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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 {14.4} - (313)558-5517 A BBS for text file junkies RPGNet GM File Archive Site .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. Date: Sun, 17 Nov 1991 07:49:37 est From: "T.O.G. (Girardot, David)" <GIRARDOT@DICKINSN.BITNET> Subject: The class Dark Sun forgot: The Trader! Well folx, a while back I pointed out that the trader class was mentioned in the DS rulebook, but not present. Well, here it is. I tried to keep him in balance with the other classes, and I think you'll find he has a flavor all his own. As far as how he might fit into a campaign, well, he could very well be wanting to establish a mechant house of his own. THE CLASS TSR FORGOT: THE TRADER CHARACTER CLASS The Trader character class is a subclass of the Rogue class. The trader, like the bard, has a diverse store of abilities. First and foremost, though, he exists to further his own pockets. Traders like to think of themselves as the mainstay of Athasian society. They cart goods back and forth over trackless wastes, hawk there wares in crowded cities, are embroiled in the politics of trade and survival. A trader has a number of prime requisites, because his foremost, a trader must have a CHA of at least 14 and a DEX and INT of at least 12. If all three scores are 16 or higher, the trader receives a +15% bonus to earned experience. If just CHA and INT are 16 or higher, the bonus is +10%. Additionally, the trader must have a WIS and CON of at least 10. A trader must be of neutral alignment, and also must be principled or selfish (though the latter is more common.) For all intents and purposes, the most common trader alignment is Lawful-Neutral-Selfish. Any character class except half-giants, Muls, and Thri-Kreen may be traders. A trader may use the following weapons: dagger, knife, short-sword, club, hand-crossbow, light crossbow. A trader may wear no armour better than leather, and never uses a shield. A trader has a small repertoire of theiving skills (base values in parenthesis): Pick Pockets(10), Hide In Shadows(15), Detect Noise(10), Read Languages(20). A trader recieves 10 extra points at first level, and 15 more points each time he rises in level. and x2 damage) when he reaches 3rd level. A trader gains the appraise value proficiency for free. Because he is so adept at business transactions, a trader can force a protracted barter past the normal three rounds by making a save versus his charisma at -4. If he succeeds, the bartering will continue until he loses a "barter round" -- at that point, he may try to force another barter-round, but at -6, then at -8, etc. A trader always gains an additional +1 reaction for every two levels he has attained. A trader begins the game with an additional 100gp. Like the bard, the trader knows a "little bit about everything" and has a 5% chance per level know a tidbit of information: about a locale, people, thing, etc. Because of their affinity with people, traders get special abilities. A trader begins with 20 points to distribute among these abilities, and gains another 15 each time he gains a level. detect the ring of untruth about a statement he has just heard. If the liar is aware of the trader's ability, the trader's chances are reduced by half. KNOW PERSON: Base 5%. By scrutinizing a person for at least two rounds, the trader will notice little hints of the persons identity. After the first two rounds, only one bit of information can be learned for each round. Applicable information indicates general class: (spellcaster, priest, rogue, etc.), general alignment: (Good, Evil, Neutral), general prowess: (green, experienced, veteran, ultr-powerful). Specific information reduces chances by success by half. This yields a bit of info of one of the mentioned types, except more specific, i.e. exact class, alignment, rough idea of level. Additionally, the Trader can glean information about the person's occupation, habitat, etc. FAST TALK: Base 5%. This allows the trader to convince an works on NPC's, and then only if the NPC is at least Indifferent. (Cautious and below incurs penalties). Basically, this ability is used to get out of tight situations, stall, etc. If it succeeds, the victim will believe the trader for a number of rounds equal to the trader's IQ minus the victims IQ. If the victim's IQ is higher than the trader, the chance of success is halved, and the victim will beleive (cautiously) for but a single round. At 9th level, the trader attracts from 2-20 apprentice traders. They are all third level rogues and will serve the trader for up to a year. The trader can keep them permanently by starting a merchant company. TRADER ADVANCEMENT, HITDICE LEVEL HIT DICE EXPS (in thousands) ================================================= 2 1d8 2.5 3 1d6 5 4 1d6 10 5 1d6 20 6 1d6 40 7 1d4 70 8 1d4 110 9 1d4 220 10 +2hp +220 for each level beyond 9th --- If you liked/hated/whatever this class, please let me know. Oh yeah, go ahead and pass it out, as long as I get credit for the work I did... --David --David M Girardot Girardot@dickinsn.bitnet T.O.G.