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Fantasy Occupations and Signs

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Fantasy Occupations and Signs

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yedasi3516
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Fantasy

Occupations & Signs


Written Eric Karnes.
Cover art by Peter Szabo Gabor
Artwork by Anthony Cournoyer
Character Clip Art by Larry Elmore

Skortched Urf’ Studios


P.O. Box 2315
Centreville, VA 20122
skortched.urf.studios@gmail.com
www.skortchedurfstudios.com

Dungeons & Dragons and Wizards of the Coast are trademarks of Wizards of the
Coast Inc., in the United States and other countries, and are used with permission.

The“d20 System” and the “d20 System” Logo are trademarks of Wizards of the
Coast, inc., and are used according to the terms of the d20 System Licence, version
6.0. A copy of this licence can be found at www.wizards.com/d20.
Profession City Guard
Men and women of the city guard work as palace guards,
The d20 Modern game introduced an occupation system to the police, detectives, and soldiers.
game. It’s an interesting system that adds minor advantages
to characters while providing a lot depth. Characters have a Prerequisite: Any lawful alignment.
background, and they gain benefits from their occupation past Skills: Choose two of the following skills as permanent
making a skill roll. class skills. If a skill the character selects is already a
class skill, he or she receives a +1 competence bonus on
Unfortunately, the occupations are very specific to the modern checks using that skill. Gather Information, Intimidate,
setting, as most reference skills and feats that don’t translate Knowledge (local, nobility and royalty), Listen, Search,
well to the fantasy setting. This profession system is the fantasy Sense Motive, Spot, Use Rope.
version of the modern occupation system. It fleshes out the things a
character’s profession skill stands for, and gives the character’s life Bonus Feat: Select one of the following: Athletic,
before she became an adventurer a little more meaning. Combat Reflexes, Improved Initiative, or Iron Will.

GP Bonus: 40 gp
Academic Wizard
Academic Wizards are trained in the art of magic. They learn in
rigid, formal settings at some of the best schools in the world. Clergy
Clergymen are dedicated to the service of their gods.
Skills: Choose three of the following skills as permanent class They include devout worshippers, priests, deacons and
skills. If a skill the character selects is already a class skill, he acolytes.
or she receives a +1 competence bonus on checks using that
skill. Concentration, Decipher Script, Knowledge (any), Speak Skills: Choose two of the following skills as permanent
Language, Spellcraft, Use Magic class skills. If a skill the character selects is already a
Device. class skill, he or she receives a +1 competence bonus
on checks using that skill. Concentration, Decipher
Bonus Feat: Select one of the Script, Diplomacy, Gather Information, Heal, Knowledge
following: Magical Aptitude, (arcana, history, local, nobility and royalty, religion, the
Open Minded, or Spell Focus. planes), Sense Motive, Speak Language.

Special: You have a scroll of Special: You have a wooden holy symbol.
a first level arcane spell or you
can add one first level spell to Bonus Feat: Select one of the following:
your spellbook. Improved Turning, Investigator, Iron Will, or
Negotiator.
GP Bonus: 20 gp
GP Bonus: 60 gp

Adventurer Farmer
Some people have
Farmers are people who live of the land.
adventure in their blood.
They grow crops and raise animals as their
Adventurers support
sole means of survival.
themselves by searching for
lost treasures and facing down
Skills: Choose two of the following skills as
deadly monsters.
permanent class skills. If a skill the character selects is
already a class skill, he or she receives a +1 competence
Skills: Choose three of the following skills as permanent class
bonus on checks using that skill. Balance, Bluff, Handle
skills. If a skill the character selects is already a class skill, he or
Animal, Knowledge (geography, local, nature), Ride,
she receives a +1 competence bonus on checks using that skill.
Swim.
Balance, Bluff, Decipher Script, Gather Information, Intimidate,
Knowledge (arcana, dungeoneering, geography, history, nature, the
Bonus Feat: Select one of the following: Athletic,
planes), Listen, Move Silently, Search, Spot, Survival, Tumble.
Endurance, or Mounted Combat.
Bonus Feat: Select one of the following: Alertness, Dodge, Exotic
GP Bonus: 20 gp.
Weapon Proficiency, Investigator, or Lightning Reflexes.

