Complete Occupation List

D20 Modern Occupations

Academic
Academics include librarians, archaeologists, scholars, professors, teachers, and other education professionals.
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.
Computer Use, Craft (writing), Decipher Script, Gather Information, Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, tactics, technology, or theology and philosophy), Research, or add a new Read/Write Language or a new Speak Language.
Wealth Bonus Increase: +3.

Adventurer
Adventurers include professional daredevils, big-game hunters, relic hunters, explorers, extreme sports enthusiasts, field scientists, thrill-seekers, and others called to face danger for a variety of reasons.
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, Climb, Demolitions, Disable Device, Drive, Escape Artist, Intimidate, Jump, Knowledge (arcane lore, streetwise, tactics, or technology), Move Silently, Pilot, Ride, Spot, Survival, Swim, Treat Injury.
Bonus Feat: Select one of the following: Archaic Weapons Proficiency, Brawl, or Personal Firearms Proficiency.
Wealth Bonus Increase: +1.

Athlete
Athletes include amateur athletes of Olympic quality and professional athletes of all types, including gymnasts, weight trainers, wrestlers, boxers, martial artists, swimmers, skaters, and those who engage in any type of competitive sport.
Prerequisite: Strength 13 or Dexterity 13.
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. Balance, Climb, Drive, Jump, Ride, Swim, Tumble.
Bonus Feat: Select either Archaic Weapons Proficiency or Brawl.
Wealth Bonus Increase: +1.

Blue Collar
Blue collar occupations include factory work, food service jobs, construction, service industry jobs, taxi drivers, postal workers, and other jobs that are usually not considered to be desk jobs.
Prerequisite: Age 18+.
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. Craft (electronic, mechanical, or structural), Climb, Drive, Handle Animal, Intimidate, Repair, Ride.
Wealth Bonus Increase: +2.

Celebrity
A celebrity is anyone who, for whatever reason, has been thrust into the spotlight of the public eye. Actors, entertainers of all types, newscasters, radio and television personalities, and more fall under this starting occupation.
Prerequisite: Age 15+.
Skills: Choose one 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 (visual art or writing), Diplomacy, Disguise, Perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, or wind instruments).
Reputation Bonus Increase: +1.
Wealth Bonus Increase: +4.

Creative
The creative starting occupation covers artists of all types who fan their creative spark into a career. Illustrators, copywriters, cartoonists, graphic artists, novelists, magazine columnists, actors, sculptors, game designers, musicians, screenwriters, photographers, and web designers all fall under this occupation.
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, Computer Use, Craft (visual art or writing), Disguise, Forgery, Knowledge (arcane lore or art), Perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, or wind instruments), Spot.
Wealth Bonus Increase: +2.

Criminal
This illicit starting occupation reveals a background from the wrong side of the law. This occupation includes con artists, burglars, thieves, crime family soldiers, gang members, bank robbers, and other types of career criminals.
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. Disable Device, Disguise, Forgery, Gamble, Hide, Knowledge (streetwise), Move Silently, Sleight of Hand.
Bonus Feat: Select either Brawl or Personal Firearms Proficiency.
Wealth Bonus Increase: +1.

Dilettante
Dilettantes usually get their wealth from family holdings and trust funds. The typical dilettante has no job, few reresponsibilities, and at least one driving passion that occupies his or her day. That passion might be a charity or philanthropic foundation, an ideal or cause worth fighting for, or a lust for living a fun and carefree existence.
Prerequisite: Age 18+.
Skills: Choose one 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. Gamble, Intimidate, Knowledge (current events or popular culture), Ride, or add a new Speak Language.
Reputation Bonus Increase: +1.
Wealth Bonus Increase: +6.

Doctor
A doctor can be a physician (general practitioner or specialist), a surgeon, or a psychiatrist.
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 (pharmaceutical), Computer Use, Knowledge (behavioral sciences, earth and life sciences, or technology), Search, Treat Injury.
Wealth Bonus Increase: +4.

