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PROFESSION FEATS

By Malcolm Northwinter

PROFESSIONS
Professions are a new way for you to customize your character. Each profession requires a profession feat, of which you can only have 2. The descriptions of these professions can be found below. For a complete list of items that can be made with each profession, and engineering powers, see the next section after the profession descriptions.

Blacksmithing is great for any class which relies on heavy armor or melee weapons, since these classes gain the most from the profession. BLACKSMITHING [Profession] Prerequisites: 4th level, Trained in Athletics Requirement: You must have access to a forge. Benefit: You know and have mastered the enchant magic item ritual; but you can only use it to create blacksmithing items and to add extra gems to equipment. You can add one gem to your own arm and hand slot items with the enchant magic item ritual. You can also use the ritual to add one gem to your waist or the waist slot item of an ally. Without this feat, you gain no benefits from an extra gem in your arm or hand slot. Once per day, you can craft a blacksmithing item or add a gem to an item in one-half the time. Special: You can only have up to 2 profession feats.

ALCHEMY
Under the Profession system, the Alchemist feat becomes a profession feat, so you can only have one other profession if you select it. Alchemists work better when at an alchemists lab. These labs can be found in some major cities, or a travelling alchemist can buy a portable lab (see alchemist items below). When you choose the Alchemist feat, you can also choose one of the following options at 4th level. Potions Master: You know and have mastered the brew potion ritual. Once per day, you can craft an alchemical item or a potion in one-half the time. Any time you craft a potion with the help of an alchemists lab, roll 1d20. On a natural 15 or better, you craft one extra potion at no cost to you. Elixir Master: You know and have mastered the brew potion ritual. Once per day, you can craft an alchemical item or a non-potion consumable in one-half the time. Any time you craft an alchemical item or non-potion consumable with the help of an alchemists lab, roll 1d20. On a natural 15 or better, you craft one extra alchemical item or non-potion consumable at no cost to you. Transmutation Master: You know and have mastered the enchant magic item ritual. You can only use the ritual once per day, and only to change a magical gem or gem-like wondrous item into another of its level or lower. By doing this, you can have more than one of a particular gem in an item. In addition, once per day, you can craft an alchemical item in onehalf the time.

BLACKSMITHING GEMS
Any item you buy, find, or create can have up to 3 gems in it. You can add one of any gem to waist slot items for other characters, and to your own arm and hand slot items. Jewelcrafters can also add specific gems to their arm, hand, or waist slot items, but they can still only have up to 3. No other character can have an arm, a hand, or a waist slot item with a gem in it, unless it is the one gem granted by a blacksmith. The item in which a gem is placed can be up to one level lower than the gem itself, but it does need to be magical. Gems can be removed from items with the disenchant magic item ritual. When you buy items at character creation, you can choose to add gems to those items. Gems are costed so that 5 gems equal one magic item of the same level. You can only have one of any particular gem in an item unless you meet either of the following requirements. Blacksmiths can add one of any gem to their arm, hand, and waist slot items, so that gem doesnt count against the limit of one. Transmutation masters (alchemy) can change a magical gem or gem-like wondrous item into a different gem or gem-like wondrous item of the original items level or lower. Once changed, the gem doesnt count against the limit of one.

BLACKSMITHING
Blacksmiths take bars of metal and work them into finely crafted arms and armor. Blacksmiths can create magical melee weapons, scale and plate armor, and shields. They can even socket waist slot items for other character. If you plan on being a blacksmith, you should probably also take the mining feat, which adds benefits to your blacksmithing,

COOKING
Cooking, First Aid, and Fishing are not really profession feats. They do, however, provide you with an option to improve yourself and your allies for short periods of time. Cooking pairs up very well with fishing, since the latter improves your skill as a chef. COOKING Benefit: At the beginning of each day, you can choose one of the following benefits for you and each of your allies until you take an extended rest. Grilled Skillions: Gain a +1 feat bonus to a skill of your choice. Red Snapper: Gain a +1 feat bonus to damage rolls. Red Herring: Gain a +1 feat bonus to the defense of your choice. Red Lobster: Gain a +1 feat bonus to attack rolls made against the defense of your choice.

ENGINEERING
Engineers can create magical ranged weapons and some wondrous items. They can also improve feet, hand, neck, and waist slot items for themselves. Engineering also offers a variety of engineering only powers, which can be taken via the power swap feats in the D&D PHB. When considering a second profession, mining should be a good choice for engineers. It provides benefits to selling engineer crafted items, in addition to the other benefits of the feat. Once per day, you can craft an engineering item in one-half the time. ENGINEERING [Profession] Prerequisites: 4th level, trained in Dungeoneering Benefit: You know and have mastered the enchant magic item ritual, but can only use it to create engineering items. You are also able to customize some magical items. When you are in possession of a feet, hand, neck, or waist slot item, you can change that item into any other engineering item of the same level or lower by casting the enchant magic item ritual and expending no other components. You can only do this once per item. Special: Even though Engineering is not a multiclass feat, you can still take the power swap feats to gain engineering powers. You can also choose to paragon multiclass as an engineer.

