Profession: What do you wanna retire as?


Pathfinder First Edition General Discussion


because you can't go adventuring for the rest of your life. and not every adventurer retires a hero. so whats your plan are you going to become a farmer? or does becoming a bar owner peek your interest? so tell me what do you wana become if you retire or are horribly disfigured?

(what professions or craft skills do you think are worth spending points into?)


My current character has aspirations to retire and live out his life as the overseer of a trade company, employing a small number of trading vessels... Dice rolls permitting he lives that long of course.

As for skills and professions, he's focused in Profession: Captain (Functions as Sailor and Local in regards to talk of the sea.) and Appraise- not to mention his diplomacy of course.


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I suspect that the vast majority of adventures do indeed adventure for the rest of their life, although that might not be a very long time.

Of the rest, I expect that most of them either get enough loot to become gentlemen of leisure or wind up broken down drunks.


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zainale wrote:

because you can't go adventuring for the rest of your life. and not every adventurer retires a hero. so whats your plan are you going to become a farmer? or does becoming a bar owner peek your interest? so tell me what do you wana become if you retire or are horribly disfigured?

(what professions or craft skills do you think are worth spending points into?)

*pique.

And if you're not absolutely certain you're gonna retire to do lines of celestial cocaine off your succubus harem in your gold castle, you shouldn't be in adventuring.


Why would you retire?

You either die a hero, or live long enough to see yourself become the villain.

Wait, wrong topic.


Just succubi? You are forgetting the female druids my friend.


Profession: Basket Weaver.

Shadow Lodge

One of my two current characters is a bit of an ascetic and would probably become a wandering weaponsmith if adventuring became unnecessary. Craft (Weapons), Craft (Armour) and Craft Magic Arms & Armour. She's also got a rank in Profession (Sailor) due to the party obtaining a boat early in the campaign.

The other is a drunken monk who is only currently adventuring in order to finance/protect a tavern. Profession (Bartender) and Craft (Booze).

In the past I've had characters with Profession (clerk) and Profession (herbalist). I've also seen a friend's fighter/rogue get some good use out of Profession (drug dealer).

Usually these skills reflect background rather than retirement plans, though, and I only invest a rank or two.

Silver Crusade

Hubaris wrote:
Profession: Basket Weaver.

Profession: Underwater Basket Weaver.

Knowledge of healing and temple membership have proved rewarding so far, (but money is nothing compared to the joy of helping those in need). If the reckless bunch I usually end up with don't get us all killed, I'll spend the rest of my days in service to Torag. Hail Torag!


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One of my characters I'm playing is a dragon bloodline Bloodrager, so he plans on retiring with a hoard.

Another is a cavalier devoted to Cayden Calien, so he's probably going to be the one opening a bar.

I kinda want my witch to become something like Baba Yaga, some sort of mythical witch traveling from place to place.

My barbarian is a sailor, so probably a captain.


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My mundane and second fav PC would retire as a consulting Sage with a classy tavern with curio shop (to sell all the odd bits gathered over many adventures) and a secret combat pit on the basement!

Now I gotta make this into a map... hehehe

Liberty's Edge

Craft Locks
Disable Device


Red Rumboldt wrote:
Hubaris wrote:
Profession: Basket Weaver.

Profession: Underwater Basket Weaver.

Knowledge of healing and temple membership have proved rewarding so far, (but money is nothing compared to the joy of helping those in need). If the reckless bunch I usually end up with don't get us all killed, I'll spend the rest of my days in service to Torag. Hail Torag!

Problem with that is that being Underwater generally causes misadventure and more problems.

I don't want that when I'm calmly weaving baskets.

Though I totally recall that idiom :P .


To answer the first part of the OP, some of my characters (not restricted to PF) retirement plans: ascend to godhood, find a way to stay dead, hide their soul in the plane of dreams to dodge the contract on it, stabilize the heretical splinter sect of their faith that they founded, turn a space station into a hedonistic body-swapping heavily-medicated perma-party, get their license to practice medicine restored, make enough profit to stay drunk for a week (then un-retire), protect and raise all the rescued/captured monsters, convince the boss he's bodyguarding to go into a less dangerous career, pay off the gambling debts (and stop losing so much while continuing to be a semiprofessional gambler)...

To the last question, a rank or few in profSailor will usually be useful at some point. Prof soldier or merc can replace some social and knowledge skills in certain situations. Profession barrister/lawyer may let you roll a skill vs DM perversion of wishes or planar bindings.. Prof Wastrel is a good way to keep a party going indefinitely.. Depending on GM and creativity, master craftsman plus craft embroidery or runes might let you use the full variety of crafting feats. Craft alchemy has a variety of uses. Craft improvised weapons could be fun and maybe worth a damage die step on a dedicated imp wpn build..


