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#1zombiegleemaxJun 28, 2004 15:35:53 | i found this trader core class at http://www.realmsofevil.net/darksun3e/ and i wanted some feedback on what everyone thinks about it. here are the specifics:The Trader -------------------------------------------------------------------------------- Responsible for the movement of goods from one city-state to another, traders are one of the sole reasons athasian society still exists. Since each city-state is not self-sufficient, and since they often have poor relations with other states, it falls onto the trader’s shoulders to transport the necessities of life. Organizing themselves into organizations known as dynasties, traders technically do not belong in any city-state, and, as such, are not granted a state’s protection. For their own safety, traders exist by a strong code of law, that, among other things, states that if one trader is harmed, it is all other trader’s responsibility to make the aggressor’s life very expensive (see the full details of the trader’s code in the boxed text). Traders never harm other traders, and, even when belonging to enemy houses, treat one another with outward signs of courtesy. Adventurers: Traders tend to be adventurers by necessity, as their travels in the wastes ate anything but un-eventful. Many traders take up the life of an adventurer in the hopes of falling upon some treasure or another (as adventurer’s often do) and being able to sell it at the next market. A trader is a welcome addition to most parties, as they bring many talents that a party might otherwise have unavailable – literacy and the ability to appraise items (and people) at a glance. Characteristics: Traders are first and foremost diplomatic in nature, preferring to solve their problems with their charm if possible. More so than any other character class, the trader is never alone. Since almost all traders belong to one merchant dynasty or another, the trader always knows that if something were to happen to him, the dynasty would be there for him. Because of the dynasty, the trader knows that he is relatively safe from a city’s templars- so long as he doesn’t take undue risks. Alignment: Traders need to be able to work well in a group if they hope to survive. Therefore, most traders are lawful, though a few are neutral in alignment. Background: Most traders have either been born into their class, or are from a wealthy middle class, and has decided to try their hand at mercantile activity. In this way, traders are similar to the Templars in background- few slaves or noblemen ever fall into such ranks, the former because slaves are often too concerned with survival of self to worry about the profits of a whole, and the latter because few noblemen would voluntarily give up money to people un-related by blood- unless there were a political reason, of course. Of course, there have notable exceptions. Some of the best traders are ex-slaves, falling into harsh captains that are better able to deal with slave tribes they may encounter, and Nobleman traders – since political maneuvering and economics are very familiar to them – can become very skilled merchants, indeed. Races: Traders are very diverse racially, and everything from Halflings to Half-giants can be found in their ranks. However, the typical trader is human or half-elf. Elven traders are also quite common, though in their case, the “dynasty” is actually their own elf tribe, and some multi-city emporium. These traders are varied in preferred methods of transporting goods, but there is a slight tendency to favor faster methods, such as kank caravans. Dwarven traders are uncommon, but far from rare. They usually prefer to carry goods by Mekillot-pulled wagons. Traders of other races are seldom seen, for various reasons. Pterran traders, while still rare, are becoming more and more common in Tyr every year. Other Classes: Traders tend to realize that versatility is strength, and, probably because of their literacy, are open-minded individuals. They work well with most other classes. However, because it is usually not good sense for a trader to break a city-state’s laws, traders try to avoid contact with wizards and sorcerers of any sort…often not entirely out of hate (though many a trader despises mages, much like other classes of athasian society), but out of mere practicality. Traders especially favor wilderness classes, such as rangers and druids, because these classes are often capable of helping the traders find their way in the unmarked wilds. Multi-classed Ranger/Traders are always in demand in the dynasties, as these individuals are often more than capable enough to contact distant trading outposts and come back in one piece. GAME RULE INFORMATION Abilities: Trader’s need a high charisma to be better able to deal with customers. A high Wisdom helps them sense the motives of those they deal with, and a high intelligence is preferred because, more than anything