Trader

Trader 
Class Group: 	Rogue 	
Source: 	Dark Sun Campaign Setting: Trader (DSCS) 	
Ability ScoreRequirements:	Inteligence 10, Wisdom 15, Charisma 12 	
Prime Requisite: 	Wisdom, Charisma 	
Allowed Races: 	Aarakocra, dwarf, elf, half-elf, human, pterran	
Alignment Allowed: 	Any 	
The trader is a rogue who specializes in commerce and mercantile endeavors. Hagglers of
great skill and procurers of fertile imagination, traders are welcome throughout Athas by ordinary
citizens for the goods they deal in.
 Trader 
Level	XP needed	HitDice(d6)	THAC0	Weaponproficiencyslots total	Nonweaponproficiencyslots total
1 	0 	1 	20 	2 	3
2 	1,250 	2 	20 	2 	3
3 	2,500 	3 	19 	2 	3
4 	5,000 	4 	19 	3 	4
5 	10,000 	5 	18 	3 	4
6 	20,000 	6 	18 	3 	4
7 	40,000 	7 	17 	3 	4
8 	70,000 	8 	17 	4 	5
9 	110,000 	9 	16 	4 	5
10 	160,000 	10 	16 	4 	5
11 	220,000 	10+2 	15 	4 	5
12 	440,000 	10+4 	15 	5 	6
13 	660,000 	10+6 	14 	5 	6
14 	880,000 	10+8 	14 	5 	6
15 	1,100,000	10+10 	13 	5 	6
16 	1,320,000	10+12 	13 	6 	7
17 	1,540,000	10+14 	12 	6 	7
18 	1,760,000	10+16 	12 	6 	7
19 	1,980,000	10+18 	11 	6 	7
20 	2,200,000	10+20 	11 	7 	8
==Class Features==
===Hit Points===
* Hit Dice (levels 1-9): 1d6 + "HP Adjustment" (See Constitution table) per level
* Hit Dice (levels 10+): +2 HP per level
* Multi-Class/Dual-Class: HP acquisition is adjusted if Multi-Class or Dual-Class
===Magic===
* Cannot cast magical spells, but they can use magical items, including potions, protection scrolls, most rings, and all forms of enchanted armor, weapons, and shields.
===Starting Equipment===
* Start with 2d6 × 10 gp gp to purchase starting equipment with. Can keep left over money.
===Equipment===
* Armor: No Restriction, 
** Armor heavier than leather prevents the use of thief abilities
* Weapon: Any weapon
==Proficiencies==
===Non-Weapon Proficiencies===
* Starts with 3 Non-Weapon Proficiencies
* Gains a Non-Weapon Proficiency every multiple of 4 levels (level 4, 8, 12, 16, 20...)
* Can chose a Nonweapon Proficiency at normal cost in the General, Fighter, and Rogue categories.
* Can chose a Nonweapon Proficiency at +1 cost from any other category.
===Weapon Proficiencies===
* Starts at level 1 with 2 Weapon Proficiency Slots
** -3 Penalty to hit with weapons without proficiency.
** Cost is 1 weapon slot.
* Gains a Weapon Proficiency Slot every multiple of 4 levels (level 4, 8, 12, 16, 20...)
* Can spent Weapon Proficiency Slots to chose a weapon from any category for allowed weapons.
Player's Option: Combat & Tactics
* Attacks of opportunity: Can make one attack of opportunity plus one per five levels.
* Fighting Styles: Single Weapon, Two Weapon, Unarmed, Missile/Thrown Weapons
===Fighting Style Specialization (Player's Option: Combat & Tactics)===
Rogues know the "Single Weapon", "Two Weapon", "Unarmed", "Missile/Thrown Weapons" fighting styles. They may learn another fighting style for 1 weapon slot.
A rogue may specialize in a Fighting Style they already know, for the cost of 1 weapon slot. They can only specialize in one.
List of Fighting Style Specializations:
* Weapon and Shield Style
* One-handed Weapon Style
* Two-handed Weapon Style
* Two-Weapon Style
* Missile or Thrown Weapon Style
** Horse Archers
* Local Fighting Styles
==Rogue Skills==
 DSCS Table 19: Thieving Skill Base Scores
 	PickPockets	OpenLocks	Find/RemoveTraps	MoveSilently	HideinShadows	DetectNoise	ClimbWalls	ReadLanguages	Forgedocuments	Bribeofficials	Escapebonds
Base Score	15% 	10% 	5% 	10% 	5% 	15% 	60% 	0% 	10% 	5% 	10%
To determine the initial value of each skill, start with the base scores listed on "DSCS Table 19" above.
