General
The flavor of the occupation can be adjusted within reasonable margin.Each of the occupations has a number of skills that are granted as a class skill, or give +1 competence bonus to the skill if the character already has it as a class skill. Every occupation grants one feat picked from the list of available ones. The feat can't be retrained.Each occupation needs to have actual weight on the character.None of the gained features let you qualify for a martial tradition.
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.- Alignment: As Appropriate
- Skills(Two): Diplomacy, Heal, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Linguistics, Profession, Spellcraft
- Feats: Believer's Boon, Skill Focus (Knowledge [Religion]), Iron Will
Animal Catcher
Animal catchers are employed to rid a city of certain animals, usually vermin. It is an unsavory occupation, but a necessary one.- Alignment: Any
- Skills(Two): Acrobatics, Handle Animal, Perception, Profession, Stealth, Survival
- Feats: Nature Soul, Animal Affinity, Animal Call
Apprentice
Apprentices are those learning a trade. This category is broadly defined, including blacksmiths, butchers, chandlers, leather workers, and even street prostitutes.- Alignment: Any
- Skills(Two): Appraise, Bluff, Craft, Diplomacy, Disable Device, Profession, Sense Motive
- Feats: Skill Focus (any Craft, Perform, or Profession), Prodigy, Equipment Trick
Arcane Merchant
Arcane merchants deal in magical items (a variant, the divine merchant, peddles holy items).- Alignment: Any; divine merchants need to have compatible alignments with their wares.
- Skills(Three): Appraise, Bluff, Diplomacy, Knowledge (arcana), Knowledge (religion), Linguistics, Profession, Sense Motive, Spellcraft
- Feats: Magical Aptitude, Craft Magical items (Scrolls, Potions or Slotless and any two other), Skill Focus (Spellcraft or Use Magic Device)
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.- Alignment: Any
- Skills(Two): Knowledge (arcana), Knowledge (the planes), Linguistics, Spellcraft, Use Magic Device
- Feats: Spell/Sphere Focus, Spell Mastery, Magical Aptitude
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.- Alignment: Any
- Skills(Two): Acrobatics, Climb, Escape Artist, Handle Animal, Profession, Ride, Swim
- Feats: Athletic, Endurance, Run
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.- Alignment: Usually non-lawful
- Skills(Three): Appraise, Bluff, Climb, Disguise, Escape Artist, Intimidate, Perception, Ride, Stealth, Sense Motive
- Feats: Blind Fight, Persuasive, Street Smarts
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.- Alignment: Any
- Skills(Four): Appraise, Bluff, Diplomacy, Intimidate, Knowledge (local), Perception, Stealth, Survival
- Feats: Persuasive, Self-Sufficient, Street Smarts
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.- Alignment: Usually non-lawful
- Skills(One): Appraise, Bluff, Diplomacy, Disguise, Perform (acting), Perception, Profession, Sense Motive, Sleight of Hand
- Feats: Deceitful, Persuasive, Street Smarts
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.- Alignment: Any, tends towards neutral
- Skills(Two): Appraise, Bluff, Diplomacy, Disguise, Knowledge (nobility), Linguistics, Perform, Profession, Sense Motive, Sleight of Hand, Stealth.
