Trader

Ability Requirements :	Dexterity 9
				Intelligence 10
				Wisdom 15
				Charisma 12

Prime Requisites:	Wisdom
			Charisma

Allowed Races:	All

A Trader may have any alignment.
	A Trader with a score of 16 or more in wisdom or charisma will receive a 5% bonus per ability score to their character experience points.
	A Trader may use all weapons and armors but can’t use shields.
	A Trader have a hit dice of d6, the thaco of rogues, the saving throws of rogues, and use the experience table of thief/bard.
	Trader can use all magical items allowed to rogues.
	A Trader who is unencombred and wearing no armors receive a +2 dexterity bonus to his Armor Class.
	When first created, the Trader mush purchase the following required proficiencies: Appraising, Bargain or the thieving proficiency Appraisal and Bribe(unless the character has choosen these proficiencies as thieving skills when purchasing their class abilities).
Traders’ may buy the following nonweapon proficiency at half their cost: Hide in Shadows, Move Silently, Bribe, Climb Walls, Detect Illusion, Detect Magic, Detect Noise, Escaping Bonds, Find/Remove Traps, Open Locks, Pick Pockets, Read Languages, Tunnelling, Appraisal, Forge Document, Sign Languages.

Proficiency Group Crossovers: General, Rogue, Warrior.
	Weapon Proficiency			Nonweapon Proficiency
Initial		# Level	Penalty	Initial		# Level
2		4		-3		3		4

Trader can specialize in one of the following fighting style: One-handed, two- handed, two weapon; but can use all of them.
Wealth Option: 2d6 x 10 GP

# Attack Per Round
Trader
Level		# Att/rnd
1-10	1/1
11-20	3/2
21+		2/1

Traders receive 90 character points to purchase their abilities.

10	Evasion(See below)
9	Uncanny Dodge(See below)
40	Special Abilities(See below)
1	Find/Remove Traps Nonweapon Proficiency[See the New General Proficiencies{Thieving Skills} for more information]
5/10/15Hit Point Bonus(d8/d10/d12)
5/15/20Combat Bonus(Priest/Warrior/Monster thaco)
15/20	Warrior Ability Bonus[See the Priest section in Spells & Magic]
15	Weapon Specialization
5/10	Followers(See below)
10	Defense Bonus[See the Fighter section in Skills & Powers]
5	Bribe[See the Thief section in Skills & Powers]
5	Climb Walls[See the Thief section in Skills & Powers]
10	Detect Illusion[See the Thief section in Skills & Powers]
10	Detect Magic[See the Thief section in Skills & Powers]
5	Detect Noise[See the Thief section in Skills & Powers]
10	Escaping Bonds[See the Thief section in Skills & Powers]
10	Find/Remove Traps[See the Thief section in Skills & Powers]
5	Hide In Shadows[See the Thief section in Skills & Powers]
5	Move Silently[See the Thief section in Skills & Powers]
10	Open Locks[See the Thief section in Skills & Powers]
10	Pick Pockets[See the Thief section in Skills & Powers]
5	Read Languages[See the Thief section in Skills & Powers]
5/10	Scroll Use[See the Thief section in Skills & Powers]
5	Thieve’s Cant[See the Thief section in Skills & Powers]
10	Tunnelling[See the Thief section in Skills & Powers]
5	Appraisal[See the New General Proficiencies{Thieving Skills} for more information]
5	Forge Document[See the New General Proficiencies{Thieving Skills} for more information]
5	Sign Languages[See the New General Proficiencies{Thieving Skills} for more information]
10	Identify Runes[See the New General Proficiencies{Thieving Skills} for more information]
5+	Nonweapon Proficiency Group Crossovers(Warrior)
10+	Weapon Proficiency Group Crossovers(10 character points per new class)
0/10	Weapon Selection(Thief/All Weapons)
5	Communication(1 language per two level)[See the Priest section in Spells & Magic]
5	Bonus Nonweapon Proficiency: Fast-talking (with +4 modifier to any fast-talking check)
3	Weapon Proficiency Bonus: 1/5 level
3/5	Nonweapon Proficiency Bonus: +1 initial, +1/level after 1st level for 3 points, +2 initial, +2/odd level, +1/even level for 5 points
1	One Nonweapon Proficiency Bonus
2	One Weapon Proficiency Bonus
2	Able to Use the Fighting Style Weapon & Shield

Restriction
5/10/15	Limited Armor(Medium/Light/None)
5/10		Limited Weapon Selection(Wizard/None)
5+		Limited Magical Item Use[See the Fighter section in Skills & Powers]
5		Reduced Hit Dice(d4)
5		Reduced Combat Ability(Wizard thaco)

