Profession Traits

The profession you practiced before game start plays a role in how you view the world, and how you were shaped as an individual; as such, each character gains one of the following traits, which is chosen based off of the job or tasks you practiced before your life of adventure. Your Profession Trait provides you with a variety of benefits, is part of what determines your starting wealth, and determines how much you make while Practicing your Profession in Downtime.  

Profession Traits

The following lists the base Profession Traits available:  
Acolyte
An acolyte is anyone who spent their non-adventuring adult life in a chapel, temple, cloister, or similar facility, performing duties in the name of a deity.
  • You gain the ability to cast a single Cantrip from one of the Divine or Primal spellcasting classes; your Spellcasting ability with this cantrip is the same as the chosen class's.
  • You gain Proficiency in one of the following skills: Deception, Occultism, Persuasion, or Religion. Additionally, you gain Proficiency in Ritual Implements and gain an additional Language related to your faith, generally from the following list: Abyssal, Aklo, Celestial, Druidic, Infernal, Necril, Primordial, Shadowlands, Spirit Tongue, or Sylvan.
  • You gain Lore in the following: (deity) Faith.
  • You gain Lore in one of the following: (deity) Religious Practices, (deity) Rituals and Ceremonies, or (region) (Local Area), and adds these to the list of Lore's you can take from your Origin; and adds these to the list of Lore's you can take from your Origin.
  • Finally, you begin the game with the following starting gear: a flask of Holy Water, Holy Text of your deity, a coin pouch containing 7 gp and 5 sp.
 
Adventurer
An adventurer is anyone who never stays in one place for too long and — typically — makes their living by doing odd-jobs — which are often dangerous and often involve some sort of bloodshed.
  • You gain Proficiency with Simple Weapons, Martial Weapons (must be Proficient with Simple Weapons), or one Exotic weapon of your choice (must be Proficient with Martial Weapons). Additionally, you gain Proficiency with one Armor type- (Light armor if you lack any form of armor proficiency, Medium Armor if you have Light armor proficiency, and Heavy if you have Medium armor proficiency), or in Shields.
  • You gain Proficiency in any one skill of your choice. Additionally, you gain a bonus Language of your choice that is neither secret or forgotten.
  • You gain Lore in two of the following: (region) Folklore, (region) Flora, (region) Fauna, (Monster Type) (Monster Subtype), (region) (Local Area), or (region) Monstrous Fauna; and adds these to the list of Lore's you can take from your Origin.
  • Finally, you begin the game with the following starting gear: an Adventurer’s Kit, a memento from your first quest, and a coin pouch containing 10 gp and 5 sp.
 
Alchemist
An alchemist is someone who knows and understands the various alchemical formulae which — through proper combinations — can create potent alchemical creations.
  • You gain Proficiency in one of the following skills: Arcana, Medicine, or Nature. Additionally, you gain Proficiency in Alchemist Supplies.
  • You gain Lore in the following: Fundamentals of Alchemy.
  • You gain Lore in one of the following: (region) (Local Area), (region) Flora, (region) Fauna, and adds these to the list of Lore's you can take from your Origin; and adds these to the list of Lore's you can take from your Origin.
  • Finally, you begin the game with the following starting gear: a set of Alchemist Supplies and a coin pouch containing 10 gp and 5 sp.
Those who find lab work fulfilling often live a solitary life, but in return gain the knowledge that only uninterrupted study can provide. You gain a set of Alchemist's Supplies, 10 gp, and 5 sp. In addition, an alchemist gains proficiency in Alchemist's Supplies, Herbalism Kit, and one of the following skills of your choice: Arcana, Medicine, or Nature. An alchemist gains Lore in Alchemy and Lore in one of the following: (region) (Local Area), (region) Flora, (region) Fauna.  
Apothecary
  • Apothecary: An apothecary is someone who tends to the sick, produces tinctures and poultices to heal and restore the wounded, and performs surgeries in extreme cases, generally though they create medicine for those in need.