GP Bonus: 20 gp
Hedge Wizard Noble
Hedge wizards are mages and psychics with no formal Nobles are the upper-class, those born into a life of
training. They learn their skills on their own, be they luxury who spend their time in castles and ballrooms.
inborn magic, psionics, or just trickery.
Skills: Choose two of the following skills as
Skills: Choose two of the following skills as permanent permanent class skills. If a skill the character
class skills. If a skill the character selects is already a selects is already a class skill, he or she receives
class skill, he or she receives a +1 competence bonus a +1 competence bonus on checks using that skill.
on checks using that skill. Bluff, Escape Artist, Heal, Diplomacy, Forgery, Gather Information, Knowledge
Knowledge (arcana,local, psionics), Perform, Psicraft, (architecture and engineering, history, nobility and
Sleight of Hand, Spellcraft, Use Magic Device, Use royalty, religion), Speak Language.
Psionic Device.
GP Bonus: 150 gp.
Bonus Feat: Select one of the following: Eschew
Materials, Magical Aptitude, Psionic Affinity, or Wild
Talent. Pickpocket
Pickpockets make their living taking what they need.
GP Bonus: 40 gp. They may be thieves, burglars, con men, guild theives,
or even assassins.
Hospitality Worker
Hospitality workers include bartenders, scullery maids, Prerequisite: Any nonlawful alignment.
innkeepers, and waitresses.
Skills: Choose two of the following skills as
Skills: Choose three of permanent class skills. If a skill the character
the following skills as selects is already a class skill, he or she receives
permanent class skills. If a a +1 competence bonus on checks using that skill.
skill the character selects Appraise, Bluff, Disguise, Escape Artist, Forgery,
is already a class skill, Hide, Move Silently, Search.
he or she receives a
+1 competence bonus Bonus Feat: Select one of the following: Deceitful,
on checks using Improved Initiative, or Lightning Reflexes.
that skill. Bluff,
Diplomacy, Gather GP Bonus: 50 gp
Information, Heal,
Intimidate, Knowledge
(history, local, nobility
and royalty, religion),
Listen, Perform, and
Search.

GP Bonus: 40 gp

Merchant
Merchants run
shops, form trade
caravans, and buy
and sell goods with
a shrewd eye for
profit.

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,
Diplomacy, Forgery, Intimidate, Open Lock, Search, Sense
Motive.

GP Bonus: 100 gp
Sai lor Tr o u b a d o u r
Sailor encompasses all the nautical professions, Troubadours include actors,
including deck swabs, ship’s mate, pirate, and minstrels, songwriters,
navigator. court jesters and bardic
apprentices.
Skills: Choose two of the following skills as
permanent class skills. If a skill the character Prerequisite: Any
selects is already a class skill, he or she receives nonlawful alignment.
a +1 competence bonus on checks using that skill.
Balance, Climb, Escape Artist, Forgery, Knowledge Skills: Choose three of
(geography, history, nature, nobility and royalty), the following skills as
Search, Spot, Survival, Swim, Tumble. permanent class skills. If
a skill the character selects
Bonus Feat: Select one of the following: is already a class skill, he
Agile, Athletic, Blind-Fight, or Martial Weapon or she receives a +1 competence
Proficiency. bonus on checks using that skill.
Balance, Bluff, Diplomacy,
GP Bonus: 40 gp Gather Information, Knowledge
(architecture and engineering,
geography, history, local,
Samanera nobility and royalty, religion), Perform,
A samanera is an acolyte in a monastic temp le. They Ride, Sense Motive, Speak Language, Tumble.
live a cloistered life studying to become monks or
religious leaders. GP Bonus: 60 gp
Prerequisite: Any lawful alignment.

Skills: Choose three of the following skills as Wo o d s m a n


permanent class skills. If a skill the character Woodsmen spend their lives out in nature. They tend
selects is already a class skill, he or she receives to be hunters and foragers or worshipers of deities
a +1 competence bonus on checks using that skill. of nature.
Autohypnosis, Concentration, Decipher Script, Heal,
Knowledge (History, Local, Nobility and royalty, Skills: Choose two of the following skills as
Religion), Sense Motive, Speak Language. permanent class skills. If a skill the character
selects is already a class skill, he or she receives
Bonus Feat: Select one of the following: Combat a +1 competence bonus on checks using that
Reflexes, Closed Mind, Iron Will, or Open Minded. skill. Balance, Climb, Escape Artist, Knowledge
(Geography, Nature) Listen, Move Silently, Spot,
GP Bonus: 10 gp Survival.

Bonus Feat: Select one of the following:


Squire Alertness, Point Blank Shot, Run, or
Squires apprentice themselves to Self-Sufficient
warriors to learn to fight with pride
and ferocity. GP Bonus: 20 gp

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, Intimidate, Jump, Listen, Ride,
Spot.

Bonus Feat: Select one of the following:


Blind-fight, Combat Reflexes, Exotic
Weapon Proficiency, or Martial Weapon
Proficiency.

GP Bonus: 20 gp
Astrology
5. Leo [Fire]
The sign under which a person was born can be very A Leo gains a +1 astrological bonus to Perform checks and
significant. The fact that practically every newspaper casts spells with the [fire] descriptor at +1 caster level.
published in the US has a horoscope section speaks to the When Luna is in Leo, you gain a +1 bonus to damage rolls.
fact that even if we don’t believe that the position of the When Io is in Leo, you take a -1 penalty to attack rolls.
stars effects us, we’d very much like to.

The mechanism for including astrology into your games is


6. Cancer [Water]
A Cancer gains a +1 astrological bonus to Knowledge
simple by design. Two moons, Luna and Io, travel through
(local) checks and casts spells with the [water] descriptor at
the thirteen zodiac houses. The moon Luna grants a bonus
+1 caster level.
when it is in a character’s house, and the moon Io bestows
When Luna is in Cancer, you gain a +1 bonus to rolls to
a penalty.
overcome Spell Resistance.
When Io is in Cancer, you take a -1 penalty to armor class.