ENCHANTING
Enchanters use their magical formulae to grant permanent augmentation to weapons, armor and other equipment. Enchanting requires the use of residuum, which is gathered by disenchanting other magical items. Consider taking inscribing so you can create scrolls and carry them around for use in a pinch. ENCHANTING [Profession] Prerequisites: 4th level, trained in Arcana, Nature, or Religion Benefit: You know and have mastered the enchant magic item ritual and the disenchant magic item ritual. You cannot use the enchant magic item ritual gained by this feat to create some magic items. You can craft magic rings with a level of up to 3 + your level, but only for yourself. At 11th level, you can craft other magic items with a level of up to 1 + your level for yourself and your allies. At 21st level, you can craft other magic items with a level of up to 2 + your level for yourself and your allies. When you disenchant a magic item, roll 1d20. 1-9: You gain one-fifth the value of the item in residuum. 10-14: You gain two-fifths the value of the item in residuum. 15-19: You gain three-fifths the value of the item in residuum. 20: You gain four-fifths the value of the item in residuum.

ENGINEERING ITEMS
As an engineer, you can create magical ranged weapons and improve upon your own feet, hand, or waist slot items. When you buy, craft, or find a feet, hand, or waist slot item, you can also choose another such item of the same level. You can spend a healing surge during a short rest to switch between those two items. At the beginning of each day, the item returns to normal.

ENGINEERING POWERS
Unlike other professions which only grant you items or bonuses, engineering also allows you to pick up several powers exclusive to members of the profession. You can take power swap feats as though you had a multiclass feat for engineering. When you do, choose one of the following powers. You lose these powers if you retrain the engineering feat or the power swap feat. As an 11th level engineer, you can choose to paragon multiclass if you meet all other requirements to do so.

FIRST AID
First aid is not a profession feat, just like cooking and fishing. This means you can choose all three and still be able to take two profession feats. A character with first aid can bandage himself and allies during an extended rest. FIRST AID Benefit: During each short rest, you can bandage yourself or one ally who can see you. When a bandaged character spends healing surges at the end of the rest, that character regains additional hit points equal to your highest ability modifier with each healing surge. A character can be affected by only one bandage at a time.

INSCRIPTION
The Inscription profession allows its practitioners, called "scribes," to enhance the powers of characters. Scribes can also aid enchanters by creating better and more convenient ritual scrolls. All in all, inscription is a very useful profession for the benefits a scribe brings to his friends and himself. Any glyph you purchase between 1st and 10th level costs the same as a first level item. This is because the value of a glyph in the heroic tier is greater than at other tiers of play when you may have another item that can do the same thing. At paragon tier, you can have two major and two minor glyphs, so they are now valued at one-half the cost of an 11th level item and a 6th level item respectively. At epic tier, you are able to buy and use 3 of each for the cost of a 21st level item and a 16th level item. Glyphs are lost when you retrain a power and when you reach a new tier of play (paragon and epic). To improve a new power, you must purchase another glyph at the current price for the tier. Glyphs cannot be disenchanted and have no sell value of any worth to a vendor. INSCRIPTION [Profession] Prerequisites: 4th level, Trained in Arcana, Nature, or Religion Benefit: You know and have mastered the enchant magic item ritual, but can only use it to create magic orbs, glyph slot items, tattoos, tomes and other booklike magic items. A character can have up to 1 major and 1 minor glyph per tier of play (1 at heroic, 2 at paragon, and 3 at epic). Each glyph improves one type of power, and you cannot have the same glyph more than once. You can also help enchanters by creating special enchant magic item scrolls with specific magic item enchantments upon them. Once per day, you can help an enchanter scribe the enchant magic item ritual to a scroll. When you do, the enchanter chooses a specific enchantment he can create and adds it as part of the required cast for the ritual. These special ritual scrolls can be used by anybody as a standard action to change one item of the same level as the ritual scroll into the item of the same slot on the scroll. They otherwise act exactly like other ritual scrolls.

FISHING
Fishing is not a profession feat, just like cooking and first aid. This means you can choose all three and still be able to take two profession feats. A character with fishing can better handle situations in and around water. That character can also improve the cooking talents of his allies and himself. FISHING Benefit: You gain a +3 bonus to skill checks involving fish, water, or swimming. If you have the cooking feat, you can also increase the bonus it grants by +1 for each character with the fishing feat present at the beginning of each day, to a maximum of a+4 feat bonus.

HERBALISM
Herbalism provides few direct benefits. It provides a small boon to hit points you regain and improves the alchemy and inscription feats. HERBALISM [Profession] Benefit: You gain training in Arcana, Nature, or Religion. Once per encounter, when you spend a healing surge, you regain extra hit points equal to your highest ability modifier. You also gain the following benefits if you have another profession feat. Alchemy: When you sell an item that an alchemist can craft, you receive two-fifths of the purchase price. Inscription: When you sell an item that an inscriber can craft, you receive two-fifths of the purchase price.