Those who find medicinal work fulfilling often live busy yet rewarding lives, though many are overworked, the sense of accomplishment and helping those in need is hard to pass up on. You gain a healer's kit and a set of surgery supplies, 12 gp, and 5 sp. In addition, an apothecary gains proficiency in Surgery Supplies and Herbalism Kit, and one of the following skills of your choice: Insight, Investigation, Medicine, or Nature. An apothecary gains Lore in Medicine and Humanoid Anatomy and Lore in one of the following: (region) (Local Area), (region) Flora, (region) Fauna.  
Anthropologist
  • Anthropologist: An anthropologist is someone who studies other cultures, ranging from ancient and lost civilizations to modern ones.
An anthropologist gains an additional language of their choice, skill proficiency in History, and 7 gp; additionally, an anthropologist gains Lore in two Cultures, ancient or current, and Lore in one of the following: (region) (Local Area), (region) Culture, (culture) Art, or (culture) History.  
Architect
  • Architect: An architect is someone who designs buildings and/or supervises their construction.
An architect gains proficiency in the Investigation skill, and either Carpenter's Tools or Engineer's Tools. An architect gains Lore in (region) Building Practices, and Lore in one of the following: (region) (Local Area), (region) Flora, or (region) Building Practices. In addition, an architect begins the game with 10 gp, 5 sp, and a set of their chosen tool.  
Artist
  • Artist: An artist is a person engaged in an activity related to creating art, practicing the arts, or demonstrating an art.
An artist gains proficiency in the Perception skill, and one of the following tools: Calligrapher's Supplies, Disguise Kit, Glassblower's Tools, Jeweler's Tools, Mason's Tools, Painter's Supplies, Potter's Tools, Waxworker's Tools, Weaver's Tools, or Woodcarver's Tools. In addition, an artist begins the game with 7 gp, and their chosen set of tools. An artist gains Lore in Artistry and Lore in one of the following: (region) (Local Area), (culture) Art, (region) Notable Artists.  
Barber
  • Barber: A barber is someone who cuts, trims, and styles hair for a living.
A barber gains proficiency in the Gossip or Sleight of Hand skill, and Barber’s Supplies. In addition, a Barber begins the game with 7 gp, and a set of Barber’s Supplies. A Barber gains Lore in Barbering and Lore in one of the following: (region)(Local Area), (region)(Local Area) Hairstyles, or (region) Folklore.  
Brewer
  • Brewer: A brewer is someone who brews, or whose occupation is to prepare malt liquors.
A brewer gains proficiency in one skill of their choice, and Brewer's Supplies. In addition, a brewer begins the game with 7 gp, and a set of Brewer's Supplies. A brewer gains Lore in Brewing and Lore in one of the following: (region) (Local Area), (region) Flora, (region) Folklore.  
Butcher
  • Butcher: A butcher is someone who cuts and prepares meat.
A butcher gains proficiency in one skill of their choice, and Rending Tools or Cook's Utensils. In addition, a butcher begins the game with 7 gp, and their chosen tool. A butcher gains Lore in Animal Preparation and Lore in one of the following: (region) (Local Area), (region) Cuisine, (region) Fauna, (region) Folklore.  
Cartographer
  • Cartographer: A cartographer is someone who draws or produces maps, often surveying the land in order to create the maps that they are interested in.
A cartographer gains proficiency in the Survival skill, and either Cartographer's Tools or Navigator's Tools. In addition, a cartographer begins the game with 14 gp, and a set of their chosen tool. A cartographer gains Lore in (region) Geography and Lore in two of the following: (region) (Local Area), (region) Flora, (region) fauna, (region) (Local Area) hidden pathways, or region (trade routes).  
Charlatan
  • Charlatan: A charlatan is a person falsely claiming to have a special knowledge or skill.
