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Non-adventuring Definitions

These are intended primarily for NPCs and player characters who are more interested in definitions centered on trades or crafting. They offer less combat capability but support alternative character constructions where a tradesperson or smith is forced into action.

Primary Definitions

The most defining aspect of your character is their first definition. This defines the general path your character will take in the future. Choose carefully, and review secondary definitions before making a final decision. A character gets only one primary definition, chosen at first level.

Caravaneer

Traveling traders, guides, guards, and animal handlers.

Prerequisite: Profession (Animal Handler) and Bushcraft chosen as known skills.
Armor: Light and Medium
Effect: Gain a horse or other beast of burden as an Animal Companion, as described by the skill. This animal and your character can travel at a forced march without penalties and ignore terrain effects while traveling.

Craftsman

A skilled laborer who creates goods ranging from commodities to legendary works.

Prerequisite: Must have a Profession skill and a Craft skill chosen as known skills, with maximum skill points in both.
Armor: None
Effect: Crafting an item takes half as long, masterwork DCs are reduced by 3, and you gain a 1 + 1 per 4 HD competency training bonus to your chosen Craft and Profession skills.
Note: This only applies to one profession and one craft skill.

Laborer

The everyday field hand, dockworker, warehouse worker, and many other laborers.

Prerequisite: No more than Basic Magic and Medium Attack chosen in your progressions.
Armor: Light only
Effect: Carry weight as if your Strength score were 4 points higher. When making attribute checks in any situation, gain a 1 + 1 per 4 HD competency bonus to the roll.

Merchant

Traders, salespeople, shopkeepers, and procurement specialists.

Prerequisite: No more than Medium Attack chosen in your progression, and Charisma chosen as your primary mental attribute.
Armor: None
Effect: Haggling is treated as automatic with a 10 assumed on the roll. Any Haggle check is treated as a d20 roll of 10 if the actual roll is lower. You always know a regional contact who can procure mundane and elemental crafting materials.