JEWELCRAFTING
Jewelcrafting is a profession which allows you to make jewelcrafting items, like neck slot items and totems, and gems for magic items. It's worth noting that, unlike enchantments, you cannot socket gems to any weapon or piece of armor. Only certain items have specific gems. Blacksmiths, however, can add gems of any type to their own arm and hand slot items, and to waist slot items for anybody. Mining helps with jewelcrafting, since it allows you to train in thievery while also granting you another healing surge per day. With mining, you can also sell your jewelcrafting items for a better price. When you buy items at character creation, you can choose to add gems to those items. Gems are costed so that 5 gems equal one magic item of the same level. You can only have one of any particular gem in an item unless you meet either of the following requirements. Blacksmiths can add one of any gem to their arm, hand, and waist slot items, so that gem doesnt count against the limit of one. Transmutation masters (alchemy) can change a magical gem or gem-like wondrous item into a different gem or gem-like wondrous item of the original items level or lower. Once changed, the gem doesnt count against the limit of one. JEWELCRAFTING [Profession] Prerequisites: 4th level, trained in Thievery Benefit: You know and have mastered the enchant magic item ritual, but only to create magical rings, necklaces, some head slot items and gems. Any item you buy, find, or create can have up to 3 gems in it. Blacksmiths can also add one of any gem to waist slot items for other characters, and to their own arm and hand slot items. You can add specific gems to your arm, hand, or waist slot items, but you can still only have up to 3. No other character can have an arm, a hand, or a waist slot item with a gem in it, unless it is the one gem granted by a blacksmith. The item in which a gem is placed can be up to one level lower than the gem itself, but it does need to be magical. Gems can be removed from items with the disenchant magic item ritual.

LEATHERWORKING
Leatherworking is a profession that goes hand-in-hand with Skinning. As a leatherworker, you will create magical leather and chainmail armor out of the skins and hide of wild beasts. LEATHERWORKING [Profession] Prerequisites: 4th level, Trained in Nature or Stealth Benefit: You know and have mastered the enchant magic item ritual, but you can only use it to create certain leatherworking items. Once per day, you can create a leatherworking item in one-half the time. You are also able to improve some magical items. When you find an arm, hand, or feet slot item other than a shield, you can change that item into another of the same slot and the same level or lower by casting the enchant magic item ritual and expending no other components. You can only do this once per item.

MINING
Mining is a great profession for anybody considering the blacksmithing, engineering, or jewelcrafing feat as a secondary profession. On its own, mining still gives you training in a skill and a higher healing surge total. MINING [Profession] Benefit: You gain training in Athletics, Dungeoneering, or Thievery and 1 extra healing surge each day. You also gain the following benefits if you have another profession feat. Blacksmithing: When you sell an item that a blacksmith can craft, you receive two-fifths of the purchase price. Engineering: When you sell an item that an engineer can craft, you receive two-fifths of the purchase price. Jewelcrafting: When you sell an item that a jeweler can craft, you receive two-fifths of the purchase price.

SKINNING
Because skinning only really helps to improve leatherworking, its individual aspect is a bit more powerful than those offered by herbalism and mining. SKINNING [Profession] Benefit: You gain training in Nature or Stealth and when you score a critical hit, you deal 1 extra die of critical damage. You also gain the following benefits if you have another profession feat. Leatherworking: When you sell an item that a leatherworker can craft, you receive two-fifths of the purchase price.

TAILORING
Tailoring allows players to cut and weave various pieces of cloth into armor, bags, shirts, and other cloth items. Tailors do not require any special equipment to create their items, such as blacksmiths require anvils. Tailors can create items wherever they want, as long as they have the proper required ingredients. Tailoring also does not require a gathering profession or a particular skill; it is self sufficient. Because of its ease of use, tailoring can also be quite narrow. The greatest option for a tailor is the ability to add any enchantment to cloth armor. TAILORING [Profession] Prerequisites: 4th level Benefit: You know and have mastered the enchant magic item ritual, but you can only use it to create certain tailoring items. Once per day, you can create a tailoring item in one-half the time. You are also able to add any armor enchantment to cloth armor with the enchant magic item ritual, instead of cloth-only enchantments.

Portable Alchemists Lab Level 11 Strange liquids and funny bottles line the inside of this seemingly innocuous bag. Wondrous Item 9,000 gp Property: This item comes with 10 charges. When you create an alchemical item or a potion, you can use any number of these charges and reduce the component cost of that item by up to 900 gp for each charge spent. At 0 charges, the item loses any magical properties it had and becomes an empty backpack. Special: This item is especially useful to potions masters and elixir masters.

BLACKSMITHING
Armor Battleforged Armor Curseforged Armor Dwarven Armor Hydra Armor Mountain Armor Soulforged Armor Weapons Berserker Weapon Dragonslayer Weapon Flaming Weapon Holy Avenger Lightning Weapon Pact Blade Resounding Weapon Thundering Weapon Vorpal Weapon Magic Rods Any Armor Black Iron Armor Delvers Armor Flamedrinker Armor Magic Armor Razor Armor Weapons Dancing Weapon Duelists Weapon Frost Weapon Lifedrinker Weapon Magic Weapon Phasing Weapon Terror Weapon Vicious Weapon

NEW ITEMS AND POWERS


Below is a list of specific items each profession can make. This list is not comprehensive, and is only based on the items available through the D&D SRD. Consider asking the DM for your game if an item not on these lists is available for you to create with your profession.