- Feats: Nimble Moves, Prodigy, Skill Focus (Profession [Courtesan])
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.- Alignment: Any, usually lawful or good
- Skills(Two): Diplomacy, Handle Animal, Knowledge (geography), Knowledge (local), Knowledge (nature), Linguistics, Ride, Survival
- Feats: Lightning Reflexes. Run, Fleet
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.- Alignment: Any
- Skills(One): Appraise, Bluff, Diplomacy, Intimidate, Knowledge (nobility), Linguistics, Perception, Sense Motive
- Feats: Persuasive, Skill Focus (Knowledge [Nobility] or Sense Motive), Noble Scion (cannot choose War)
Diplomat
The diplomat is a noble that specializes in negotiation.- Alignment: Any
- Skills(One): Bluff, Diplomacy, Intimidate, Knowledge (nobility), Linguistics, Perception, Profession, Sense Motive
- Feats: Deceitful, Persuasive, Skill Focus (Diplomacy)
Entertainer
Court jesters, tavern singers, circus jugglers, and stage actors have one thing in common; they want to entertain their audience.- Alignment: Any
- Skills(Two): Acrobatics, Climb, Escape Artist, Handle Animal, Perform, Sleight of Hand
- Feats: Acrobatic, Athletic, Prodigy
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.- Alignment: Any, usually chaotic
- Skills(Two): Handle Animal, Knowledge (geography), Knowledge (nature), Perception, Profession (farming), Profession (ranching), Profession (shepherding), Ride
- Feats: Animal Affinity, Self-Sufficient, Skill Focus (Profession [Farmer, Hardener, Herbalist, Shepherd, Rancher, or similar occupation])
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.- Alignment: Any
- Skills(Two): Acrobatics, Perception, Profession, Sense Motive, Swim
- Feats: Alertness, Improved Initiative, Lightning Reflexes
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.- Alignment: Any
- Skills(Two): Acrobatics, Bluff, Escape Artist, Intimidate, Perception, Profession, Ride, Sense Motive
- Feats: Weapon Focus, Toughness, Exotic Weapon Proficiency
Guardian
Guardians are protectors of castles, cities, and villages.- Alignment: Usually lawful
- Skills(Three): Diplomacy, Intimidate, Knowledge (local), Perception, Profession, Sense Motive
- Feats: Alertness, Martial Weapons Proficiency, Extra Combat Talent (Armor Training)
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.- Alignment: Any
- Skills(Two): Knowledge (geography), Knowledge (local), Knowledge (nature), Profession, Ride, Survival
- Feats: Nature Soul, Skill Focus (Knowledge [Geography] or Survival), Lightning Reflexes
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.- Alignment: Usually non-evil
- Skills(Three): Craft (alchemy), Handle Animal, Heal, Knowledge (geography), Knowledge (nature), Perception, Sense Motive, Survival
- Feats: Self-Sufficient, Skill Focus (Heal or Profession [Herbalist]), Godless Healing
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.- Alignment: Any
- Skills(Three): Bluff, Climb, Handle Animal, Heal, Stealth, Survival, Swim
- Feats: Alertness, Endurance, Nature Magic
Hunter
Hunters primarily earn a living by hunting game animals. Unscrupulous hunters, known as poachers, hunt game on land owned by another.- Alignment: Any
- Skills(Two): Climb, Disable Device, Handle Animal, Knowledge (local), Knowledge (nature), Perception, Stealth, Survival
- Feats: Self-Sufficient, Precise Shot, Far Shot
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.- Alignment: Any
- Skills(Two): Bluff, Diplomacy, Disable Device, Intimidate, Knowledge (local), Perception, Profession, Sense Motive
- Feats: Alertness, Amateur Investigator, Scholar
Laborer
Laborers are the builders and movers of society. They work the docks, raise castle walls, and load and unload carts.- Alignment: Any
- Skills(Three): Acrobatics, Climb, Craft, Disable Device, Knowledge (engineering), Profession, Survival
- Feats: Endurance, Toughness, Great Fortitude
Merchant
The merchant is a buyer and seller of goods.- Alignment: Any, usually non-good
- Skills(Two): Appraise, Bluff, Diplomacy, Intimidate, Linguistics, Perception, Profession, Sense Motive
- Feats: Deceitful, Persuasive, Skill Focus (Profession [Merchant])
Miner
Miners spend most of their life beneath the earth, extracting valuable minerals.- Alignment: Any
- Skills(Two): Acrobatics, Appraise, Climb, Knowledge (dungeoneering), Profession (mining), Survival
- Feats: Fast Crawl, Endurance, Great Fortitude
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.- Alignment: Usually lawful
- Skills(One): Appraise, Diplomacy, Intimidate, Knowledge (history), Knowledge (nobility), Knowledge (religion), Linguistics, Ride, Sense Motive
- Feats: Martial Weapons Proficiency, Mounted Combat, Weapon Focus
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.- Alignment: Any, usually chaotic
- Skills(Three): Appraise, Bluff, Climb, Diplomacy, Knowledge (geography), Knowledge (nature), Perception, Ride, Sense Motive, Survival, Swim
- Feats: Self-Sufficient, Nature Magic, Fleet
Pirate
Pirates are the bandits of the seas.- Alignment: Usually non-lawful
- Skills(Three): Acrobatics, Appraise, Climb, Intimidate, Knowledge (geography), Profession (sailor), Survival, Swim
- Feats: Persuasive, Two-Weapon Fighting, Deft Maneuvers
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.- Alignment: Usually non-lawful
- Skills(Three): Climb Handle Animal, Heal, Perception, Sense Motive, Stealth, Survival, Swim
- Special: The primitive is illiterate
- Feats: Athletic, Powerful Maneuvers, Toughness
Scholar
Scholars are researchers. They generally specialize in a particular field.- Alignment: Any
- Skills(Two): Knowledge (any), Linguistics, Perception, Profession, Spellcraft, Use Magic Device.