Emergency Services
Rescue workers, firefighters, paramedics, hazardous material handlers, and emergency medical technicians fall under this category.
Prerequisite: Age 18+.
b: 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, Computer Use, Drive, Jump, Knowledge (behavioral sciences, earth and life sciences, or technology), Search, Treat Injury, Swim.
Wealth Bonus Increase: +2.

Entrepreneur
Entrepreneurs have an obsession about being their own boss. They believe in themselves, have an abundance of confidence, and the ability to acquire the funds necessary to bankroll their newest moneymaking venture. These small to large business owners have a knack for putting together business plans, gathering resources, and getting a new venture off the ground. They rarely want to stick around after the launch, however, as they prefer to put their energies into the next big thing.
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. Bluff, Diplomacy, Gamble, Knowledge (business, current events, or technology).
Reputation Bonus Increase: +1.
Wealth Bonus Increase: +4.

Investigative
There are a number of jobs that fit within this occupation, including investigative reporters, photojournalists, private investigators, police detectives, criminologists, criminal profilers, espionage agents, and others who use their skills to gather evidence and analyze clues.
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. Computer Use, Craft (visual art or writing), Decipher Script, Forgery, Gather Information, Investigate, Knowledge (behavioral sciences, civics, earth and life sciences, or streetwise), Research, Search, Sense Motive.
Bonus Feat: Select either Brawl or Personal Firearms Proficiency.
Wealth Bonus Increase: +2.

Law Enforcement
Law enforcement personnel include uniformed police, state troopers, federal police, federal agents, SWAT team members, and military police.
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, Drive, Gather Information, Intimidate, Knowledge (civics, earth and life sciences, streetwise, or tactics), Listen.
Bonus Feat: Select one of the following: Combat Martial Arts, Armor Proficiency (light), or Personal Firearms Proficiency.
Wealth Bonus Increase: +1.

Military
Military covers any of the branches of the armed forces, including army, navy, air force, and marines, as well as the various elite training units such as Seals, Rangers, and Special Forces.
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, Demolitions, Drive, Hide, Knowledge (tactics), Move Silently, Navigate, Pilot, Survival, Swim.
Bonus Feat: Select one of the following: Brawl, Combat Martial Arts, Armor Proficiency (light), or Personal Firearms Proficiency.
Wealth Bonus Increase: +1.

Religious
Ordained clergy of all persuasions, as well as theological scholars and experts on religious studies fall within the scope of this starting occupation.
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. Decipher Script, Knowledge (arcane lore, art, behavioral sciences, history, streetwise, or theology and philosophy), Listen, Sense Motive.
Wealth Bonus Increase: +2.

Rural
Farm workers, hunters, and others who make a living in rural communities fall under this category.
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, Drive, Handle Animal, Repair, Ride, Survival, Swim.
Bonus Feat: Select either Brawl or Personal Firearms Proficiency.
Wealth Bonus Increase: +1.

Student
A student can be in high school, college, or graduate school. He or she could be in a seminary, a military school, or a private institution. A college-age student should also pick a major field of study.
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. Computer Use, Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, technology, or theology and philosophy), Perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, or wind instruments), Research.
Wealth Bonus Increase: +1.

Technician
Scientists and engineers of all types fit within the scope of this starting occupation.
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. Computer Use, Craft (chemical, electronic, mechanical, or structural), Knowledge (business, earth and life sciences, physical sciences, or technology), Repair, Research.
Wealth Bonus Increase: +3.

White Collar
Office workers and desk jockeys, lawyers, accountants, insurance agents, bank personnel, financial advisers, tax preparers, clerks, sales personnel, real estate agents, and a variety of mid-level managers fall within the scope of this starting occupation.
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. Computer Use, Diplomacy, Knowledge (art, business, civics, earth and life sciences, history, physical sciences, or technology), Research.
Wealth Bonus Increase: +3.