ALCHEMY
Alchemical Items Any Blinding Bomb1 Jolt Flask1 Potions Any Lvl 11 Alchemical Items Blastpatch1 Dragonfire Tar1 Smokestick1 Potions Wondrous Item Price (gp) Portable Alchemists Lab 9,000 gp

Magic Rods Shields Feat Slot Items Dwarven Greaves

Shields Any Feet Slot Items Battlestrider Greaves

1 You must also have the engineering feat.

Hand Slot Items Hand Slot Items Gauntlets of Destruction Gauntlets of Ogre Power Gauntlets of the Ram Waist Slot Items Belt of Vigor Ironskin Belt Waist Slot Items Dynamic Belt

ENCHANTING
Armor Any Weapons Any Melee Holy Symbols Any Staffs Any Wands Any Arm Slot Items Any Feet Slot Items Any Hand Slot Items Any Ring Slot Items Any Armor Weapons Holy Symbols Staffs Wands Arm Slot Items Feet Slot Items Hand Slot Items Ring Slot Items

Wondrous Item Dimensional Shackles Everlasting Provisions1 Portable Hole Ritual Candle Sending stones (pair)

Wondrous Item Dust of Appearance Feather Boat2 Revenant Ankh3 Rope of Climbing

1 You must also have the cooking feat. 2 You must also have the fishing feat. 3 You must also have the first aid feat.

ENGINEERING POWERS

Level 1 Attack Schematic


Poultryizer Engineering Attack 1 Turns the target into a chicken for a bit. Well, that is assuming the transmogrification polarity hasnt been reversed. At-will Polymorph Prerequisites: Engineering Standard Action Ranged 5 Target: One creature Attack: Your highest ability modifier + 2 vs. Reflex; on a natural 5 or lower, roll the attack again with yourself as the target. Level 11: The bonus to attack is +4. Level 21: The bonus to attack is +6. Hit: The target is a chicken until it is hit or the end of your next turn. While it is a chicken, it is tiny, weakened, and slowed.

ENGINEERING
Alchemical Items1 Blastpatch Dragonfire Tar Smokestick Weapons Flaming Burst Weapon Head Slot Items Basilisk helm Helm of battle Helm of heroes Horned helm Totems Any Waist Slot Items Any Alchemical Items1 Blinding Bomb Jolt Flask

1 You must also have the alchemist feat.

Level 2 Utility Schematic


Rocket Boots Engineering Utility 2 These dangerous looking boots significantly increase your run speed. They are prone to explode, however, so use with caution. Encounter Prerequisites: Engineering Move Action Personal Effect: Move up to twice your speed. If you dont move in a straight line, roll 1d20. On a 9 or lower, you fall prone at the end of the move. Special: When you charge, you can use this power as a free action.

Weapons Thunderburst Weapon Head Slot Items Goggles of night Helm of ghostly defense Helm of the eagle Phoenix helm Totems Waist Slot Items

Level 3 Attack Schematic


Rocket Helmet Engineering Attack 3 Watch your head. Encounter Prerequisites: Engineering Standard Action Melee 1 Requirement: You must charge and use this power in place of a melee basic attack. Target: One creature Attack: Your highest ability modifier vs. AC Hit: 3d6 + your highest ability modifier damage and you and the target are knocked prone. If you have a move action remaining, you can use that action to stand up. Level 21: Only the target is knocked prone on a hit.

Level 13 Attack Schematic


Battle Chicken Engineering Attack 13 Creates a battle chicken that will fight for you. Encounter Conjuration Prerequisites: Engineering Minor Action Close burst 10 Target: One enemy in burst Effect: You conjure a battle chicken that appears in 1 square within the targets space. It counts as a minion, so it lasts until it is successfully hit with an attack and dealt at least 1 point of damage. The battle chicken has your defenses with a +4 bonus. If the target moves out of the chickens square, it takes 1d8 + your highest ability modifier damage. If the target ends its turn more than 2 squares away from the chicken, it takes 1d8 + your highest ability modifier damage and the chicken shifts into its square as a free action.

Level 9 Attack Schematic


Sapper Charge Engineering Attack 9 Its great for use on buildings and inside them too. Daily Fire Prerequisites: Engineering Standard Action Close burst 5 Target: Each creature in burst, including you Attack: Your highest ability modifier + 2 vs. Reflex Hit: 4d6 + your highest ability modifier + 2 fire damage and the target is dazed (save ends). Critical Hit: +2d8 fire damage Miss: Half damage and the target is dazed until the end of your next turn.

Level 16 Utility Schematic


Nigh Invulnerability Belt Engineering Utility 16 Protection not always valid. In RARE cases, wearer make take additional damage. Daily Force Prerequisites: Engineering Minor Action Personal Effect: Until the end of the encounter, you are encased in a bubble of force. While in the bubble, you are insubstantial and attacks made against you can score a critical hit on a natural 18, 19, or 20.