A charlatan gains proficiency in the Deception or Sleight of Hand skill, and the Disguise Kit; in addition, a charlatan begins the game with 14gp, and a Disguise Kit. A charlatan gains Lore in (region) (Local Area) and Lore in two of the following: (region) Nobility, (region) Folklore, (region) Etiquette, (Deity) Faith, (Deity) Rituals and Practices, or (region) (Local Area).  
Cobbler
  • Cobbler: A cobbler is someone who makes and designs shoes.
A cobbler gains proficiency in one skill of their choice, and Cobbler's Tools. In addition, a cobbler begins the game with 10 gp, 5 sp, and a set of Cobbler's Tools. A cobbler gains Lore in Shoemaking and Lore in one of the following: (region) (Local Area), (region) fashion, (region) Folklore.  
Cook
  • Cook: A cook is someone who prepares and cooks food.
A cook gains proficiency in one skill of their choice, and Cook's Utensils. In addition, a cook begins the game with 7 gp, and a set of Cook's Utensils. A cook gains Lore in (region) Culinary Arts and Lore in one of the following: (region) (Local Area), (region) Cuisine, (region) Flora, (region) Fauna, (region) Folklore.  
Courtier
  • Courtier: A courtier is a person who attends a royal court as a companion or adviser to the king or queen.
A courtier gains proficiency in the Deception, or Persuasion skill. In addition, a courtier begins the game with 14 gp, and a set of fine clothes. A courtier gains Lore in (region) (Country), (region) Geography, and Lore in two of the following: (region) (Local Area), (region) Nobility, (region) Etiquette, (region) Culture, (region) Geography, (region) (Country), or (region) (Nobility) Lineages.  
Court Mage
  • Court Mage: A court mage is someone who provides arcane services to a king, fief, court, or other government location.
A court mage gains proficiency in the Arcana skill and Ritual Implements. In addition, a court mage begins the game with 10 gp, 5 sp, a set of Ritual Implements, and a set of fine clothes. A court mage gains Lore in (Magic School) Theory and Practices, (Magic School) Rituals, and Lore in three of the following: (region) (Local Area), (region) Nobility, (region) Etiquette, (region) Culture, (region) Geography, (region) (Country), Spheres of Vancian Magic, or Fundamentals of Arcana.  
Criminal
  • Criminal: A criminal is someone who achieves wealth through illicit means.
A criminal gains proficiency in the Deception, Sleight of Hand, or Stealth skill, and in Thieves' Tools. In addition, a Criminal begins the game with 7 gp, and a set of Thieves' Tools. A criminal gains Lore in (region) (Local Area) and Lore in two of the following: (region) Nobility, (region) Folklore, Locks and Security Systems, (region) Criminal Organizations, (region) (specific Criminal Faction), or (region) (Local Area).  
Engineer
  • Engineer: An engineer is someone who designs, builds, or maintains engines, machines, or public works.
An engineer gains proficiency in one skill of their choice and proficiency in Engineer's Tools or Tinker's Tools. In addition, an engineer begins the game with a set of their chosen tools, a Artisan's Outfit, and a pouch containing 10 gp, and 5 sp. An engineer gains Lore in Machinery, and Lore in one of the following: (region) (Local Area), (region) Flora, or (region) Building Practices.    
Enchanter
  • Enchanter: An enchanter is someone who creates and identifies magical items.
An enchanter gains proficiency in Arcana, and Enchanter’s Supplies. In addition, an enchanter begins the game with 10 gp, 5 sp, and Enchanter’s Supplies. An enchanter gains Lore in Enchanting and Lore in one of the following: (region) (Local Area), (region) Magic Items, Fundamentals of Arcana, or (region) Folklore.  
Entertainer
  • Entertainer: An entertainer is someone such as a singer, dancer, or jester, whose job is to entertain others.
An entertainer gains gains proficiency in the Performance skill, and in one of the following tools: Disguise Kit, Painter's Supplies, or one Instrument of your choice. In addition, an entertainer begins the game with 7 gp, and their chosen tool. An entertainer gains Lore in Artistry and Lore in one of the following: (region) (Local Area), (culture) Performances, (region) Notable Entertainers.  
