Background Professions

Most adventurers typically start their careers in their late teens or early twenties. While that sounds about right in the modern world, a medieval character could conceivably be married, have children, own property, and work in a profession by the time he was 16. Thus, a 1st level fighter could be leaving a family behind in order to enter his first dungeon. He might have to worry about who’s minding his blacksmith shop while he’s off slaughtering kobolds. While it can be argued that player characters are anomalies and haven’t planted roots by the time they’ve started their adventuring careers, it cannot be argued that these same player characters haven’t been doing something during adolescence. In fantasy games, this assumption is built into beginning skills. A 1st level fighter that comes from a blacksmith background would put points into the Craft skill. Unfortunately, this has a tendency to limit a player-character’s history to reflect his class skills. A blacksmith can easily enter any profession, but a good sailor (an agile swimmer) probably won’t be a cleric, paladin, sorcerer, or wizard (never mind that sailors are probably the most dedicated worshipers of sea gods and offer prayers for aid on a daily basis). In addition, studies show that children and adolescents are better learners than adults. Teach a child a skill and it will be with him for life. While arguments can be made that switching classes means that one doesn’t have as much time to devote to a former class skill, it also makes sense that skills learned in youth will always come easier to one later in life.
We have decided to use occupations to reflect a player character’s former livelihood, taking “occupation” in its loosest sense: how did a player character occupy his time prior to adventuring? Each occupation offers a choice of skills and bonus feats. Each player character may have only one occupation, and this occupation is chosen at character creation.
=== Skills: ===
Choose 2 skills listed under your occupation.  They become class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill instead.
=== Feats: ===
Choose 1 of the feats listed under your occupation. It must be a feat for which you qualify.  You get that feat as a bonus feat in addition to any other feats that you may receive at character creation.
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==== ACOLYTE ====
Acolytes are neophytes of a particular temple. In civilized lands, they live in dormitories and spend their days performing various mundane duties for their superiors. In more primitive or rural societies, they may be a single student of a mid or high level cleric.
Skills: Diplomacy, Heal, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Linguistics, Profession, Spellcraft
Feats: Extra Channel, Extra Revelation, Improved Channel, Quick Channel, Selective Channeling, Channelled Blessing, Spell Focus
==== ANIMAL CATCHER ====
Animal catchers are employed to rid a city of certain animals, usually vermin. It is an unsavory occupation, but a necessary one.
Skills: Acrobatics, Handle Animal, Perception, Profession, Stealth, Survival
Feats: Agile Maneuvers, Alertness, Athletic, Vermin Heart, Blind Fight, Bludgeoner, Catch Off Guard, Combat Expertise, Augment Summoning
==== APPRENTICE ====
Apprentices are those learning a trade. This category is broadly defined, including blacksmiths, butchers, chandlers, leather workers, and even street prostitutes.
Skills:  Appraise, Bluff, Craft, Diplomacy, Disable Device, Profession, Sense Motive
Feats: Extra Arcane Pool, Extra Cantrips or Orisons, Extra Ki, Extra Hex, Extra Performance, Extra Rage, Skill focus, Additional Traits
==== ARCANE MERCHANT ====
Arcane merchants deal in magical items (a variant, the divine merchant, peddles holy items).
Skills:  Appraise, Bluff, Diplomacy, Knowledge (arcana), Knowledge (religion), Linguistics, Profession, Sense Motive, Spellcraft
Feats: Spell Focus, Cosmopolitan, Improved Counterspell, Iron Will, Magical Aptitude, Persuasive
==== ARCANE STUDENT ====
The arcane student studies magic in the hopes of one day becoming a wizard. An arcane student may be enrolled in a magical academy or privately tutored by a more powerful wizard.
Skills: Knowledge (arcana), Knowledge (the planes), Linguistics, Spellcraft, Use Magic Device
Feats: Spell Focus , Spell Mastery, Scribe Scroll, Combat Casting, Elemental Focus, Magical Aptitude, Augment Summoning, Expanded Preparation
==== ATHLETE ====
Advanced societies can afford to sponsor athletic competitors for the benefit of the masses. Athletes are not gladiators; they compete in track and field games.
Skills:  Acrobatics, Climb, Escape Artist, Handle Animal, Profession, Ride, Swim
Feats:  Athletic, Endurance, Run, Acrobatic, Agile Maneuvers, Distance Thrower, Point Blank Shot, Fleet, Improved Unarmed Strike
==== BANDIT ====
Bandits are robbers that steal from their prey through intimidation. They are adept at surprising their opponents and catching them off-guard. While the rural highwayman is the traditional bandit archetype, this occupation also includes urban muggers.