Level 10 Utility Schematic


Dimensional Ripper Engineering Utility 10 Rips the dimensional walls asunder and teleports you to a nearby square. There are technical problems that sometimes occur, but thats what engineering is all about. Encounter Teleportation Prerequisites: Engineering Move Action Close burst 10 Target: One enemy and one ally in burst Effect: Roll 1d20. If you roll a 10 or lower, teleport to a square adjacent to the target enemy. If you roll an 11 or higher, teleport to a square adjacent to the target ally.

Level 19 Attack Schematic


Death Ray Engineering Attack 19 Death or serious injury may result from use of this device. Daily Reliable Prerequisites: Engineering Standard Action Ranged 5 Target: One creature Attack: Your highest ability modifier + 4 vs. Reflex; if you roll a natural 5 or lower on the first d20, roll again and target yourself instead. Hit: 6d6 + your highest ability modifier + 4 damage and the target is unconscious until the end of your next turn.

Level 22 Utility Schematic


Jumper Cables Engineering Utility 26 Jumper cables can sometimes be used to shock somebody back to life. Encounter Healing Prerequisites: Engineering, trained in Heal Standard Action Ranged 1 Target: One dead ally Effect: Roll 1d20. On a natural 19 or 20, you cast the raise dead ritual on the target if you can pay the component cost. If successful, the target returns to life as per the ritual, but with no healing surges.

Level 29 Attack Schematic


Super Sapper Charge Engineering Attack 29 Its great for use on vehicles and small planes. Daily Fire Prerequisites: Engineering Standard Action Close burst 5 Target: Each creature in burst, including you Attack: Your highest ability modifier + 6 vs. Reflex Hit: 4d10 + your highest ability modifier + 6 fire damage and the target is stunned (save ends). Critical Hit: +6d8 fire damage Miss: Half damage and the target is stunned until the end of your next turn.

Level 23 Attack Schematic


Mind Control Cap Engineering Attack 23 Creates a battle chicken that will fight for you. Encounter Charm Standard Action Ranged 10 Target: One creature Attack: Your highest ability modifier + 6 vs. Will; on a natural 1, 2, or 3, roll the attack with you as the target. If you hit, the target dominates you as described below. Hit: The target is dominated until the end of your next turn. While dominated, the target gets a +6 power bonus to attacks and damage. Effect: The target makes a basic attack with a +6 power bonus to the attack and damage against an enemy of your choice as a free action.

Level 26 Utility Schematic


This schematic is special because you replace your epic destiny utility with it. Jumper Cables XL Engineering Utility 26 Jumper cables XL can often be used to shock somebody back to life. Encounter Healing Prerequisites: Engineering, trained in Heal Standard Action Ranged 1 Target: One dead ally Effect: Roll 1d20. On a natural 15 or higher, you cast the raise dead ritual on the target if you can pay the component cost. If successful, the target returns to life as per the ritual, but with no healing surges.

JEWELCRAFTING
Item bonuses and temporary hit points granted by gems stack with each other. Powers granted by gems can only be used once per encounter or day, even if you have more than one copy of a particular gem. Armor Enduring Topaz Quick Sapphire Weapons Precise Ruby Wicked Ruby Holy Symbols Any Staffs Hearty Sapphire Enduring Topaz Totems Any Arm Slot Items1 Quick Sapphire Precise Ruby Feet Slot Items Smooth Topaz Quick Sapphire Hand Slot Items1 Potent Topaz Bold Ruby Head Slot Items Any Neck Slot Items Amulet of false life Amulet of protection Periapt of wisdom Scarab of invulnerability Solid Sapphire Ring Slot Items Any Waist Slot Items1 Enduring Topaz Bold Ruby Armor Hearty Sapphire Solid Sapphire Weapons Bold Ruby Holy Symbols Staffs Precise Ruby Totems Arm Slot Items1 Solid Sapphire Feet Slot Items Potent Topaz Hand Slot Items1 Precise Ruby Wicked Ruby Head Slot Items Perceptive Topaz Neck Slot Items Amulet of health Amulet of protection Safewing amulet Hearty Sapphire

Lvl 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30

Gem Slot Items Quick Sapphire Potent Topaz Hearty Sapphire Perceptive Topaz Precise Ruby Enduring Topaz Bold Ruby Smooth Topaz Solid Sapphire Wicked Ruby Quick Sapphire Potent Topaz Hearty Sapphire Perceptive Topaz Precise Ruby Enduring Topaz Bold Ruby Smooth Topaz Solid Sapphire Wicked Ruby Quick Sapphire Potent Topaz Hearty Sapphire Perceptive Topaz Precise Ruby Enduring Topaz Bold Ruby Smooth Topaz Solid Sapphire Wicked Ruby

Price (gp) 72 gp 104 gp 136 gp 168 gp 200 gp 360 gp 520 gp 680 gp 840 gp 1,000 gp 1,800 gp 2,600 gp 3,500 gp 4,200 gp 5,000 gp 9,000 gp 13,000 gp 17,000 gp 21,000 gp 25,000 gp 45,000 gp 65,000 gp 85,000 gp 105,000 gp 125,000 gp 225,000 gp 325,000 gp 425,000 gp 525,000 gp 625,000 gp

