House rules governing these skills are HERE.
Professions available:
Animal Trainer
Huntsman/Tracker
Armorer/Weaponsmith
Lapidary/Jeweler
Baker/Cook
Blacksmith/Ferrier
Mapmaker/Bookbinder
Mason/Stoneworker
Bowyer/Fletcher
Brewer
Potter
Butcher/Tanner
Carpenter/Cooper
Seafarer
Herbalist
Chandler/Alchemist
Shipwright
Tailor
Whitesmith
Farmer/Gardner
Thatcher/Roofer
Fisher
Woodcutter
Furrier/Taxidermy
Vintner
Glassblower
Musician
Carney
Acrobat
Officer/Soldier
Merchant/Trader
Apiarist/Mead-maker
Scholar/Historian
Seneschal/Steward
Basic Pay Guidelines:
- Unskilled Light Labor: 1gp/month. Suitable for the general commoner with light duties and a family/communal living arrangement. (p. 48 in book)
- Easy guard duty (light): 3gp/month. Anyone with light/leather armor and a suitable weapon, providing guard services where action isn't expected. (p. 48 in book)
- Easy guard duty (heavy): 4gp/month. Anyone with their own chainmail or heavier armor and a suitable weapon, providing guard services where action isn't expected. (p. 48 in book)
- Easy guard duty (other): ??? gp/month. Those with bows, longbows, crossbows, or horses can command higher salaries. See p. 48 in book.
- Unskilled Hard Labor: 5gp/month. Sufficient for common-room lodging, poor meals, and 5sp profit. May vary based on STR or CON check results.
- Skilled apprentice: At least 15gp/month. Sufficient for a basic room and common meals plus 3gp profit. Requires a non-class skill.
- Prestigous Occupation: At least 30gp/month. Sufficient for higher accomodations, good meals, plus 6gp profit. Requires a non-class skill.
Modifiers:
This incentivizes making a home in the new settlements run by sub-GMs where competition is scarcer and skills more valued.If they are working for an established NPC, they earn 1x, if they're competing with an established NPC at the location they earn 0.5x, and if they're operating as the only practitioner for the location they earn 2x.