Urban Arcana Occupations

Apothecary
Apothecaries are people who study the science of mixing chemicals, elements, and naturally occurring
materials together for predictable results. They often go on to be research scientists, inventors, pharmacists, or alchemists.
Prerequisite: Age 20+.
Skills: Choose three of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Craft (chemical, mechanical, pharmaceutical, or writing), Disable Device, Knowledge (arcane lore, earth and life sciences, history, or physical sciences), Repair, Research.
Bonus Feat: Select either Arcane Skills or Educated.
Wealth Bonus: +3.

Hedge Wizard
A hedge wizard is someone who has spent a great deal of time studying the arcane arts without the benefit of having any formal training or mentoring.
Prerequisite: Intelligence 10.
Skills: Choose three of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Concentration, Craft (chemical or writing), Decipher Script, Gather Information, Knowledge (arcane lore, art, earth and life sciences, history, or physical sciences), Research.
Bonus Feat: Select either: Magical Heritage or Magical Affinity.
Wealth Bonus: +2.

Novitiate
Novitiates draw quiet strength from their belief in a greater power. They do not necessarily have ties to a specific religion or denomination—their faith is enough. Some novitiates are lay clergy, counselors, motivational speakers, social workers, or any other position involved with helping people who have lost hope and faith.
Prerequisite: Wisdom 10.
Skills: Choose three of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Concentration, Craft (writing), Decipher Script, Diplomacy, Knowledge (arcane lore, art, behavioral sciences, history, or theology and philosophy), Sense Motive.
Bonus Feat: Select either: Divine Heritage or Magical Affinity.
Wealth Bonus: +2.

Psychic
Psychics can be people with innate, low-level psionic abilities or simply con-artists looking to make a buck off those gullible enough to believe their ruses.
Prerequisite: Age 15+.
Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Bluff, Concentration, Diplomacy, Gather Information, Intimidate, Knowledge (behavioral sciences, current events, popular culture, or streetwise), Sense Motive.
Bonus Feat: Select either Iron Will or Wild Talent.
Wealth Bonus: +2.

Shadow Scholar
Shadow scholars fall into two categories—learned Shadowkind and mundane folk who have spent time studying Shadow culture, magic, and other supernatural occurrences.
Prerequisite: Age 15+.
Skills: Choose three of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Decipher Script, Gather Information, Knowledge (arcane lore, art, behavioral sciences, earth and life sciences, history, physical sciences, tactics, or theology and philosophy), Research, or add a new Read/Write Language or a new Speak Language.
Bonus Feat: Select either Arcane Skills or Educated.
Wealth Bonus: +1.

Squire
Squires serve as assistants to warriors in hopes of learning the skills they will need to be warriors themselves one day.
Prerequisite: Strength 13 or Dexterity 13.
Skills: Choose three of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Balance, Climb, Handle Animal, Jump, Ride, Tumble.
Bonus Feat: Select either Archaic Weapons Proficiency or Armor Proficiency (light).

D20 Future Occupations

Astronaut Trainee
As scientists and pioneers, astronaut trainees have prepared their minds and bodies for the rigors of space travel and life in space. They are elite members of a sophisticated space program, waiting for the opportunity to hurl themselves into the void to advance humanity’s understanding of science and shed light on the mysteries of the universe.
Prerequisite: Age 21+.
Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.
Computer Use (Int), Craft (electronic, mechanical, or pharmaceutical) (Int), Knowledge (earth and life sciences, physical sciences, or technology) (Int), Navigate (Int), Pilot (Dex), Repair (Int), Survival (Wis).
Bonus Feat: Select either Aircraft Operation (spacecraft) or Zero-G Training.
Wealth Bonus Increase: +1.

Colonist
Colonists are wayfaring pioneers who set the foundations of new societies on far-flung continents, planets, or moons. To survive in their new surroundings, they learn to live off the land and defend themselves against indigenous predatory life forms and hostile forces of nature.
Prerequisite: Age 15+.
Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.
Computer Use (Int), Craft (electronic, mechanical, or structural) (Int), Knowledge (earth and life sciences or physical sciences) (Int), Navigate (Int), Repair (Int), Survival (Wis).
Bonus Feat: Select Builder, Guide, or Planetary Adaptation.
Wealth Bonus Increase: +1.

