Not all merchants are sedentary sorts. Those who make their living buying and selling in foreign lands must be amiable, quick-witted and ready to draw steel to protect their wealth and property. Such traders make good companions to an adventuring band.

The prime requisites for a trader are Intelligence and Charisma. A trader character whose Intelligence or Charisma score is 13 or higher will receive a 5% bonus on earned experience. Traders whose Intelligence and Charisma scores are 13 or higher will receive a 10% bonus to earned experience.

RESTRICTIONS: Traders use six-sided dice (d6) to determine their hit points. They may use any type of weapon or shield, but they may not wear any armor more protective than leather.

SPECIAL ABILITIES: A trader’s candid demeanor and experience with outsiders merits a +1 bonus to reaction rolls. Their keen awareness of their surroundings allows them to hear noise as a thief of the same level. The trader may also assess value when examining an item of treasure; this has the same chance of success as hearing noise. A successful roll provides the item’s exact worth, while a failed roll means the trader is unsure. (This is contingent on how much information the trader has, such as whether an item is magical.) If the DM rolls a 6 on the assess value check, the trader’s assessment is wildly inaccurate. Lastly, the trader pays 10% less when buying goods and services and haggles for 10% more when selling treasure. This does not increase XP earned.

SAVING THROWS: As thieves.


ADVANCEMENT: As per the thief advancement table.

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