Skills: Appraise, Bluff, Climb, Disguise, Escape Artist, Intimidate, Perception, Ride, Stealth, Sense Motive
Feats: Blind-Fight, Persuasive, Improved Initiative, Performance Weapon Mastery, Point Blank Shot, Two Weapon Fighting, Quick Draw, Run, Step Up
==== BEGGAR ====
Beggars are common in any urban environment. Some of them are shunned due to their status or their health. Others are merely down on their luck. While beggars can be found in any age category, as a fantasy occupation it is assumed that the player character had to beg to survive in childhood.
Skills: Appraise, Bluff, Diplomacy, Intimidate, Knowledge (local), Perception, Stealth, Survival
Feats:  Persuasive, Self-Sufficient, Alertness, Antagonize, Catch Off Guard, Deceitful, Deft Hands, Go Unnoticed, Great Fortitude, Drunkard’s Recovery, Fast Crawl
==== CON ARTIST ====
Con artists are criminals that steal from others using their social skills. They might run a rigged game or gain a person’s confidence just to steal from him when his back is turned.
Skills:  Appraise, Bluff, Diplomacy, Disguise, Perform (acting), Perception, Profession, Sense Motive, Sleight of Hand
Feats:  Deceitful,  Persuasive, Deft Hands, Lightning Reflexes, Alertness, Cosmopolitan, Detect Expertise, Improved Initiative, Prodigy, Still Spell, Silent Spell, Skill Focus
==== COURTESAN ====
Courtesans are a higher class of prostitute. They are escorts or concubines of those that can afford their services. Courtesans are usually found as escorts of aristocrats or employees of a city brothel. They may also be geishas in the gnoll district.
Skills: Appraise, Bluff, Diplomacy, Disguise, Knowledge (nobility), Linguistics, Perform, Profession, Sense Motive, Sleight of Hand, Stealth.
Feats: Skill Focus, Additional Traits, Cosmopolitan, Agile Maneuvers, Eclectic, Iron Will, Lingering Performance, Shared Insight, Sociable, Spellsong, Voice of the Sibyl
==== COURIER ====
Couriers are messengers, often selected for their quick feet. Couriers are found in castles and cities. A variant of the courier is the town crier, who travels from place to place to publicly deliver news.
Skills:  Diplomacy, Handle Animal, Knowledge (geography), Knowledge (local), Knowledge (nature), Linguistics, Ride, Survival
Feats:  Mounted Combat, Run, Acrobatic, Agile Maneuvers, Cosmopolitan, Dodge, Endurance, Fleet, Improved Initiative, Nimble Moves, Fast Crawl
==== COURTIER ====
The courtier is an attendant of the ruling authority. They are nobles that spend most of their time in the castle or palace of the ruler, where he can keep an eye on them and influence their families.
Skills:  Appraise, Bluff, Diplomacy, Intimidate, Knowledge (nobility), Linguistics, Perception, Sense Motive
Feats: Alertness, Arcane Strike, Childlike, Cosmopolitan, Deceitful, Iron Will, Focused Discipline, Go Unnoticed, Persuasive, Quick Draw, Sociable
==== CULTIST ====
The cultist is part of a splinter group of a larger religion, or worships powerful beings that are forbidden by society.  They may have been raised by cultists, or they may have joined the group of their own volition. This can also include people who seek to gain knowledge or power through interaction with extra planar creatures or those with esoteric knowledge not well understood by the general population and so may be the victim of fears and prejudices.
Skills:  Bluff, Diplomacy, Intimidate, Knowledge (arcana), Knowledge (planes), Knowledge (religion), Linguistics, Spellcraft, Use Magic Device
Feats: Spell Focus, Summon Good Monster, Summon Neutral Monster, Summon Evil Monster, Theurgy, Versatile Channeler, Bouncing Spell, Ectoplasmic Spell, Extend Spell, Enlarge Spell, Focused Spell, Intensified Spell, Bloat Mage Initiate
==== DIPLOMAT ====
The diplomat is a noble that specializes in negotiation.
