Backgrounds & Occupations

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.

The rules presented herein 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 permanent class skills (they never become cross-class skills, no matter how many classes a player character takes) and starting money. Some occupations offer bonus feats as well. Each player character may have only one occupation, and this occupation is chosen at character creation.

Occupations & Backgrounds

A quick perusal through the occupations list will note that typical occupations for a particular character class don’t offer much benefit (e.g. the soldier occupation offers the same class skills and feats already available to a fighter). This was done on purpose, as it both reflects reality (the fighter class presumes combat experience) and encourages players to create more colorful backgrounds for their characters. A side benefit is game balance, as this system discourages “stacking” (e.g. coupling soldier with fighter will not increase the fighter’s combat prowess). An occupation reflects the player character’s prior life, which normally occurs during adolescence. As such, the fantasy occupations we present here were constructed as adolescent occupations. A 1st level fighter might have been a squire, but he probably would not have been a knight. A 1st level cleric might have spent time in temple learning the basics and performing duties, but was probably not ordained as a priest until he gained 1st level.

Once a player character attains 1st level, he may or may not continue in his previous occupation. The permanent class skills reflect his continuing proficiency in what he learned, regardless of whether he still follows his old calling. Should the character choose a new occupation, he will be limited to skills and feats that he acquires normally as he progresses in levels.

Although occupations are learned prior to 1st level, a player character can take any bonus feats that have 1st level as a requirement.

Some occupations are more broadly defined than others, due to the same skill set being more broadly applicable. A player character that takes the fisherman occupation was probably a fisherman, getting into a boat and casting nets on a daily basis. A player character with the apprentice occupation, by contrast, could be a butcher or a blacksmith. As a result, player characters that choose a broadly defined occupation should keep their narrow focus in mind when selecting class skills.

Using this system, player characters start with a number of gold pieces (or an equivalent standard coin) generated according to their occupation, with a bonus based on their character class, as indicated:

Barbarian, Bard: 1d4 x 10 gp.

Cleric, Rogue: 2d4 x 10 gp.

Druid: 1d4 x 10 gp.

Fighter, Paladin, Ranger: 3d4 x 10 gp.

Sorceror, Wizard: none.

Monk: As ascetics, monks generally give their worldly goods away as they dedicate themselves to their discipline. As a result, a monk gains all of the benefits of his prior occupation except for starting money, and a monk is limited to the normal starting funds available to monks.

This section includes a number of sample occupation charts for various areas of a campaign world. While it is literally impossible to generate generic charts for every conceivable background, a few broadly generic backgrounds are listed.

The charts may be used in two ways. First, each background provides a list of possible fantasy occupations, as defined in the next section. Player characters and non-player characters from a particular background now have a list of appropriate occupations to choose from. Second, each background includes a random generation method. This enables players to “roll their history” if they can’t decide or rather let fate make the decision for them. The random method is also useful for Gamemasters that wish to quickly and randomly generate occupations for non-player characters (NPCs). Gamemasters are encouraged to customize charts for their campaign, especially in light of exotic cultures. The following charts, for example, are modeled on fantasy human realms. The miner occupation, which is considered rural, might be an urban occupation in a dwarven mountain city.

For players or GMs that like complete randomization, a background chart is provided first (Table: Random Backgrounds). The player or GM should roll on this chart first and then go to the directed Specific Background table to make a final selection.

Table: General Backgrounds

d8 Background
1 Tribal
2 Marine
3 Wandering
4 Rural
5 Village
6 Urban
7 Castle
8 Outlaw

Tribal

“Tribal” is a bit of a misnomer; characters from this background belong to uncivilized hunter-gatherer societies. They need not be aggressive, although all 1st level barbarians hail from this background.

Marine

A character with a marine background has spent most of his time in the water, usually in the open sea.

Wandering

Some occupations require a lot of movement. Entertainers may have to go from castle to castle or village to village, while nomads are constantly moving from place to place. This background is also appropriate for unsavory occupations like bandits or thieves.

Rural

A character with a rural background comes from the countryside. This includes the forest as well as the territory of a feudal noble.

