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Tier Path: Apprentice (non-chaotic) or Rogue (chaotic) or (if elven) Keiki-> Trader -> Craftslan -> Master -> Artisan
- Offense: Finding great ingredients towards excellent Craftslanship
- Inner: Attunement to surroundings (useful for fighting, very spry)
- Outer: Resource finding (finding the materials or adapting items at hand to accommodate needs)
- Defense: Adventuring: the skills of simply finding novel adventures, with or without the fighting aspect
Boon to party:
- Disarming traps
- Extra action — getting things without a fight, ability to stand up to foes if they. intimidate other players
- Improvisation, finding solutions without pre-planning
- hands: crafted items that aid the party
XP gained by: loot and wares you make (1cp = 1XP) Mana goes towards: extra speed (time-slot) 'Dice Use: Based on how light weight you are, get dice to see if you get a crit for any attacks or extra action. up to 6d6. For every 6lbs over your ideal (including your weapon and any lose-fitting clothes, but not including well-secured gold pieces), you lose one die, but still must roll over some number based on your weight and DEX score (and sickness level). XXXIn other words, if you carry over 18lbs, you lose all your extra atracks (unless things are completely secure then, it’s double this weight — it takes some time for your DEX to acclimitize to this weight, however). If items are “loose” (like a scabbord dangling on your hip rather than secured on your back), halve this (3 lbs). Must roll over half the total to get a free action. If you use your free action you must ace your dice to get a crit, otherwise you can use it to get a crit on a regular action. For classic rogue style, use dice with pips. Rolled each round when you think you need it.
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.
They have the pantheon of demi-gods who can dispense gifts by placing them in their world, hoping for their loyalty, in building up the city-state. These gifts are tools appropriate to their specialty. If 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.
Traders can go adventuring, looking for exotic or hard-to-find materials to create greater and greater items for trade and get XP. They have to learn where to look for things that are valuable, perhaps putting themselves in harm’s way.
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. They must both be architect (make a special key that rotates and pushes a mechanism) and engineer (precisely file each of several notches along with a mechanical spring) of their item. The more you've imagined the item, the more worthy it is. If PCs or the DM asks questions about it, craftslans should be allowed to separate, out-of-game, to research any details that they don't know and come back as if they never left the gaming table -- even if they come back with the knowledge at a separate session.
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.
As long a they aren't over-exerting themselves (like fighting STR-based battles (~1.5x the mana consumption per time-quanta) or burdened to their limit), they gain an extra 100mana per round. This can be applied to fine craftlanship or having more SPEED. They never should gain more than 200 extra mana per 2 rounds unless they are also PER class (Explorer) and it`s level is more than this class. 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 -- up to two.
XXXThis class gets this extra mana only if they stay ronin or if the rest of their party stays below level 20. If more than half of the party is beyond level 20, they do NOT get an extra time-slot nor mana. XXX Women can gift the trader with dice with sides no more than their level for rolling for extra time-slots. If the trader doesn’t want to roll so many dice they can trade them for fewer dice, such that 2d4, for example, can be traded for 1d8.
Traders use DEX as their predominant ability, but use INT to innovate, ASM to develop their talents, CHR can help them buy or sell the goods they need, and have INT in reserve.
XXXintegrate: The bonus action roll can be used for countering an attrack from an opponent or an extra round (for offense, for example).
This class can hire NPC understudies that have the same level of "XP" equivalent as needed to make the items. A 20cp item needs an approx 2000XP NPC to create it, for example, but they can create as much as time and resources allow. These may be offered to 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 (or leaders if you're city`s developed them and has made it policy). 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 by establishing a skill and offering the items they make for sale, but they may plateau and find it difficult to level further, depending on how inventive they are.
If a craftslan starts a guild or becomes guild-master, their gains (related to # of NPC members) can be calculated by how many guild-made items the DM copies within the game.
If a craftlan rolls all 6’s on their roll, they get an automatic death throw — the NPC will die unless it saves. XXXperhaps treat it like poker. The highest rolls (6 of a kind) gets a death, but there can be 2 three of a kinds, 3 pairs, straight runs (of 3, 4, 5, or 6) gashes? creating an extra 100 to 400 mana lost per round. These can range from piercing damage (“bleeding” — losing mana each round), limb separation, decapitation, to death. This creates some interesting moral dillemas — if a character is losing 400 mana each round, then they either can’t defend themselves or can’t attack. What will your character do?
Leveling for the Trader is by the money they get for created OR pilfered/found items OR by offering their skills. However, if they're Aziahn race (ex. Samurai class), then regular XP for kills, traps, acrobatics, etc is approved for levelling (1000XP where 1gp was required -- the smaller amount means they might be tempted to corrupt themselves with fast gains through killing -- this cannot be backpropagated for lower levels because the relationship is linear, not exponential -- a level 10 would be 1/2gp (actually 3/4 but the system is imperfect)) in addition to selling items. 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 = $ 30 gp ?
The level values below are for graduating from that level. So, once you sell something at 20cp, you've passed level 1 and start level 2. Like other classes, you level by an integer-delta exponential rate.
1. 20 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. 30 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. 40 cp 4. 50 cp 5. 60 cp 6. 70 cp OR small tool set 7. 80 cp 8. 90 cp 9. 100 cp 10. 10 sp OR small dwelling out in the country, owned by the ruling Lord or Countess (note same delta is not a typo) 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. 20. Level 31: ? pp OR now have your own space to earn and train experience for others. etc. —— DM notes:
- The number of dice the rogue gets to roll for an extra round shoudl be determined by an equation based on DEX as well as their excess weight. this can determine the mininum sum for an extra round. If their DEX is 20 and they’ve 0 excess weight, they should always get an extra round. Otherwise, DEX=10 (average) and no excess weight, they should get an extra bonus action half of the time.
- Weight calculations for determining extra rounds can be affected by how much riches they have. If their not wealthier, they’re stealthier. That is, penalize them for getting fat from their riches. Subtract a die or more when they start flaunting it.
- Women can give men or men can give women dice for affection, but don’t over allow it — consider that each face is worth approximately 100gp, so a 1d6 gift is about 600gp—would she sacrifice that much to her man?
- Using dice with pips should give a slight bonus — especially if they make or find their own, like a d20 with a novel pip design.
- If rolling isn’t done each round (because it’s a chore or they don’t know what to do), their boredom level may increase until they become more aggressive.
- Special Ability: Gets an extra time-slot for extra hits or crits.
- Special equipment: lock picks, or other items they make themselves.
- If a player plays this class as a “thief”, whent they are overencumbered (loot or equipment), there should be 50% chance penalty that they randomly lose some item (even 1cp) each round. BUT you can choose to enforce this ONLY if they drop character.