Jeweller and Locksmith Professions
The Jeweller is probably one of the most lucrative professions in the secondary skill set and very handy for a Thief or Magic-User to practice. I’ve based it loosely on the Middle-Earth hero and jewel-crafter from the First Age, Fëanor. Perhaps, at Rank 5 – Grandmaster, a Jeweller could craft a Silmaril or something similar.
The profession can also work very closely with the Miner profession (which I’ll be including in the coming weeks), merchants who deal in gems or precious metals, or mine-owners who could be persuaded to sell their raw gem-stones. Now, in my games I tend not to bother with the appraising of items too much, but if you and your players dig the lore and background of every antique piece of jewelled finery they encounter, I’ve included some guidelines for you on how much to tell your Jeweller.
As a Master he can even create a powerful magical jewel: a once-in-a-lifetime achievement of his art.
The Locksmith is useful for any class, but especially the Thief or Assassin, who may want to keep their fortunes locked up without anyone knowing exactly how and who also gain a moderate bonus to their Pick Locks ability as compensation for the redundancy. Fighters and Rangers may have a need for the ability to secure prisoners. Wizards and Clerics may want to keep their sanctums secure. Also, in any party where there is no Thief, Monk, or Assassin, having a Locksmith can be very valuable at maintaining the element of surprise (less need to bash down doors and chests).
As a Master, the Locksmith can even add some magical protections to his locks and create the legendary Skeleton Key.
Major Stat: INT Minor Stat: DEX
Rank 1: Requires a magnifying glass or eyepiece, tools and gem cutting equipment, and a work bench. 125gp initially.
- Make a skill check at -1 to accurately appraise the value of any gemstone or item of jewellery based solely on its valuable components. Failure indicates an appraisal amount +/- 20% of normal. Does not factor in any historical reference, level of craftsmanship, national origin, or magical nature.
- Make a skill check to create cut gems from uncut stones or cut a larger gem into a smaller ones. See below:
- Cutting a raw stone results in a gem worth 75% (3/4) of normal, rounded to the nearest gp. Cutting a raw stone requires at least one day per 200gp of the original stone’s value.
- Splitting a larger gem into smaller ones results in 20% (1/5) of the value lost as waste. The jeweller can cut it into either 2 or 4 smaller gems. If a gem cannot be divided any other way, any remaining gp value is lost as waste. Splitting a gem requires at least one day per 200gp of the original value. If the initial check fails, only one of the split stones is ruined, then make separate checks for each of the others.
- Cutting and splitting a single raw stone can be done concurrently and requires only a single skill check. Each additional gem after the first requires at least one extra day of work per 200gp of value. If the initial check fails, only one of the split stones is ruined, then make separate checks at -1 for each other others.
- Example: a huge emerald stone would be worth 1000gp normally. However, the jeweller wants to split and cut the gem into four smaller ones. Due to inexperience, over five days of work he only retains 750gp of the stone’s value and, after a loss of 150gp of value from waste, splits it into four stones worth 150gp each, only one of which is finished. The last three gems take a day each to cut and polish. He spent a total of eight days working.
- Make a skill check to create simple and small pieces of jewellery not containing gems made of gold, silver, and copper worth +25%, +20%, +10%, respectively, of the original investment. The maximum investment per peice is 500gp. Increase the difficulty of the check by 1 to include gems in the piece, up to 25% (1/4) of the total value of the item.
- To create a piece requires half a week to one week to create, depending on the size and complexity of the item. In general, half a week is required per 250gp, rounded up or down to the nearest increment.
- Make a skill check to accurately appraise the value of any gemstone or item of jewellery. Failure indicates an appraisal amount +/- 10% of normal. This does factor in the level craftsmanship and national origin, but does not include any historical references or indicate any magical nature.
- Make a skill check to create gems from raw stones worth 100% of its normal value.
- Cutting a raw stone into a gem worth 90% of its normal value requires no check.
- Splitting a gem results in a loss of 10% (1/10) of the total value and can be cut into either 2, 3, 4, or 5 smaller gems. The limitation is that each gem must come out to a whole gp value (no fractions of a gold piece of value). Example: a 100gp gem cannot be split into four because, after the 10% loss, four doesn’t divide equally into 90gp, but it could be split into five 18gp gems, three 30gp gems, or two 45 gp gems.
- Make a skill check to create jewellery with starting materials worth up to 1000gp. Up to 50% (1/2) the total value may be in gems, but the maximum amount without gems is 750gp. Including gems does not increase the difficulty.
