| Prime Requisite: | DEX and CHA |
| Requirements: | CON 9 |
| Hit Dice: | 1d4 |
| Maximum Level: | 13 |
Elven traders deal with outsiders for their tribe, entering the city-states and doing business in their markets an alleys.
Elven traders are capable combatants. They advance in attack throws and saving throws by two points every four levels. At first level, elven traders hit an unarmored foe (AC 0) with an attack throw of 10+. They can wield any missile weapon and any one-handed melee weapon. They can fight with two weapons, but cannot use shields or two-handed weapons. They cannot wear any armor heavier than leather.
Elves gain a +1 bonus to surprise rolls when in the wilderness due to their attunement to nature. Elves have keen eyes that allow them to detect hidden and secret doors with a proficiency throw of 8+ on 1d20 when actively searching, or 14+ on casual inspection. Because of their connection to nature, elves are completely unaffected by the paralysis ghouls can inflict, and the target values for all their saving throws versus Spells, Paralysis, and Petrification are reduced by 1. Elves are capable of elf running, increasing their movement speed to 150' when wearing chainmail or lighter armor, and do not need to rest every 6 turns. They can force march for one day without penalty, plus one additional day for each point of Constitution bonus.
Elven traders are masters of bribery, by necessity. Offering a bribe permits an additional reaction roll during encounters, with the throw modified by the size of the bribe. As a general rule, a bribe equal to one day's pay for the target provides a +1 bonus, a week's pay provides a +2 bonus, and a month's pay provides a +3 bonus. Only one bribe can be attempted per target in any given situation.
An elven trader is an expert bargainer. Any items the character purchases cost 10% less than the listed price and any items he sells go for 10% more than the listed price.
Elven traders also know diplomacy and protocol. They receive a +2 bonus on all reaction rolls when they attempt to parley with intelligent characters.
Elven traders can disguise themselves and others. They can make someone look like someone else through make-up and clothing. A successful Disguise requires a proficiency throw of 11+. Someone who is intimately familiar with the subject of the disguise may throw 14+ to see through it, adding their Wisdom modifier to their die roll.
Elven traders gain skills just as thieves: open locks, pick pockets, move silently, hide in shadows, hear noise.
Upon attaining 3rd level (Elven Charlatan), an elven trader gains the ability to read languages (including ciphers, treasure maps, and dead languages, but not magical writings) with a proficiency throw of 5+ on 1d20. If the roll does not succeed, the elven trader may not try to read that particular piece of writing until he reaches a higher level of experience.
Starting at 5th level (Elven Caravaner), an elven trader's experience and hardiness reassures those who follow him into the wild. Hirelings on a wilderness adventure led by the elven trader gain a +1 bonus to their morale score. This bonus stacks with any modifiers from the character's Charisma or proficiencies.
At 7th level (Elven Mercantyler), an elven trader can read and cast magic from arcane scrolls with a proficiency throw of 3+ on 1d20. However, a failed throw means the spell does not function as expected, and can create a horrible effect at the Judge's discretion.
When they reach 9th level (Elven Magnate), an elven trader may construct a hideout, and 2d6 1st level elven trader apprentices offer to work for him. If hired, they must be paid standard rates for ruffians. Elven traders use these followers to start a syndicate or a guild, expanding their wealth through legitimate and illegitimate channels. Except as noted, an elven trader's hideout follows the rules for hideouts detailed in the Hideouts & Hijinks section of Chapter 7 of ACKS.
Elven Trader Proficiency List: Acrobatics, Alchemy, Alertness, Ambushing, Animal Husbandry, Arcane Dabbling, Arcane Education, Climbing, Command, Gambling, Intimidation, Language, Leadership, Lip Reading, Loremastery, Lockpicking, Magical Engineering, Mapping, Mimicry, Navigation, Passing Without Trace, Precise Shooting, Skirmishing, Skulking, Sniping, Survival, Swashbuckling, Tracking, Weapon Finesse
| Experience | Title | Level | Hit Dice |
|---|---|---|---|
| 0 | Elven Hawker | 1 | 1d4 |
| 1,550 | Elven Trader | 2 | 2d4 |
| 3,100 | Elven Charlatan | 3 | 3d4 |
| 6,200 | Elven Wayfarer | 4 | 4d5 |
| 12,400 | Elven Caravaner | 5 | 5d4 |
| 24,800 | Elven Merchanter | 6 | 6d4 |
| 50,000 | Elven Mercantyler | 7 | 7d4 |
| 100,000 | Elven Procurer | 8 | 8d4 |
| 250,000 | Elven Magnate | 9 | 9d4 |
| 400,000 | Elven Magnate, 10th level | 10 | 9d4+1* |
| 550,000 | Elven Magnate, 11th level | 11 | 9d4+2* |
| 700,000 | Elven Magnate, 12th level | 12 | 9d4+3* |
| 850,000 | Elven Magnate, 13th level | 13 | 9d4+4* |
| * Hit point modifiers from Constitution are ignored | |||
| Level | Open Locks | Pick Pockets * | Move Silently | Hide in Shadows | Hear Noise |
|---|---|---|---|---|---|
| 1 | 18+ | 17+ | 17+ | 19+ | 14+ |
| 2 | 17+ | 16+ | 16+ | 18+ | 13+ |
| 3 | 16+ | 15+ | 15+ | 17+ | 12+ |
| 4 | 15+ | 14+ | 14+ | 16+ | 11+ |
| 5 | 14+ | 13+ | 13+ | 15+ | 10+ |
| 6 | 12+ | 12+ | 12+ | 14+ | 9+ |
| 7 | 10+ | 10+ | 10+ | 12+ | 8+ |
| 8 | 8+ | 8+ | 8+ | 10+ | 7+ |
| 9 | 6+ | 6+ | 6+ | 8+ | 6+ |
| 10 | 4+ | 4+ | 4+ | 6+ | 5+ |
| 11 | 3+ | 2+ | 2+ | 4+ | 4+ |
| 12 | 2+ | -1+ | 2+ | 3+ | 3+ |
| 13 | 1+ | -3+ | 1+ | 2+ | 2+ |
| * -1 penalty on the proficiency throw per each level the thief is lower than the victim. | |||||
| Level | Petrification & Paralysis | Poison & Death | Blast & Breath | Staff & Wands | Spells | Attack Throw |
|---|---|---|---|---|---|---|
| 1–2 | 13+ | 13+ | 16+ | 14+ | 15+ | 10+ |
| 3–4 | 12+ | 12+ | 15+ | 13+ | 14+ | 9+ |
| 5–6 | 11+ | 11+ | 14+ | 12+ | 13+ | 8+ |
| 7–8 | 10+ | 10+ | 13+ | 11+ | 12+ | 7+ |
| 9–10 | 9+ | 9+ | 12+ | 10+ | 11+ | 6+ |
| 11–12 | 8+ | 8+ | 11+ | 9+ | 10+ | 5+ |
| 13 | 7+ | 7+ | 10+ | 8+ | 9+ | 4+ |
Created with Hit Dice Value 1, Fighting Value 1, Thievery Value 2, and Elf Value 0.