Alchemist : Druid : Elf : Faun : Gnorl : Gypsy : Hin : Ka'an : Ogrima : Rockgnome : Taros : Trader : Woodgnome
A Trader is a combination of a thief and a fighter. They are the lightly armoured "gentlemen" from the upper classes (occasionally middle). It is a particularly popular class among noble or senatorial families, whose members are above petty thievery and (literal) backstabbing as a matter of honour.
Prime Requisite: Intelligence and Dexterity.
Other Requirements: Strength of 9 or greater.
Experience Bonus: 5% for an intelligence score of at least 13, 10% for a dexterity score of 13 *and* an intelligence score of 17.
Hit Dice: 1d6 per level with Constitution adjustments, up to 9th level. Starting at 10th level, +2 hit points per level and Constitution adjustments no longer apply.
Weapon Skills: 2 initial, +1 at levels 3, 6, 9 and 12. +1 additional skill every 200,000xp beyond 3,600,000xp.
Other Skills: 4 initial, +1 at levels 5, 9 and 3,600,000xp. +1 additional skill every 500,000xp beyond 3,600,000xp.
Maximum Level: 18th level.
Armour Allowed: Leather armour only; shield not permitted; a dagger (main-gauche) may be used in the off-hand, which will improve the Trader's Armour Class by one, exactly like a shield.
Weapons Allowed: Any one-handed melee weapon; any thrown missile weapon (hand axe, dagger, rock, net, etc.)
Special Abilities: At 1st level - Open Locks, Climb Walls, Move Silently, Hide in Shadows, and Dodge. Fighter Combat Options at 15th level (2 attacks/turn). Bonus to Charisma.
Open Locks, Climb Walls, Move Silently and Detect Traps: These work
exactly as the Thief abilities of the same name.
Charisma: Traders receive a bonus of +1 to their initial Charisma
score.
Dodge: This ability allows the Trader to dodge one melee attack, per
round, by rolling his or her "Dodge" percentage. If he or she declares no
attacks, they can try to dodge all incoming melee attacks during the round.
Ranged spells, area effect attacks, and missiles cannot be dodged.
Open Climb Move Detect
Level Experience Hit Dice Locks Walls Silent Traps Dodge
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1 0 1d6 10% 77% 15% 5% 10%
2 1,200 2d6 15% 78% 20% 10% 15%
3 2,400 3d6 20% 79% 25% 15% 20%
4 4,800 4d6 25% 80% 30% 20% 24%
5 9,600 5d6 30% 81% 35% 24% 28%
6 20,000 6d6 35% 82% 40% 28% 32%
7 40,000 7d6 40% 83% 44% 32% 35%
8 80,000 8d6 45% 84% 48% 35% 38%
9 160,000 9d6 50% 85% 52% 38% 41%
10 280,000 9d6+2 54% 86% 55% 41% 44%
11 400,000 9d6+4 58% 87% 58% 44% 47%
12 520,000 9d6+6 62% 88% 61% 47% 50%
13 640,000 9d6+8 66% 89% 64% 50% 53%
14 760,000 9d6+10 69% 90% 66% 53% 56%
15 880,000 9d6+12 72% 91% 68% 56% 58%
16 1,000,000 9d6+14 75% 92% 70% 58% 60%
17 1,120,000 9d6+16 78% 93% 72% 60% 62%
18 1,240,000 9d6+18 81% 94% 74% 62% 64%
19* 1,360,000 9d6+20 84% 95% 76% 64% 66%
20** 1,480,000 9d6+22 86% 96% 78% 66% 68%
* This level can only be gained by the use of a Wish spell or by an
Immortal using the Bestow spell on the character.
** This level can only be gained by an Immortal using a Bestow spell
on the character.
Death Ray Magic Paralysis Breath Rod, Staff
Level or Poison Wands or Petrify Weapon or Spell
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1-4 9 10 12 14 13
5-8 7 8 10 11 11
9-12 5 6 8 10 9
13-16 4 5 6 8 7
17-18 3 4 4 6 5
AC:
Level 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9
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1-4 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 21 22 23 24
5-8 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 21 22
9-12 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20
13-16 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20
17-18 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20