Farmer
  • Farmer: A farmer is someone who owns, manages, or works a farm to produce food.
A farmer gains proficiency in the Survival skill and in either a Herbalism kit or Farming Tools. In addition, a farmer begins the game with 7 gp, and a set of their chosen tools. A farmer gains Lore in Farming and Lore in one of the following: (region) (Local Area), (region) Flora, (region) Folklore.  
Fisher
  • Fisher: A fisher is a person who catches fish for a living or for sport.
A fisher gains proficiency in the Survival skill and in Fishing Supplies; In addition, a fisher begins the game with 7 gp, and Fishing Supplies. A fisher gains Lore in Fishing and Lore in one of the following: (region) (Local Area), (region) fish, (region) Folklore, or (region) (Local Area) (Body of Water).  
Gladiator
  • Gladiator: A gladiator is a person trained to fight with weapons against other people, monsters, or wild animals in an arena.
A gladiator gains proficiency in the Acrobatics, Athletics, or Performance skill, two weapons of your choice- or a weapon proficiency and shield-proficiency, and gains a +1d4 Morale bonus to Attack rolls on the following round after successfully "show-boating" using the Performance skill while a crowd is present. In addition, a gladiator begins the game with 7 gp. A gladiator gains one Lore from the following list: (region) Folklore, (region) Fauna, (region) Notable Gladiators, (region) (Local Area), or (Culture) Fighting Techniques.  
Glassblower
  • Glassblower: A glassblower is someone who blows air down a tube to form heated glass into objects.
A glassblower gains proficiency in one skill of your choice, and Glassblower's Tools. In addition, a glassblower begins the game with 10 gp, 5 sp, and Glassblower's Tools. A glassblower gains Lore in Glassblowing and Lore in one of the following: (region) (Local Area), (region) Beaches, (region) Folklore, or (Culture) Art.  
Herbalist
  • Herbalist: A herbalist is someone who finds and harvests rare and hard to grow herbs in the wild.
A herbalist gains proficiency in the Nature or Survival skill, and Herbalism Kit. In addition, a herbalist begins the game with 7 gp, and their chosen tool. A herbalist gains Lore in herbalism and Lore in one of the following: (region) (Local Area), (region) Flora, (region) Folklore, (region) (Local Area)(Herb Locations).  
Hermit
  • Hermit: A hermit is someone who lives in solitude, for religious reasons or another, less pious reason.
A hermit gains proficiency in Religion or Survival, and one tool of their choice; in addition, a hermit begins the game with 3 gp, 5 sp, and their chosen tool. A hermit gains three Lore from the following list: (region) Folklore, (region) Flora, (region) Fauna, (region) (Local Area), (region) Geography, (region) (Country), Spheres of Vancian Magic, Fundamentals of Arcana, (Deity) Faith, (Deity) Religious Practices, or (Deity) Rituals and Ceremonies.  
Hunter
  • Hunter: A hunter is someone who makes a living hunting animals and selling their materials, meat, and pelts.
A hunter gains proficiency in the Nature or Survival skill, and Proficiency in either Leatherworker's Tools, Rending Tools, or Trapper's Supplies. In addition, a hunter begins the game with 7 gp, a bear trap, and their chosen Tool. A hunter gains Lore in Hunting and Lore in two of the following: (region) (Local Area), Tracking (Creature Subtype), (region) Folklore, or (region) (Local Area) (Beast Hunting Grounds).  
Investigator
  • Investigator: An investigator is someone who carries out a formal inquiry or investigation. Often in an attempt to find evidence at a crime scene.
An investigator gains proficiency in Investigation, Perception, or Persuasion, and the Disguise Kit. In addition, an investigator begins the game with 10 gp, 5 sp, and a Disguise Kit. An investigator gains Lore in Criminal Theory and Lore in two of the following: (region) (Local Area), (region) Laws and Punishment, (region) Folklore, or Tracking.  
