New Class: Trader
Posted: Thu Sep 18, 2008 2:49 pm
TRADER
notes: The design of this class assumes a medieval-like setting where only the clergy or very well educated (i.e. Clerics and Wizards) would normally be literate -- CK may need to modify as needed for their setting.
Giving credit where credit is due, this is loosely based on a trader class found here somewhere: http://gnba.netdemons.com/books/olik/index.html
I had been thinking about designing a Trader/merchant class for a while but wasn't sure where to start, and this got me going.
I dunno.
Does this look like any fun to play? Thanks for any feedback.
TRADER {edited 9/20/08}
Prime Attribute: CHARISMA
Hit Dice d6, at 11th level onward +1 hit point
BtH: as Rogue
EPP: as Rogue
Alignment: any
Weapons: knife, dagger, club, mace, shortsword, scimitar, light crossbow.
Armor: Leather, padded, chainmail, small and medium shields
Abilities:
@ 1st level: Literate, Decipher Script (as rogue), Gift of Gab (additional languages), Appraisal, Lay of the Land, Know Your Customer.
@ 2nd level: can understand and use Theive's Cant
@ 4th level: Gift of Gab (additional language)
@ 5th level: Fast Talk
@ 7th level: Gift of Gab (additional language)
@ 9th level: Read & use scrolls (Arcane only), Read (only) Divine scrolls
@10th levl: Gift of Gab (additional language)
Literate: Traders are literate in all languages choosen at character creation, as well as the math skills for ledgers and other mathmatics used in business (but not engineering formulae, for example).
Decipher Script (INT): as Rogue -- for all languages in which they are not already literate. All Decipher Script checks at made at +2.
Gift of Gab: Traders automatically pick up spoken languages in their travels and become proficient in another language each time they aquire the Gift of Gab. The CK will determine if this makes the Trader literate in said languages. The CK may require a Trader to use two Gift of Gab abilities to learn to speak and write one language, or the CK may allow a +4 bonus to a Decipher Script check for a language the Trader speaks. Traders can not learn the Druid secret language with this ability.
Appraisal (WIS):A Trader can determine the value of any item they inspect or service they evaluate. At the CKs option, it may take 1d6 rounds to determine a true value for something, and the CK may assign a higher CL if the merchant is in a truely foreign land/plane/ or situation, or a lower CL if it's a type of merchandise the trader is familiar with.
Lay of the Land (WIS):A direction sense, once a merchant has been somewhere, they can navigate back there easily. After spending several days in a town or city, they will know their way around if they spend time exploring it (CK ruling and common sense must prevail), and will easily learn caravan routes or other paths between cities. A Trader will learn the Lay of the Land in a small town more quickly than a large city, e.g. 1d3 days in a small town or 2d4 days in a huge city. The CK may allow a Trader to quickly become familiar with small sub-sections of a city if they don't travel through the whole city or it's walled into sections.
Know your Customer (CHA):This is the ability to sell and haggle. Best role-played, but if desired, CK can allow the merchant to persude a customer to buy (even with a markup) with a successful CHA check (CL=target's level or HD + WIS mod). Know your Customer also allows a merchant to haggle prices down when buying anything. A sucessful CHA check allows the merchant to purchase things at 1d20 % less than the standard price (round down). Alternately, they can haggle extra services or perks instead of a lower price.
Theive's Cant: With their knack for languages, merchants pick up enough thieve's cant to understand it when it's being used in thier presence.
Fast Talk (CHA): This is the ability to "sell ice to an Eskemo" or otherwise attempt to confuse or manipulate a person through overwhelming chatter using half truths, confusing circular logic, and other equivocation. Besides selling or buying, a Trader can, for example, attempt to talk his way past a guard or even convince hostile characters or humanoids to make business with the trader rather than attack him. With a successful CHA check (CL=target's level or HD + WIS mod) the Trader can sway or persuade the target. CK may rule that the target can only be swayed so far without magical intervention.
Scrolls (INT):at 9th level, a Trader's knowlege of languages allows them to attempt to read and cast magic scrolls. They can read and identify both arcane and divine scrolls of spells up to spell level 6 (a useful skill for determining their value), and with an additional INT check with a CL of 11 + the Spell Level (i.e. 12 to 14), can attempt to cast arcane spells of up to level 3. They can never cast divine scrolls.
notes: The design of this class assumes a medieval-like setting where only the clergy or very well educated (i.e. Clerics and Wizards) would normally be literate -- CK may need to modify as needed for their setting.