Ring Slot Items Waist Slot Items1 Hearty Sapphire

Bold Ruby Level 7+ This red gem grants its bearer more dangerous strikes. Lvl 7 520 gp Lvl 27 325,000 gp Lvl 17 13,000 gp Item Slot: Hand (Gem), Waist (Gem), or Weapon (Gem) Power (Encounter): Free action when you hit with an attack. You get a +2 item bonus to the damage dealt by that attack. Special: At level 17, you no longer gain any bonus from a level 7 gem. At level 27, you no longer gain any bonus from a level 7 or a level 17 gem.

1 Nobody other than a blacksmith or a jewelcrafter can have a gem in this slot. Blacksmiths can add any one gem to a waist slot item for another character.

Enduring Topaz Level 6+ This yellow gem grants its bearer greater resilience. Lvl 6 360 gp Lvl 26 225,000 gp Lvl 16 9,000 gp Item Slot: Armor (Gem), Staff (Gem), or Waist (Gem) Property: You gain a +1 item bonus to Endurance checks. If you would be slowed or immobilized by a cold power, you can roll an immediate saving throw to end that effect. Special: At level 16, you no longer gain any bonus from a level 6 gem. At level 26, you no longer gain any bonus from a level 6 or a level 16 gem. Hearty Sapphire Level 3+ This blue gem grants its bearer mettle. Lvl 3 136 gp Lvl 23 85,000 gp Lvl 13 3,500 gp Item Slot: Armor (Gem), Staff (Gem), or Neck (Gem) Power (Encounter): Immediate interrupt when you are attacked. Until the end of your next turn, you gain a +2 item bonus to your Fortitude and Will defense. Special: At level 13, you no longer gain any bonus from a level 3 gem. At level 23, you no longer gain any bonus from a level 3 or a level 13 gem. Perceptive Topaz Level 4+ This yellow gem grants its bearer sight beyond sight. Lvl 4 168 gp Lvl 24 105,000 gp Lvl 14 4,200 gp Item Slot: Head (Gem) Property: You gain a +2 item bonus to Perception checks and to checks made to avoid becoming lost. You also gain a +1 item bonus to all defenses against attacks made by traps and you do not grant enemies combat advantage from being surprised. Special: At level 14, you no longer gain any bonus from a level 4 gem. At level 24, you no longer gain any bonus from a level 4 or a level 14 gem.

Potent Topaz Level 2+ This yellow gem grants its bearer greater athletic ability. Lvl 2 104 gp Lvl 22 65,000 gp Lvl 12 2,600 gp Item Slot: Hands (Gem) or Feet (Gem) Property: You gain a +1 item bonus to Athletics checks. When you jump, you are considered to have a running start; and when you climb, you can move at your full speed. Special: At level 12, you no longer gain any bonus from a level 2 gem. At level 22, you no longer gain any bonus from a level 2 or a level 12 gem. Precise Ruby Level 5+ This red gem grants its bearer accuracy in attacks. Lvl 5 200 gp Lvl 25 125,000 gp Lvl 15 5,000 gp Item Slot: Arm (Gem), Hand (Gem), Staff (Gem), or Weapon (Gem) Power (Encounter): Free action when you make an attack. Until the end of your next turn, you gain a +1 item bonus to attacks. Special: At level 15, you no longer gain any bonus from a level 5 gem. At level 25, you no longer gain any bonus from a level 5 or a level 15 gem. Quick Sapphire Level 1+ This blue gem grants its bearer evasive abilities. Lvl 1 72 gp Lvl 21 45,000 gp Lvl 11 1,800 gp Item Slot: Armor (Gem), Arm (Gem), or Feet (Gem) Power (Encounter): Immediate interrupt when you are attacked. Until the end of your next turn, you gain a +2 item bonus to your AC and Reflex defense. Special: At level 11, you no longer gain any bonus from a level 1 gem. At level 21, you no longer gain any bonus from a level 1 or a level 11 gem.

Smooth Topaz Level 8+ This yellow gem grants its bearer more agile reflexes. Lvl 8 3,400 gp Lvl 28 2,125,000 gp Lvl 18 85,000 gp Item Slot: Feet (Gem) Property: You gain a +1 item bonus to Acrobatics checks. When you are knocked prone, you can stand up as a minor action or stand up and shift 1 square as a move action. Special: At level 18, you no longer gain any bonus from a level 8 gem. At level 28, you no longer gain any bonus from a level 8 or a level 18 gem. Solid Sapphire Level 9+ This blue gem grants its bearer a tougher exterior. Lvl 9 840 gp Lvl 29 525,000 gp Lvl 19 21,000 gp Item Slot: Armor (Gem), Arm (Gem), or Neck (Gem) Power (Encounter): Free action when you roll initiative. You have 3 temporary hit points. Special: At level 19, you no longer gain any bonus from a level 9 gem. At level 29, you no longer gain any bonus from a level 9 or a level 19 gem. Wicked Ruby Level 10+ This red gem grants its bearer deadly blows. Lvl 10 1,000 gp Lvl 30 625,000 gp Lvl 20 25,000 gp Item Slot: Arm (Gem), Hand (Gem), Staff (Gem), or Weapon (Gem) Power (Encounter): Free action when you score a critical hit. You deal 1d8 extra damage for each wicked ruby you have in your equipment. Special: At level 20, you no longer gain any bonus from a level 10 gem. At level 30, you no longer gain any bonus from a level 10 or a level 20 gem.

