User:Average/Trader

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Ah, the Trader, the accelerator for innovation by swapping fine crafts across the realm. If they choose a guild, they can get the set of tools appropriate for them. There's metallurgy, stone masonry, and woodcraft. They're not the strongest of the party, but they make up for it by their dexterity, skills, and ability to fashion whatever might be needed. With their tools, they might fashion a longsword, unspring a trap, or make a bridge over the abyss. If their class is Dwarf, they get big tools, otherwise fine tools.

Instead of gods, they have the pantheon of demi-gods who can dispenses gifts by placing them in their world, hoping for their loyalty, in building up the city-state. These gifts are tools appropriate to the realm. As long as they don't have a god, traders get the advantage of aceing their die rolls in battle-rounds. This is something the player will have to decide. Gods confer special luck when exploring the realm and equipment also.

Rather than XP being their focus, they create and can sell or trade, gathering funds to adventure. You never know what they might come up with right when you need it and what rewards you may receive by your assistance. They level by creating greater concoctions from various skill categories.

One nice thing about this class, is that you can level quickly. No need to travel out-of-town, just build things and try sell them. Eventually someone might notice you and enjoin you with their guild. You should be at level 10 in hardly any time at all.

Extra mana can be used here for trading for an extra time-slot of stealth and speed, up to two time-slots each round. This makes them good pickpockets. They need 100 mana per extra time-slot of freedom they wish.

Traders use DEX as their predominant ability, but use ASM to develop their talents, CHR can help them buy or sell the goods they need, and have INT in reserve.

This class can hire NPC understudies that have 1/2 their level of XP to copy whatever crafts they know how to create, offering it in the city, forming a market for their goods. This can run continuously even when away from the game, if you keep the raw materials on-hand, accumulating wealth that they can pick up when they return. You'll have to determine how many time slots it takes to make each item to calculate what you can make. (Watch for villians and those who might kill your understudies.) You might find partners who have storemarkets in which to show your goods. As they fetch better prices, you get to benefit as well. Magistrates may charge a sales tax for all items sold by any trader's guild located in the city. Whether they pay it is up to them, but they should probably keep in mind that the location in a city (for example) affords them more business and sales.

Traders can level quickly (to level 20) by establishing a skill and offering the items they make for sale, but they may plateau and find it difficult to level further.

If a craftsman/craftswoman starts a guild or becomes guild-master, their gains (# of NPC members) can be calculated by how many guild-made items the DM copies in-game.


Leveling for the Trader is by the money they get for created, pilfered or found items OR by offering their skills. Development must proceed level by level and cannot skip merely because they found some item they can sell at 10x their present level requirement (they can however advance to their next level and taking a loss, or save it, until they can sell. At various tiers, a toolset appropriate for your craft is given from the guild, should you stay loyal. The Lord or Countess of the area can determine the rate for getting a dwelling in their territory. They can then develop this land (perhaps making crops) and get space in which to improve their craft. If they plant trees and wait for the growth the height of man or establish a stone fence big enough to raise sheep, they can establish a dwelling on unclaimed territory. As they establish tools and wares (kilns, forges, etc), they can advance levels. STUB

Forge capable of melting iron: 3000XP equivalent = $ 20 gp ?


The level values below are for graduating from that level. So, once you sell something at 10cp, you've passed level 1 and start level 2.

  1. 10 cp or lock pick set; iow, you can choose to sell something and get 10cp, or receive a lock pick set and upon learning the skill, you've completed that level -- "learn and earn".
  2. 20 cp, gains nightvision when one calls for it using one Time Slot -- lasts until end of round (iow, uses up one time-slot each round of use).
  3. 30 cp
  4. 40 cp
  5. 50 cp
  6. 60 cp OR small tool set
  7. 70 cp
  8. 80 cp
  9. 90 cp
  10. 10 sp OR small dwelling out in the country, owned by the ruling Lord or Countess
  11. 20 sp
  12. 30 sp
  13. 40 sp
  14. 50 sp
  15. 60 sp
  16. 70 sp,
  17. 80 sp
  18. 90 sp
  19. 10 gp OR small cottage in the village, if or when one is available, again with some obligations to the city.

Level 31: ? pp OR now have your own space to earn and train experience for others.

etc.