Skills: Bluff, Diplomacy, Intimidate, Knowledge (nobility), Linguistics, Perception, Profession, Sense Motive
Feats: Persuasive, Antagonize, Taunt, Silent Spell, Still Spell, Skill Focus, Careful Speaker, Cosmopolitan, Improved Counterspell, Deceitful, Dilettante, Noble Scion, Secret Signs
==== ENTERTAINER ====
Court jesters, tavern singers, circus jugglers, and stage actors have one thing in common; they want to entertain their audience.
Skills: Acrobatics, Climb, Escape Artist, Handle Animal, Perform, Sleight of Hand
Feats: Acrobatic, Athletic, Skill Focus, Quick Draw, Weapon Focus, Spell Mastery, Spell Specialization, Strong Comeback, Sure Grasp, Toughness, Animal Affinity, Arcane Talent, Aspect of the Beast
==== FARMER ====
The farmer works his land to grow crops. Unlike a serf, farmers are landowners, giving them a certain level of status and protection in society. Ranchers and shepherds are also covered under this occupation as most farmers also keep animals. Farmers live away from urban areas and enjoy the freedom and solitude.
Skills: Handle Animal, Knowledge (geography), Knowledge (nature), Perception, Profession (farming), Profession (ranching), Profession (shepherding), Ride
Feats: Boon Companion, Improved Unarmed Strike, Endurance, Great Fortitude, Green Guardian, Hermean Blood, Ironhide, Keen Scent, Master Craftsman, Mystic Stride, Nimble Moves, Toughness, Throw Anything, Catch Off Guard, Imperial Conscript
==== FISHERMAN ====
The fisherman is a key food supplier in coastal areas. In addition to knowing how to fish, fishermen are also used to interacting with merchants and foreigners.
Skills: Acrobatics, Perception, Profession, Sense Motive, Swim
Feats:  Deft Hands, Athletic, Net Adept, Equipment Trick, Lightning Reflexes, Skill Focus, Corsair, Galley Slave, Ironguts, Skilled Driver, Toughness, Imperial Conscript
==== GLADIATOR ====
The gladiator represents any occupation that involves fighting as a spectator sport. While gladiators can be arena fighters, they are also bare-knuckle fighters and duelists.
Skills: Acrobatics, Bluff, Escape Artist, Intimidate, Perception, Profession, Ride, Sense Motive
Feats:  Weapon Focus, Toughness, Exotic Weapon Proficiency, Power Attack, Quick Draw, Step Up, Taunt, Two Weapon Fighting, Equipment Trick, Improved Unarmed Strike, Disposable Weapon
==== GUARDIAN ====
Guardians are protectors of castles, cities, and villages.
Skills: Diplomacy, Intimidate, Knowledge (local), Perception, Profession, Sense Motive
Feats: Alertness, Improved Initiative, Combat Expertise, Combat Reflexes, Defensive Combat Training, Shield Focus, Opening Volley, Power Attack, Combat Advice
==== GUIDE ====
A guide specializes in helping others get to a particular location. They may be wilderness guides, taking customers through rough terrain, or they may be coachmen, driving a team of horses between towns.
Skills: Knowledge (geography), Knowledge (local), Knowledge (nature), Profession, Ride, Survival
Feats: Additional Traits, Altitude Affinity, Animal Affinity, Aspect of the Beast, Athletic, Big Game hunter, Combat Casting, Conceal Scent, Deep Sight, Desert Dweller, Eagle Eyes, Eldritch Heritage, Endurance, Fast Crawl, Fey Foundling, Fleet, Friendly Switch, Green Guardian, Vermin Heart, Mounted Combat
==== HEALER ====
The healer is proficient in herbal remedies and medical procedures. Healers are most commonly found in rural areas, where clerics and temples are sparse. Many healers choose to become druids.
Skills: Craft (alchemy), Handle Animal, Heal, Knowledge (geography), Knowledge (nature), Perception, Sense Motive, Survival
Feats: Extra Hex, Magical Aptitude, Natural Spell, Self Sufficient, Witch Knife, Scribe Scroll, Spell Focus, Spell Specialization
==== HERMIT ====
The hermit lives apart from society. Unlike a nomad, the hermit has a place to call home, but it is often isolated. Adolescent hermits are either fugitives or children of established hermits. Students of druids or other reclusive spell casters are considered hermits.
Skills: Bluff, Climb, Handle Animal, Heal, Stealth, Survival, Swim
Feats:  Alertness, Endurance, Natural Spell, Shade of the Woodlands, Green Guardian, Vermin Heart, Fey Foundling, Go Unnoticed, Extra Rage, Extra Rage Power, Favored Defense, Favored Judgement, Mage’s Tattoo, Improved Unarmed Strike, Fey Spell Lore
==== HUNTER ====
Hunters primarily earn a living by hunting game animals. Unscrupulous hunters, known as poachers, hunt game on land owned by another.