else, a trader must survive on his wits. Hit Die: d6 Class Skills: The trader’s class skills are: Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disguise (cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Knowledge (Bureaucracy), Knowledge (Local History), Knowledge Nobility), Knowledge (Geography), Listen (Wis), Move Silently (Dex) Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (none), Ride (Dex), and Sign Language (Dex). All Traders begin play literate in the common language, and a special language used only by members of their house. Skill Points at 1st Level: (4 + Int modifier) x 4 Skill Points at Each Additional Level: 4 + Int modifier Class Features: All of the following are class features of the Trader: Weapon and Armour Proficiency: A trader is familiar with all Simple weapons, as well as the whip, since it is often used to herd animals and slaves. He is proficient in light armor. He is not proficient in the shield. Barter: At first level, you receive the barter feat at no cost. Trading House: Traders all belong to a merchant dynasty. This dynasty will protect the trader, but also give him various tasks and missions that he must accomplish. A trader may be required to spy on a rival for his house, or might even have to carry out an assassination in the name of the dynasty. Once a trader belongs to a house, he is not allowed to leave. Deserters of a house are usually hunted down and “eliminated” so that they cannot reveal house secrets. As a trader progresses in level, he begins to accumulate followers. When he reaches a level equal to (10-Cha modifier), he acquires the Leadership feat for free, and attracts followers. These followers are actually agents of the dynasty, who have been sent to assist the trader in whatever way he deems fit. However, one of these followers are usually a spy of some kind, sent to report back to the house on the trader's actions. Living Quarters: As traders progress in level, they receive a home in their dynasty’s primary city-state (or in the wilderness, depending on what house the trader belongs to). This house improves as the trader rises in level. -At 4th level, this dwelling is nothing more than a plain, stone-cut hovel with a small kitchen, a small living section, latrine, and a small bedroom. It is one floor, and any servants or slaves must be purchased by the trader. The house is located in the trader’s district, and the trader benefits from the protection thus offered (no house taxes, as well). -At 6th level, the trader is moved to a slightly larger house, with all the features described above, plus a second floor that contains a second bedroom, a small room that can hold up to two servants before becoming overly crowded, and a small balcony adjoining the upstairs bedroom. The outside of the building is still plain. The trader is supplied with one house slave, if he so desires. -At 8th level, the trader is once again moved, this time to a house with all the features described above, plus the following: there is an adjoining dining room, a fireplace in the living area, two upstairs bedrooms (instead of one), and three rooms for servants (can hold up to six servants). The kitchen becomes a separate room, and is fully furnished. There is a small cellar, which holds wine and can be used as an extra bedroom for servants, if so desired. The latrine is of much finer quality. The windows are now made of glass. The building is surrounded by a fence), and the outside has one stone carving (or a flagpole, or fountain, or other decorative item) in it of the trader’s choice . There is a small outside garden, as well. The house offers another two slaves, whose jobs become more specialized (cook, maid, nanny, gardener, etc). -At 9th, 11th, and 13th levels, the trader remains in the same house, but can add a new decoration each time, as well as receiving a new house slave, if so desired. -Upon reaching 15th level, the trader moves into the last house that the dynasty will pay for. It has all the features of those listed above, plus the following: two more decorations, a separate bathroom (meaning it contains a bath tub- a rarity in Athas), a spare room that can be used for an office or library, another two spare bedrooms, a safe built into the master bedroom, a beautiful back lawn (usually with fountains or other such devices, chosen by the trader), a basement that has features as decided upon by the trader (a prison cell, a tunnel for easy escape), five different small rooms for servants (a total of ten different servants), beautiful chandeliers and indoor decoration. The balcony is a work of art, and there are tables outside for lounging about. The trader can extra rooms built on, as well, though the price must be settled upon with the DM. Upon reaching (20 – charisma modifier)th level, the trader becomes an official member of the ruling family, and is officially allowed to change his surname to that of the house, be it Wavir, Tomblador, Vordon, or whatever. The trader is