Professional Edges reflect years of practice or experience in a particular trade, activity, or craft. In some cases they may also represent special blessings from higher powers as well.
Players may purchase Professional Edges after character creation, perhaps roleplaying the achievement by practicing the affected trade during downtime or in between adventures.
Stacking: Bonuses to the same Trait from different Professional Edges do not stack— apply only the highest.
Requirements: Novice, Agility d8+
Aces are pilots and drivers who have a special affinity with their vehicle. They ignore 2 points of penalties to any Boating, Driving, or Piloting roll, and may spend Bennies to Soak damage for any vehicle they control or command, using the appropriate Boating, Driving, or Piloting skill instead of Vigor. Each success and raise negates a Wound.
Requirements: Novice, Agility d8+, Athletics d8+
The acrobat gets one free reroll on Athletics totals that involve balance, tumbling, or grappling. It doesn’t affect rolls to interrupt actions, climb, swim, or throw.
Requirements: Seasoned, Acrobat
The tumbler leaps quickly about so that attacks against her are made at -1 as long as she’s aware of the attack, can reasonably move about, and isn’t suffering any Encumbrance or Minimum Strength penalties.
Requirements: Agility d6, Acrobat
Many of those who dwell among the rooftops that span much of Korvosa become skillful at making bounding leaps and clambering up steep surfaces, and learn how to land more safely when they fall.
The character ignores up to two points of Chase penalties. Additionally, if the character has the highest Pace, she is dealt two additional Chase cards instead of one. Finally, the character reduces falling damage by 1d6+1.
Requirements: Novice, Agility d8+, Riding d6+
Whether it’s on the back of a fast horse or other more exotic mount, this hero feels more at home in the saddle than on her own two feet.
The Edge grants the hero one free reroll on all Riding rolls and increases her mount’s Pace by 2 and its running die one step.
Requirements: Novice, Repair d8+
Your hero can repair broken weapons or armor and other objects to serviceability even without the benefits of artisan tools.
The character can repair items with little to no materials needed and without a proper workspace. If he spends a day repairing an item, spend half the cost to repair the item, and make a Repair check, the item is restored to usable condition. If repairing a golem, it heals one Wound.
Requirements: Novice, Repair d8+
The hero is a natural with mechanical contraptions. She adds +2 to Repair rolls, and with a raise, halves the time normally required to fix something. This means if a particular Repair job says a raise repairs it in half the time, a Fix It can finish the job in one-quarter the time with a raise.
Requirements: Novice, Smarts d8+, Academics d8+
Investigators spend a great deal of time in vast libraries researching ancient legends, working the streets, or deducing Golarion’s greatest mysteries. They add +2 to Academics or Notice rolls made to sift through information, sift through stacks of papers, look through shelves of books for something of note, or spy obscured items from piles of junk or debris.
Requirements: Novice, Smarts d10+
Through advanced schooling, book-learning, or just amazing intuitive perception, your hero has a talent for picking up skills on the fly. There’s little she can’t figure out given a little time and a dash of luck.
The character makes a Smarts roll as an action after observing or studying some subject. She gains a d4 in the relevant skill with success, or d6 with a raise. She may try again after an hour of study, trial and effort, or immersion if she fails or wants to try for a raise. This lasts until the character attempts to learn a different subject, whether she’s successful or not.
Requirements: Novice, Smarts d8+
Learned professors, devoted students, and amateur enthusiasts spend great amounts of time and energy studying particular subjects. They become experts in these fields, and rarely fail to answer questions in their particular area of expertise.
Pick any one of the following skills: Academics, Battle, Occult, Science, or a Smarts-based “knowledge”-type skill allowed in your game, and add +2 to the total whenever they’re used.
This Edge may be taken more than once if applied to different skills.
Requirements: Novice, Strength d6+, Vigor d6+
Professional soldiers get used to carrying heavy loads and enduring harsh conditions. After a few days getting used to their gear (GM’s call), they treat their Strength as one die type higher when determining Encumbrance and Minimum Strength to use armor, weapons, and equipment without a penalty. (This stacks with the Brawny Edge.)
They also get a free reroll on Vigor rolls made to survive environmental hazards (see Hazards).
This Edge has no effect on Armor Interference or Armor Restriction.
Requirements: Novice, Agility d8+, Stealth d6+, Thievery d6+
Thieves specialize in deceit, treachery, and acrobatics. They can be invaluable where traps must be detected, walls must be climbed, and locks must be picked.
Thieves know how to use the slimmest protrusions on walls and window ledges to climb the tallest of buildings, scampering through streets and back alleys like cats. They add +1 to Athletics rolls made to climb in urban areas.
Thieves also know how to use the dark areas between the streetlights of cities to conceal their movements, and add +1 to Stealth rolls when in an urban environment.
Finally, these rogues are—not surprisingly— adept at Thievery itself, adding +1 to those rolls in all circumstances.
Requirements: Novice, Agility d8+
Most adventurers can set simple snares to catch their meals. However, trapping magical beasts, humanoids, and even outsiders, requires more training and special equipment.
A character with this Edge can swiftly create elaborate traps.
Requirements: Seasoned, Trapper
The character's traps are especially deadly, either through their increased accuracy or the viciousness of their blades and bludgeons.
The trapper gains a free bonus normally granted from getting a raise while crafting a trap.
Requirements: Seasoned, Common Knowledge d6+, Performance d8+
Troubadours travel the world, learning culture, etiquette, history, and above all, legends. They add +2 to Common Knowledge rolls and may use Performance in place of Battle for Leadership Edges or Edges that require Battle.
Requirements: Novice, Spirit d6+, Survival d8+
Woodsmen are rangers, scouts, and hunters who are more at home in the wilderness than urban areas. They are skilled trackers and scouts, and know how to live off the land for months at a time.
Woodsmen add +2 to Survival and Stealth rolls made in the wild (not towns, ruins, or underground).