The Artisan

Alignment: Any

Racial Requirements: None (though certain races, such as Gnomes or Dwarves, may lean towards artistry or craftsmanship).

Experience Table: As per Palladium Fantasy (Level Progression chart).

Artisans are craftsmen, builders, and creators of art and functional objects and tools, who specialize in producing a particular good or offering a particular service such as building, carpentry, carving wood, cutting stone, making statuary, making jewelry, tailoring clothes, painting, drawing, engraving, etc.

On the surface, they might just appear to be ordinary folk carrying out mundane jobs day after day, but what few readers may realize is that in the World of Otara, any kind of artisan represents a unique trade important to everyday life and that can be parlayed into a business or even an industry.

Carpenters and builders are needed to make pulleys, axe handles, tools, worktables, buildings, and boats. The more artistic will be the ones to paint, carve, chisel, or etch an attractive design, pattern, emblem or other feature into the wood, leather, rock, or metal, or make some other type of adornment. They are the ones who make signs, weave blankets, make fancy clothes, etch armour, carve a totem pole, make a statue or painting of the gods for worship, craft a musical instrument, and so on.

As a rule, any kind of artisan industry is controlled by a Guild. In large cities, where there is lots of competition, or in places where law and order are already on the decline, Guilds provide some much needed muscle and advisors to keep everything running smoothly (for a fee). They also maintain ties with the local magistrate, government, churches, and sometimes, even organized crime.

Artisans tend to have a good understanding of social trends, the basics of running a business (supply and demand if nothing else), and know how the law works, and in some cases, how to get around it to make a sale. They are also used to dealing with people from both sides of the fence, and what the particular business/criminal dynamics of their local settlement may be. Moreover, because they deal with so many different types of people from every strata, rich and poor, they can make the perfect stool pigeon, lookout, rumor-monger, spy and revolutionary.

Artisans are the skilled creators and performers who serve as pillars of culture, economy, and society. Their expertise covers a wide range of crafts including blacksmithing, pottery, tailoring, performance arts, music, and even diplomatic maneuvering. They possess both practical utility in the creation of tools and masterpieces, as well as social influence within nobility, guilds, and merchant circles.

Artisans often work independently or are hired by powerful patrons such as nobles, guilds, or wealthy merchants. They craft items ranging from simple tools to exquisite artworks, or they perform arts that entertain, inform, or influence social and political spheres. Whether building a sword, creating a painting, or performing on stage, Artisans are key figures who contribute to the rich cultural landscape of the world.

OCC Abilities & Features:

1. Focus

At 1st level, the Artisan must choose one of the following to focus on, granting a +10% bonus to that skill. This can be refined further at later levels.

  • Art/Craft (Choose one) or Performing Arts(Choose one)

2. Craft Mastery

The Artisan is an expert in their craft. As they level up, they receive bonuses to their chosen craft, whether it's creating masterwork weapons, armor, or art:

  • +5% to Craft skills at 3rd, 6th, 9th, 12th, and 15th levels.
  • +10% to Craft skills at 18th level.

Masterwork items (whether a sword, painting, or performance) require extra time and resources but can provide a +1 bonus to effectiveness for items like weapons, armor, or tools, or +1 to performance-based skills for entertainers.

3. Bonus Feat

At 2nd, 7th, 12th, and 17th levels, Artisans may choose one of the following bonus feats:

  • Fame (Acclaim): Gain reputation among nobles and merchants.
  • Influence: +10% to any social negotiation/charisma-based checks with influential individuals.
  • Wealth: Gain additional starting money/resources or patronage.

4. Patronage (Noble or Merchant)

At 5th level, Artisans can secure a patron, either a noble or wealthy merchant, who provides resources and support for their work. The patron is a major source of income, political leverage, or societal influence. The Artisan receives a +10% bonus to social and craft-based skill checks when working for their patron and may request minor boons (funds, favors, protection).

At 9th level, the Artisan acquires a second patron. The Artisan may receive +20% bonus when interacting with either patron.

5. Fame & Infamy

Artisans have the ability to sway public opinion, build a reputation or damage others' reputations:

  • At 3rd level: Influence a target's reputation (or create rumors) with a +2/-2 bonus (time required: 1-2 weeks depending on the situation).
  • At 7th level: Influence two targets simultaneously.
  • At 15th level: Influence up to four targets with +6/-6 reputation modifiers.