I thought it was common knowledge that every adventurer that retired settled down and opened a tavern to help aspiring adventurers and share their stories "from the good old days."


Craft:Traps
Profession: Dungeon Builder


I'd retire to my bar where I'd serve drinks in peace for a few years until some old associates inevitably burst through the doors demanding my help
whereupon I'd utter something like "I knew this day would come" or "I'm too old for this" and grab the old dusty sword that is hidden in the back room / behind the counter.


Well , most of my PCs probably would end up just using their ridiculously high perform scores.

While i will agree some people here have the nice idea about the whole gold castle... thing.


Let's see: my current tiefling arcane duelist in a Skull & Shackles PbP will be a pirate captain if she retires, possibly a merchant captain if she decides to go straight. In the other case, my elven bard won't retire, ever. Retirement is boring after a while and she's immortal. Right now she's a teacher. In a few decades, who knows? The sorcerer before that, maybe he'd go back to the farm, farm alchemical reagents, sell them to passing adventurers. The cleric before that...I'm not sure "retirement" was on the books for her.


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Does Grandmother count as a retirement goal?


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How retiring to become a hermit and guardian angel for the former student's son sound? Wandering the Jundland Wastes is optional.


Old Druids never retire, they just fade away.


Pathfinder Rulebook Subscriber
AwesomenessDog wrote:
I thought it was common knowledge that every adventurer that retired settled down and opened a tavern to help aspiring adventurers and share their stories "from the good old days."

But then you keep getting young adventurers who walk in and ask if you've got any infestation problems they could handle for you. Even if your basement has been Dire Rat-free for years. It's really bad for business.


Some favorites from beloved campaigns completed:

Oracle (Heavens Mystery, Cloudy-Eyed)
Profession: Astronomer. The irony that I could always see stars perfectly at night while being restricted to 60' of vision was hilarious.
Perform: Dancing. This check was used repeatedly in that game, and my natural affinity for CHA just made it so hilarious. Plus, the character technically floated; allowed my Gnome to dance with Medium characters.

Druid (Menhir Savant)
Profession: Tailor. As an evil character I made a point of salvaging trophies from my kills as in Scalps, Teeth, Fur. I had to do something with those materials after I harvested the meat for rations. I made it a point in-game to declare my affection for Gingers.
Profession: Cook. Same as above. I figured I would open this shady "ethnic" cuisine joint in the city... best way to get back at dem City Folk.
Tyrannosaurus (Animal Companion)
Perform: Puppeteering. Seeing as she couldn't use her forelimbs for much, and my habit of taking trophies; very distinct enemies we vanquished I took the heads from and converted into puppets for her to play with and perform Dialogues (Protagonist, Antagonist, and her as the Narrator/Chorus roaring along). There's a market for that, and from time spent playing Council of Thieves, I figured there's a Chelaxian audience for sure, never mind what we could do setting up shop in Absalom/Geb.

Sorcerer
Profession: Soldier. Even as a mage, my career ended up trucking around with Melee-types, and I've an odd affection for their breed. I figure I'd serve as a mentor-type to advise them from an observer perspective on the career of being a merc.
Weasel (Familiar)
Perform: Sing. Weezy is a beloved character-err-familiar concept. He'd bust out lyrical puns in and out of battle and of course half his schtick is substance abuse/public indecency problems. Figured he'd start up his album/label after the adventures now that he has all the Dungeon Cred he'd need.


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I currently have a campaign that recently died. The PC in that game was at 3rd level and had Craft: Weapons. She also had Mending and Make Whole. Finally, she had a Valet archetype familiar and a cart.

Since the game and PC were forcibly "retired" I've had this gal show up in other campaigns as a traveling weapons' tinker. She finds gear tossed aside by adventurers; orc axes, goblin spears, spent arrows and sling bullets, etc. She then applies Make Whole, Mending and Craft: Weapons to either repair the devices or make them better.

Given that her backstory had her growing up in a gypsy caravan before becoming a wizard I turned her "cart" into a covered traveler's wagon. She appears here and there, or is spotted in a city market, and often has scrolls for sale along with her other goods.

Shadow Lodge

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Avaricious wrote:

Oracle (Heavens Mystery, Cloudy-Eyed)

Profession: Astronomer. The irony that I could always see stars perfectly at night while being restricted to 60' of vision was hilarious.

I love that, actually. Everything else is clouded, but through it all the stars are always clear...