Table: Specific Background (Tribal)

d8 Background
1 Apprentice
2 Arcane Student
3 Bandit
4 Guide
5 Healer
6 Hermit
7 Nomad
8 Primitive

Table: Specific Background (Marine)

d8 Background
1 Apprentice
2 Arcane Merchant
3 Diplomat
4 Fisherman
5 Guide
6 Merchant
7 Pirate
8 Seaman

Table: Specific Background (Wandering)

d20 Background
1 Acolyte
2 Arcane Merchant
3 Bandit
4 Con Artist
5 Courier
6 Diplomat
7 Entertainer
8 Gladiator
9 Guide
10 Healer
11 Hermit
12 Hunter
13 Investigator
14 Merchant
15 Noble Warrior
16 Nomad
17 Soldier
18 Squire
19 Thief
20 Woodsman

Table: Specific Background (Rural)

d12 Background
1 Acolyte
2 Apprentice
3 Farmer
4 Guardian
5 Healer
6 Hermit
7 Hunter
8 Laborer
9 Miner
10 Serf
11 Soldier
12 Woodsman

Village

Villagers are an intermediary step between rural backgrounds and urban backgrounds. They are a small community that can afford specialists, though not to the degree of a big city.

Urban

Urban occupations are those frequently encountered in a large town or city. Specialists thrive in this environment.

Castle

Castle backgrounds are occupations, both common and aristocratic, commonly found within the walls of a castle or palace.

Outlaw

The outlaw background is an example of a “utility” background. Some players know they want a criminal occupation, but would rather randomly generate the specific occupation.

Table: Specific Background (Village)

d12 Background
1 Acolyte
2 Apprentice
3 Arcane Merchant
4 Arcane Student
5 Entertainer
6 Guardian
7 Guide
8 Healer
9 Merchant
10 Scribe
11 Stablehand
12 Tavern Server

Table: Specific Background (Urban)

d100 Background
1-4 Acolyte
5-8 Animal Catcher
9-12 Apprentice
13-16 Arcane Merchant
17-20 Arcane Student
21-24 Athlete
25-28 Beggar
29-32 Con Artist
33-36 Courtesan
37-40 Courier
41-44 Entertainer
45-48 Gladiator
49-52 Guardian
53-56 Guide
57-60 Healer
61-64 Investigator
65-68 Laborer
69-72 Merchant
73-76 Scholar
77-80 Scribe
81-84 Servant
85-88 Soldier
89-92 Stablehand
93-96 Tavern Server
97-00 Thief

Table: Specific Background (Castle)

d12 Background
1 Apprentice
2 Courtesan
3 Courier
4 Courtier
5 Diplomat
6 Entertainer
7 Guardian
8 Noble Warrior
9 Servant
10 Soldier
11 Squire
12 Stablehand

Table: Specific Background (Castle)

d6 Background
1 Bandit
2 Con Artist
3 Nomad
4 Pirate
5 Seaman
6 Thief

Character Background Details

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: Choose 2 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Diplomacy, Heal, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Linguistics, Profession, Spellcraft

Starting Money: 2d4 x 10 gp

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: Choose 2 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Acrobatics, Handle Animal, Perception, Profession, Stealth, Survival

Starting Money: 3d4 x 10 gp

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: Choose 2 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Appraise, Bluff, Craft, Diplomacy, Disable Device, Profession, Sense Motive

Starting Money: 4d4 x 10 gp

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: Choose 3 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Appraise, Bluff, Diplomacy, Knowledge (arcana), Knowledge (religion), Linguistics, Profession, Sense Motive, Spellcraft

Starting Money: 3d4 x 10 gp

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: Choose 2 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Knowledge (arcana), Knowledge (the planes), Linguistics, Spellcraft, Use Magic Device

Bonus Feat: Choose either Spell Focus or Spell Mastery.

Starting Money: 3d4 x 10 gp

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: Choose 2 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Acrobatics, Climb, Escape Artist, Handle Animal, Profession, Ride, Swim

Bonus Feat: Choose Athletic, Endurance, or Run.

Starting Money: 3d4 x 10 gp

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: Non-lawful

Skills: Choose 3 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Appraise, Bluff, Climb, Disguise, Escape Artist, Intimidate, Perception, Ride, Stealth, Sense Motive

Bonus Feat: Choose either Blind-Fight or Persuasive.