Jeweler
  • Jeweler: A jeweler is someone trained in the art of gem-cutting, who sells jewelry, and jewels.
A jeweler gains proficiency in one skill of their choice, and Jeweler's Tools. In addition, a jeweler begins the game with 14 gp, and Jeweler's Tools. A jeweler gains Lore in Jewlerymaking and Lore in one of the following: (region) (Local Area), (region) Folklore, or (Culture) Art.  
Knight
  • Knight: A knight is a person awarded a nonhereditary title by the sovereign in recognition of merit or service and entitled to use the honorific “Ser” in front of their name. They serve their sovereign lord through thick and thin, and are trained warriors and mounted soldiers.
A knight gains proficiency in one of the following skills: Animal Handling, Athletics, or Persuasion, two weapons of your choice, and either one armor type- (light if you lack armor proficiency, medium if you have light, heavy if you have medium) or shield-proficiency. In addition, a knight begins the game with 3 gp, 5 sp, a riding horse, a bit and bridle, and a riding saddle. A knight gains Lore in (region) (Country), (region) (Noble Family), (region) Geography, and Lore in two of the following: (region) (Local Area), (region) Nobility, (region) Etiquette, (region) Culture, (region) Geography, (region) (Country), (region) (Nobility) Lineages, (Monster Type) (Monster Subtype), or (region) Monstrous Fauna.  
Leatherworker
  • Leatherworker: A leatherworker is someone who works with, tans, and creates items using leather.
A leatherworker gains proficiency in one skill of their choice, and Leatherworker's Tools. In addition, a leatherworker begins the game with 7 gp, and Leatherworker's Tools. A leatherworker gains Lore in Tanning, Hides and Pelts, and Lore in one of the following: (region) (Local Area), (region) Folklore, or (region) Fauna.  
Lumberjack
  • Lumberjack: A Lumberjack is a person who makes a living cutting down trees and collecting wood.
A lumberjack gains proficiency in the Nature or Survival skill, and Lumberjack Tools. In addition, a lumberjack begins the game with 7 gp, and their chosen tool. A Lumberjack gains Lore in Woodcutting and Lore in one of the following: (region) (Local Area), (region) Lumber, (region) Folklore.  
Mason
  • Mason: A mason is someone who works with and designs objects or buildings using stone.
A mason gains proficiency in one skill of their choice, and Mason's Tools. In addition, a mason begins the game with 7 gp, and Mason's Tools. A mason gains Lore in Masonry and Lore in one of the following: (region) (Local Area), (region) Folklore, (region) Building Practices, or Structural Engineering.  
Mercenary
  • Mercenary: A mercenary is someone who's loyalty lies with the highest bidder. Often travelers, they kill for coin.
A mercenary gains proficiency in Acrobatics, Athletics, Intimidation, or Perception, one tool of their choice, and two weapons of their choice-, one armor type- (light if you lack armor proficiency, medium if you have light, heavy if you have medium), or shield-proficiency. In addition, a mercenary begins the game with 17 gp, 5 sp, and their chosen tool. A mercenary gains Lore in (region) (Country), (region) Geography, and Lore in two of the following: (region) (Local Area), (region) Nobility, (region) Culture, (region) Geography, (region) (Country), (Monster Type) (Monster Subtype), (region) Monstrous Fauna, (region) Military Tactics, or Ambush Tactics.  
Merchant
  • Merchant: A merchant is someone who travels from place to place, buying low and selling high, they often end up richer than most regents.
A merchant gains proficiency in the Persuasion skill, and Merchant's Supplies. In addition, a merchant begins the game with 17 gp, 5 sp, and a set of Merchant's Supplies. A merchant gains Lore in (region) (Trade Routes), (region) (Country), and Lore in two of the following: (region) (Local Area), (region) Nobility, (region) Etiquette, (region) Culture, (region) Geography, (region) (Country), or (region) Trade Routes.  
