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Dice Mob Home > Dice Mob Rules > Professions
Trades
Tradesmen practice in one of the many crafts required to keep a town, city, or castle thriving.
Architect
Architects plan the construction of buildings including houses, inns, and castles. They will be able to tell the weak points in a building in order to bring it down as well as know the relative age and stability of any construction. In a pinch and given the right materials, they can build crude dwellings and bridges that are stable enough to keep out the weather or to cross a ravine.
| Offensive Skill | None |
| Defensive Skill | None |
| Attributes | Perception*3, Persuasion |
| Knowledge | Reading/Writing, Architecture, Appraisal, History |
Brewer
Brewers generally work out of a town, city, castle, or monastery to provide beer, wine, ale, mead, or other liquors to royalty, taverns, innkeepers, and others. For the purposes of this profession in Dice Mob, a brewer would be able to brew any sort of liquor in the appropriate amount of time it would take it to ferment properly, including brewing it in such a way as to increase the alcohol content to make someone drunker faster than they might expect. They should also be able to identify the relative cost of liquors including ones that would be of more value than others. They should also be able to identify if something they are drinking has been poisoned.
| Offensive Skill | None |
| Defensive Skill | None |
| Attributes | Perception*2 |
| Knowledge | Appraisal, Potions and Powders, Plants and Herbs |
Butcher
Butchers are responsible for the meat of a city or castle. The GM should consider any skills to do with preparing and butchering animals for cooking is known by the butcher. They will know if meat is still good for eating.
| Offensive Skill | Weapon Proficiency + Melee Slashing |
| Defensive Skill | None |
| Attributes | Strength*2, Perception |
| Knowledge | Domestic Animals |
Cook
Cooks generally work for the royalty or the aristocracy or they could work out of an inn, tavern, or other eating establishment. They also understand spices and generally have a good chance (e.g. successful Perception check) to tell if something has been poisoned, assuming the poison used has odor or taste to it. For the purposes of this profession in Dice Mob, a baker would be considered a cook, just one who specializes in baked goods.
| Offensive Skill | None |
| Defensive Skill | Burning/Acid |
| Attributes | Perception, Stamina, Insight |
| Knowledge | Plants and Herbs |
Glassblower
Glassblowers are responsible for fulfilling the glass needs of a town. For the purposes of adventuring, they have any of the knowledge necessary to blow glass into useful shapes.
| Offensive Skill | None |
| Defensive Skill | Burning/Acid*2 |
| Attributes | Dexterity*2, Perception*2, Persuasion |
| Knowledge | None |
Jeweler
Jewelers use precious metals and gemstones to fashion earrings, bracelets, necklaces and the like. They can tell the general quality and cost of pieces of jewelry and even if it might have magical properties. This profession also includes the ability to cut gems to enhance their value. After an adventure (to give them time to cut them properly), all gems they possess double in value.
| Offensive Skill | None |
| Defensive Skill | None |
| Attributes | Dexterity*3, Perception*2 |
| Knowledge | Appraisal, Forging |
Leatherworker
Leatherworkers work with leather armors, gloves, boots, leather helmets, and other leather clothing. With the proper tools, they can repair damaged leather goods. If they can examine it closely, they can tell the general quality of leather goods and even if it might have magical properties. This profession also includes cobblers.
| Offensive Skill | None |
| Defensive Skill | Blunt |
| Attributes | Strength, Dexterity, Perception*2 |
| Knowledge | Leatherworking, Appraisal |
Locksmith
Locksmiths build locks, safes, and keys and will know the general quality and strength of locks and safes they come across. They can generally pick a lock as well as any thief, maybe even better.
| Offensive Skill | None |
| Defensive Skill | None |
| Attributes | Dexterity*3, Perception*3 |
| Knowledge | Forging, Appraisal, Locks |
Mariner
Mainers sail the oceans and large rivers of the world, often delivering cargo from one port to another. They will know if a ship or boat is seaworthy and can repair it if it is not, but they will not be able to build a boat itself unless they are also a woodworker. They aren't as adept at fishing as a fishermen, but they do know how to fish to keep themselves alive since life at sea generally requires them to fish.
| Offensive Skill | None |
| Defensive Skill | None |
| Attributes | Perception*2, Stamina |
| Knowledge | Sailing, Knots, Weather, Fishing, Swimming |
Mason
Masons carry rocks or bricks and build buildings by putting them together using mortar. They know techniques for cutting stone into the shapes required. They will be able to tell the weak points in a building in order to bring it down as well as know the relative age and stability of a stone or brick construction.
| Offensive Skill | Weapon Proficiency + Blunt |
| Defensive Skill | Blunt |
| Attributes | Strength*2, Perception |
| Knowledge | Architecture |
Mechanic
This is a generic statement for the mechanically inclined of the medieval era.