I usually play casters of some kind so they tend to end up as either "research mages" or teaching with a side as sages.
Although one Artificer ended up as official 'maker of stuff' for another players char in their castle.
Those rare few non casters tend to end up with enough money & investments to become gentlemen/ladies of ease.

Profession (merchant), (sage) or (teacher) are usually what I end up with.


Weirdo wrote:
Avaricious wrote:

Oracle (Heavens Mystery, Cloudy-Eyed)

Profession: Astronomer. The irony that I could always see stars perfectly at night while being restricted to 60' of vision was hilarious.
I love that, actually. Everything else is clouded, but through it all the stars are always clear...

I like dichotomies and very opposed traits like that were great. It just felt wonderfully right that there was a silver lining to the Curse, that it was a price willingly paid for that benefit. I had comrades I trusted... leave everything else within 60' to me!

I considered it fitting that I shared a feature with the Iconic Oracle as well.

Plus, early on my Comrades deliberately took steps (as new Players too!) to ensure they always kept track of me because at first I could only see out 30'. Most hallways ended up being brave frontiers that I had to advance through, and I had to mark waypoints by chalk or scratch so I could navigate even something as basic as a riverboat casino.


Last character I had the chance to play for any decent amount of time is either going to die in combat or if he's lucky/unlucky enough to live long enough to retire, would probably start training other inquisitors. Or just writing bestiaries, he had like +20 to all monster knowledge skills.

Dark Archive

My character won a tiny theater in Lepidstadt early on in his adventuring career, so he puts on dance shows there every so often between adventures. Upstairs, he has a basic living space as well as a shrine to Milani. When he dies, it will likely be in this tiny theater, living out his days far away from his Irrisen homeland.


Avaricious wrote:
Weirdo wrote:
Avaricious wrote:

Oracle (Heavens Mystery, Cloudy-Eyed)

Profession: Astronomer. The irony that I could always see stars perfectly at night while being restricted to 60' of vision was hilarious.
I love that, actually. Everything else is clouded, but through it all the stars are always clear...

I like dichotomies and very opposed traits like that were great. It just felt wonderfully right that there was a silver lining to the Curse, that it was a price willingly paid for that benefit. I had comrades I trusted... leave everything else within 60' to me!

I considered it fitting that I shared a feature with the Iconic Oracle as well.

Plus, early on my Comrades deliberately took steps (as new Players too!) to ensure they always kept track of me because at first I could only see out 30'. Most hallways ended up being brave frontiers that I had to advance through, and I had to mark waypoints by chalk or scratch so I could navigate even something as basic as a riverboat casino.

The same thing happened for my clouded vision oracle (my first character) - it actually fed into how my husband's character and mine met. (I wanted to travel to learn more about the abilities I'd gained as a child at the cost of losing my vision from the potency of the holy power I'd channeled to cure a plague; he was an ex-soldier looking for redemption after making some poor choices that got his commanding officer killed. So he ended up becoming my escort and bodyguard.) And getting our Kinsight Goggles so I could finally see a sunset again was quite the moment. :)

On an OP-related note, she ended up running a hospital in retirement, out of her wing of the castle our party was given. She was also a high priestess of Pharasma, and led a small congregation from the castle as well. Predictable? Maybe. But she was my first character, what do you expect? She didn't even have a last name. :)


I just remembered one of our first 3.5 parties. We never finished the campaign, but the GM incorporated the characters into the world in later campaigns.

The aquatic elf Swashbuckler (me) became king of an underwater kingdom in the area.

The wizard became the Archmage of a Wizarding college.

I can't remember the class, but one player ran the tavern we owned in a coastal village where the campaign started. With the help of the trap maker he made a cannon that fired exploding kegs to defend the town.

Gek, the npc trap maker Kobold (he joined when my elf captured him after the group he was with was defeated) turned out to be amazing (dm kept rolling 20's with him to his own frustration) became so revered amongst Kobolds that his connections with us made it possible for Kobolds to become a regular part of society, and when he died at the ripe age of 30 (ancient for kobold in this campaign) he ascended to God-hood.

John the Bastard was the only npc town guard to survive the first encounter, named so for his Bastard sword and his incredible luck (including surviving a balista bolt fired through a door he was checking) that he too ascended to God-hood, as a God of war.

The druid is naked in a forest somewhere.


Adventurin' is nice an' all, but when these old bones got tired o' the damp and the danger, I took to a far safer, easier career. After all, someone's gotta chip the salt offa these angry little whippersnappers who journey to the Elemental Plane of Earth!

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