Profession Feats

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    PROFESSION FEATSBy Malcolm Northwinter

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    PROFESSIONSProfessions 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 witheach profession, and engineering powers, see the next

    section after the profession descriptions.

    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 alsochoose 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 one-

    half the time.

    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,

    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 enchantmagic 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.

    BLACKSMITHING GEMSAny 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 amagical gem or gem-like wondrous item into a

    different gem or gem-like wondrous item of the

    original items level or lower. Once changed, thegem doesnt count against the limit of one.

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    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.

    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 inresiduum.

    20: You gain four-fifths the value of the item in

    residuum.

    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.

    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, chooseone 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.

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    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.

    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.

    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 bringsto 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 book-

    like 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 therequired 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.

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    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. Onlycertain 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 itemunless 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 amagical 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 enchantmagic 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 ablacksmith 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.

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    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 theyhave 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.

    NEW ITEMS AND POWERSBelow 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 Alchemical Items

    Any Blastpatch1

    Blinding Bomb1

    Dragonfire Tar1

    Jolt Flask1

    Smokestick1

    1 You must also have the engineering feat.

    Potions Potions

    Any

    Lvl Wondrous Item Price (gp)

    11 Portable Alchemists Lab 9,000 gp

    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 Armor

    Battleforged Armor Black Iron Armor

    Curseforged Armor Delvers Armor

    Dwarven Armor Flamedrinker Armor

    Hydra Armor Magic Armor

    Mountain Armor Razor Armor

    Soulforged Armor

    Weapons Weapons

    Berserker Weapon Dancing Weapon

    Dragonslayer Weapon Duelists Weapon

    Flaming Weapon Frost Weapon

    Holy Avenger Lifedrinker Weapon

    Lightning Weapon Magic Weapon

    Pact Blade Phasing Weapon

    Resounding Weapon Terror Weapon

    Thundering Weapon Vicious Weapon

    Vorpal Weapon

    Magic Rods Magic Rods

    Any

    Shields Shields

    Any

    Feet Slot Items Feat Slot Items

    Battlestrider Greaves Dwarven Greaves

    Hand Slot Items Hand Slot Items

    Gauntlets of Destruction Gauntlets of Ogre Power

    Gauntlets of the Ram

    Waist Slot Items Waist Slot Items

    Belt of Vigor Dynamic Belt

    Ironskin Belt

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    ENCHANTING

    Armor Armor

    Any

    Weapons Weapons

    Any Melee

    Holy Symbols Holy Symbols

    Any

    Staffs Staffs

    Any

    Wands Wands

    Any

    Arm Slot Items Arm Slot Items

    Any

    Feet Slot Items Feet Slot Items

    Any

    Hand Slot Items Hand Slot Items

    Any

    Ring Slot Items Ring Slot Items

    Any

    ENGINEERING

    Alchemical Items1

    Alchemical Items1

    Blastpatch Blinding Bomb

    Dragonfire Tar Jolt Flask

    Smokestick1 You must also have the alchemist feat.

    Weapons Weapons

    Flaming Burst Weapon Thunderburst Weapon

    Head Slot Items Head Slot Items

    Basilisk helm Goggles of night

    Helm of battle Helm of ghostly defense

    Helm of heroes Helm of the eagle

    Horned helm Phoenix helm

    Totems Totems

    Any

    Waist Slot Items Waist Slot Items

    Any

    Wondrous Item Wondrous Item

    Dimensional Shackles Dust of Appearance

    Everlasting Provisions1

    Feather Boat2

    Portable Hole Revenant Ankh3

    Ritual Candle Rope of Climbing

    Sending stones (pair)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: EngineeringStandard 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.

    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.

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    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 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 endof your next turn.

    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 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 freeaction.

    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 areinsubstantial and attacks made against you can score a

    critical hit on a natural 18, 19, or 20.

    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 5Target: 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.

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    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 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 SchematicThis 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 thecomponent 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.

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    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 Armor

    Enduring Topaz Hearty Sapphire

    Quick Sapphire Solid Sapphire

    Weapons Weapons

    Precise Ruby Bold Ruby

    Wicked Ruby

    Holy Symbols Holy Symbols

    Any

    Staffs Staffs

    Hearty Sapphire Precise Ruby

    Enduring Topaz

    Totems Totems

    Any

    Arm Slot Items1

    Arm Slot Items1

    Quick Sapphire Solid Sapphire

    Precise Ruby

    Feet Slot Items Feet Slot Items

    Smooth Topaz Potent Topaz

    Quick Sapphire

    Hand Slot Items1

    Hand Slot Items1

    Potent Topaz Precise Ruby

    Bold Ruby Wicked Ruby

    Head Slot Items Head Slot Items

    Any Perceptive Topaz

    Neck Slot Items Neck Slot Items

    Amulet of false life Amulet of health

    Amulet of protection Amulet of protection

    Periapt of wisdom Safewing amulet

    Scarab of invulnerability Hearty Sapphire

    Solid Sapphire

    Ring Slot Items Ring Slot ItemsAny

    Waist Slot Items1

    Waist Slot Items1

    Enduring Topaz Hearty Sapphire

    Bold Ruby1 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.

