Guild Traits


Homebrew and House Rules


i had an idea to make some guild oriented traits, starting with some basic guild ideas like a butchers guild or a fishing guild and so on.

but i thought it would be nice to get some ideas from you all.

what guilds should these traits be based on and what should their bonuses be?


Fisherman’s Guild (Social): You spent long days on the deck of a fishing ship, following the schools of fish, dragging them aboard in massive nets, and carrying buckets of seafood along the docks. You gain a +1 trait bonus to Profession (sailor) checks and a +2 trait bonus to Survival checks made to obtain food by fishing.

Butcher’s Guild (Social): You worked for the local butcher, carving up all manner of farm animals and occasionally the rare monster and selling them to customers. You gain a +2 trait bonus to Survival checks made to prepare a deceased creature for consumption or taxidermy and a +2 trait bonus to Appraise checks made to bargain the price of these wares.


Bakers’ Guild (Social): You spent hours working in the local bakery, kneading dough, weighing loaves and convincing customers that each loaf was fresh and well made. You gain a +2 trait bonus on Profession (Baker) checks and a +2 trait bonus on Appraise checks made to bargain the price of your wares.

Cobblers’ Guild (Social): You worked for the local shoemaker, repairing, crafting and selling all types of shoes. You gain a +2 trait bonus on Profession (cobbler) checks and a +2 trait bonus on Appraise checks made to bargain the price of your wares or other types of shoes and identify the properties of magical footwear.

Stonemasons’ Guild (Social): You worked with the local stonemason’s guild to build several types of buildings and have learned a few tricks to streamline the process. You gain a +1 trait bonus to Knowledge (Engineering) and it is always a class skill for you. Additionally, when using the Downtime Rules to construct a building you may reduce the Labor spent by 10%. You must remain in town and on the building site to use this ability.

Carpenters’ Guild (Social): You worked for the local carpenter, crafting tables, chairs, and other necessary items. You gain a +1 trait bonus on any Craft skill that deals primarily with woodwork and a +2 trait bonus on Appraise checks to bargain the price of your wares and estimate the value of non-magical wooden objects.

Shipwright’s Guild (Social): You spent long hours at the shipyard by the docks building and repairing all manner of ships. You gain a +1 trait bonus on Profession (sailor) checks and a +2 trait bonus on Appraise checks to bargain the price and estimate the value of ships.

Blacksmith’s Guild (Social): You spent long days at the sweltering forge, working under the local blacksmith. You gain a +1 trait bonus on either Craft (armor) or Craft (weapons) checks and a +2 trait bonus on Appraise checks to bargain the price of your wares and estimate the value of non-magical armor or weapons. You must choose the one your trait bonus on craft applies to.

Farrier’s Guild (Social): You worked with the local stable master, shoeing horses, training them, and delivering foals. You gain a +1 trait bonus on Handle Animal checks and it is always a class skill for you and a +2 trait bonus on Heal checks concerning horses and ponies.

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