Minor Glyph Slot Items Glyph of Charm Glyph of Fear Glyph of Poison Glyph of Sleep Lvl 1 1 11 11 21 21 Tattoos Any Tomes Any Glyph Slot Items Minor Glyph Major Glyph Minor Glyph Major Glyph Minor Glyph Major Glyph

Minor Glyph Slot Items Glyph of Conjuration Glyph of Illusion Glyph of Polymorph Glyph of Teleportation Price (gp) 72 gp 360 gp 900 gp 4,500 gp 15,000 gp 75,000 gp Tattoos Tomes

Glyph of Beast Form Level 1+ A glyph to keep you safe in any form. Lvl 1 360 gp Lvl 21 75,000 gp Lvl 11 4,500 gp Item Slot: Major Glyph Property: Choose one encounter power you know with the beast form keyword. If you use wild shape in the same round as the chosen power, you can shift one square as a free action after you use the power. Glyph of the Beast Level 1+ A glyph to better train your companion for combat. Lvl 1 360 gp Lvl 21 75,000 gp Lvl 11 4,500 gp Item Slot: Major Glyph Property: Choose one encounter attack you know with the beast keyword. Your beast companion deals extra damage with that power equal to your highest ability modifier. Glyph of Charm Level 1+ A glyph to keep the attention on you. Lvl 1 72 gp Lvl 21 15,000 gp Lvl 11 900 gp Item Slot: Minor Glyph Property: Choose one power you know with the charm keyword. Creatures subject to that powers charm effect take a -2 penalty to their first saving throw against it.

INSCRIPTION
Magic Orbs Any Major Glyph Slot Items Glyph of Beast Form Glyph of Healing Glyph of Spirit Invigorating Glyph Reliable Glyph Zone Glyph Magic Orbs Major Glyph Slot Items Glyph of the Beast Glyph of Rage Glyph of Summoning Rattling Glyph Stance Glyph

Glyph of Fear Level 1+ A glyph to keeps them running. Lvl 1 72 gp Lvl 21 15,000 gp Lvl 11 900 gp Item Slot: Minor Glyph Property: Choose one power you know with the fear keyword. Creatures subject to that powers effect take a -2 penalty to their first saving throw against it. Glyph of Healing Level 1+ A glyph to help your allies recover more quickly. Lvl 1 360 gp Lvl 21 75,000 gp Lvl 11 4,500 gp Item Slot: Major Glyph Property: Choose one encounter power you know with the healing keyword. If you use that power to heal a bloodied target, the target heals extra hit points equal to your highest ability modifier.

Glyph of Poison Level 1+ A glyph to keep it running through their veins. Lvl 1 72 gp Lvl 21 15,000 gp Lvl 11 900 gp Item Slot: Minor Glyph Property: Choose one power you know with the poison keyword. Creatures subject to that powers effect take a -2 penalty to their first saving throw against it. Glyph of Sleep Level 1+ A glyph to keep them dreaming. Lvl 1 72 gp Lvl 21 15,000 gp Lvl 11 900 gp Item Slot: Minor Glyph Property: Choose one power you know that stuns or knocks a creature unconscious. Creatures subject to that powers effect take a -2 penalty to their first saving throw against it. Glyph of Spirit Level 1+ A glyph for your companion to better aid your allies. Lvl 1 360 gp Lvl 21 75,000 gp Lvl 11 4,500 gp Item Slot: Major Glyph Property: Choose one encounter power you know with the spirit keyword. Any benefits of that power granted to allies adjacent to your spirit companion apply to all allies within 2 squares of your spirit companion instead. Glyph of Summoning Level 1+ A glyph which strengthens your summoned allies. Lvl 1 360 gp Lvl 21 75,000 gp Lvl 11 4,500 gp Item Slot: Major Glyph Property: Choose one power you know with the summoning keyword. The creature you summon with that power has temporary hit points equal to your highest ability modifier. Glyph of Teleportation Level 1+ A glyph that moves you. Lvl 1 72 gp Lvl 21 15,000 gp Lvl 11 900 gp Item Slot: Minor Glyph Property: Choose one encounter or daily power you know with which you move. You teleport into the square to which you would move instead.

