Most characters start with some training in a profession that they abandoned to become adventures. Barbarians are the exception. The former profession qualifies characters as apprentice-level in the craft. They are familiar with the practices and know how to use the tools, but they can’t produce fine works on their own. Characters might pick up a new profession by finding someone to accept them as an apprentice. After about a week, they will have the gist of the work.
It is possible to grow in skill from apprentice to journeyman by earning 5,000 xp. These experience points are separate from the primary character class. They may be earned by spending time on the job at the rate of 100 xp per month of full time work. It takes about four years to become a journeyman. It’s possible to accelerate learning by hiring a dedicated instructor, in which case gp may be exchanged 1:1 for xp, subject to local training limits. See the Experience for Gold page.
Further, characters may become masters by earning 75,000 xp in the profession.
Apprentice Skills
Training as an apprentice in a profession often provides a few benefits besides the obvious ones (e.g. bakers know how to bake bread).
Alchemist: You know how not to get burned. +1 saves versus acid damage.
Animal Trainer: You’re good with animals. +1 reaction rolls with animals.
Apothecary: You understand something about medicinal compounds. +1 saves versus poison.
Archaeologist: You make an intelligence check to estimate the age of a manmade object.
Armorer: You know how to repair armor. You can provide +1 to saves made by armor.
Astrologer: You can predict how people will behave. If you know someone’s birthday, +1 reaction rolls, +1 AB and +1 AC.
Astronomer: If you see the stars in the night sky, you know which direction is north.
Baker: You know your way around ovens. +1 saves from fire.
Banker: You can estimate quantities of coins instantly, accurate to the nearest hundred.
Barber: You can cut hair to provide a one-day +1 boost to reaction rolls.
Bartender: You know how to get them talking. +1 reaction rolls if you provide the target alcohol.
Basketweaver: You know how to repair baskets. You can provide +1 to saves made by baskets.
Bazaar Merchant: +1 reaction rolls with merchants.
Beekeeper: +1 reaction rolls versus bees.
Blacksmith: +1 AB with hammers.
Boardinghouse Keeper: You can handle people. +1 reaction rolls for conflict resolution.
Boatman: You’re steady on a boat. +1 all DEX checks when on a boat.
Bonecarver: You know how to construct a dagger from a bone.
Bootmaker: You know how to repair footwear. You can provide +2 to saves made by boots and shoes.
Botanist: Make an INT check to guess if a plant is poisonous or not.
Bowyer: +1 saves for bows and arrows.
Brewer: You have some resistance to alcohol. +1 saves versus getting drunk.
Broommaker: You are patient. +1 saves and ability checks requiring concentration.
Butcher: +1 damage with small blades (those that normally do 1d4)
Candlemaker: You can take the heat. +1 saves versus fire.
Caravan Master: +1 reaction rolls from pack animals.
Carpenter: +1 AB versus wood.
Carter: +1 saves to carts and wagons.
Charcoalmaker: You can take the heat. +1 saves versus fire.
Chef: You can take the heat. +1 saves versus fire.
Chemist: You know how not to get burned. +1 saves versus acid damage.
Church Employee: You know your way around a church. +1 reaction rolls with clerics and priests.
Clockmaker: Make INT check to know the hour of day.
Coachman: +1 reaction rolls from pack animals.
Construction Worker: +1 AB with shovels.
Cooper: +2 saves to barrels.
Dairy Worker: +1 reaction rolls from cows.
Diver: +1 saves from drowning.
Docksman / Wharfsman: nothing much.
Farmer: Is used to waking up early. No surprise if on watch during the third shift of the night.
Ferryman: You understand water currents. You can assess the depth and speed of water.
Fisherman: knows how to keep quiet. +5% to move silently.
Fletcher: +1 saves for bows and arrows.
Foundry Worker: You can take the heat. +1 saves versus fire.
Freighter: You know how to move cargo over water. +1 saves to cargo you pack.
Furnituremaker: +1 AB versus furniture.
Furrier: +1 saves to furs.
Gemcutter: INT check to identify the value of a gem.
Geologist: INT check to recognize type of stone.