Drifter
Drifters are aimless wanderers and worldwise jacks-of-all-trades who move between cities or star systems, working odd jobs until boredom or fate leads them elsewhere. Along the way, they learn strange customs and pick up interesting and diverse skills.
Prerequisite: Age 15+.
Skills: Choose three of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.
Bluff (Cha), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Forgery (Int), Gamble (Wis), Gather Information (Cha), Hide (Dex), Knowledge (streetwise) (Int), Navigate (Int), Sleight of Hand (Dex).
Wealth Bonus Increase: +2.

Gladiator
Gladiators have been fighting all their lives, whether on the streets or in some form of arena. They include disenchanted youths and poverty-stricken hoodlums looking to trade fists for cash, clones bred in secret labs to fight from birth, and low-ranking members of a society’s warrior caste.
Prerequisite: Age 18+.
Skills: Choose one of the following skills as a permanent class skill. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.
Balance (Dex), Intimidate (Cha), Knowledge (streetwise) (Int), Tumble (Dex).
Bonus Feat: Select either Brawl or Combat Martial Arts.
Wealth Bonus Increase: +1.

Heir
Heirs are the elite sons and daughters of powerful magnates, influential nobles, and imperial monarchs. Unlike dilettantes, however, they are bound by their lineage to certain responsibilities, with the assumption that they might someday rise to lead their families into the future . . . assuming the stars are properly aligned and they do nothing to jeopardize their birthright.
Prerequisite: Age 21+.
Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.
Craft (visual art or writing) (Int), Knowledge (art, business, civics, current events, or history) (Int), Perform (act, dance, keyboards, percussion instruments, sing, stringed instruments, or wind instruments) (Cha), Ride (Dex), Sense Motive (Wis).
Pre-Selected Feat: An heir must choose the Educated feat as one of her starting feats at 1st level.
Reputation Bonus Increase: +1.
Wealth Bonus Increase: +6. An heir may permanently reduce her Reputation bonus by 1 to increase her starting wealth bonus by an additional +1d6; this expenditure must be made before the character begins play. As long as her Reputation bonus is +1 or higher, an heir’s wealth bonus can never drop below 10.

Outcast
“Outcast” is not so much an occupation as a forced way of life. Persecuted and exiled for being different, outcasts are lone pariahs or shunned members of a culture whose customs or characteristics society finds deviant or abhorrent. Outcasts lurk on the fringes of civilization. Some strive for acceptance, while others are trapped by their own feelings of resentment, self-loathing, or hopelessness.
Prerequisites: Age 15+.
Skills: Choose one of the following skills as a permanent class skill. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.
Disguise (Cha), Hide (Dex), Knowledge (streetwise) (Int), Search (Int), Survival (Wis), Treat Injury (Wis).
Bonus Feat: Toughness.
Wealth Bonus Increase: +1.

Scavanger
Scavengers turn society’s wreckage and discarded trash into useful tools or items for trade, and if they’re lucky, their endeavors might even yield one or two objects of special value. They effortlessly navigate and strip clean the most treacherous places, and their playgrounds are abandoned space stations, gutted buildings, and smoking battlefields.
Prerequisites: Age 15+.
Skills: Choose three of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.
Decipher Script (Int), Disable Device (Int), Knowledge (technology) (Int), Move Silently (Dex), Repair (Int), Search (Int), Spot (Wis), Survival (Wis).
Wealth Bonus Increase: +2.

Transporter
Skilled drivers and pilots, transporters move people, information, and precious cargo safely from one destination to another. They treat their vehicles as extensions of their bodies and are most comfortable behind the wheels of skycabs or the thruster controls of cargo shuttles.
Prerequisite: Age 18+.
Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.
Craft (mechanical) (Int), Drive (Dex), Knowledge (current events, popular culture, or streetwise) (Int), Navigate (Int), Pilot (Dex), Repair (Int).
Bonus Feat: Select either Spacer or Vehicle Expert.
Wealth Bonus Increase: +1.

