Trader
Dwarf merchants, Traders, seek to drive the hardest bargain they can. They usually deal in dwarven weapons, armor, and other metal goods, but will trade in uncut gems, iron, or other ores when there is a glut of them. They especially like trading with non-dwarven races because there is a much lower chance they’ll understand the true value of what is being sold.
Traders transport their wares on mules or ponies, taking their goods to human and elven towns or cities where they sell them to local merchants. Some traders have established their own shops in such places, eliminating the middleman.
Role
They are often willing to travel vast distances in search of bargains. Some Traders deal with the races of the The Deep, particularly Svirfneblin, and sometimes with Morwen or Gotri. Others act as the only contact some mountain dwarf strongholds have with the outside world. Traders are vital to the strongholds, bringing in goods that local dwarves are unable to manufacture themselves. Traders are adventurous by nature and are always looking for a good deal. Entire campaigns may be based around the activities of a Trader and his companions, transporting goods through hostile lands or in search of lost treasure.
Distinctive Appearance
Traders do not have to belong to a guild and have no standard appearance.
Special Benefits
A Trader gains a +1 to attack and damage only when protecting his goods or animals.
A Trader also gains a +1 reaction bonus from merchants and other traders. This bonus is based on his reputation as a fair and honest Trader. If he cheats on a deal and is later discovered, the bonus changes to a -2 penalty.
Special Hindrances
None
Class
Attribute Requirements
None
Barred Beliefs
None
Race Requirement
Required Weapon Proficiencies
Traders should be proficient in light crossbow and a concealable hand weapon such as a dagger, knife, or hand axe. Otherwise, they may be proficient in any weapon they choose.
Recommended Weapon Proficiencies
None
Barred Weapon Proficiencies
None
Bonus Non-Weapon Proficiencies
Appraising, Endurance, Navigation
Recommended Non-Weapon Proficiencies
Alertness, Animal Handling, Direction Sense, Hunting, History (Local), Riding (Land-Based), Survival (as appropriate), Navigation (Underground)
Equipment
A Trader starts his career with a mule and packs and panniers for carrying goods and equipment.
Wealth Options
A Trader starts with 4d4x10 gp.