For crafting, and other skills, you always use the rules that your character was crafted with. 3e characters use the 3e crafting rules (but without the xp penalty), PF players use the PF rules - and SF characters (if you get here) don't get to craft at all!
Things to consider - co-operative crafting, upgrade to full business, Bigger/fancier homes
When you become a resident, you get a Life Shadow.
Both you and your Life Shadow are tattooed with matching Mind-Shadow tattoos. These tattoos link your minds across the planes and link your lives, thoughts and feelings. It is mainly a one-way process, with the junior partner (the life shadow) growing as a lesser clone of the senior partner (You). Because of this, the Life Shadow reacts as you would, thinks as you would and makes the decisions that you would - all as they learn the skills and abilities that you have learned in life. But, just as importantly, you get to play the Life Shadow for events in Netherworld while your main PC is away from home adventuring.
Process
- You may build an NPC using this stat block (10,10,11,11,12,12). You may then apply any racial benefits, making sure that you have one main stat of 14.
- Choose the NPC class that most closely matches your primary class. You may choose from Adept(1), Expert(2) or Warrior. There is some flexibility; a bard might, for example, choose an Adept or an Expert.
- Assign Skills and Feats to the NPC. However, you may only use skills and feats that are in your Adventuring PC’s character sheet.
Note 1: Adepts draw their power from the Netherworld itself – and are suitable for casters of any sort. They do not have to select a deity to worship/follow.
Note 2: Experts must have class skills that are class skills for your main PC (from any class)
To become a resident, an adventuring PC must buy one of the following.
While you're 'at home', your Shadow acts as a live-in servant. They keep the house clean, collect food and water for the house, help out on the work area, run messages and do other mundane tasks for you.
Adventuring Crafter’s Home.
500gp FREE
This building is suitable for most crafters, as the workshop can be fitted for any craft. Clearly Boat Building, and other such crafts, need special consideration.
A courtyard, crossed by wooden beams to give a pergola effect, lets in light from the misty, overcast sky. Along the walls are a series of small rooms - a small bedroom, kitchen and tiny bedroom make a basic home for the PC and their Shadow. All the rooms have shuttered windows leading into the courtyard, so they can be closed to darken the room when you want to sleep. The workroom stands in a separate courtyard, and can be accessed without going through the domestic area.
Note: The workroom is only large enough for one crafter and is equipped with normal tools of the trade. However, you can purchase MW tools, if you choose, and if you have the ability, you can craft MW Items. If your Shadow has learned the appropriate craft skill from you, you automatically get +2 (aid another) when you use this workshop. The 'workshop' can be configured for scribing scrolls or brewing potions for personal use, or on commission.
The Shadow cannot craft - although they can aid you in your crafting, while you ate physically in Netherworld.
Adventuring Priest’s Home.
500gp FREE
This building is suitable for most Divine Caster PCs, as the shrine can be dedicated to any deity.
A courtyard, crossed by wooden beams to give a pergola effect, lets in light from the misty, overcast sky. Along the walls are a series of small rooms - a small bedroom, kitchen and tiny bedroom make a basic home for the PC and their Shadow. All the rooms have shuttered windows leading into the courtyard, so they can be closed to darken the room when you want to sleep. The shrine, a statue or monument dedicated to your deity, stands alone in a separate section of the courtyard and can be used to host public prayer services.
Note: The Shrine counts as a permanent fixture dedicated to your deity, pantheon, Philosophy or power, when casting spells.
Adventuring Professional’s Home.
500gp FREE
This building is suitable for most professionals who wish to work, occasionally, from an office, or something similar.
A courtyard, crossed by wooden beams to give a pergola effect, lets in light from the misty, overcast sky. Along the walls are a series of small rooms - a small bedroom, kitchen and tiny bedroom make a basic home for the PC and their Shadow. All the rooms have shuttered windows leading into the courtyard, so they can be closed to darken the room when you want to sleep. The office stands in a separate section of the courtyard.
Note: The work area is only large enough for one professional. If your Shadow has learned the appropriate craft skill from you, you automatically get +2 (aid another) when you use this workshop.
Lodgings.
250gp FREE
Rather than a building of your own, you take rooms in the residential complex. There isn't as much private space as in the house - just a small bedroom for you, a tiny bedroom for your shadow and a small sitting room. This sort of accommodation cannot be expanded and is just handed back, if you decide to move on.
Notes:
- Building Plan with 5ft squares (http://rp.baileymail.net/lib/e...:adventurerhouse.gif)
- PC room - Bed, Wardrobe, Drawers, Chest and extra space under the bed.
- Shadow room - Narrow bed, a few coat hooks and a box under the bed.
- Kitchen - brazier for cooking, Dresser with a small pot, crockery, cutlery (etc) plain wooden table, 1x carver type chair, 1x bench
- Store - empty apart from wooden shelves and racking
The apartment is smaller. PC room = 10x7.5, Shadow room 5x7. Sitting 15x7.5. Less furniture, etc.
This message was last edited by the GM at 10:08, Mon 11 Oct 2021.