- Make a skill check to accurately appraise the value of any gemstone or item of jewellery. Failure indicates an appraisal amount +/- 5% of normal. This does factor in any historical references the character could reasonably be aware of, the level craftsmanship, and national origin, but does not indicate any magical nature.
- Cutting a raw stone at normal value does not require a skill check.
- Make a skill check to cut a raw stone into a gem worth +25% (+1/4) of its normal value, rounded to the nearest gp.
- Improving a gem to make it worth 10% (+1/10) more than its normal value does not require a skill check. A gem must be worth at least 10gp in order to be improved and values are rounded to the nearest gp. A gem cannot be improved more than once. Improving a gem requires one day per 500gp of the starting value.
- Splitting a gem requires no skill check. It still results in a 10% loss from the original, but it can be split any number of ways, so long as it divides equally into whole numbers and the smallest gem value is 5gp. If it cannot be split any other way, any remaining gp value smaller than 5gp is lost as waste.
- Example: a 100gp gem, after the 10% loss, could be divided into a 50gp gem, two 10gp gems, and four 5gp gems.
- The jeweller can create jewellery with starting materials worth up to 1,500gp. Up to 75% (3/4) of the value may be in gems, but the maximum amount without gems is 1000gp. See below:
- Creating jewellery from gold, silver and copper items require no check. Make a skill check to create jewellery using platinum and mithril, worth +50% and +75%, respectively, of the original investment.
- Make a skill check to create rings, necklaces, brooches, amulets that are used as the base item in magic items. These items are created at +25% of the cost of the total item and are worth twice as much towards creating the magic item.
- Appraising the value of any gemstone or item of jewellery does not require a skill check and is always accurate.
- Make a skill check to determine if a gem or piece of jewellery has magical qualities. It does not reveal the nature or method of activation of those qualities, simply that they are present.
- Make a skill check to cut a raw gem into a gem worth +50% (+1/2) of its normal value.
- Improving a gem by 20% (+1/5) requires no skill check.
- The jeweller can create jewellery using any material listed above with starting materials worth up to 2,500gp. Up to 80% of the value may be in gems, but the maximum amount without gems is 2000gp. See below:
- Creating jewellery without gems requires no skill check.
- Only jewellery made of mithril and/or containing gems requires a skill check to create.
- Make a skill check to create a Crystal Ball (with choice of features), a Gem of Brightness, or a Gem of True Seeing. It takes one week per 1000gp of cost to create it and a gem worth 10% of its total value. Neither spells nor casting ability are not required to create the item, since the magic is inherent to the quality of the item. The jeweller may only successfully create one of these items using this profession in his or her natural life. If the check failed to create it, the effort is wasted and a different (or the same)item can be attempted later.
- The DM may also decide to include other magical items, but not spells, whose primary characteristic is a crystal or gem. For example: A Helm of Brilliance could not be made because it contains many gems and its main characteristic is the helm. A Magic Jar could not be made because it is the focus for a spell. An Ioun Stone, a Periapt of Wound Closure, Eyes of Petrifiction (no guarantee of safety) could be allowed because they are primarily worked stone, a small gem with a bit of gold chain, or crystals in a thin frame, respectively. Items like a Ring of Spell Storing are a grey area, since they often, but not always, include gems, but I’d argue that they are primarily metal instead of gems. Less expensive items should require a gem or stone worth up 50% of the total.
- Example: a Gem of True Seeing is worth 25,000gp and requires a gem worth 2,500gp and 25 weeks to create.
Major Stat: INT Minor Stat: DEX
Rank 1: Tools, mold. 75gp initially.
- Make a skill check to create Wretched (+30% to open, Grade -2, 1gp, eighth day) and Poor (+15%,6gp, eighth day) quality locks.
- The base value of a Fair (0%, Grade 0) lock is 10gp (and sold for 20gp). The cost to create other locks based on the following formula : cost = (10gp + (Grade above/below Fair ^ 3)) – (percentage to open *2) and rounded up to the nearest gp. I’ve also rounded some of them to be more appealing numbers. So a Wretched-grade lock costs 1gp to make and a Poor-grade lock costs 6gp to make.
- The creation of a lock includes the creation of a key, a combination feature, a hidden switch, automatic locking (locks by itself when closed), a fail-safe (choose hidden switch and another feature, cannot be picked again after a failed attempt to pick it, trip the switch to reset the lock, cannot be chosen twice), or dual-action (requires two other locking features to be unlocked at the same time, -20% to open, cannot be chosen twice).
