Caravaneer
The caravans of the great merchant houses are the lifeblood of the various realms, carrying goods, news, and messages (and slaves in Appollonia) from one city to another. The caravaneer is a character who makes a living in these roving islands of civilization amid the Wild Lands and civilized territories. He is a skilled guide and trader, and in many cases a smuggler and a fence. Each new village or town holds the promise of wealth and fortune. Caravaneers are infamous rogues who appear again and again in the legends of Alcirya as untrustworthy, avaricious characters who think nothing of cheating on a deal. This is only part of the truth about these wanderers. Caravaneers are especially adept at surviving in the Wild Lands where life is uncertain at best. Caravaneers do not carefully choose their patrons; they deal to humans and demihumans alike - coin holds no prejudice.
Role
The caravaneer is an arranger. He is a thief who relies on cons, swindles, short-dealing, and smuggling. He rarely resorts to actual acts of theft like burglary or brigandage. In short, he is a very trader-like thief. If the character is a trader, then he is a dirty trader who prefers to avoid declaring all of his imports and who seems forgetful of bargains he makes - in other words, a very thief-like trader. The caravaneer is a character with his ears and eyes open for opportunity. He is at the heart of the action, on the front lines of the mercantile wars of Appollonia. He constantly hears interesting rumors and seeks out new ways to get rich quickly.
Distinctive Appearance
None
Special Benefits
Caravaneers may “sign on” with a caravan of their choice, receiving an appropriate wage to accompany the caravan in some capacity - scout, guard, purchasing agent, officer, etc. Generally, the wage and the position is commensurate with the character’s level. A wage of about 1 cp per week per character level is appropriate, but as the character reaches higher levels the DM should increase the character’s financial share in the venture by appointing him as an officer or senior agent in charge of the caravan. (Caravaneers of the trader class actually own some amount of goods and rent space on a caravan to transport their wares.)
The character is always guaranteed to receive shelter, food, water, and transportation to any common crossroads, trading stop, or city-state in addition to his wages. The character can also arrange for the hiring of one companion per two levels, although the companion may have to settle for a guard’s or laborer’s position.
Caravaneers are master smugglers and can conceal caravan goods of up to 50 lbs. per level so that they will not be discovered in the caravan during routine searches. Intensive searches require the rogue to make a roll against his Intelligence, with a modifier applied for the amount of preparation the character makes. Smuggling a small pouch of gems in an armored wagon is nearly foolproof; smuggling an escaped slave in the packs of a cart is much more difficult.
Caravaneers understand the life of trade and the people who can be found interacting with caravans. When dealing with merchants, other caravan persons, or innkeepers and stablemasters who deal with caravans, the caravaneer gains a +3 on his reaction checks.
Special Hindrances
Known as scoundrels and gossips, caravaneers are often perceived as untrustworthy and avaricious. The character suffers a -3 penalty on his reaction check when placed in a situation where he is trying to win the trust of an NPC other than those with whom he receives a positive reaction check. For example, an Sebastite chieftain may be perfectly willing to buy and sell goods with a caravaneer, but he would never give the caravaneer a secret message or package to carry.
Class
Attribute Requirements
None
Barred Beliefs
None
Race Requirement
None
Bonus Weapon Proficiencies
None
Required Weapon Proficiencies
Since he is often called upon to defend the caravan against raiders, the caravaneer is required to be proficient in at least one weapon that can be used in mounted combat and one weapon that can be used in missile combat.
Recommended Weapon Proficiencies
None
Barred Weapon Proficiencies
None
Bonus Non-Weapon Proficiencies
Appraising, Riding (Land-Based), Bartering
Recommended Non-Weapon Proficiencies
Animal Handling, Cooking, Direction Sense, Etiquette, Fire Building, Weather Sense, Disguise, History (Local), Reading Lips, Alertness, Information Gathering, Looting, Observation
Equipment
None
Wealth Options
Caravaneers begin play with the normal amount of money for their class. The accumulation of wealth is of great importance to the caravaneer character and he rarely, if ever, abandons riches or gives away money he has no use for.
Homeland Terrain
None
Economic System
None