Drow Trafficker
Drow class — see Classes for the full list.
| Prime Requisite: | INT and CHA |
|---|---|
| Requirements: | None |
| Hit Dice: | 1d4 |
| Maximum Level: | 12 |
While the Drow generally sequester themselves from the affairs of others, it is commonplace among them to have certain vices. Likewise, Drow society produces many fine wines and incenses, as well as more dubious and illicit substances and services. The Drow trafficker is a cunning intermediary who thrives in the shadowy margins between civilizations. Smugglers, vice-merchants, and clandestine brokers, these operatives specialize in the acquisition and distribution of forbidden goods, rare substances, and unspoken services. Whether they’re importing spidermilk elixirs into a human port or trading stolen surface magic to deep cults, traffickers manipulate networks with ruthless charm and pragmatic duplicity.
Drow Trafficker Level Progression / Drow Trafficker Spell Progression
| Experience | Title | Level | Hit Dice | Caster Level | 1 | 2 | 3 | 4 |
|---|---|---|---|---|---|---|---|---|
| 0 | Whisperscour | 1 | 1d4+1 | 0 | 0 | - | - | - |
| 2,050 | Skinrunner | 2 | 2d4 | 1 | 1 | - | - | - |
| 4,100 | Chit-Broker | 3 | 3d4 | 1 | 1 | - | - | - |
| 8,200 | Weave-Laced | 4 | 4d4 | 2 | 2 | - | - | - |
| 16,400 | Pact-Mouth | 5 | 5d4 | 2 | 2 | - | - | - |
| 32,800 | Dusthand | 6 | 6d4 | 3 | 2 | 1 | - | - |
| 65,000 | Nightfinger | 7 | 7d4 | 4 | 2 | 2 | - | - |
| 130,000 | Licensor | 8 | 8d4 | 5 | 2 | 2 | 1 | - |
| 280,000 | Trafficker | 9 | 9d4 | 6 | 2 | 2 | 2 | - |
| 430,000 | Trafficker, 10th Level | 10 | 9d4+2 | 6 | 3 | 2 | 2 | - |
| 580,000 | Trafficker, 11th Level | 11 | 9d4+4 | 7 | 3 | 2 | 2 | 1 |
| 730,000 | Trafficker, 12th Level | 12 | 9d4+6 | 8 | 3 | 3 | 2 | 2 |
Trafficker Saving Throws
| Level | Paralysis | Death | Blast | Implement | Spells | Attack Bonus |
|---|---|---|---|---|---|---|
| 1-2 | 13+ | 12+ | 13+ | 14+ | 14+ | +0 |
| 3-4 | 12+ | 11+ | 12+ | 13+ | 13+ | +1 |
| 5-6 | 11+ | 10+ | 11+ | 12+ | 12+ | +2 |
| 7-8 | 10+ | 9+ | 10+ | 11+ | 11+ | +3 |
| 9-10 | 9+ | 8+ | 9+ | 10+ | 10+ | +4 |
| 11-12 | 8+ | 7+ | 8+ | 9+ | 9+ | +5 |
Combat Characteristics
Combat Proficiencies: Traffickers have weapon proficiency with all missile weapons and with all tiny, small, and medium melee weapons. They have armor proficiency with light and very light armor. They have fighting style proficiency with the dual weapon and two-handed weapon styles, but not with the weapon and shield style.
Combat Progression: Traffickers advance in attack throws and saving throws as thieves, by two points every four levels of experience. They do not gain any bonus to damage as they advance in level. They can cleave after felling a foe a maximum of once per round per every two class levels (rounded down).
Starting Class Powers
Drow Trafficker Skill Progression
| Level | Hiding | Listening | Lockpicking | Searching | Sneaking | |
|---|---|---|---|---|---|---|
| 1 | 19+ | 10+ | 18+ | 16+ | 17+ | |
| 2 | 18+ | 9+ | 17+ | 15+ | 16+ | |
| 3 | 17+ | 8+ | 16+ | 14+ | 15+ | |
| 4 | 16+ | 7+ | 15+ | 13+ | 14+ | |
| 5 | 15+ | 6+ | 14+ | 12+ | 13+ | |
| 6 | 14+ | 5+ | 12+ | 11+ | 12+ | |
| 7 | 12+ | 4+ | 10+ | 9+ | 10+ | |
| 8 | 10+ | 3+ | 8+ | 7+ | 8+ | |
| 9 | 8+ | 2+ | 6+ | 5+ | 6+ | |
| 10 | 6+ | 1+ | 4+ | 3+ | 4+ | |
| 11 | 4+ | 0+ | 3+ | 1+ | 2+ |
As with thieves, many of the trafficker’s skills improve as they gain levels according to the progression on the Drow Trafficker Skill Progression table.
Bribery: By flattery and subtlety, a trafficker can make even small gifts seem significant, and even large ones seem deniable, as Bribery proficiency.