Glassblower: You can take the heat. +1 saves versus fire.
Goldsmith: You can take the heat. +1 saves versus fire.
Graveyard Keeper: +1 AB with shovels.
Harlot: +1 reaction rolls versus men.
Healer: INT check to add 1 extra point of healing when someone gets healing magic.
Herbalist: Make an INT check to guess if a plant is poisonous or not.
Historian: INT check to remember a relevant detail about something historical.
Indentured Servant: You know how to obey your master. +1 reaction rolls to those in authority.
Innkeeper: +1 reaction rolls with drunk people.
Jeweler: INT check to recognize the value of a piece of jewelry.
Kennel Keeper: +1 reaction rolls with dogs.
Laborer: You’re used to hard work. +1 saves for endurance.
Leatherworker: +1 saves for leather goods.
Linguist: Make INT check to recognize a language (but not necessarily read it).
Locksmith: +5% lockpicking.
Logger: +1 AB with axes.
Lumberyard Worker: +1 AB with axes.
Madame/Pimp: +1 reaction rolls with men.
Mason: +1 AB with hammers.
Mathematician: nothing much.
Merchant: +1 reaction rolls with merchants.
Metalsmith: You can take the heat. +1 saves versus fire.
Miller: INT check to recognize type of grain.
Monastery Worker: nothing much.
Moneylender: You can estimate quantities of coins instantly, accurate to the nearest hundred.
Peasant: You know your place. +1 reaction rolls to those in authority.
Peddler: +1 reaction rolls with merchants.
Pharmacist: You understand something about medicinal compounds. +1 saves versus poison.
Philosopher: INT check to remember something relevant about philosophy or religion.
Physician: INT check to add 1 extra point of healing when someone gets healing magic.
Physicist: You know many esoteric theories. +1 reaction rolls when explaining science.
Potter: You know how to handle pottery. +1 saves for pottery.
Public Bathkeeper: You can handle people. +1 reaction rolls for conflict resolution.
Ropemaker: +1 saves for rope.
Sage of Architecture: INT check to instantly know the dimensions of a room.
Sage of Geometry: INT check to instantly know the dimensions of a room.
Sailor: You’re steady on a boat. +1 all DEX checks when on a boat.
Saloonkeeper: +1 reaction rolls with drunk people.
Schoolteacher: You can handle children. +1 reaction rolls with children.
Scribe: You know something about language and grammar. Make INT check to recognize a language (but not necessarily read it).
Serf: You know your place. +1 reaction rolls to those in authority.
Servant: +1 reaction rolls with authorities.
Ship Captain: +1 reaction rolls with sailors.
Shipwright: +1 AB versus wood.
Shoemaker: +1 saves for shoes and boots.
Slave: You know your place. +1 reaction rolls to those in authority.
Smuggler: You know how to hide stuff. +5% hiding.
Soapmaker: +1 save versus acid.
Soldier: nothing much.
Stablekeeper: +1 reaction rolls with horses.
Stoneworker: Detect unusual stonework 1 in 6.
Surgeon: INT check to add 1 extra point of healing when someone gets healing magic.
Tailor: You know how to repair cloth. You can provide +1 to saves made by cloth.
Tanner: +1 saves for leather.
Tavernkeeper: +1 reaction rolls with drunk people.
Taxidermist: You can preserve an animal skin.
Thatcher: You can construct a waterproof shelter with the right materials.
Theologian: INT check to remember something relevant about philosophy or religion.
Trading Post Employee: You can handle people. +1 reaction rolls for conflict resolution.
Translator: INT check to recognize a language.
Undertaker: +1 AB with shovels.
Warehouse Worker: You’re used to hard work. +1 saves for endurance.
Weaver: You know how to repair cloth. You can provide +1 to saves made by cloth.
Welldigger: +1 AB with shovels.
Wellkeeper: You know about clean water. Make an INT check to check if water is safe to drink.
Wheelwright: +1 saves for wheeled vehicles.
Winemaker: You have some resistance to alcohol. +1 saves versus getting drunk.
Woodcarver: +1 AB versus wood.
Woodcutter: +1 AB with axes.