Fame & Infamy opens up social influence opportunities such as gaining patrons, attracting apprentices, controlling market trends, or manipulating the public's perception of the Artisan or others around them.

6. Masterwork Items

The Artisan can craft Masterwork items at 6th level and beyond. These include weapons, armor, art, and performances. The greater the success in the craft check, the higher the bonus:

  • +1 bonus for basic masterwork items.
  • +2 for superior items.
  • +3 for legendary items.

Masterwork items may take 4x more time than usual to create but offer significant benefits. For instance, a masterwork weapon may have greater durability or effectiveness, a masterwork performance could have a larger audience impact, or a masterwork painting may be considered priceless and highly sought after.

The Artisan O.C.C.

Attribute Requirements: I.Q.: 8, P.P.: 10 or higher. A high P.E. for working long hours is helpful. but not required.
Alignment: Any
Gender: Male or Female
Race: Any
O.C.C. Skills: (Note- All O.C.C. skills are professional quality.)

  • Art/Craft Skills (Choose 1 from the following)(+20%):
    • Art (painting, sculpture, etc.)
    • Blacksmithing
    • Carpentry
    • Tailoring
    • Leatherworking
    • Pottery
    • Glassblowing
    • Jewelry Making
    • Weapon/Armor Crafting
  • or
  • Performing Arts (Choose 1 from the following)(+20%):
    • Acting/Impersonation
    • Clowning
    • Contortionist
    • Dance
    • Jesting
    • Juggling
    • Mime
    • Play Musical Instrument
    • Public Speaking
    • Sing
    • Tumbling
    • Writing Music
  • Appraise Goods: (special) This skill allows the character to assess the true market value of "ordinary" commodities such as tools, clothing, furniture, jewelry, snares, etc. (not weapons or magic items, books, slaves, or rarities). Skill Ratio: 30% +5% per level of experience for Merchants, +10% for Artisans.
  • Mathematics: Basic (+15%)
  • Language: Native tongue at 98% plus two of choice (+15%)
  • Language/Literacy
  • Business
  • Appraisal
  • Haggling)
  • Horsemanship: General
  • Hand to Hand: Basic

    O.C.C. Related Skills: Select five other skills of choice at level one, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency.

    • Communications: Any (+10% each)
    • Domestic: Any (+10%)
    • Espionage: Forgery Only (+5%)
    • Horsemanship: Exotic Only
    • Labour: Any
    • Medical: Brewing and First Aid only
    • Military: Heraldry only
    • Naval Skills: Any
    • Performing Arts: Any (+10%)
    • Physical: Any except Acrobatics or Gynastics
    • Rogue: Locate Secret Compartments (+5%) and Card Shark (no bonus) only
    • Science: None
    • Scholar/Noble/Technical: Any (+5%)
    • Weapon Proficiencies: Any except Blowguns, Paired Weapons and Siege Weapons.
    • Wilderness: Boat Building (+10%), Wilderness Survival and Identify Plants & Fruit only.

    Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.

    Starting Equipment: One set of clothing, boots, gloves, a set of hand tools, chisel, mallet, small hammer, carving knives, pouch of 100 two inch nails, chalk, drawing lead. sketch book, small wooden cross, belt, bedroll, backpack, a large sack, a small sack, a water skin, and a tinder box.

    Armour: Soft Leather (A.R. 10, S.D.C. 20).

    Weapons: Starts with a dagger and one other weapon of choice. All are basic S.D.C. weapons of fair to good quality. Magic weapons and other equipment must be acquired later

    Money: The character starts with 200 in gold, which can be used immediately to purchase more equipment or it can be saved for later. Additional money will come from payment for jobs and/or booty.


    LevelExperience
    10-2,150
    22,151-4,300
    34,301-8,600
    48,601 - 15,600
    515,601-23,600
    623,601-33,600
    733,601-48,600
    848,601-68,600
    968,601-93,600
    1093,601-133,600
    11133,601-173,600
    12173,601-221,600
    13221,601-273,600
    14273,601-323,600
    15323,601-373,600

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