Dark Matter Occupations

Mercenary
Mercenaries may have military training, but they typically sell their skills to the highest bidder. Mercenaries include soldiers of fortunes and bounty hunters
Prerequisite: Age +21
Skills: Choose one: Climb, Disable Device, Drive, Intimidate, Jump, Navigate, Search, Survival, Swim’
Bonus Feat: Choose One: Armor Proficiency(Light), Brawl, Combat Martial Arts, Personal Firearms Proficiency, Quick Draw, Toughness
Wealth: +1

Paranormalist
Paranormalists include UFOologist, paranormal researchers, or abductees who are only able to pursue their goals part-time. They may work at new age bookstores or in herbalist shops to pay the bills, but they are always motivated to learn on their own, shrugging off conventional wisdom.
Prerequisite: Age +21
Skills: Choose Two: Computer Use, Craft(Writing), Knowledge(Earth and Life Sciences, Physical Sciences, Popular Culture, Technology) Research
Wealth: +2

Psychic
Though there are plenty of frauds in the field true psychics have real power. Of course, to the average observer, this individual appears no different then the majority of so-called “psychics”. Some psychics try to hide their gifts, while others use them to assist police investigations and so on.
Prerequisite: Age +24
Skills: Choose One: Bluff, Concentration, Diplomacy, Investigate, Sense Motive
Bonus Feat: Choose One: Alertness, Attentive, Improved Initiative, Sixth Sense, Wild Talent
Reputation: +1
Wealth: +1

Modern Players Companion Occupations

Bohemian
Bohemians are people who do not live life by society’s rules. They are free spirits who express themselves in unique and quirky manners suited to their own tastes. Bohemians do not generally hold 9-5 jobs, but spend what little money they have freely on life’s little pleasures.
Prerequisite: Age +15
Skills: Choose Four: Bluff, Climb, Craft(Mechanical, or Structural), Diplomacy, Disguise, Forgery, Gather Information, Hide, Jump, Knowledge(Current Events, Popular Culture, or Streetwise), Listen, Sense Motive
Reputation: +1
Wealth: +0

Bureaucrat
Bureaucrats are skilled at navigating the systems, networks, and confusing arrays of rules and regulations inherent in the modern corporate and political processes. They may be helpful or obstructive depending on where they work and with whom they’re dealing, but they always know how to get things done.
Prerequisite: Age +23
Skills: Choose Two: Bluff, Craft(Writing), Diplomacy, Forgery, Gather Information, Knowledge(Buisness, Civics, Current Events, History, or Popular Culture), Listen, Research, Sense Motive, or add a new Read/Write Language or a new Speak Languague.
Bonus Feat: Choose One: Educated, Renown

Craftperson
A craftperson is anyone trained to create or fix items using basic materials.
Prerequisite: DEX +13
Skills: Choose Two; Craft(Chemical, Electronic, Mechanical, Pharmaceutical, Structural, or Visual Art), Disable Device, Knowledge(Art, Physical Sciences, or Technology), Repair, Research, or Treat Injury.
Bonus Feat: Choose One; Builder, Creative, Gearhead
Wealth: +2

Domestic
Domestics are anyone who makes a living by performing routine household chores for someone else.
Prerequisite: Age +15
Skills: Choose Three; Bluff, Concentration, Diplomacy, Drive, Gather Information, Handle Animal, Hide, Intimidate, Knowledge(Current Events), Listen, Move Silently, Pilot, Repair, Search, Sense Motive, or Spot
Wealth: +1

Educator
Educators are those who make a living by instructing others or spreading knowledge.
Prerequisite: Age +23
Skills: Choose Two; Computer Use, Craft(Visual Art or Writing), Diplomacy, Intimidate, Knowledge(Arcane Lore, Art, Behavioral Sciences, Business, Civics, Current Events, Earth and Life Sciences, History, Physical Sciences, Pop Culture, Tactics, Technology, or Theology and Philosophy), Listen, Research, Sense Motive, or add a new Read/Write or Speak Language
Bonus Feat: Choose One; Creative, Educated, or Studious
Wealth: +2