Criminal Network: Traffickers build and maintain relationships with webs of contacts, factors, and agents wherever they set up shop. Whenever traffickers buy or sell equipment or engage in mercantile ventures in a market they have previously entered, they can treat the market as if it were one market class larger than its actual size (Class I markets remain Class I markets) or they can take a +1 bonus to market impact, whichever is more useful. This increase additionally applies to transaction visibility, making their exchanges less visible to authorities (both rulers above, and underworld bosses). When traffickers engage in arbitrage, they are able to transact in even greater quantity by accepting a smaller margin. A trafficker can choose to gain a bonus to his market impact of up to his level, but the spot price will be half as many price steps worse (round up).
Expert Bargaining: The trafficker begins play with one free rank of the Bargaining proficiency.
Hiding: Traffickers are trained to skulk unseen in the cover of darkness. A trafficker can begin hiding as a combat action anytime he is in cover, dim light, or darkness. When the trafficker begins hiding, the Judge must make a Hiding proficiency throw on behalf of the trafficker. A trafficker will always think he is successful in this skill and will not know otherwise until others react to his presence. Regardless of whether the throw succeeds, opponents encountering the trafficker suffer a -2 penalty to surprise rolls as long as he remains stationary in cover, dim light, or darkness.
If the throw succeeds, the trafficker is hidden. If the throw fails, the trafficker is not hidden. No creature can claim line of sight on a trafficker that is hidden from it. If a hidden trafficker engages an unengaged opponent, the opponent cannot make a free facing change (see Combat). If an opponent knows the hidden trafficker’s general location, the opponent can attack him in melee at a -4 penalty, but it cannot even blindly attack the trafficker if it doesn’t know his general location. The hidden condition expires at the end of the trafficker’s initiative if he moves or attacks. It also terminates if the cover, dim light, or darkness no longer conceals the trafficker from his opponents.
Intimidation: Threats from a magnate of the underworld are not taken lightly. All traffickers are granted the Intimidation proficiency.
Listening: Traffickers at doors, passageways, or intersections can listen for sounds coming from the other side of the door or passage. The Judge makes a Listening proficiency throw in secret on behalf of the trafficker. If the throw succeeds, he hears any noises in earshot. If the throw fails, or if there aren’t any noises in earshot, he doesn’t hear anything. The trafficker must be quiet and must be the closest creature in the party relative to the location of the sound or suspected sound. Listening only requires one round but can only be undertaken once per turn if the party is moving at all, because it takes time for people to settle down into quiet.
Lockpicking: With the aid of thieves’ tools, a trafficker can pick mechanical locks. A trafficker can pick locks either hastily or methodically.
-
Attempting to hastily pick a lock requires one round and a Lockpicking proficiency throw. If the throw succeeds, the lock is opened. If it fails on a natural roll of 1 – 3, the trafficker breaks his pick in the lock, jamming it. The lock cannot thereafter be picked. If it fails on any other result, the trafficker cannot figure out how to quickly open the lock. He can still attempt to open it methodically but cannot make another attempt to hastily pick the same lock again until he reaches a higher experience level (he may still attempt to methodically pick the lock, though).
-
Attempting to methodically pick a lock requires one turn (10 minutes) and a Lockpicking proficiency throw with a +4 bonus. If the throw succeeds, the lock is opened. If it fails on a natural roll of 1, the trafficker breaks his pick in the lock, jamming it. The lock cannot thereafter be picked. If it fails on any other result, the trafficker fails to pick the lock but can make another methodical attempt if desired.
Other bonuses or penalties might apply to the throw, depending on the trafficker’s tools, the complexity of the lock, and other factors.
Rumormongering: The trafficker has learned that business empires rise and fall on information. Through his rumormongering, he can automatically learn 1d4 interesting rumors from old contacts and commercial associates any time he re-visits an urban settlement he has previously done business in. Rumormongering requires one day of dedicated activity in an urban settlement. A trafficker can rumormonger in any given urban settlement only once per month.
Searching: Through careful inspection and probing of his surroundings, a trafficker can find concealed traps, secret doors, obscured objects, buried treasure, and other hidden features. A trafficker can attempt to search for hidden features either hastily or methodically.
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Attempting to hastily search requires one round and a Searching proficiency throw. The Judge makes the throw in secret on behalf of the trafficker . If the throw succeeds, the trafficker notices any hidden features within 5’ of his location. If it fails, or there is nothing hidden, the trafficker finds nothing. The trafficker cannot make another attempt to hastily search the same area again until he reaches a higher experience level, but he can attempt to methodically search the location.
-
Attempting to methodically search requires one turn (10 minutes) and a Searching proficiency throw with a +4 bonus. The Judge makes the throw in secret on behalf of the trafficker . If the throw succeeds, the trafficker notices any hidden features within 5’ of his location. If the throw fails, or there is nothing hidden, the trafficker finds nothing. The trafficker can make repeated attempts to methodically search a location if desired.
When a trafficker is moving at exploration speed, he can choose to attempt to hastily search as he moves. If so, then anytime the trafficker moves within 5’ of a hidden feature, the Judge secretly makes a proficiency throw on his behalf. If the throw succeeds, the thief notices it (and if it’s a trap, he notices it before triggering it). If the throw fails, the trafficker does not notice anything (and, if it’s a trap, he or another character in the party might trigger it as they move). Note that this counts as a failure to hastily search for hidden features.