Miner
  • Miner: A Miner is a person who makes a living mining ore, stone, and gems.
A miner gains proficiency in one skill of their choice and Miner’s Tools. In addition, a miner begins the game with 7 gp, and their chosen tool. A miner gains Lore in Mining and Lore in one of the following: (region) (Local Area), (region) Folklore, (region)(local area) Mines, Mine Safety.  
Noble
  • Noble: A noble is someone who governs land, and the people that live there. They field an army to protect these lands, and are often a vassal for a king or lord.
A noble gains proficiency in the Deception, History, or Persuasion skill. In addition, a noble begins the game with 21 gp, and a noble outfit. A noble gains Lore in (region) (Country), (region) Geography, (region) (Nobility) Lineages, and Lore in two of the following: (region) (Local Area), (region) Nobility, (region) Etiquette, (region) Culture, (region) Geography, (region) (Country), or (region) (Nobility) Lineages.  
Outlander
  • Outlander: An outlander is someone traveling from place to place, their only true home is the road. Often making coin by doing odd-jobs for those that they encounter on the road.
An outlander gains proficiency in the Acrobatics, Athletics, or Survival skill, and one tool of their choice. In addition, an outlander begins the game with 7 gp, and their chosen tool. An outlander gains two Lore from the following list: (region) Folklore, (region) Flora, (region) Fauna, (region) (Local Area), (region) (Country), or (region) Geography.  
Pirate
  • Pirate: A pirate is someone trained in the art of sailing, attacking ships and raiding coastal settlements for plunder.
A pirate gains proficiency in the Athletics, Acrobatics, or Tactics skill, a weapon of their choice, a water-based vessel, and either cartographer's tools or navigator's supplies. You are immune to the effects of Seasickness; in addition, a pirate begins the game with 14 gp and their chosen tool. A pirate gains Lore in (region) Ocean, two (region) Smuggler's Holds, (region) Trade Routes, and Lore in one of the following: (region) (Local Area), (region) Folklore, or (region) (Body of Water).  
Potter
  • Potter: A potter is someone who is trained in designed objects using clay, spinning it into shape and heating it into a solid object.
A potter gains proficiency in one skill of their choice, and with Potter's Tools. In addition a potter begins the game with 7 gp, and Potter's Tools. A potter gains Lore in Pottery and Lore in one of the following: (region) (Local Area), (region) Art, (region) Folklore.  
Sage
  • Sage: A sage is a wise individual who provides advice for those in need.
A sage gains proficiency in the History, Insight, or Religion skill as well as in one tool of their choice. In addition, a sage begins the game with 7 gp and their chosen tool. A sage gains four Lore from the following list: (region) Folklore, (region) Flora, (region) Fauna, (region) (Local Area), (region) Geography, (region) (Country), Spheres of Vancian Magic, Fundamentals of Arcana, (Deity) Faith, (Deity) Religious Practices, (Deity) Rituals and Ceremonies, (region) Nobility, (region) Art, or (region) Linguistics.  
Sailor
  • Sailor: A sailor, like a pirate is trained in the art of sailing; however, unlike a pirate they do not attack the innocent for plunder, but rather sail the lands transporting goods, or working for a militaries navy.
A sailor gains proficiency in the Athletics, Acrobatics, or Tactics skill, a weapon of their choice, a water-based vessel, and either cartographer's tools or navigator's supplies. You are immune to the effects of Seasickness; in addition, a sailor begins the game with 10 gp, 5 sp, and their chosen tool. A sailor gains Lore in (region) Ocean, Maritime Law, and two (region) Trade Routes, and Lore in one of the following: (region) (Local Area), (region) Folklore, or (region) (Body of Water).  
Sex Worker
  • Sex Worker: A sex worker is someone who engages in sexual activity in exchange for coin.
