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Apprentice Jeweler

Apprentice Jeweler CR 1/3

Source NPC Codex pg. 260
XP 135
Human expert 1
N Medium humanoid (human)
Init +2; Senses Perception +4

Defense

AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 4 (1d8)
Fort +0, Ref +2, Will +2

Offense

Speed 30 ft.
Melee dagger –1 (1d4–1/19–20)

Tactics

During Combat The expert calls for help and makes a fighting retreat.

Statistics

Str 8, Dex 15, Con 11, Int 12, Wis 10, Cha 9
Base Atk +0; CMB –1; CMD 11
Feats Run, Skill Focus (Craft [jewelry])
Skills Appraise +5, Craft (jewelry) +8, Diplomacy +3, Disable Device +6, Knowledge (history, local, nobility) +5, Perception +4, Use Magic Device +3
Languages Common
Combat Gear acid; Other Gear padded armor, dagger, masterwork artisan’s tools, 188 gp

An apprentice delivers orders when not practicing her craft. She usually begins her apprenticeship as a young adult, serves for 7 years, and is paid mostly in room and board at the master’s home or shop. After this duration, the apprentice becomes a journeyman in the craft and is paid a daily wage by the master. Some, however may instead leave to start their own businesses with employees once they reach the journeyman stage. A typical artisan has only one apprentice at a time, but a famous or wealthy one may have multiple apprentices at once.

The above stat block can be used for any sort of trade that requires fine skill but not great strength, such as cobbling, dyeing, weaving, glass-blowing, locksmithing, or pottery-making. It can also be used to represent skilled professionals such as carriage drivers and house servants.