Skills: Climb, Disable Device, Handle Animal, Knowledge (local), Knowledge (nature), Perception, Stealth, Survival
Feats:  Deadly Aim,  Point-Blank Shot, Alertness, Distance Thrower, Aspect of the Beast, Blind-Fight, Big Game Hunter, Nimble Moves, Shade of the Woodlands, Fey Spell Lore
==== INVESTIGATOR ====
Despite the name, the investigator occupation includes magistrates, chancellors, and barristers as well as law enforcement investigators. Many feudal lords are also judges, and they may rely on subordinates to do the actual investigating for them. It is important to note that many “investigators” are more interested in extracting confessions rather than actually search for the truth.
Skills: Bluff, Diplomacy, Disable Device, Intimidate, Knowledge (local), Perception, Profession, Sense Motive
Feats: Alertness, Extra Rogue Talent, Extra Ki, Extra Hex, Extra Revelation, Favored Defense, Favored Judgement, Intimidating Prowess, Persuasive, Spell Penetration, Taunt
==== LABORER ====
Laborers are the builders and movers of society. They work the docks, raise castle walls, and load and unload carts.
Skills: Acrobatics, Climb, Craft, Disable Device, Knowledge (engineering), Profession, Survival
Feats:  Endurance, Toughness, Skill Focus, Additional Traits, Cooperative Crafting, Equipment Trick, Master Craftsman, Prodigy, Imperial Conscript
==== MERCHANT ====
The merchant is a buyer and seller of goods.
Skills: Appraise, Bluff, Diplomacy, Intimidate, Linguistics, Perception, Profession, Sense Motive
Feats: Persuasive, Scholar, Scribe Scroll, Sneaky Vagabond, Splash Weapon Mastery, Iron will, Black Marketeer, Experienced Vagabond
==== MINER ====
Miners spend most of their life beneath the earth, extracting valuable minerals.
Skills: Acrobatics, Appraise, Climb, Knowledge (dungeoneering), Profession (mining), Survival
Feats: Arcane Talent, Athletic, Aspect of the Beast, Cooperative Crafting, Deepsight, Endurance, Fast Crawl, Friendly Switch, Great fortitude, Imperial Conscript, Pure Faith, Iron Will, Toughness
==== NOBLE WARRIOR ====
The noble warrior is born of privilege. He is usually a low-ranking noble (knighthoods aren’t often acquired until after a player character has begun his career) and pledges his sword to his liege.
Skills: Appraise, Diplomacy, Intimidate, Knowledge (history), Knowledge (nobility), Knowledge (religion), Linguistics, Ride, Sense Motive
Feats: Mounted Combat, Animal Affinity, Skill Focus, Exotic Weapon Proficiency, Power Attack, Combat Reflexes, Intimidating Prowess, Weapon Focus, Toughness
==== NOMAD ====
The nomad is a wanderer, never staying in the same place for too long. He might be following a herd or simply hawking his talents or wares from village to village. The nomad only owns as much as he can carry.
Skills: Appraise, Bluff, Climb, Diplomacy, Knowledge (geography), Knowledge (nature), Perception, Ride, Sense Motive, Survival, Swim
Feats: Self-Sufficient, Toughness, Mounted Combat, Additional Traits, Endurance, Agile Maneuvers, Animal Affinity, Athletic, Catch Off Guard, Improved Unarmed Strike, Weapon Finesse, Fortune Teller
==== PIRATE ====
Pirates are the bandits of the seas.
Skills: Acrobatics, Appraise, Climb, Intimidate, Knowledge (geography), Profession (sailor), Survival, Swim
Feats:  Persuasive, Two-Weapon Fighting, Lightning Reflexes, Corsair, Galley Slave, Elemental Focus, Combat Casting, Improved Initiative, Intimidating Prowess, Weapon Finesse
==== PRIMITIVE ====
The primitive comes from a tribal society that is often well behind its more advanced neighbors. A primitive is first and foremost a survivalist; his society has not advanced enough to allow for specialization.