* Adjust by Race
* Adjust by Dexterity - See PHB Table 28
* Armor Worn - See PHB Table 29
** Bracers of Defense or a cloak do not count towards armor
* At first level, Traders get 0 percentage points to distribute
* At every level up, Traders 20 percentage points to distribute
** No more than 10 percentage points of this can be assigned in a single skill at each level up.
* Traders cannot improve beyond 80% in a skill.
* Rogue abilities are subject to modifiers for situation and armor as per the thief.
* Thief Skills are explained on this page: Thief Skill Explanations (PHB)
==Extra Languages==
At levels 3, 9, 12, 15, & 18, the trader can learn an additional language. This language cannot be used for a Nonweapon Proficiency.
==Fast-Talk==
A trader develops a natural ability to fast-talk through situations. The uses of fast-talk range from outright fraud, to talking one's way out of a sticky situation, to simply getting a better price for a particular piece of merchandise. The success of a fast-talk attempt is determined by a Charisma check, applying any penalties and bonuses from the target's Intelligence and Wisdom to the score needed, as well as a situation penalty (if desired). Note that all modifiers are cumulative.
Target'sAttribute Score	IntelligenceModifier	WisdomModifier
3 or less 	na 	+5
4—5 	+3 	+3
6—8 	+1 	+1
9—12 	0 	0
13—15 	-1 	-1
16—17 	-2 	-3
18 	-3 	-5
19 	-5 	na
20+ 	na 	na
* Targets who have an Intelligence score of 3 or less are so dim that attempts to fast-talk succeed automatically.
* Those who have high Intelligence or Wisdom scores are impervious to the skill.
* Fast-talk can't be used on other player characters.
 Guideline Modifiers
Situation 	Modifier
Routine 	0
Moderate 	-3
Very difficult	-6
==Agents==
At level 10 a trader attract agents. These agents are individuals of exceptional ability, rather than the groups of low-level characters that a high-level fighter attracts.
A trader PC never has to accept the services of a given agent, but if an agent is rejected the player can't roll again for a new agent until his character earns another level.
Use DSCS Table 12 to determine the number of follower gained at each level. If they are rolled as a Special Agent or not.
* Normal Agents roll on DSCS Table 13
* Special Agents roll on DSCS Table 14
==Saving Throws==
 Trader Saving Throws
 	Attack to be Saved Against 	Attack to be Saved Against	Attack to be Saved Against	Attack to be Saved Against	Attack to be Saved Against
Experience Level	Paralyzation,Poison, orDeath Magic	Rod, Staff,or Wand 	Petrificationor Polymorph*	BreathWeapon** 	Spell***
1-4 	13 	14 	12 	16 	15
5-8 	12 	12 	11 	15 	13
9-12 	11 	10 	10 	14 	11
13-16 	10 	8 	9 	13 	9
17-20 	9 	6 	8 	12 	7
21+ 	8 	4 	7 	11 	5
:*Excluding polymorph wand attacks.
:**Excluding those that cause petrification or polymorph.
:***Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.
==Level 1 Character==
* Starting HP: 1d6 HP
* Starting funds: 2d6 × 10 gp
* 3 Nonweapon Proficiencies Slots
* 2 Weapon Proficiency Slots
* Can use Language Slots from Intelligence for Nonweapon Proficiencies Slots
* Cannot spent any points in their rogue abilities
==Leveling up==
At level up:
* Roll 1d6 HP (unless level 11 or higher, then add 2 HP instead)
* Check "Trader Saving Throws" above to see if your saving throws change
* Distribute 20 percentage points to Rogue Abilities (max spend 10 per skill)
** No skill may go above 80%
* Check top table to see if THAC0 updates
* 1 Weapon Proficiency Slot gained at level 4, 8, 12, 16, 20 (every multiple of 4)
* 1 Nonweapon Proficiency Slot gained at level 4, 8, 12, 16, 20 (every multiple of 4)
* 1 extra language at levels 3, 9, 12, 15, 18 (cannot be used for Nonweapon Proficiencies)
Category:Dark Sun Campaign Setting Class
Category:Class