    Lvl Gem Slot Items Price (gp)

    1 Quick Sapphire 72 gp

    2 Potent Topaz 104 gp

    3 Hearty Sapphire 136 gp

    4 Perceptive Topaz 168 gp

    5 Precise Ruby 200 gp

    6 Enduring Topaz 360 gp

    7 Bold Ruby 520 gp

    8 Smooth Topaz 680 gp

    9 Solid Sapphire 840 gp

    10 Wicked Ruby 1,000 gp

    11 Quick Sapphire 1,800 gp

    12 Potent Topaz 2,600 gp

    13 Hearty Sapphire 3,500 gp

    14 Perceptive Topaz 4,200 gp

    15 Precise Ruby 5,000 gp

    16 Enduring Topaz 9,000 gp

    17 Bold Ruby 13,000 gp18 Smooth Topaz 17,000 gp

    19 Solid Sapphire 21,000 gp

    20 Wicked Ruby 25,000 gp

    21 Quick Sapphire 45,000 gp

    22 Potent Topaz 65,000 gp

    23 Hearty Sapphire 85,000 gp

    24 Perceptive Topaz 105,000 gp

    25 Precise Ruby 125,000 gp

    26 Enduring Topaz 225,000 gp

    27 Bold Ruby 325,000 gp

    28 Smooth Topaz 425,000 gp

    29 Solid Sapphire 525,000 gp30 Wicked Ruby 625,000 gp

    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.

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    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 gpLvl 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.

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    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.

    INSCRIPTION

    Magic Orbs Magic Orbs

    Any

    Major Glyph Slot Items Major Glyph Slot ItemsGlyph of Beast Form Glyph of the Beast

    Glyph of Healing Glyph of Rage

    Glyph of Spirit Glyph of Summoning

    Invigorating Glyph Rattling Glyph

    Reliable Glyph Stance Glyph

    Zone Glyph

    Minor Glyph Slot Items Minor Glyph Slot Items

    Glyph of Charm Glyph of Conjuration

    Glyph of Fear Glyph of Illusion

    Glyph of Poison Glyph of Polymorph

    Glyph of Sleep Glyph of Teleportation

    Lvl Glyph Slot Items Price (gp)

    1 Minor Glyph 72 gp

    1 Major Glyph 360 gp

    11 Minor Glyph 900 gp

    11 Major Glyph 4,500 gp

    21 Minor Glyph 15,000 gp

    21 Major Glyph 75,000 gp

    Tattoos Tattoos

    Any

    Tomes Tomes

    Any

    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 gpItem 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.

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    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 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.

    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.

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    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 encounterattack power that youknow 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 encounterattack power that youknow 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 encounterattack power that youknow and that has a single target and a single attackroll. 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 Armor

    Angelsteel armor Barkskin armor

    Bloodcut armor Curseforged armor

    Darkleaf armor Deathcut armor

    Delvers armor Dwarven armor

    Eladrin armor Elven battle armorExalted armor Magic armor

    Shadowflow armor Sunleaf armor

    Sylvan armor Tombforged armor

    Trollskin 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 bootsWavestrider boots Winged boots

    Boots of the infinite stride

    Boots of spider climbing

    Boots of striding and springing

    Hand Slot Items Hand Slot Items

    Burglars gloves Gloves of piercing

    Guildmasters gloves Rogues gloves

    Waist Slot Items Waist Slot Items

    Belt of Giant Strength Belt of Sacrifice

    Belt of Titan Strength

    Woundrous Items Wondrous Items

    Handy haversack

    TAILORING

    Armor Armor

    Any, but only on cloth armor

    Hand Slot Items Hand Slot Items

    Shadowfell gloves

    Feet Slot Items Feet Slot Items

    Any slipper or sandal

    Waist Slot Items Waist Slot Items

    Any sash or cord

    Woundrous Items Wondrous Items

    Any bag-like wondrous item

    Flying Carpet

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    GEM TRACKING LOGIf 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 forblacksmiths only, and the fourth box on waist slot items

    is for anybody who can get a blacksmith to add a gem.

    ARMOR

    WEAPON

    OFF-HAND WEAPON

    STAFF

    ARM SLOT ITEM

    FEET SLOT ITEM

    HANDS SLOT ITEM

    HEAD SLOT ITEM

    NECK SLOT ITEM

    WAIST SLOT ITEM

    MISCELLANEOUS & DETACHED GEMS

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    GLYPH TRACKING LOGIf 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

    Minor Glyph

    Power

    PARAGON TIER

    Major Glyph

    Power

    Minor Glyph

    Power

    EPIC TIER

    Major Glyph

    Power

    Minor Glyph

    Power

    GLYPH TRACKING LOGIf 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

    Minor Glyph

    Power

    PARAGON TIER

    Major Glyph

    Power

    Minor Glyph

    Power

    EPIC TIER

    Major Glyph

    Power

    Minor Glyph

    Power