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