You are skilled at a specific job. Like Craft, Knowledge, and Perform, Profession is actually a number of separate skills. You could have several Profession skills, each with its own ranks. While a Craft skill represents ability in creating an item, a Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge.
The most common Profession skills are architect, baker, barrister, brewer, butcher, clerk, cook, courtesan, driver, engineer, farmer, fisherman, gambler, gardener, herbalist, innkeeper, librarian, merchant, midwife, miller, miner, porter, sailor, scribe, shepherd, stable master, soldier, tanner, trapper, and woodcutter.
You can earn half your Profession check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the profession's daily tasks, how to supervise helpers, and how to handle common problems. You can also answer questions about your Profession. Basic questions are DC 10, while more complex questions are DC 15 or higher.
Not applicable. A single check generally represents a week of work.
Varies. An attempt to use a Profession skill to earn income cannot be retried. You are stuck with whatever weekly wage your check result brought you. Another check may be made after a week to determine a new income for the next period of time. An attempt to accomplish some specific task can usually be retried.
Untrained laborers and assistants (that is, characters without any ranks in Profession) earn an average of 1 silver piece per day.
A gnome gets a +2 bonus on a Craft or Profession skill of her choice.
With the Signature Skill feat and sufficient ranks in Profession, you earn the following.
5 Ranks: When using Profession checks to earn income, you earn gold pieces equal to the result of your check each week.
10 Ranks: When attempting Profession checks, you can roll twice and take the better result. When answering questions about your Profession, you can always take 10.
15 Ranks: You can attempt checks to earn income once per day instead of once per week.
20 Ranks: When attempting Profession checks, you can choose to roll once instead of twice. If you do and the result of the roll is less than 10, replace it with 10. When answering questions about your Profession, you can always take 20.
|Determine hardness and hit
points of a structure or engineer
|Prepare trail rations (takes 1 hour
per day's worth of rations)
|Baker or cook||10|
|Obtain a legal permit||Barrister or clerk||15|
|Get someone released from jail
who has been imprisoned for a
|Ask a special favor from a judge
(such as arresting someone)
|Brew alcohol of exceptional quality||Brewer||20|
|Notice poison in a beverage||Brewer||25|
|Skin an animal and tan the hide||Butcher, shepherd,
|Slaughter and butcher an animal||Butcher, cook,
|Reduce a legal fine or tax by half
the result of the check in gp2
|Cook a meal of exceptional quality||Cook||20|
|Notice poison in food||Cook||25|
|Find potential clients within an
establishment or large group
|Assess a social hierarchy||Courtesan||15|
|Continue steering a vehicle when
you take damage
|Driver or sailor||5
|Take cover (as the Ride skill)
while steering a vehicle
|Driver or sailor||15|
|Identify a non-creature plant||Farmer or gardener||10|
|Rejuvenate dying plants||Farmer or gardener||15|
|Provide 1 day's worth of food for
yourself and others in the wild
|Recall the rules of a game of chance||Gambler||10|
|Get a hunch regarding whether
a game is rigged
|Reduce an average or lower cost
of living by 50%
|Sate hunger or thirst for 1 day||Herbalist||10|
|Identify common medicinal herbs||Herbalist||10|
|Identify rare medicinal herbs||Herbalist||15|
|Aid another on a Knowledge check
using reference material
|Recall the name of a rare book||Librarian||15|
|Determine where an item
|Recall where a common good
fetches a higher price
|Safely deliver a child||Midwife||15|
|Safely deliver a child despite
|Grind a small piece of a nonmagical
substance into powder
|Identify common metal or
|Identify rare metal or precious gem||Miner||15|
|Ignore half hardness when attacking a
stone or metal object
|Increase carrying capacity for 8 hours
as if Strength were 2 higher
|Unload a vessel in half the normal time||Porter||20|
|Navigate a ship in fair conditions||Sailor||20|
|Pilot a ship safely through a
|Determine which scribe wrote a document||Scribe||104|
|Copy a document (30 minutes per page;
requires a blank book)
|Illuminate a manuscript (1 hour per page)||Scribe||20|
|Determine the quality of woolen textiles||Shepherd||10|
|Determine whether a weapon or
armor is of masterwork quality
|Estimate the size of a military force||Soldier||15|
|Identify advantages and disadvantages
of a military formation
|Keep horses fed in the wild||Stable master||10|
|Fit or remove barding in half the
|Recognize damaged or sabotaged
|Determine the quality of leatherwork
(and tell if it's masterwork quality)
|Aid another on an Escape Artist check
to get out of a trap or snare
|Reset a trap in half the normal amount
|Scavenge wood suitable for campfire
|Ignore half hardness when attacking
|1 A major crime typically requires a trial involving a series of Bluff,
Diplomacy, Intimidate, Profession (barrister), and Sense Motive skill
checks, as well as appropriate Knowledge checks.
|2 To a minimum of 25% of the original value.|
|3 Provide this benefit for yourself plus one other person for every 2
points by which your skill check exceeds the DC.
|4 Increase the DC by 5 if the item is from a region the character is
unfamiliar with, and by another 5 if it's more than 20 years old.
Exceptionally rare or ancient pieces can't usually have their origin
identified in this way.
A profession often encompasses many smaller areas of expertise, and these auxiliary skills can come in handy in situations beyond just making money or answering trade-specific questions. Below are some sample additional uses for Profession skills, and GMs are encouraged to create their own.
Heroes of the Darklands
Munavri characters capable of casting psychic spells or who have the Psychic Sensitivity feat gains access to the following ability while in the Darklands, though characters from other races can also unlock these powers with the GM's approval.You can bend the treacherous currents of the Darklands to your will.
Once per day as a full-round action, you can modify a current to flow faster or slower. You increase or decrease the current's speed by up to 30 feet per round, to a minimum of 0 feet and a maximum of 120 feet. Increasing the speed of a current makes the water one step rougher (maximum stormy water, DC 20), while decreasing speed makes the water one step calmer (minimum calm water, DC 10). The DC for the check to change a current's speed is equal to the Swim DC of the water at the new or the original current, whichever is higher. A changed current speed lasts for 1d4 minutes.