	Evasion: at 2nd level, a trader gains evasion. If exposed to any effect that normally allows the character to use his dexterity/defense adjustment for a saving throw for half damage (such as a fireball), she takes no damage with a successful saving throw. Evasion can only be used if the trader is wearing light or no armor.
	Uncanny Dodge: Starting at 3rd level, the trader gains the extraordinary ability to react to danger before his senses would normally allow him to do so. At 3rd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized.)
At 6th level, the trader can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a trader the ability to use a flank attack to backstab another rogue with the same ability. The exception to this defense is that a rogue at least four levels higher than the trader can flank him (and thus can backstab him).
At 11th level, the trader gains an intuitive sense that alerts him to danger from traps, giving him a bonus of +1 to saving throws and to AC against attacks by traps. At 14th level, these bonus rise to +2. At 17th level, these bonus rise to +3. At 20th level, these bonus rise to +4.
	Special Abilities: On achieving 10th level and every three leves thereafter (13th, 16th, 19th, etc.), a trader gets a special ability of her choice from among the following:
		Crippling Strike: A trader with this ability can backstab opponents with such precision that the blows weaken and hamper them. When the trader damages an opponent with a backstab, that character also take 1 point of strength damage. Ability points lost to damage return on their own at a rate of 1 point per day.
		Defensive Roll: The trader can roll with potentially lethal blow to take less damage from it. Once per day, when a trader would be reduce to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the trader can attempt to roll with the damage. She makes a saving throw vs. paralization (dexterity bonus applies) and, if she’s successful, she takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll – if she is denied her dexterity bonus to AC, she can’t roll. This ability can’t be use in conjonction with the evasion or improved evasion ability.
		Improved Evasion: This ability works like evasion, except that while the trader still takes no damage on a successful save, she now takes only half damage on a failed save (the trader’s reflexes allow her to get out of harm’s way with incredible speed).
		Opportunist: Once per round, the trader can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. The opponent must be within the trader’s melee reach in order to perfom that action. This attack counts as the trader’s attacks of opportunity for that round. Even a trader with the combat reflexes weapon proficiency can’t use the opportunist ability more than once per round.
		Skill Mastery: The trader selects a number of nonweapon proficiencies equal to 3 + her intelligence/# of language bonus. When making a check from the choosen proficiencies, the trader doesn’t receive any penalty and can use them even if stress or distractions would normally prevent her from doing so. She becomes so certain in her skill that she can use her skill reliably even under adverse condition. The trader may gain this special ability multiple times, selecting additional skills for it to apply to each time.
		Slippery Mind: This ability represents the trader’s ability to wriggle free from magical effects that would otherwise control or compel her. If the trader with slippery mind is affected by an enchantment and fails her saving throws, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw.
		Weapon Proficiency: A trader may gain a weapon proficiency slot in place of a special ability.
	Followers: The trader attracts followers as below:
Trader’s Followers	
Trader’s	Number of	Agent’s	%
Level		Agents GainedLevel		Special*
10		1	1d4+1			0
11		1	1d4+2			5
12		1d2	1d6+1			10
13		1d2	1d6+2			15
14		1d4	1d8+1			20
15		1d4	1d8+2			25
16		1d6	1d10+1		30
17		1d6	1d10+2		35
18		1d8	1d12+1		40
19		1d8	1d12+2		45
20		1d10	1d12+3		50
21		1d10	1d12+3		55
22		1d10	1d12+3		60
23		1d10	1d12+3		65
24		1d10	1d12+3		70
25		1d10	1d12+3		75
26		1d12	2d8+3			80
27		1d12	2d8+3			85
28		1d12	2d10+4		90
29		1d12	2d10+4		95
30		2d10	2d12+5		99
* Roll the given percentage or less; if successful, check for type of special agent against table: Trader’s Special Agents.
Agent’s Race and Class
1d100 roll	Agent’s Race		1d100 roll	Agent’s Class
1-5		Aarakocra		1-5		Bard
6-14		Dwarf			6-15		Cleric
15-26		Elf
27-39		Half-elf		16-20		Wizard defiler
40-46		Half-giant		21-25		Druid
47-49		Halfling		26-40		Fighter
50-75		Human			41-48		Gladiator
76-92		Mul			49-55		Wizard preserver
93-95		Pterran			56-65		Psionicist
96-100		Thri-kreen		66-70		Ranger
					71-86		Thief
87-100	Trader
* Accepting this agent is considered an evil act and is subject to ruling by the DM.
Trader’s Special Agents
1d100 roll	Agent’s Type
1-15		Fighter or gladiator and followers(if any)
16-25		Agent is a multiclass character(as designed by DM)
26-35		Roll for agent as normal, but add 1d6 levels
36-45		Belgoi*
46-55		Genie, Jann
56-65		Gith*
66-81		Kenku
82-86		Pseudodragon
87-96		Tarek
97-100		Exceptional situation ! (roll 1d20):
		1-4	Friendship of a thri-kreen pack
		5-11	Friendship of an elf tribe
		12-13	Friendship of a halfling tribe
		14-18	Friendship of a slave tribe
		19	Favor of an official (in a city or village)
20	service of a planar creature #
* Accepting this agent is considered an evil act and is subject to ruling by the DM.
! Subject to DM’s approval.
# Usually a one-time event.
		
	When Purchasing a thieving skill as a class ability when first creating a Trader, the Trader’s thieving skills will advance each time the Trader advance in level. To determine the initial thieving skill percentage see below:
				Initial Percentage
Skills					Trader
Pick Pockets				15
Open Locks				10
Find/Remove Traps			5
Move Silently				10
Hide In Shadows				5
Detect Noise				15
Climb Walls				60
Read Languages				0
Detect Magic				5
Detect Illusion				10
Bribe					5
Tunnelling				15
Escape Bonds				10
Appraisal				10
Forge Documents			10
Sign Language				15
Identify Runes				10

The thief will receive 3% of discretionary percentage point per thieving skills, up to a maximum of 20%,  at 1st level that he can add to their base scores. No more than 10% can be assigned to any single skill. Each time the thief advance in level, he will receive 2% of discretionary percentage point per thieving skills, up to a maximum of 15%,  that he can add to their base scores. No more than 8% can be assigned to any single skill.