Nomad
Occupation Tag: Wanderer
Traveling from place to place with your tribe, you follow seasonal patterns and seek fertile grounds for your livestock. You are self-sufficient and have a deep connection to the land and the creatures that roam it, honed from a life of constant movement and adaptation to changing environments. Highly skilled in tracking, survival, and animal husbandry, you are highly valued by other groups, and your knowledge of the wildlands is unmatched.
Starting Equipment
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained from your background: Satchel and saddlebags, brigandine armor, tool or kit (1), clothes (simple), hooded cloak, bedroll, mess kit, rations (7), tinderbox, torches (5), waterskin, 50 ft rope
Skills
Each time you gain a rank in the Nomad profession (including rank 1), gain +3 Sheltering, and +1 in three of the following skills:
• Athleticism: Applied Force, Athletics, Sprinting
• Crafting: Alchemy*, Brewing*, Carpentry*, Cartography*, Cobbling*, Cooking*, Leatherworking*, Masonry*, Painting*, Pottery*, Smithing*, Weaving*, Woodcarving*
• Influence: Empathy, Gossiping, Intimidating, Leadership, Persuading
• Knowledge: Art, Astrology, Astronomy, Geography, History, Medicine*, Religion [choose one], Vehicles* [Land]
• Observation: Intuiting, Perceiving
• Performance: Instrument* [choose one], Entertaining
• Stamina: Distance Running, Forced March
• Survival: Animal Handling, Dungeoneering, Foraging, Nature, Navigating*, Sneaking, Tracking
Gather No Moss
You are an experienced traveler and survivalist and can always locate food or water while traveling in your home region. You know all the roads and pathways in your home region.
Rank 1
You have one passive beast of burden that is your trusted steed. It is highly intelligent and well trained for its type and will follow simple commands. If separated, it will seek you out from up to a mile away and can be called to your side.
Rank 2
Your beast of burden can be used to pull a customized cart or wagon large enough to hold you and up to three other individuals. It shelters you from the elements. This wagon can always be repaired using locally sourced materials and is not slowed by rugged terrain.
Rank 3-5
Your wagon is now large enough to carry you and up to five individuals and their personal belongings. You have two beasts to pull it, instead of only one. Upon earning rank 3 of this profession, you may choose between trader, entertainer, physician, or charlatan as your professional specialization. At Nomad ranks 4 and 5, you advance in the same professional track that you chose at this rank.
| Rank 3 | Gain one rank in the Trader profession. Your wagon is outfitted as a pop-up shop that may carry and trade general goods and you are exempt from any tariffs or licenses required to trade in your home region.
When you conduct business dealings with your Trader rank 1 benefit, earn +2d10+10 sc. |
| Rank 4 | You have found a community of like-minded nomads who will travel with you in your home region. This community will treat you and your allies as trusted friends and will support you with food and lodgings whenever possible.
Once per visit to a friendly town or settlement, you may initiate a grand trading day that earns you double the typical income you would gain from your Trader profession benefits. Additionally, you may make contact with one notable NPC with the equivalent of 3 or fewer ranks in any profession. |
| Rank 5 | You may now hire an apprentice trader who will travel with you but who will not put themselves willingly into danger. While stationed in a friendly settlement, this apprentice will run your Trader business dealings without your presence. |
| Rank 3 | Gain one rank in the Entertainer profession. Your wagon is outfitted as a popup stage or artist gallery from which you can perform or display your wares. Gain +3 to any skill check with the performance tag made from your wagon. |
| Rank 4 | You have found a community of like-minded nomads who will travel with you in your home region. This community will treat you and your allies as trusted friends and will support you with food and lodgings whenever possible.
Once per visit to a friendly town or settlement, you may organize an art show or performance for the local citizenship. This earns you 2d20+10 sc, +3 Goodwill, and you may make contact with one notable NPC with the equivalent of 3 or fewer ranks in any profession. |
| Rank 5 | You may now recruit up to three entertainers who will travel with you but who will not put themselves willingly into danger. These entertainers can continue to perform or sell their wares when you are not directly present. This passive income earns you 1d10 sc per entertainer per week. |
| Rank 3 | Gain one rank in the Physician profession. Your wagon is outfitted as a well-sourced medical facility in which you can treat diseases or distribute herbal medicines. |
| Rank 4 | You have found a community of like-minded nomads who will travel with you in your home region. This community will treat you and your allies as trusted friends and will support you with food and lodgings whenever possible.
Gain one rank in the Physician profession. After successfully curing three individuals of a common or uncommon disease, you are granted free food and lodgings in the corresponding settlement for one month. |
| Rank 5 | You may now hire an assistant who will travel with you but who will not put themselves willingly into danger. When your assistant is present, gain +3 on any INT/Medicine check to treat an injury or disease.
Additionally, your assistant can produce and sell herbal remedies without needing your presence doing so earns 2d10+10 sc per week when stationed in a friendly settlement. |
| Rank 3 | Gain one rank in the Charlatan profession. Your wagon acts as a base of operations for your scams and gives you +3 on any Deceiving check made in relation to those scams. |
| Rank 4 | You have found a community of like-minded nomads who will travel with you in your home region. This community will treat you and your allies as trusted friends and will support you with food and lodgings whenever possible.
Once per visit to a friendly town or settlement, you may attempt a grand scam that earns you double your scam income if you are undiscovered. Additionally, given one week, you may recruit one apprentice who will not travel with you but who will perform the rank 1 Charlatan scam in their settlement in your absence. The apprentice attempts this scam once each month and has a 20% chance of being exposed. If they are not exposed, they earn 2d20+20 sc and you gain half. |
| Rank 5 | You may now recruit a maximum of four apprentices at any time who will each perform the rank 1 Charlatan scam in their settlement in your absence. Each apprentice attempts this scam once each month and has a 20% chance of being exposed. If they are not exposed, they earn 2d20+20 sc each and you gain half. |
*Updated to v1.2
| Core Professions | Archivist • Barrister • Charlatan • Clergy • Entertainer • Guard • Honorable • Inquisitor • Knight • Nomad • Physician • Pioneer • Sailor • Soldier • Thief • Thug • Trader |
|---|---|
| Other Professions | Archivist: Librarian • Barrister: Enhanced • Bartender • Blacksmith • Courtesan • Physician: Enhanced |