Starting Money: 2d4 x 10 gp

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: Choose 4 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Appraise, Bluff, Diplomacy, Intimidate, Knowledge (local), Perception, Stealth, Survival

Bonus Feat: Choose either Persuasive or Self-Sufficient

Starting Money: 1d4 x 10 gp

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: Non-lawful

Skills: Choose 1 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Appraise, Bluff, Diplomacy, Disguise, Perform (acting), Perception, Profession, Sense Motive, Sleight of Hand

Bonus Feat: Choose either Deceitful or Persuasive

Starting Money: 2d4 x 10 gp

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, tend toward neutral

Skills: Choose 2 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Appraise, Bluff, Diplomacy, Disguise, Knowledge (nobility), Linguistics, Perform, Profession, Sense Motive, Sleight of Hand, Stealth.

Starting Money: 4d4 x 10 gp

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: Choose 2 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Diplomacy, Handle Animal, Knowledge (geography), Knowledge (local), Knowledge (nature), Linguistics, Ride, Survival

Bonus Feat: Choose either Animal Affinity or Run

Starting Money: 3d4 x 10 gp

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: Choose 1 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Appraise, Bluff, Diplomacy, Intimidate, Knowledge (nobility), Linguistics, Perception, Sense Motive

Starting Money: 5d4 x 10 gp

Diplomat

The diplomat is a noble that specializes in negotiation.

Alignment: Any

Skills: Choose 1 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Bluff, Diplomacy, Intimidate, Knowledge (nobility), Linguistics, Perception, Profession, Sense Motive

Bonus Feat: Persuasive

Starting Money: 4d4 x 10 gp

Entertainer

Court jesters, tavern singers, circus jugglers, and stage actors have one thing in common; they want to entertain their audience.

Alignment: Any

Skills: Choose 2 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Acrobatics, Climb, Escape Artist, Handle Animal, Perform, Sleight of Hand

Bonus Feat: Choose either Acrobatic or Athletic

Starting Money: 3d4 x 10 gp

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: Choose 2 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Handle Animal, Knowledge (geography), Knowledge (nature), Perception, Profession (farming), Profession (ranching), Profession (shepherding), Ride

Starting Money: 4d4 x 10 gp

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: Choose 2 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Acrobatics, Perception, Profession, Sense Motive, Swim

Bonus Feat: Choose either Deft Hands or Athletic

Starting Money: 3d4 x 10 gp

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: Choose 2 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Acrobatics, Bluff, Escape Artist, Intimidate, Perception, Profession, Ride, Sense Motive

Bonus Feat: Choose either Weapon Focus or Toughness

Starting Money: 3d4 x 10 gp

Guardian

Guardians are protectors of castles, cities, and villages.

Alignment: Lawful

Skills: Choose 3 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Diplomacy, Intimidate, Knowledge (local), Perception, Profession, Sense Motive

Starting Money: 3d4 x 10 gp

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: Choose 2 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Knowledge (geography), Knowledge (local), Knowledge (nature), Profession, Ride, Survival

Starting Money: 4d4 x 10 gp

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: Non-evil

Skills: Choose 3 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Craft (alchemy), Handle Animal, Heal, Knowledge (geography), Knowledge (nature), Perception, Sense Motive, Survival

Starting Money: 3d4 x 10 gp

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: Choose 3 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Bluff, Climb, Handle Animal, Heal, Stealth, Survival, Swim

Bonus Feat: Choose either Alertness or Endurance.

Starting Money: 2d4 x 10 gp

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: Choose 2 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Climb, Disable Device, Handle Animal, Knowledge (local), Knowledge (nature), Perception, Stealth, Survival

Bonus Feat: Choose either Deadly Aim or Point-Blank Shot

Starting Money: 3d4 x 10 gp

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: Choose 2 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Bluff, Diplomacy, Disable Device, Intimidate, Knowledge (local), Perception, Profession, Sense Motive

Bonus Feat: Alertness

Starting Money: 3d4 x 10 gp

Laborer

Laborers are the builders and movers of society. They work the docks, raise castle walls, and load and unload carts.

Alignment: Any

Skills: Choose 3 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Acrobatics, Climb, Craft, Disable Device, Knowledge (engineering), Profession, Survival

Bonus Feat: Choose either Endurance or Toughness

Starting Money: 2d4 x 10 gp

Merchant

The merchant is a buyer and seller of goods.

Alignment: Any (usually non-good)

Skills: Choose 2 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Appraise, Bluff, Diplomacy, Intimidate, Linguistics, Perception, Profession, Sense Motive

Bonus Feat: Persuasive

Starting Money: 3d4 x 10 gp

Miner

Miners spend most of their life beneath the earth, extracting valuable minerals.