- Feats: Skill Focus (Any), Scholar, Iron Will
Scribe
In preliterate societies, scribes were highly prized for keeping records and writing messages. In a literate society, the scribe is both librarian and copyist.- Alignment: Any
- Skills(Three): Craft (calligraphy), Diplomacy, Knowledge (any), Linguistics, Perception, Spellcraft
- Feats: Craft Magical Items (Scrolls and any two other), Cypher Script, Skill Focus (Linguistics, Profession [Librarian], or Profession [Scribe])
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.- Alignment: Any
- Skills(Two): Acrobatics, Climb, Knowledge (geography), Profession (sailor), Survival, Swim
- Feats: Dodge, Martial Weapon Proficiency, Aquatic Combatant
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.- Alignment: Any
- Skills(Three): Handle Animal, Knowledge (local), Profession (farming), Ride, Survival
- Feats: Self-Sufficient, Endurance, Great Fortitude
Servant
The servant’s job is to see to the needs of his master or patron.- Alignment: Usually lawful
- Skills(Three) Bluff, Diplomacy, Knowledge (nobility), Linguistics, Perception, Profession, Sense Motive
- Feats: Alertness, Deft Hands, Stealthy
Soldier
The soldier is trained to fight and protect his homeland.- Alignment: Any
- Skills(Two): Climb, Handle Animal, Intimidate, Ride, Swim
- Feats: Martial Weapon Proficiency, Extra Combat Talent (Armor Training), Weapon Focus
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.- Alignment: Usually lawful
- Skills(Two): Diplomacy, Intimidate, Knowledge (nobility), Ride, Sense Motive
- Feats: Animal Affinity, Mounted Combat, Flagbearer
Stablehand
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.- Alignment: Any
- Skills(Three): Handle Animal, Knowledge (local), Knowledge (nature), Perception, Profession (stablehand), Ride
- Feats: Animal Affinity, Mounted Combat, Skill Focus (Profession [Stable Master])
Tavern Server
The tavern server is the bartender or serving wench that provides food and drink to customers while sharing information.- Alignment: Any
- Skills(Two): Acrobatics, Bluff, Diplomacy, Knowledge (local), Perception, Profession, Sense Motive
- Feats: Nimble Moves, Catch-Off Guard, Persuasive
Thief
The thief spent his youth on the street, picking pockets and burgling homes. Even at this young age, he is a criminal.- Alignment: Usually non-lawful
- Skills(Three): Appraise, Bluff, Climb, Disguise, Escape Artist, Perception, Sleight of Hand, Stealth
- Feats: Stealthy, Deft Hands, Deft Maneuvers
Woodsman
The woodsman is a forester that is generally engaged in providing lumber or firewood.- Alignment: Any
- Skills(Two): Handle Animal, Knowledge (geography), Knowledge (nature), Perception, Profession (woodsman), Survival
- Feats: Skill Focus (Profession [Woodcutter]), Endurance, Sliding Axe Throw
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