- Including one feature is required with any lock. Including two features (even two of the same feature) requires at least Average grade and increases the cost by 25%. Including three features requires at least Excellent grade and increases the cost by 75%. Four features requires at least Fullproof grade and increases the cost by 150%. Five features requires at least Masterful grade and increases the cost by 300%.
- Making a lock takes an eighth of a day per 10gp up to Poor quality, a quarter day of work per 25gp up to Good quality, half a day per 50gp up to Very Strong quality, and a full day of work per 100gp up to Impossible quality.
- A lock can be of any variety you can think of and can be built into anything that’s meant to open / close or be otherwise sealed. Add the cost of the lock on top of the cost of the item the lock is being installed into only if the lock is worth more than the item. For example: manacles cost 15gp to buy, so they are 7gp 1ep to craft. If the Locksmith is crafting both the lock and manacles together as a single piece (as opposed to a padlock attached to manacles he bought separately), he could include a Poor lock in it before increasing the cost. If he wanted to add an Average lock to them, it would cost 19gp 1ep to craft.
- Make a skill check to open a lock you created in 1 minute, if you are missing the key for it. Failure means the lock is broken.
- Can open a lock you created that does not use a single key in 3 rounds without a skill check. The normal time to open that kind of lock is 5 rounds (30 seconds).
- Make a skill check to determine the quality of a lock visually.
- Make a skill check at -1 to create Thieves’ Tools.
- All previous grade locks require no check to create.
- Make a skill check to create Fair (0%, 10gp, quarter day), Average (-5% to open, 12gp, quarter day), Good (-10%, 25gp, quarter day), Excellent (-15%, 50gp, half day), and Strong (-20%, 100gp, half day) locks.
- Can make a Pick Lock roll as a Thief of half your level to open locks up to Good quality (requires 1 Turn) or by making a skill check to disable it, which ruins the lock (requires 30 minutes). Both require the use of your tools or Thieves’ Tools. A Locksmith gets three chances to open any particular lock. If he fails, he must gain two levels before attempting to unlock or disable it again. Having a high DEX does not give the Locksmith a bonus to Pick Locks with this ability, as he is not a Thief or Assassin. This ability doesn’t stack with Thief, Monk or Assassin skills.
- Can open a lock you created in 1 minute without a check, if you are missing the key for it.
- Can open a lock you created that doesn’t use a single key in 2 rounds without a check.
- Can determine the quality of a lock visually without a check.
- Creating Thieves’ Tools require no check.
- All previous grade locks require no check to create.
- Make a skill check to create Very Strong (-25%, 200gp, 2 days), Fullproof (-30%, 350gp, 4 days), and Superior (-40%, 650gp, 7 days) locks.
- Can open up to Fullproof locks as a Thief of half your level or by making a skill check to disable it, ruining the lock.
- If the Locksmith is also a Thief or Assassin, add +10% to Open Lock checks (max 99%). Monks gain no bonus.
- Can open locks you created that don’t use a key as a standard action without a check.
- Make a skill check to determine visually if a lock is Arcane Locked.
- Make a skill check to create Masterwork Thieves’ Tools (+10% to Pick Lock rolls and +10% to disable traps, but not to find them).
- All previous locks require no check to create.
- Make a skill check to create Masterful (-60%, 1150gp, 12 days) and Impossible (-80%, 1950gp, 20 days) locks.
- Can add a False Trap effect to any lock by adding 500gp and 1 week of time. Does not count as an additional feature of the lock. Does not require an additional skill check.
- Can add an Arcane Lock effect to any lock by adding 1000gp and 2 weeks of time. Does not count as an additional feature of the lock. This requires a separate skill check.
- In both cases, the Locksmith doesn’t need to be a caster, though the effects are magical in nature. The quality of the materials and craftsmanship create the effect.
- Make a skill check to reduce to creation time of any lock by half. This is a separate skill check.
- Can open any lock as a Thief of half your level or by making a skill check to disable it, ruining the lock.
- Can determine visually if a lock is Arcane Locked without a check.
- Can create a Skeleton Key for 10,000gp, the index finger-bone of a Master Thief, and 10 weeks of work. This key will open any quality lock and disable any lock-based trap 90% of the time when turned in a keyhole. If it fails to open the lock, it will also fail to disable any trap and further attempts to use it on that lock will also fail. The key can disrupt an Arcane Lock once per day (similar to a Knock spell’s effect, but only on Arcane Locks).