Politico
Politicos are born deal makers. They are drawn to situation where money, goods, and power are bartered, and they are the people without whom deals cannot be made.
Prerequisite: CHR +13
Skills: Choose Two; Bluff, Diplomacy, Gather Information, Knowledge(Behavioral Sciences, Civics, Current Events, History, Popular Culture, or Theology and Philosophy), Listen, Research, Sense Motive, or add a new Read/Write Language or a new Speak Language
Bonus Feat: Choose One; Renown, Trustworthy, Windfall
Reputation: +1
Wealth: +3

Tribal
Tribal characters come from a culture or group that functions distinctly and separately from the mass of mainstream society. Often these are aboriginal populations, people whose way of life date back to before the area was “civilized” and who refuse to give up their traditional ways in order to conform to popular convention. In other cases, they are groups who have purposely eschewed the rules and regulation of modern society and formed a less complex culture of their own. Tribal societies are often(but not always) feudal in nature.
Prerequisite: Age +15
Skills: Choose Three: Balance, Craft(Pharmaceutical, Structural, or Visual Art), Escape Artist, Handle Animal, Hide, Intimidate, Jump, Knowledge(Current Events, Popular Culture, or Streetwise), Listen, Move Silently, Navigate, Ride, Sense Motive, Spot, Survival, or Swim
Bonus Feat: Choose One; Animal Affinity, Archaic Weapons Proficiency, Athletic, Guide, or Track
Wealth: +1

D20 Cyberscape Occupations

Corporate Zombie
A corporate zombie has been raised working for a corporation, trained by a corporation, buying from a corporation, and likely living in corporate housing. This life sucks out the soul over time, but it does provide an understanding of the corporate world and a few financial perks. In time a few corporate zombies rebel against their upbringing, using their understanding of the business world against their wage-paying masters.
Prerequisite: Age +21
Skills: Choose Three; Computer Use, Craft(Any), Diplomacy, Gather Information, Knowledge(Business, Civics, or Earth and Life Sciences), Navigate, Profession, Research, or Speak Language
Wealth: +4

Insider
Insiders know people. That’s their big claim to fame. They might have skills of their own, but an important part of their life has been getting groups in touch with each other. Most insiders work for a corporation or venture, but some are just street folk with more contacts then most.
Prerequisite: CHR +13
Skills: Choose Three; Bluff, Diplomacy, Gather Information, Knowledge(Business or Streetwise), Listen, Sense Motive, or add a new Speak Language
Reputation: +1
Wealth: +2

Noderunner
Noderunners are professional VRNet/HiNet navigators. They act as hired guns for computer raiders, security, and researchers.
Prerequisite: INT 13
Skills: Choose Three; Computer Use, Craft(Electronic), Decipher Script, Gather Information, Knowledge(Current Events, Popular Culture, Streetwise, or Technology) Repair
Reputation: +1
Wealth: +3

No-Man
A no-man has done more then resist the pressures of the corporate-driven world – he has managed to stay completely off the radar. He has no identity chip, or shepherd chip, no records, no citizen ID number or tax record code. Of course this also means he cannot use many legitimate business or call on social services.
Prerequisite: No ID or Shepherd Chip, and no Renown or Windfall feats at start
Skills: Choose Two; Bluff, Disguise, Escape Artist, Hide, Knowledge(Current Events, or Streetwise) Move Silently, Perform, Sleight of Hand
Bonus Feat: Low Profile
Wealth: +3

D20 Past Occupations

Aristocrat
The Aristocrat is the predecessor of the modern dilettante. Before the modern era, wealth is rare enough that it comes with a measure of celebrity – and often a noble title to boot.
Prerequisite: Age +18
Skills: Choose One: Diplomacy, Gamble, Intimidate, Knowledge(Current Events, or Popular Culture), Perform(Any), Ride, or add a new Speak Language
Reputation: +1
Wealth: +6

