Difference between revisions of "Journeyman"
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|[[Moderate Weapons]]||0.5 per level||15 max | |[[Moderate Weapons]]||0.5 per level||15 max | ||
+ | |} | ||
+ | =Soul Powers={| class="wikitable" | ||
+ | |- | ||
+ | |Level 0|| [[1]] | ||
+ | |- | ||
+ | |Level 0|| [[10]] | ||
+ | |- | ||
+ | |Level 0|| [[20]] | ||
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+ | |Level 0|| [[30]] | ||
|} | |} |
Revision as of 00:37, 21 October 2012
Journeyman
"Hold on, let me fix that for you, I can make it better than new."
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Many adventuring parties love to have Journeyman counted among their numbers. A Journeyman focuses on the equipment of themselves or others, providing alchemical substances or field repairs that allow others to work better and faster. A Journeyman is a master of buffing and healing, especially of a single target, making them excellent 'tank healers'.
A Journeyman could be anyone from a chemist to an alchemist, blacksmith to a weaponsmith.
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UNIQUE ABILITY: Better Than New - A Journeyman can fix a single piece of equipment at a time for a stronger effect. Any time a Journeyman uses a single target buff, that ability also grants a small heal. Also, any time they use a single target heal, that ability grants a small buff.
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Craft Ability: Journeymen are talented craftsman, and their items will turn out as masterpieces at times. +1% per 5 journeyman levels, even if not actively journeyman.
Proficiencies
Direction | 0.6 per level | 18 max |
Earth Magic | 0.3 per level | 9 max |
Fire Magic | 0.3 per level | 9 max |
Light Armor | 0.5 per level | 15 max |
Light Weapons | 0.5 per level | 15 max |
Medicine | 0.9 per level | 27 max |
Moderate Armor | 0.8 per level | 24 max |
Moderate Weapons | 0.5 per level | 15 max |
=Soul Powers={| class="wikitable" |- |Level 0|| 1 |- |Level 0|| 10 |- |Level 0|| 20 |- |Level 0|| 30 |}