Giving credit where credit is due, this is loosely based on a trader class found here somewhere: http://gnba.netdemons.com/books/olik/index.html
I had been thinking about designing a Trader/merchant class for a while but wasn't sure where to start, and this got me going.
I dunno.
Does this look like any fun to play? Thanks for any feedback.
TRADER {edited 9/20/08}
Prime Attribute: CHARISMA
Hit Dice d6, at 11th level onward +1 hit point
BtH: as Rogue
EPP: as Rogue
Alignment: any
Weapons: knife, dagger, club, mace, shortsword, scimitar, light crossbow.
Armor: Leather, padded, chainmail, small and medium shields
Abilities:
@ 1st level: Literate, Decipher Script (as rogue), Gift of Gab (additional languages), Appraisal, Lay of the Land, Know Your Customer.
@ 2nd level: can understand and use Theive's Cant
@ 4th level: Gift of Gab (additional language)
@ 5th level: Fast Talk
@ 7th level: Gift of Gab (additional language)
@ 9th level: Read & use scrolls (Arcane only), Read (only) Divine scrolls
@10th levl: Gift of Gab (additional language)
Literate: Traders are literate in all languages choosen at character creation, as well as the math skills for ledgers and other mathmatics used in business (but not engineering formulae, for example).
Decipher Script (INT): as Rogue -- for all languages in which they are not already literate. All Decipher Script checks at made at +2.
Gift of Gab: Traders automatically pick up spoken languages in their travels and become proficient in another language each time they aquire the Gift of Gab. The CK will determine if this makes the Trader literate in said languages. The CK may require a Trader to use two Gift of Gab abilities to learn to speak and write one language, or the CK may allow a +4 bonus to a Decipher Script check for a language the Trader speaks. Traders can not learn the Druid secret language with this ability.
Appraisal (WIS):A Trader can determine the value of any item they inspect or service they evaluate. At the CKs option, it may take 1d6 rounds to determine a true value for something, and the CK may assign a higher CL if the merchant is in a truely foreign land/plane/ or situation, or a lower CL if it's a type of merchandise the trader is familiar with.
Lay of the Land (WIS):A direction sense, once a merchant has been somewhere, they can navigate back there easily. After spending several days in a town or city, they will know their way around if they spend time exploring it (CK ruling and common sense must prevail), and will easily learn caravan routes or other paths between cities. A Trader will learn the Lay of the Land in a small town more quickly than a large city, e.g. 1d3 days in a small town or 2d4 days in a huge city. The CK may allow a Trader to quickly become familiar with small sub-sections of a city if they don't travel through the whole city or it's walled into sections.
Know your Customer (CHA):This is the ability to sell and haggle. Best role-played, but if desired, CK can allow the merchant to persude a customer to buy (even with a markup) with a successful CHA check (CL=target's level or HD + WIS mod). Know your Customer also allows a merchant to haggle prices down when buying anything. A sucessful CHA check allows the merchant to purchase things at 1d20 % less than the standard price (round down). Alternately, they can haggle extra services or perks instead of a lower price.
Theive's Cant: With their knack for languages, merchants pick up enough thieve's cant to understand it when it's being used in thier presence.
Fast Talk (CHA): This is the ability to "sell ice to an Eskemo" or otherwise attempt to confuse or manipulate a person through overwhelming chatter using half truths, confusing circular logic, and other equivocation. Besides selling or buying, a Trader can, for example, attempt to talk his way past a guard or even convince hostile characters or humanoids to make business with the trader rather than attack him. With a successful CHA check (CL=target's level or HD + WIS mod) the Trader can sway or persuade the target. CK may rule that the target can only be swayed so far without magical intervention.
Scrolls (INT):at 9th level, a Trader's knowlege of languages allows them to attempt to read and cast magic scrolls. They can read and identify both arcane and divine scrolls of spells up to spell level 6 (a useful skill for determining their value), and with an additional INT check with a CL of 11 + the Spell Level (i.e. 12 to 14), can attempt to cast arcane spells of up to level 3. They can never cast divine scrolls.