Cloistered
The cloistered occupation is designed for characters who grew up in Himalayan mountain fortresses, hidden Vatican chapels, and other places isolated from society at large.
Prerequisite: +22
Skills: Choose Two: Concentration, Decipher Script, Knowledge(Arcane Lore, Art, Behavioral Sciences, History, or Theology and Philosophy), Research, Sense Motive
Bonus Feat: Choose One; Acrobatic, Archaic Weapons Proficiency, Athletic, Blind-Fight, Combat Martial Arts, Creative, Defensive Martial Arts, Educated, Exotic Melee Weapon Proficiency, Focused, Nimble, Stealthy, or Studious
Wealth: +2

Cosmopolitan
The cosmopolitan occupation represents world travelers – people who’ve been there and done that. Many cosmopolitans are wealthy travelers, but others toured the world because their parents are wealthy travelers or are themselves accomplished stowaways.
Prerequisite: Age +25
Skills: Choose Two; Bluff, Drive, Gamble, Gather Information, Knowledge(Civics, Current Events, or History), Navigate, or Survival
Bonus Feat: Choose One; Attenative, Confidant, Educated, Guide, Renown or Trustworthy
Other: You gain two languages that you automatically know how to read/write and speak in addition to your native tongue
Wealth: +4

Impoverished
An impoverished character comes from a background of utter destitution. This occupation covers orphans, hobos, and drunks.
Prerequisite: Age +12
Skills: Choose Three; Bluff, Diplomacy, Disguise, Escape Artist, Gamble, Gather Information, Hide, Knowledge(Streetwise), Move Silently, or Slight of Hand
Bonus Feat: Choose One; Brawl or Personal Firearms Proficiency
Wealth: +0

On the Run
A character on the run is a fugitive being chased by law enforcement, a shadowy government agency, or a sinister but well-connected secret society. Such a character might be wanted for a crime they didn’t commit -or one they did. Whatever the reason for their fugitive status, the character has developed skills that make them a tough quarry to catch.
Prerequisite: Age +20
Skills: Choose Three; Bluff, Disguise, Escape Artist, Forgery, Gather Information, Hide, Knowledge(Streetwise), Move Silently, or Sense Motive
Bonus Feat: Choose One; Brawl, Dodge, Low Profile, Personal Firearms Proficiency, or Stealthy
Wealth: +1

Primitive
Primitive characters hail from far-off, exotic places such as the Australian Outback, the Amazon, or the continent of Africa. Modern conveniences of the time are still somewhat puzzling to such a character.
Prerequisite: Age +15
Skills: Choose Three; Balance, Climb, Concentration, Handle Animal, Jump, Survival, or Swim
Bonus Feats: Archaic Weapons Proficiency and Track
Wealth: +0

Servant
This occupation includes members of the servant class of society, employed or sometimes indentured in the service of the wealthy.
Prerequisite: Age +12
Skills: Choose Three; Diplomacy, Drive, Gather Information, Handle Animal, Knowledge(Streetwise), Pilot, or Repair
Wealth: +1

Slave
This occupation represents bonded laborers, whether indentured servants of Euopean descent working in the American colonies, or Africans stolen from their homes to work in the sugar fields.
Prerequisite: Age +12
Skills: Choose Three; Bluff, Climb, Craft(Mechanical or Structural), Disguise, Escape Artist, Gather Information, Handle Animal, Hide, Jump, Move Silently, Repair, Sleight of Hand, Survival, or Swim
Bonus Feat: Choose One; Brawl, Endurance, Personal Firearms Proficiency, or Toughness
Wealth: +0

Future Players Companion Occupations

Alien Visitor
An alien visitor is an character that lives among members of an alien species, whether overtly or in secret. This can include members of an alien species from distant stars who have come to the planet earth to observe, or it could mean humans sent to live on an alien planet as part of an intergalactic exchange program.
Skills: Bluff and Disguise are always class skills
Bonus Feat: Choose One; Alien Weapons Proficiency, Culturally Adapted, Low Profile, Xenodiplomat or Xenomedic
Wealth: +1