A sex worker gains proficiency in the Deception, Performance, Persuasion, or Sleight of Hand skill, and proficiency in one weapon with the Finesse quality or one tool of their choice. In addition, a sex worker begins the game with 10 gp, 5 sp. A sex worker gains Lore in Carnal Arts and (region) Nobility, and Lore in two of the following: (region) (Local Area), (region) Nobility, (region) Etiquette, (region) Culture, (region) Geography, (region) (Country).  
Smith
  • Smith: A smith is someone who works with and designs objects using metal.
A smith gains proficiency in one skill of their choice, and in Smith's Tools or Tinker's Tools. In addition, a smith begins the game with 10 gp, 5 sp, and their chosen tool. A smith gains Lore in Blacksmithing and Lore in one of the following: (region) (Local Area), Arms and Armor, Mundane Crafts, (region) Folklore.  
Soldier
  • Soldier: A soldier is a professional warrior, working for a government.
A soldier gains proficiency in Acrobatics, Athletics, Perception, or Tactics skill, one tool of their choice, and two weapons of their choice-, one armor type- (light if you lack armor proficiency, medium if you have light, heavy if you have medium), or shield-proficiency. In addition, a soldier begins the game with 7 gp, dog tags, and their chosen tool. A soldier gains Lore in (region) (Country), (region) Geography, and Lore in two of the following: (region) (Local Area), (region) Nobility, (region) Culture, (region) Geography, (region) (Country), (Monster Type) (Monster Subtype), (region) Monstrous Fauna, (region) Military Tactics, Siege Engines, or Ambush Tactics.  
Spy
  • Spy: A spy is a person who secretly collects and reports information on the activities, movements, and plans of an enemy or competitor.
A spy gains proficiency in one of the following skills: Deception, Insight, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth, and gains proficiency in two of the following: Disguise Kit, Forgery Kit, Poisoner's Kit, or Thieves' Tools. In addition, a spy begins the game with 7 gp, and their chosen tools. A spy gains Lore in (region) (Local Area) and Lore in two of the following: (region) Nobility, (region) Folklore, (region) Etiquette, (Deity) Faith, (Deity) Rituals and Practices, or (region) (Local Area), (region) Culture, (region) Geography, (region) (Country), or (region) (Nobility) Lineages.  
Tamer
  • Tamer: A tamer is someone who tames pets and beasts of burden.
A tamer gains proficiency in the Animal Handling or Nature skill, and Tamer’s Tools or Trapper's Supplies. In addition, a tamer begins the game with 10gp, 5sp, and their chosen tool. A tamer gains Lore in Taming and Lore in one of the following: (region) (Local Area), (region) Fauna, (region) Folklore.  
Unemployed
  • Unemployed: An unemployed person is someone who does not possess a profession, providing them with coin. They could be seeking work but unable to find a job, they could be unable to work, or any other reason causing their unemployment.
An unemployed gains proficiency in one skill of their choice, and one tool of their choice. In addition, an unemployed begins the game with 3 gp, 5 sp, and their chosen tool. An unemployed gains Lore in (region) (Local Area) and Lore in two of the following: (region) Folklore, City Scrounging, or (region) (Local Area).  
Weaver
  • Weaver: A weaver is a person is someone who weaves fabric into objects or clothes.
A weaver gains proficiency in one skill of their choice, and Weaver's Tools. In addition, a weaver begins the game with 7 gp, and Weaver's Tools. A weaver gains Lore in Weaving and Lore in one of the following: (region) (Local Area), (region) Art, (region) Folklore.  
Woodcarver
  • Woodcarver: A woodcarver is a person who works with and designs objects using wood.
A woodcarver gains proficiency in one skill of their choice, and either Carpenter's Tools or Woodcarver's Tools. In addition, a woodcarver begins the game with 7 gp, and their chosen tool. A woodcarver gains Lore in Woodcarving and Lore in one of the following: (region) (Local Area), (region) Lumber, (region) Folklore.

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