Professions

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: nothing much.

Bazaar Merchant: +1 reaction rolls with merchants.

Beekeeper: +1 reaction rolls versus bees.

Blacksmith: +1 AB with hammers.

Boardinghouse Keeper: nothing much.

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: nothing much.

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: nothing much.

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: nothing much.

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: nothing much.

Furnituremaker: nothing much.

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: nothing much.

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: nothing much.

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: nothing much.

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: nothing much.

Potter: nothing much.

Public Bathkeeper: nothing much.

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: nothing much.

Scribe: nothing much.

Serf: nothing much.

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: nothing much.

Smuggler: nothing much.

Soapmaker: +1 save versus acid.

Soldier: nothing much.

Stablekeeper: +1 reaction rolls with horses.

Stoneworker: nothing much.

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: nothing much.

Thatcher: nothing much.

Theologian: INT check to remember something relevant about philosophy or religion.

Trading Post Employee: nothing much.

Translator: INT check to recognize a language.

Undertaker: +1 AB with shovels.

Warehouse Worker: nothing much.

Weaver: You know how to repair cloth. You can provide +1 to saves made by cloth.

Welldigger: +1 AB with shovels.

Wellkeeper: nothing much.

Wheelwright: +1 saves for wheeled vehicles.

Winemaker: nothing much.

Woodcarver: +1 AB versus wood.

Woodcutter: +1 AB with axes.