Apprentice Jeweler (Human Expert 1)
Apprentice Jeweler CR 1/3
Human Expert 1
N Medium humanoid (human)
Init +2; Senses Perception +4
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
HP 4 (1d8)
Fort +0, Ref +2, Will +2
Speed 30 ft.
Melee dagger –1 (1d4–1/19–20)
During Combat The expert calls for help and makes a fighting retreat.
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
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.
Section 15: Copyright Notice
Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.