Dimensional Outsider
A dimensional outsider is a character that comes from a different dimension but is somehow stranded(or chooses to stat) in another dimension for an extended period of time. Since the rules, laws, and history for different dimensions can differ greatly, they are almost as out of place as an alien.
Prerequisite: Age +18
Skills: Choose Two; Bluff, Disguise, Gather Information, Navigate, or Survival
Bonus Feat: Choose One; Culturally Adapted, Dimensional Vagabond, or Low Profile
Wealth: +1

Enforcer
An enforcer is someone who operates outside the legal system but ensures that people obey the rules. Whose rules they obey is another matter altogether. Enforcers usually work for crime syndicates and other criminal organizations as the physical means of getting someone back in line.
Prerequisite: Age +18
Bonus Feat: Choose One; Alien Hunter, Government Sanctioned, Robot Hunter, Track, or Urban Track
Reputation: +1
Wealth: +2

Lone Survivor
Few occupations are more disconcerting then the Lone Survivor. A lone survivor is the last member of a species or organization in existence, or the only person to have lived through a tragedy of catastrophic proportions. The lone survivor is often left haunted by the experience or in some cases simply numb to the horrors he witnessed, or his grievous loss.
Prerequisite: Age +12
Skills: Choose Two; Escape Artist, Hide, Move Silently, Survival, or Treat Injury
Bonus Feat: Choose One; Great Fortitude, Improved Damage Threshold, Lightning Reflexes, Second Chance, or Toughness
Wealth: +0

Netizen
As computers come to dominate all aspects of daily life, those that can manipulate computers learn to do so almost without thought. These people are called Netizens, as they spend their entire lives connected to and using a vast computer network(such as the modern internet). A Netizen might be a hacker who travels the broadband information lanes in search of mischief and crime, while others might be network security administrators, virtual entrepreneurs, and even cyberspace tour guides. A Netizen lives, sleeps, eats, and breathes the internet, and man make good money doing so.
Prerequisite: Age +18
Skills: Computer Use is a permanent class skill
Bonus Feat: Choose One; Gearhead, Net Handle, or Skill Emphasis(Use Computer)
Reputation: +2
Wealth: +2

Temporal Castaway
The temporal castaway is a permanently displaced being from another part of the timeline. These time travelers are not merely visitors to our time, they are people who have become stranded here for one reason or another. Most temporal castaways have a working knowledge of their own time, but comparatively little comprehension of the present day.
Prerequisite: Age +18
Bonus Feat: Choose Two; Archaic Weapons Proficiency, Culturally Adapted, Exotic Firearms Proficiency, Exotic Melee Weapon Proficiency, or Timewalker
Wealth: +1

Terraformer
The terraformer is far more than simply a colonist. Most terraformers come from a background of technology and science, including engineering, biology, chemistry, agriculture, and medicine. Far more than simply scientists they are responsible for making sure that a planet is properly transformed and settled, and as such they often fill multiple roles on colonizing expeditions. They have the knowledge of the scientific community, the labor skills of a farmer, and the survival skills of a scout, making them excellent explorer of strange new worlds.
Prerequisite: Age +25
Skills: Choose Three; Craft(Chemical, Electronic, Mechanical, or Structural), Knowledge, (Earth and Life Sciences, Physical Sciences or Technology), or Survival
Bonus Feat: Choose One; Builder, Gearhead, Educated, or Planetary Adaptation(Any)
Reputation: +1
Wealth: +2

Universal Vagabond
With the expansion of mankind into space, the vast amount of terrain that became available to explorers and wanders gives rise to a whole new type of occupation. The Universal Vagabond is a professional wanderer, someone who moves from spaceport to spaceport in search of work or simply in search of new experiences. Though any consider them to be individualists (in the sense they don’t work by societies rules), many Universal Vagabonds wander the stars because they have no other choice.
Prerequisite: Age +18
Skills: Choose Two; Knowledge(Civics, Current Events, or Popular Culture), Navigate, or Survival
Bonus Feat: Select from Always Prepared, Brawl, or Culturally Adapted, Robotic Companion, or Track
Reputation: +1
Wealth: +1

Complete Occupation List

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