recognition of merit or service and entitled to use the honorific “Ser” in front of their name. They serve their sovereign lord through thick and thin, and are trained warriors and mounted soldiers.
Leatherworker
- Leatherworker: A leatherworker is someone who works with, tans, and creates items using leather.
Lumberjack
- Lumberjack: A Lumberjack is a person who makes a living cutting down trees and collecting wood.
Mason
- Mason: A mason is someone who works with and designs objects or buildings using stone.
Mercenary
- Mercenary: A mercenary is someone who's loyalty lies with the highest bidder. Often travelers, they kill for coin.
Merchant
- Merchant: A merchant is someone who travels from place to place, buying low and selling high, they often end up richer than most regents.
Miner
- Miner: A Miner is a person who makes a living mining ore, stone, and gems.
Noble
- Noble: A noble is someone who governs land, and the people that live there. They field an army to protect these lands, and are often a vassal for a king or lord.
Outlander
- Outlander: An outlander is someone traveling from place to place, their only true home is the road. Often making coin by doing odd-jobs for those that they encounter on the road.
Pirate
- Pirate: A pirate is someone trained in the art of sailing, attacking ships and raiding coastal settlements for plunder.
Potter
- Potter: A potter is someone who is trained in designed objects using clay, spinning it into shape and heating it into a solid object.
Sage
- Sage: A sage is a wise individual who provides advice for those in need.
Sailor
- Sailor: A sailor, like a pirate is trained in the art of sailing; however, unlike a pirate they do not attack the innocent for plunder, but rather sail the lands transporting goods, or working for a militaries navy.
Sex Worker
- Sex Worker: A sex worker is someone who engages in sexual activity in exchange for coin.
Smith
- Smith: A smith is someone who works with and designs objects using metal.
Soldier
- Soldier: A soldier is a professional warrior, working for a government.
Spy
- Spy: A spy is a person who secretly collects and reports information on the activities, movements, and plans of an enemy or competitor.
Tamer
- Tamer: A tamer is someone who tames pets and beasts of burden.
Unemployed
- Unemployed: An unemployed person is someone who does not possess a profession, providing them with coin. They could be seeking work but unable to find a job, they could be unable to work, or any other reason causing their unemployment.
Weaver
- Weaver: A weaver is a person is someone who weaves fabric into objects or clothes.
Woodcarver
- Woodcarver: A woodcarver is a person who works with and designs objects using wood.
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