Skills: Climb Handle Animal, Heal, Perception, Sense Motive, Stealth, Survival, Swim
Feats:  Athletic, Toughness, Endurance, Iron Will, Lightning Reflexes, Great Fortitude, Throw Anything, Improved Unarmed Strike
==== SCHOLAR ====
Scholars are researchers. They generally specialize in a particular field.
Skills: Knowledge (any), Linguistics, Perception, Profession, Spellcraft, Use Magic Device.
Feats:  Skill Focus, Spell Focus, Spell Specialization, Elemental Focus, Extra Arcane Pool, Extra Channel, Extra Hex, Extra Revelation, Cosmopolitan, Spell Mastery, Spontaneous Metafocus, Focused Spell, Heighten Spell, Favored Enemy Spellcasting
==== SCRIBE ====
In preliterate societies, scribes were highly prized for keeping records and writing messages. In a literate society, the scribe is both a librarian and copyist.
Skills: Craft (calligraphy), Diplomacy, Knowledge (any), Linguistics, Perception, Spellcraft
Feats: Scribe Scroll, Cosmopolitan, Spell Focus
==== SEAMAN ====
The seaman might not have been born on the sea, but he’s lived almost his entire life upon it. The seaman is essential for crewing merchant vessels and naval ships. Some seamen are former outlaws, pressed into service for their crimes.
Skills: Acrobatics, Climb, Knowledge (geography), Profession (sailor), Profession (captain),  Survival, Swim
Feats: Dodge, Martial Weapons Proficiency, Toughness, Two-Weapon Fighting, Extra Rage, Quickdraw, Nimble Moves, Galley Slave, Weapon Finesse, Great Fortitude
==== SERF ====
Serfs are tied to the land of a local lord. They are not slaves, but they are restricted from moving off the lord’s land. Most serfs are farmers, working the land for their master.
Skills: Handle Animal, Knowledge (local), Profession (farming), Ride, Survival
Feats: Animal Affinity, Self-Sufficient, Imperial Conscript, Skill Focus
==== SERVANT ====
The servant’s job is to see to the needs of his master or patron.
Skills: Bluff, Diplomacy, Knowledge (nobility), Linguistics, Perception, Profession, Sense Motive
Feats: Skill Focus, Fleet, Pass for Human, Racial Heritage
==== SOLDIER ====
The soldier is trained to fight and protect his homeland.
Skills: Climb, Handle Animal, Intimidate, Ride, Swim
Feats: Power Attack, Improved Initiative, Combat Reflexes, Combat Expertise, Point Blank Shot, Weapon Focus, Shield Focus, Armor Focus, Step Up, Combat Advice
==== SQUIRE ====
The squire is a noble warrior in training. He is assigned to a noble warrior and holds his extra weapons and shields. In return, the squire receives the training he needs to be a noble warrior one day.
Skills: Diplomacy, Intimidate, Knowledge (nobility), Ride, Sense Motive
Feats: Weapon Focus, Shield Focus, Toughness, Additional Traits, Dodge, Iron Will, Lightning Reflexes, Great Fortitude
==== STABLE HAND ====
The stablehand grooms and takes care of horses for a lord or inn. Due to the comings and goings of horsemen, the stablehand learns a lot of information.
Skills: Handle Animal, Knowledge (local), Knowledge (nature), Perception, Profession (stablehand), Ride
Feats: Animal Affinity, Mounted Combat, Go Unnoticed, Boon Companion
==== TAVERN SERVER ====
The tavern server is the bartender or serving wench that provides food and drink to customers while sharing information.
Skills: Acrobatics, Bluff, Diplomacy, Knowledge (local), Perception, Profession, Sense Motive
Feats: Nimble Moves, Catch Off-Guard, Throw Anything, Cosmopolitan, Experienced Vagabond
==== THIEF ====
The thief spent his youth on the street, picking pockets and burgling homes. Even at this young age, he is a criminal.
Skills: Appraise, Bluff, Climb, Disguise, Escape Artist, Perception, Sleight of Hand, Stealth
Feats: Weapon Finesse, Alertness, Dodge, Lightning Reflexes, Run, Silent Spell, Still Spell, Black Market Connections
==== WOODSMAN ====
The woodsman is a forester that is generally engaged in providing lumber or firewood.
Skills: Handle Animal, Knowledge (geography), Knowledge (nature), Perception, Profession (woodsman), Survival
Feats: Power Attack, Throw Anything, Extra Rage, Vermin Heart, Toughness, Nimble Moves
Category:Character
Category:Custom
Category:Background
Category:Professions
Category:Skill
Category:Feat