Alignment: Any

Skills: Choose 2 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Acrobatics, Appraise, Climb, Knowledge (dungeoneering), Profession (mining), Survival

Starting Money: 4d4 x 10 gp

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: Lawful

Skills: Choose 1 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Appraise, Diplomacy, Intimidate, Knowledge (history), Knowledge (nobility), Knowledge (religion), Linguistics, Ride, Sense Motive

Bonus Feat: Choose either Martial Weapons Proficiency or Mounted Combat

Starting Money: 4d4 x 10 gp

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: Choose 3 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Appraise, Bluff, Climb, Diplomacy, Knowledge (geography), Knowledge (nature), Perception, Ride, Sense Motive, Survival, Swim

Bonus Feat: Self-Sufficient

Starting Money: 2d4 x 10 gp

Pirate

Pirates are the bandits of the seas.

Alignment: Any non-lawful

Skills: Choose 3 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Acrobatics, Appraise, Climb, Intimidate, Knowledge (geography), Profession (sailor), Survival, Swim

Bonus Feat: Choose either Persuasive or Two-Weapon Fighting

Starting Money: 2d4 x 10 gp

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: Any non-lawful

Skills: Choose 3 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Climb Handle Animal, Heal, Perception, Sense Motive, Stealth, Survival, Swim

Special: The primitive is illiterate.

Bonus Feat: Choose either Athletic or Toughness

Starting Money: 1d4 x 10 gp

Scholar

Scholars are researchers. They generally specialize in a particular field.

Alignment: Any

Skills: Choose 2 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Knowledge (any), Linguistics, Perception, Profession, Spellcraft, Use Magic Device.

Bonus Feat: Skill Focus

Starting Money: 3d4 x 10 gp

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: Choose 3 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Craft (calligraphy), Diplomacy, Knowledge (any), Linguistics, Perception, Spellcraft

Starting Money: 3d4 x 10 gp

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: Choose 2 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Acrobatics, Climb, Knowledge (geography), Profession (sailor), Survival, Swim

Bonus Feat: Choose either Dodge or Martial Weapons Proficiency

Starting Money: 3d4 x 10 gp

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: Choose 3 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Handle Animal, Knowledge (local), Profession (farming), Ride, Survival

Bonus Feat: Choose either Animal Affinity or Self-Sufficient

Starting Money: 2d4 x 10 gp

Servant

The servant’s job is to see to the needs of his master or patron.

Alignment: Lawful

Skills: Choose 3 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Bluff, Diplomacy, Knowledge (nobility), Linguistics, Perception, Profession, Sense Motive

Starting Money: 2d4 x 10 gp

Soldier

The soldier is trained to fight and protect his homeland.

Alignment: Any

Skills: Choose 2 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Climb, Handle Animal, Intimidate, Ride, Swim

Bonus Feat: Choose either Armor Proficiency (light) or Martial Weapons Proficiency

Starting Money: 3d4 x 10 gp

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: Lawful

Skills: Choose 2 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Diplomacy, Intimidate, Knowledge (nobility), Ride, Sense Motive

Starting Money: 4d4 x 10 gp

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: Choose 3 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Handle Animal, Knowledge (local), Knowledge (nature), Perception, Profession (stablehand), Ride

Bonus Feat: Animal Affinity

Starting Money: 2d4 x 10 gp

Tavern Server

The tavern server is the bartender or serving wench that provides food and drink to customers while sharing information.

Alignment: Any

Skills: Choose 2 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Acrobatics, Bluff, Diplomacy, Knowledge (local), Perception, Profession, Sense Motive

Bonus Feat: Choose either Nimble Moves or Catch Off-Guard.

Starting Money: 3d4 x 10 gp

Thief

The thief spent his youth on the street, picking pockets and burgling homes. Even at this young age, he is a criminal.

Alignment: Any non-lawful

Skills: Choose 3 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Appraise, Bluff, Climb, Disguise, Escape Artist, Perception, Sleight of Hand, Stealth

Starting Money: 3d4 x 10 gp

Woodsman

The woodsman is a forester that is generally engaged in providing lumber or firewood.

Alignment: Any

Skills: Choose 2 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Handle Animal, Knowledge (geography), Knowledge (nature), Perception, Profession (woodsman), Survival

Starting Money: 4d4 x 10 gp

Section 15: Copyright Notice

Tome of Secrets, Copyright 2009, Adamant Entertainment, Inc. Authors: Walt Ciechanowski and Gareth-Michael Skarka.

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