Seafarer: Dock Worker (Advanced) (TP)
Grim Hollow: Campaign Guide p. 104 (Third Party)
- Proficiencies
- Investigation
Traits
Seafarer
Seafarers make their living by sailing or gathering from the sea. Seafarers often start as poor and disrespected members of society. However, at higher ranks, they gain considerable holdings. The sea has much to give, but it can quickly take everything away as well.
- Skill Proficiencies: Choose one from Athletics, Perception, Persuasion, Sleight of Hand, Survival.
- Tool Proficiencies: Navigator's tools, vehicles (water) Languages: Choose one standard and one exotic.
- Equipment: Common clothes, a belaying pin, thread and a blunt needle, a bucket of tar, and 10 gp.
Dock Worker
Docks represent the hubs that drive commerce, travel, and exchange of culture. In every one are teams of hardy workers who load goods and supplies onto and off of the ships. From lowly Clerks, who check off goods to and from warehouses, to the mighty Sealord bureaucrats, they keep the machinery of the docks moving.
- Skill Proficiency: Investigation
- Additional Equipment: A leather strap, 30 feet of rope, a pulley, a box of snuff, a clipboard and quill.
Liberate Ledgers
Upon spending an hour asking around, and succeeding on a medium-DC Intelligence (Investigation) check, you know the comings and goings of ships, wagons and merchandise at the trade hub you are exploring. You can similarly discern where different types of goods are stored in any warehouse, including the contraband.
Rank 1 - Stock Clerk
Long days of tedious work await you as you check off goods as they are loaded and unloaded from ships to and from warehouses. Many Stock Clerks don't last long as they are often blamed for broken or missing inventory. In your time you have learned a lot about the comings and goings throughout a dock, what types of ships and barrels typically come from where, and what their purpose is. You have learned who to ask the right questions, who holds the real power, and where to find a good time.
Holdings:
- Lodging near the port or trade station you work at.
- You know where the contraband is hidden and how to get in.
Progression: Be promoted to Customs Inspector by a dock worker of a higher station.
Rank 2 - Customs Inspector
Your days of hard labor are behind you, as you are now charged with inspecting cargo for contraband, collecting tariffs, and filling ledgers of incoming and outgoing vessels. Corruption is rife at any port, and you are exposed to the shady deals, illegal goods, and criminal activities that take place there. It's up to you whether you use your authority to enforce the law or just make sure you get a cut of the action.
Holdings:
- A list of your fellow Customs Inspectors known for accepting bribes and forging ledger entries, and who bribed them.
- A letter or clue revealing the smuggling operations of a criminal organization.
- Authority over low ranking dockworkers and port guards.
Progression: Expose a large quantity of contraband or a criminal organization.
Rank 3 - Harbor Master
Your keen eye and efficient work in customs has earned you the rank of Harbor Master. You now preside over the dock of a harbor town or city. You set the local laws and regulations, governing the flow of trade and passage within your jurisdiction. All who wish to conduct business without hassle make sure they are on good terms with you, as nothing moves without your approval.
Holdings:
- Comfortable accommodation within the port town or city of your station.
- Authority of all resources, funding, and personnel of the harbor you manage.
- The authority to grant commodity licenses, allowing the import or harvesting of the commodity in the local area.
Progression: Be promoted by a Monarch or state leader.
Rank 4 - Sealord
Residing in the capital city of your region, you dictate the laws, taxes, and flow of sea commerce across the region. As a Sealord, you are the undisputed authority in your region when it comes to all subjects related to the harbor.
Holdings:
- Luxurious lodging near the mercantile district of the capital city where you oversee the operations of the region.
- Control over docking fees and other charges associated with trading posts and ports across the region.
- A seat at any council meetings pertaining to trade or the sea in the kingdom.
Profession Dice
Profession Dice are the in-game advantages provided to characters by their background profession. Characters can add their Profession Die to skill or ability checks according to any Talents they have selected. In addition, a character always adds their Profession Die when rolling for Profession Abilities. A character's Profession Die is determined by their rank, and shown in the table below:
Profession Die Table:
| Profession Rank | Profession Dice |
|---|---|
| 1 | 1d4 |
| 2 | 1d6 |
| 3 | 1d8 |
| 4 | 1d10 |
Talents
Talents are unique dispositions, experiences, or characteristics your character has picked up due to their time working in their profession. This is represented by allowing characters to add their Profession Die in unique situations that highlight the skills gained through their profession. A character may select a Talent from their corresponding Talent list when they select their profession, and select an additional Talent whenever they rank up within a profession.
Talent: Calloused Hands
Whenever you make a Strength (Athletics) check to lift, drag, or shove a heavy object, you can add your Profession Die to the roll.
Talent: Copycat
Whenever you make an Intelligence or Intelligence (Forgery Kit) check to forge or create a document, you can add your Profession Die to the roll.
Talent: Disciplinarian
Whenever you make a Charisma (Intimidation) check while issuing a command to an individual of lower rank within your background, you can add your Profession Die to the roll.
Talent: Drunkard
Whenever you make a Constitution check to determine if you will throw up, pass out, or how severe a hangover is, you can add your Profession Die to the roll.
Talent: Forecaster
Whenever you make a Wisdom (Survival) check to determine the weather for the next 48 hours, you can add your Profession Die to the roll.
Talent: Gambler
Whenever you make a Dexterity (Sleight of Hand) or Wisdom (Perception) check to cheat at a game or catch someone else cheating, you can add your Profession Die to the roll.
Talent: Gut Feeling
Whenever you make a Wisdom (Insight) check to detect if an Aristocrat or Criminal is lying, you can add your Profession Die to the roll.
Talent: Hard-Working
Whenever you make a Constitution check for a repetitive task such as marching or laboring for hours without rest, you can add your Profession Die to the roll.
Talent: Menacing Presence
Whenever you make a Charisma (Intimidation) check, and are interacting with Academics, Common Folk, or Seafarers, you can add your Profession Die to the roll.
Talent: Navigator
Whenever you make a vehicle check, you can add your Profession Die to the roll.
Talent: Recruiter
Whenever you make a Charisma (Persuasion) check to recruit people into a role, you can add your Profession Die to the roll.
Talent: Renowned
Whenever you make a Charisma (Persuasion) check, and are interacting with Military, Outlanders, or Criminals, you may add your Profession Die.
Talent: Ropesman
Whenever you make a Strength (Athletics) or Dexterity (Acrobatics) check to climb, move along, or jump onto ropes, you can add your Profession Die.
Talent: Sea Dog
Whenever you make a Strength (Athletics) check to swim in water, you can add your Profession Die to the roll.
Talent: Sentry
Whenever you make a Wisdom (Perception) check while on watch duty or defending a fortification, you can add your Profession Die to the roll.
Talent: Wayfarer
Whenever you make a Wisdom (Survival) check to find a path or avoid getting lost, you can add your Profession Die to the roll.
Talent: Applied Leverage
When you make a Strength (Athletics) check to force open a door or container, you may add your profession die to the roll.
Talent: Charity Case
When you make a Charisma (Performance) check to fake an illness, injury, or other condition, you may add your profession die to the roll.
Talent: Temperature Tolerance
When you make a Constitution saving throw to avoid exhaustion due to extreme temperatures, you may add your profession die to the roll.
Other data
ancestry
Seafarer