They are adept at clockworks. They understand how to build and repair clocks, and they have a good sense of what time it is, day or night, inclement weather or clear day, even underground.
But even more so than just clocks, they understand a lot about any sort of mechanics. They can recognize and enable/disable mechanical traps with ease and will understand what one would do if set off. They can build simple systems like pulleys up to complex machines appropriate to the era in which they live.
| Offensive Skill | None |
| Defensive Skill | None |
| Attributes | Dexterity*3, Perception*2 |
| Knowledge | Reading/Writing, Mathematics |
Miner
Miners mine for ore or gemstones. They are generally cognizant of what constitutes something valuable and what is not when it comes to the ore and gemstones they fine. They understand and have knowledge on how to avoid underground pitfalls common to mines, such as methane gas or areas which might be prone to a cave-in. They also have good underground direction sense.
| Offensive Skill | Weapon Proficiency + Blunt |
| Defensive Skill | None |
| Attributes | Strength*2, Perception*2 |
| Knowledge | Underground, Appraisal |
Smith
The constant pounding of hammers on steel generally leave smiths in good shape. They know how to form horseshoes, blades, pieces of armor, or whatever their specialty is as well as repair and replace parts of those that have been damaged. Although we will only handle the primary three types of smiths–blacksmiths, weaponsmiths, and armorers–there are also many who work in other metals besides iron, including precious metals of the silversmiths and goldsmiths.
Blacksmith
Blacksmiths primarily work with metal to accomplish the more mundane tasks of building farming equipment, shoeing horses, and the many other metal objects that keep a town flourishing in medieval times.
| Offensive Skill | Weapon Proficiency + Blunt |
| Defensive Skill | Blunt, Burning/Acid |
| Attributes | Strength, Dexterity |
| Knowledge | Forging, Domestic Animals, Appraisal |
Weaponsmith
Weaponsmiths specializing in making blades, including swords, daggers, axes, and the ends of pole-arms. If they can hold a weapon and examine it, they can tell the quality of a weapon and even if it might have magical properties.
| Offensive Skill | Weapon Proficiency + Blunt + Slashing + Piercing |
| Defensive Skill | Burning/Acid |
| Attributes | Strength, Dexterity |
| Knowledge | Forging, Appraisal |
Armorer
Armorers specializing the pieces that go into a suit of armor as well as helmets and shields. Given the proper tools, they can be useful in repairing metal armor that has been damaged. If they can examine metal armor closely, they can tell its quality and even if it might have magical properties.
| Offensive Skill | Weapon Proficiency + Blunt |
| Defensive Skill | Slashing, Piercing, Burning/Acid |
| Attributes | Strength, Dexterity |
| Knowledge | Forging, Appraisal |
Woodworker
Although woodworking and carpentry are somewhat different, we are grouping them together for the purpose of this profession. Woodworkers are familiar with the strengths of various types of woods and can often identify them. They can repair damaged wooden items like wooden shields, staves, and other wooden weapons. They can construct works of art using wood. The can tell the quality of wooden weapons and shields and can often tell if they are magical. They will be able to tell the weak points in a wooden building as well as know the relative age and stability of any wooden construction. And they are fairly proficient with an axe or hammer.
| Offensive Skill | Weapon Proficiency + Blunt + Slashing |
| Defensive Skill | None |
| Attributes | Strength, Dexterity |
| Knowledge | Woodworking, Appraisal, Architecture, Wilderness |
Bowyer
This is a type of woodworker who specializes in making ranged wooden weapons including bows, crossbows, arrows, bolts, and spears. They can both make new wooden weapons as well as repair ones that have been damaged. Through close examination, they can tell the quality of bows, crossbows, arrows, bolts, and spears made by others and can even determine if the ones they find are magical.
| Offensive Skill | Weapon Proficiency + Ranged Piercing |
| Defensive Skill | None |
| Attributes | Dexterity, Perception |
| Knowledge | Woodworking, Appraisal, Wilderness |
Trade Apprentice (child)
Knowledge depends on what the child apprenticed as and is the primary knowledge of that profession. (The primary knowledge is bolded in the descriptions above.)
| Offensive Skill | None |
| Defensive Skill | None |
| Attributes | Dexterity |
| Knowledge | Based on apprenticeship |
