Heroes of the Dawn - Doombringer

Starting Occupations

STARTING OCCUPATION

A hero may hold other jobs as his or her career unfolds, but the benefits of a starting occupation are only applied once, at the time of character creation. Many starting occupations have a prerequisite that the character must meet to qualify for the occupation. Each occupation provides a number of additional permanent class skills that the character can select from a list of choices. Once selected, a permanent class skill is always considered to be a class skill for the character. If the skill selected is already a class skill for the character, he or she also gains a one-time competence bonus for that skill. Some starting occupations provide a bonus feat (in addition to the feat a 1st-level character already receives). A character still must meet any prerequisites for these bonus feats. Finally, a starting occupation increases the character’s starting wealth (You add the die to the normal die normal used and base your calculations on the new die total). Choose one occupation from the available selections and apply the benefits to the character as noted in the occupation’s description.

Adventurer Prerequisite: Age 15+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Balance, Bluff, Climb, Diplomacy, Disable Device, Escape Artist, Heal, Intimidate, Jump, Knowledge (arcane, dungeoneering, local), Move Silently, Perform, Ride, Spot, Survival, Swim. Bonus Feat: Select one of the following: Martial or Exotic Weapon Proficiency, Improved Unarmed Strike, or Point Blank Shot. Wealth Bonus Increase: n/a.

Artisan Prerequisite: Age 23+. Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Appraise, Concentration, Craft (any), Diplomacy, Knowledge (any), Profession, Sense Motive, Use Magic Device. Wealth Bonus Increase: +3d6.

Bounty Hunter Prerequisite: Age 23+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Concentration, Craft (Alchemy or Trapmaking), Decipher Script, Forgery, Gather Information, Knowledge (any), Search, Sense Motive. Bonus Feat: Select Alertness, Investigator, Iron Will, or Track. Wealth Bonus Increase: +1d6.

City Watch Prerequisite: Age 20+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Diplomacy, Disguise, Gather Information, Intimidate, Knowledge (Architecture, local, Nobility), Listen, Search, Spot. Bonus Feat: Select one of the following: Combat Expertise, Armor Proficiency (any), Improved Unarmed Strike, or Power Attack. Wealth Bonus Increase: n/a.

Commoner Prerequisite: Age 18+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Craft (any), Climb, Handle Animal, Jump, Intimidate, Profession, Ride, or Tumble. Bonus Feat: Select either Endurance, Improved Toughness, Iron Will, or Skill Focus. Wealth Bonus Increase: n/a.

Criminal Prerequisite: Age 15+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Appraise, Disable Device, Disguise, Forgery, Gather Information, Hide, Knowledge (dungeoneering, local), Move Silent¬ly, Sleight of Hand. Bonus Feat: Select either Blind-Fight, Quick Draw, or Weapon Finesse. Wealth Bonus Increase: n/a.

Gifted Prerequisite:Age 25+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Concentration, Craft (alchemy), Decipher Script, Knowledge (arcana), Profession, Speak Language, Spellcraft, Use Magic Device. Bonus Feats: Select one of the following feats: Metamagic (any), Extra spell, Extra slot, Practiced Spellcaster. Wealth Bonus Increase: +1d6.

Herbalist Prerequisite: Age 25+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Craft (Alchemy), Concentration, Heal, Knowledge (nature), Profession (Herbalist), Search. Bonus Feat: Brew Potion, Skill Focus (Heal), or Surgery Wealth Bonus Increase: +2d6.

Hunter Prerequisite: Age 15+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Balance, Climb, Handle Animal, Hide, Jump, Listen, Move Silently, Ride, Spot, Survival, Swim. Bonus Feat: Select either Point Blank Shot, Rapid Reload, Self-Sufficient, Stealthy, or Track. Wealth Bonus Increase: n/a.

Merchant Prerequisite: Age 18+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Appraise, Bluff, Diplomacy, Forgery, Gather Information, Knowledge (any), Open Lock, Ride, Sense Motive, or Speak Language. Wealth Bonus Increase: +4d6.

Noble Prerequisite: Age 15+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Bluff, Craft (any), Diplomacy, Disguise, Intimidate, Knowledge (any), Listen, Perform (any), Ride, Sense Motive, Speak Language. Wealth Bonus Increase: +5d6.

Religious Prerequisite: Age 23+. Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Diplomacy, Decipher Script, Heal, Knowledge (any), Listen, Sense Motive, or Speak Language. Wealth Bonus Increase: +2d6.

Sailor Prerequisite: Age 12+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Balance, Climb, Craft, Disable Device, Jump, Knowledge (Navigation), Listen, Profession (Sailor), Spot, Swim, Tumble, Use Rope. Bonus Feat: Select one of the following: Endurance, Point Blank Shot, Power Attack, or Weapon Focus. Wealth Bonus Increase: n/a.

Scholar Prerequisite: Age 23+. Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Concentration, Craft (writing), Decipher Script, Gather Information, Knowledge (any), Profession, Speak Language, Spellcraft, Use Magic Device. Wealth Bonus Increase: +3d6.

Servant Prerequisite: Age 15+. Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Bluff, Concentration, Diplomacy, Gather Information, Handle Animal, Hide, Intimidate, Knowledge (local), Listen, Move Silently, Ride, Search, Sense Motive, or Spot. Wealth Bonus Increase: +2d6.

Soldier Prerequisite: Age 18+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Climb, Jump, Handle Animal, Intimidate, Hide, Knowledge (local, tactics, dungeoneering, nobility), Move Silently, Ride, Survival, Swim, Use Rope. Bonus Feat: Select one of the following: Endurance, Combat Reflexes, Armor Proficiency (any), or Point Blank Shot, Power Attack, or Weapon Focus. Wealth Bonus Increase: n/a.

Tribal Prerequisite: Age 15+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Balance, Climb, Handle Animal, Hide, Intimidate, Jump, Listen, Move Silently, Ride, Search, Spot, Survival or Swim. Bonus Feat: Select either Blind-Fight, Exotic Weapon Proficiency, Improved Unarmed Strike, Point Blank Shot, Power Attack, or Weapon Focus Wealth Bonus Increase: n/a.

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Skade

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