Tradesman (Class)

Tradesman
Ability Score Requirement:
Prime Requisite:
Dexterity 9 Dexterity
Tradesman characters make up the majority of the world's population. Comer merchants, laborers, and all others who make the civilization of Gothic Earth run smoothly fall into this class. The class also includes those few individuals who opt to make a Iving through the pursuit of criminal activities Characters with talents similar to the rogue in the ADED game also qualify as tradesmen.
Hit Points
Tradesmen roll 106 for starting hit points. (The result of this roll may be modified by the Constitution bonus and may be increased by as many as 2 points. Refer to Table 3 Constitution in the Player's Handbook.)
At each additional level up to and including the 10th, an additional do is rolled, modified by the character's Constitution bonus appropriate. That
result is added to the hit point total. After the 10th level, the character no longer rolls for hit points with each new level, but gains 2 points per level. Constitution bonuses do not apply after the 10th level.
Level Advancement
Tradesmen use Table 25: Rogue Experience Levels in the Player's Handbook for determining experience levels. This table is reprinted at right for convenience. Thus, a tradesman with 1,250
experience points is considered 2nd level
Proficiency Slots
A tradesman begins a career with three weapon proficiency slots and six nonweapon proficiency slots. A trackman gains one additional weapon proficiency slot with every fourth experience level. A tradesman gains one additional nonweapon proficiency slot at every third level.
A tradesman who uses a weapon with which he is not proficient suffers a -3 penalty on the attack roll.
Specialty Skills
Just as the art of weapon specialization has disappeared in the world of Gothic Earth, so too have the traditional Thieving Skills of the AD&D game. This is not to say that characters are no longer able to pick locks or climb walls. These skills are now handled as proficiencies. Complete information on proficiencies is presented in Chapter M. Proficiencies
Similarly, the Backstabbing skill is considered a norweapon proficiency for Masque of the Red Death campaigns and is also discussed in more detail in Chapter & Proficiencies
Tradesman Experience bevels
0
Level
Exp. Pts.
Hit Dice (06)
A tradesman who has a Dexterity score of 16 or greater receives a 10% bonus to the number of experience points that the DM awards. This allows
tradesmen with high scores in the prime requisite to advance in level more rapidly than their peers.
Serving Throws and Attack Rolls
Tradesmen calculate saving throws and attack rolls in the same manner as rogues in the ADED core rules. Saving throw numbers appear in Table 60 Character Saving Throus in the Player's Handbook Attack rolls, also known as THAC0, appear in Table 53: Calculated THAC0s in the Player's Handbook.
== Ravenloft domains of dread update ==
=== fear horror madness ===
==== Fear, Horror and Madness Checks ====	
==== Fear, Horror and Madness Checks ====	
==== Fear, Horror and Madness Checks ====	
==== Fear, Horror and Madness Checks ====
Character
Level	Fear Check	Horror Check	Madness Check
0 	16 	16 	19
1-2 	15 	15 	18
3-4 	14 	14 	17
5-6 	13 	13 	16
7-8 	12 	12 	15
9-10 	11 	11 	14
11-12	9 	10 	13
13-14	7 	9 	12
15-16	5 	7 	11
17-18	3 	5 	10