now in a great position of power, and attains a status as a noble in his home city. At this point, the trader’s worries change from individual profit to house profit, and he must constantly watch the political machinations within the house lest an ambitious house member tries to have the character assassinated. Of course, a trader can refuse to move up to a better house, if he decides that he is comfortable in the one he has. Any house larger than the one for a 15th level trader must be paid for with the trader’s personal reserves- a sizable amount of money. The trader’s house should be a source of personal joy, and is one of the character’s most important possessions. Players should not ignore the advantages of having a decent home- not only can it help influence NPCs, but it can give players a place stay when not adventuring (not to mention a place for a wizard’s sanctum). Trader Knowledge: To survive in the business, traders need to learn a little bit about everything. A trader can make a special trader knowledge check with a bonus equal to his level + his Intelligence modifier to see whether he has some notable information about some local notable people, items, or locations, in a way similar to a bard. Special Abilities: Upon reaching 10th level, and every three levels thereafter, a trader gets to select a special ability from one of the following: Dirt: The trader possesses some piece of information that gives him power over a influential personage, such as a high-ranking templar, trader of an opposing house, or Veiled Alliance member. He can use this “dirt” to coerce the personage into performing actions that he would otherwise not do… though if the trader abuses this power, he may find that the person will risk having the information leaked in an effort to remove the trader. Every time this ability is picked, the trader receives dirt on a number of people equal to half his charisma modifier plus one (round up). Slippery Mind: This extraordinary ability represents the trader’s ability to wriggle free from magical effects that would otherwise control or compel her. If a trader with slippery mind is affected by an enchantment and fails her saving throw, she is allowed to make a second (and final) saving throw 1 round later. House Position: The trader gains a position of relative power inside the house that he may not usually receive. This position is decided upon by the DM. Typical positions are Spymaster, General, Aide to a powerful trader, Emporium Master (in charge of running one of the house’s trading emporiums), or some other task decided upon. This position gives the trader a new set of responsibilities, and may grant privileges, decided upon by the DM. -Presence : The Trader becomes well known in most major cities and commands the attention of most character and NPC characters that are lower level than he or she is....giving a +4 synergy bonus to diplomacy, gather information and other checks requiring a CHR like effect. For every time this ability is purchased beyond the first, the bonus improves by a further +2. -Feat : Instead of choosing a special ability, the trader may select a feat instead. THE TRADER Base Attack: Improves as Rogue. Fort Save: Weak (+0 at level 1) Ref Save: Strong (+2 At level 1) Will Save: Strong. (+2 at level 1) Starting Money: 5d4 x 30 cp at first level. Barter [General] You are much more capable at barter than the average man. Prerequisites: Cha 13+ Benefit: When in a barter situation, you roll 2 d20s, and take the higher result for your bartering check. Special: Traders receive this feat at no cost. How Barter Works The seller sets a price which cannot exceed the item’s true value multiplied by his charisma modifier plus 1.5. (Formula: price cannot equal [item’s true value][charisma modifier + 1.5]). The seller and buyer then enter into negotiations. Both characters roll 1d20 (or, if the character has the barter feat, two d20s, keeping the higher die code) and add their diplomacy to the result. The winner gets to increase or decrease the item’s value by 10%, depending on whether or not he is buying or selling. If either party decides to end the barter, it is finished here. If not, barter continues to the second round, in which this process is repeated. In the third (and final) round of barter, negotiations are fixed, and neither side can back down. This method can also be used to lower an item’s cost, in which it should be considered “haggling” and not barter, since one party is using real currency as their “barter” item. |
#2SysaneJun 28, 2004 16:54:16 | Not bad, not bad at all. I'd shorten to 10 levels and make it a PrC than a core class though. ;) |
#3zombiegleemaxJun 28, 2004 20:51:26 | i already developed a PrC trader, but i was thinking of makeing trader a core class and switching bard to a PrC. |