Glyph of Illusion Level 1+ A glyph to keeps the enemy guessing. Lvl 1 72 gp Lvl 21 15,000 gp Lvl 11 900 gp Item Slot: Minor Glyph Property: Choose one power you know with the illusion keyword. Creatures subject to that powers effect take a -2 penalty to their first saving throw against it. Glyph of Polymorph Level 1+ A glyph to keep the sheep where it belongs. Lvl 1 72 gp Lvl 21 15,000 gp Lvl 11 900 gp Item Slot: Minor Glyph Property: Choose one power you know with the polymorph keyword. Creatures subject to that powers effect take a -2 penalty to their first saving throw against it. Glyph of Rage Level 1+ A glyph to taunt your enemy into action. Lvl 1 360 gp Lvl 21 75,000 gp Lvl 11 4,500 gp Item Slot: Major Glyph Property: Choose one daily attack you know with the rage keyword. If you miss a target with the attack, you can allow the target to make a basic attack against you as a free action. If it does, repeat the attack instead of applying the miss effect.

Invigorating Glyph Level 1+ A glyph that keeps on giving. Lvl 1 360 gp Lvl 21 75,000 gp Lvl 11 4,500 gp Item Slot: Major Glyph Property: Choose one encounter attack power that you know with the invigorating keyword. When you hit a creature with that power, you gain temporary hit points equal to your Constitution modifier plus your highest ability modifier. Rattling Glyph Level 1+ A glyph to demonstrate the meaning of fear. Lvl 1 360 gp Lvl 21 75,000 gp Lvl 11 4,500 gp Item Slot: Major Glyph Property: Choose one encounter attack power that you know with the rattling keyword. When you hit a creature with that power, it takes a penalty to attack rolls equal to your highest ability modifier until the end of your next turn. A creature that is immune to fear is not subject to this penalty. Reliable Glyph Level 1+ A glyph to protect your investment of power. Lvl 1 360 gp Lvl 21 75,000 gp Lvl 11 4,500 gp Item Slot: Major Glyph Property: Choose one encounter attack power that you know and that has a single target and a single attack roll. That power gains the reliable keyword. Stance Glyph Level 1+ A glyph to guide your every move. Lvl 1 360 gp Lvl 21 75,000 gp Lvl 11 4,500 gp Item Slot: Major Glyph Property: Choose one power that you know with the stance keyword. When you use any stance power you can choose to enter that stance instead. Zone Glyph Level 1+ A glyph to enlarge your zones. Lvl 1 360 gp Lvl 21 75,000 gp Lvl 11 4,500 gp Item Slot: Major Glyph Property: Choose one power that you know with the zone keyword. Increase the area and the maximum area of that zone by 1 square.

LEATHERWORKING
Armor Angelsteel armor Bloodcut armor Darkleaf armor Delvers armor Eladrin armor Exalted armor Shadowflow armor Sylvan armor Trollskin armor Armor Barkskin armor Curseforged armor Deathcut armor Dwarven armor Elven battle armor Magic armor Sunleaf armor Tombforged armor

Arm Slot Items Arm Slot Items Bracers of defense Bracers of mighty striking Bracers of the perfect shot Feet Slot Items Feet Slot Items Acrobat boots Boots of balance Boots of striding Catstep boots Eladrin boots Elven boots Wavestrider boots Winged boots Boots of the infinite stride Boots of spider climbing Boots of striding and springing Hand Slot Items Burglars gloves Guildmasters gloves Waist Slot Items Belt of Giant Strength Belt of Titan Strength Woundrous Items Handy haversack Hand Slot Items Gloves of piercing Rogues gloves Waist Slot Items Belt of Sacrifice

Wondrous Items

TAILORING
Armor Armor Any, but only on cloth armor Hand Slot Items Shadowfell gloves Feet Slot Items Any slipper or sandal Waist Slot Items Any sash or cord Hand Slot Items

Feet Slot Items

Waist Slot Items

Woundrous Items Wondrous Items Any bag-like wondrous item Flying Carpet

GEM TRACKING LOG


If you happen to have gems in your equipment, you will do well to track them. Write the gem you have in the slots below, then fill in the box if you have more than one of a particular gem, so you can track your bonus. The fourth box on arm and hand slot items is for blacksmiths only, and the fourth box on waist slot items is for anybody who can get a blacksmith to add a gem. ARMOR

FEET SLOT ITEM

HANDS SLOT ITEM

HEAD SLOT ITEM WEAPON

NECK SLOT ITEM OFF-HAND WEAPON

WAIST SLOT ITEM STAFF

MISCELLANEOUS & DETACHED GEMS ARM SLOT ITEM

GLYPH TRACKING LOG


If you happen to have glyphs on your powers, you will do well to track them. Write the glyph you have in the slots below, then the name of the power next to the glyph. HEROIC TIER Major Glyph

GLYPH TRACKING LOG


If you happen to have glyphs on your powers, you will do well to track them. Write the glyph you have in the slots below, then the name of the power next to the glyph. HEROIC TIER Major Glyph

Power

Power

Minor Glyph

Minor Glyph

Power

Power

PARAGON TIER Major Glyph

PARAGON TIER Major Glyph

Power

Power

Minor Glyph

Minor Glyph

Power

Power

EPIC TIER Major Glyph

EPIC TIER Major Glyph

Power

Power

Minor Glyph

Minor Glyph

Power

Power

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