Astrological Signs 7. Gemini [Air]


When creating a character, choose a zodiac sign from the A Gemini gains a +1 astrological bonus to Diplomacy
following list. Each one grants a unique set of bonuses and checks and casts spells with the [air] descriptor at +1 caster
penalties. You may choose any sign you’d like, or roll a d12 level.
to choose a random sign. Players wishing to opt out of the When Luna is in Gemini, you gain Damage Reduction 1/
system can choose Serpentarius. cold iron.
When Io is in Gemini, you take a -1 penalty to damage
rolls.
1. Sagittarius [Fire]
A Sagittarius gains a +1 astrological bonus to Knowledge
(geography) checks and casts spells with the [fire] 8. Taurus [Earth]
descriptor at +1 caster level. A Taurus gains a +1 astrological bonus to Concentration
When Luna is in Sagittarius, you gain a +1 bonus to checks and casts spells with the [earth] descriptor at +1
Fortitude saves. caster level.
When Io is in Sagittarius, you take a -1 penalty on Reflex When Luna is in Taurus, you gain a +1 bonus to Fortitude
saves. saves.
When Io is in Taurus, you take a -1 penalty to armor class.

2. Scorpio [Water]
A Scorpio gains a +1 astrological bonus to Hide checks and 9. Aries [Fire]
casts spells with the [water] descriptor at +1 caster level. An Aries gains a +1 astrological bonus to Intimidate checks
When Luna is in Scorpio, you gain a +1 bonus to attack and casts spells with the [fire] descriptor at +1 caster level.
rolls. When Luna is in Aries, you can cast Magic Missile once as
When Io is in Scorpio, you take a -1 penalty to Will saves. a 1st level caster.
When Io is in Aries, you take a -1 penalty to attack rolls

3. Libra [Air]
A Libra gains a +1 astrological bonus to Gather Information 10. Pisces [Water]
checks and casts spells with the [air] descriptor at +1 caster A Pisces gains a +1 astrological bonus to Listen checks and
level. casts spells with the [water] descriptor at +1 caster level.
When Luna is in Libra, you can re-roll any one roll. You When Luna is in Pisces, you gain a +2 bonus to Spot
must accept the result of the second roll, even if it worse checks.
than the original roll. When Io is in Pisces, you take a -2 penalty to Handle
When Io is in Libra your speed is reduced by 5 feet. Animal checks.

4. Virgo [Earth] 11. Aquarius [Air]


A Virgo gains a +1 astrological bonus to Heal checks and An Aquarius gains a +1 astrological bonus to Move Silently
casts spells with the [earth] descriptor at +1 caster level. checks and casts spells with the [air] descriptor at +1 caster
When Luna is in Virgo, you can cast Cure Light Wounds level.
once as a level 1 caster. When Luna is in Aquarius your speed is increased by 5 feet.
When Io is in Virgo, your maximum hit point total is When Io is in Aquarius, you take a -1 penalty to Fortitude
reduced by 2. saves.
12. Capricorn [Earth]
A Capricorn gains a +1 astrological bonus to Profession
checks and casts spells with the [earth] descriptor at +1
caster level.
When Luna is in Capricorn, you gain a +1 bonus to Will
saves.
When Io is in Capricorn, you take a -1 penalty to Reflex
saves.

13. Serpentarius
An Serpentarius gains a +1 astrological bonus to Bluff
checks and casts spells with the [mind-affecting] descriptor
at +1 caster level.
Serpentarius is a sign in the sidereal zodiac, but not of the
tropical zodiac. The movement of the moons has no effect
on the serpentarius.

Charting Astrological
Movement
There are three methods a GM can choose to chart the
movements of Luna and Io.

Random Movement
The simplest method is to roll a d12 for Luna and a D12
for Io at the beginning of the session, comparing the results
to the number corresponding to each sign. This method
produces totally random results, but it requires no record
keeping. Using this method, neither moon will ever enter
serpentarius.

Charted Movement
Make a list of all thirteen zodiac signs. Roll a d12 to
determine the starting positions of Luna and Io, and make a
note of it. Each session, move Luna forward one position,
and move Io forward two. For example, if both moons
started in Aquarius, the next session, Luna would be in
Capricorn and Io would be in Serpentarius. The movement
of the stars is circular, so after Serpentarius is Sagittarius.

Random Charted Movement


Make a list of all thirteen zodiac signs. Roll a d12 to
determine the starting positions of Luna and Io, and make
a note of it. Each session, move Luna ahead 1d4 positions,
and move Io ahead 1d6 positions.

-END-
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4. Grant and Consideration: In consideration for agreeing to use this License,
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5.Representation of Authority to Contribute: If You are contributing original
Author Eric Karnes.
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6.Notice of License Copyright: You must update the COPYRIGHT NOTICE
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Skortched Urf‛ Studios


PO Box 2315
Centreville, VA
20122
www.skortchedurfstudios.com

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