#4GrummoreJun 29, 2004 15:32:48 | Originally posted by rigon If you go to my web site (link in signature), I have a core trader class. Although, it's still 3.0 E and not yet updated (not updated for a looong time). Eventually I will change some things and make it 3.5E. Ah! And you will see that I have the hugiest... ah YES ! The HUGIEST darksun links page. Yeah. I am pretty sure :D |
#5SysaneJun 30, 2004 8:31:52 | i already developed a PrC trader, but i was thinking of makeing trader a core class and switching bard to a PrC. I have a version of an Athasian Bard PrC if your interested. |
#6zombiegleemaxJun 30, 2004 9:09:25 | thanks, i like to see it. could you email it to me? |
#7SysaneJun 30, 2004 10:44:26 | Your e-mail doesn't seem to be working on your profile. I'll just put it here: Athasian Bard Hit Die: d6 Requirements To qualify to become a bard, a character must fulfill all the following criteria. Alignment: Any non good. Skills: Gather Information 4 ranks, Craft (poison) 8 ranks, Perform 8 ranks. Level BAB Fort Ref Will 1st +0 +0 +2 +0 2nd +1 +0 +3 +0 3rd +2 +1 +3 +1 4th +3 +1 +4 +1 5th +3 +1 +4 +1 6th +4 +2 +5 +2 7th +5 +2 +5 +2 8th +6 +2 +6 +2 9th +6 +3 +6 +3 10th +7 +3 +7 +3 Level Special 1st Sneak attack +1d6, poison artisan, poison use, bardic knowledge 2nd +1 save against poison, uncanny dodge 3rd Sneak attack +2d6 4th +2 save against poison 5th Improved uncanny dodge, sneak attack +3d6 6th +3 save against poison 7th Sneak attack +4d6 8th +4 save against poison, death attack 9th Sneak attack +5d6 10th +5 save against poison Class Skills The bard’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Chr), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Psionic Device (Cha), and Use Rope (Dex). Skill Points at Each Level: 6 + Int modifier. Class Features: All of the following are Class Features of the bard prestige class. Weapon and Armor Proficiency: Bards are proficient with the bard’s friend, crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Bards are proficient with light armor but not with shields. Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If a bard gets a sneak attack bonus from another source the bonuses on damage stack. Poison Artisan: Bards pay only ¼ of the ordinary price for raw materials needed to craft poisons. This also effects the length of time in which it takes the bard to create poison (see craft skill for details). Poison Use: Bards are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. DC Type of Knowledge 10 Common, known by at least a substantial minority drinking; common legends of the local population. 20 Uncommon but available, known by only a few people legends. 25 Obscure, known by few, hard to come by. 30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge. Poison Artisan: Save Bonus against Poison: The bards gains a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two additional levels the bard gains. Uncanny Dodge (Ex): Starting at 2nd level, a bard retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below). Improved Uncanny Dodge (Ex): At 5th level, a bard can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the bard. The exception to this defense is that a rogue at least four levels higher than the bard can flank him (and thus sneak attack him). If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character. Death Attack: If a bard studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (bard’s choice). While studying the victim, the bard can undertake other actions so long as his attention stays focused on the target and the target does not detect the bard or recognize the bard as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the bard’s class level + the bard’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the bard. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the bard has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the bard does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack. |
#8zombiegleemaxJun 30, 2004 13:15:30 | thanks |
#9dracochapelJul 04, 2004 23:14:48 | Couldnt trader and bard both be PrC? The Bard PrC above looks good, and is more of an assassin, while the Trader could be more of a skills and negotiation based rogue-type. |
#10zombiegleemaxJul 05, 2004 9:17:58 | i've decided to go with the classes as represented on athas.org. IMO their classes have the closest feel to the original 2e material. but i did rework my trader PrC using ideas from both the realmsofevil folk and grummore into something that i feel fits better with the feel of the game. |
#11darkbard3Jul 07, 2004 2:12:30 | I was wondering what happened to the poor trader. Not a bad idea running either a class or a prestige class for it. The group I DM for has a bard in the group who is closely tied to a trading house so he can always ditch goods and I always have plot hooks :D PrC Trader would be the way to go, tho, methinks. After all, many of your PrC tend to focus on aligning the character with an idea, theme, or a group (Purple Dragon knight or Fist of Hextor, for example). |
#12xlorepdarkhelm_dupJul 07, 2004 2:42:11 | Of course, much of the Trader abilities are found in the Athas.org Rogue.... |