Shadowy Senses: Since the bright light of torches will reveal their positions, traffickers learn to rely on superior night-vision, keen hearing and smell, and echolocation to slowly scout through dark alleys, lightless dungeons, and star-lit rooftops. When moving at combat speed or exploration speed, a trafficker can “see” as if he were carrying a light source that sheds dim light in a 30’ radius. Shadowy senses can be used to fight, probe for traps, and so on. However, shadowy senses cannot be used to discern colors, faces, markings, or flat images (such as frescoes and murals) or to read books, maps, or scrolls. Shadowy senses does not function if the trafficker is charging or running, if deafened, or if in an area of bright light, magical darkness, or magical silence. Because it counts as dim light, an opponent can hide from shadowy senses.
Sneaking: Traffickers learn to prowl with great stealth. A trafficker can begin sneaking as a movement action. He can sneak at his encounter speed or one-half combat speed without penalty. If he moves greater than one-half combat speed, he takes a -5 penalty to the Sneaking proficiency throw. If he runs, he takes a -10 penalty.
When the trafficker begins sneaking, the Judge must make a Sneaking proficiency throw on behalf of the trafficker. A trafficker will always think he is successful in this skill and will not know otherwise until others react to his presence. Regardless of whether the throw succeeds, opponents encountering the trafficker suffer a -2 penalty to surprise rolls if the trafficker is outside their line of sight.
If the throw succeeds, the trafficker is also sneaking. If the throw fails, the trafficker is not sneaking. When sneaking, the trafficker makes no noise when he moves — none whatsoever. Even alert creatures that make a successful Listening proficiency throw will not hear a sound. When a sneaking trafficker engages an unengaged opponent from the rear, the opponent cannot make a free facing change.
Streetwise: The trafficker has learned the hard lessons taught by life as a criminal. He might begin play as a member of an assassin’s guild or other criminal syndicate (Judge’s discretion). He can engage in hijinks if he has the necessary proficiencies or thief skills. He can automatically identify gestures, signs, slang, and territory of criminal organizations in his home settlement. He can identify those of other urban settlements with a proficiency throw of 11+. Secret organizations or organizations in far-off cities might be harder to recognize. (This class power is equivalent to one rank of Streetwise proficiency.)
Treachery: When dealing with the unsavory elements of the underworld, sometimes business might get ugly. It is for this reason that every trafficker learns the art of treachery. Anytime the trafficker uses Diplomacy or Bribery to gain a Friendly reaction roll, he can force every creature (allied or enemy) within 30’ to make surprise rolls at a -3 penalty by treacherously attacking. Any creature that fails the roll is surprised for the first round of combat. If the trafficker has some way of secretly signaling to his party (such as Signaling proficiency) or has planned the treachery to occur in advance, then his party does not have to make the surprise roll. The art of treachery cannot be used if the NPC opposition also has a character with this power handling negotiation, due to professional courtesy and mutual paranoia.
Additional Class Powers
Arcane Magic (2nd): As dabblers in everything, drow traffickers learn and cast arcane spells. However, they are not as devoted to the arcane arts as mages, so their caster level and progression are at a slower rate. The trafficker’s caster level, and the number and levels of spells the trafficker can cast in a single day, are listed on the Nightblade Spell Progression table. Like a mage, a trafficker’s spell selection is limited to the spells in his repertoire. A trafficker’s repertoire can include up to the number and level of spells listed for his level, increased by his Intellect bonus. Unlike (human) mages, a drow trafficker can cast spells while wearing light or very light armor.
Minor Magical Research (8th): The drow trafficker can research spells, scribe magical scrolls, and brew potions as if he were a 5th level mage.
Hideout (9th): By acquiring a hideout worth at least 5,000gp, the trafficker can attract followers to his service. 2d6 1st level traffickers will arrive to serve him as followers within 1d4 weeks of him acquiring the hideout. If the trafficker already has a hideout, the followers arrive to serve him within 1d4 weeks of him reaching 9th level. If hired, the followers must be paid standard rates for henchmen. These followers will serve the character with some loyalty, though at least one will be an infiltrator working for the trafficker’s local rivals, sent to keep an eye on the character. A cunning and resourceful trafficker can use these followers to start a criminal syndicate. Additional rules for hideouts and syndicates are detailed in Campaigns.
Racial Traits
Arachnid Affinity: Drow characters can take Vermin Husbandry as a general proficiency.
Attuned Senses: Drow get +1 to avoid surprise in darkness or dim light. Additionally, they can search or listen on an Adventuring proficiency throw 14+. If separately proficient in searching, they instead gain a +2 bonus to searching. If separately proficient in listening, they instead get a +4 bonus on that skill. (The benefit to listening is already accounted for in the charts above).
Drow Magic: Drow are able to cast tenebrosity (the reverse of illumination) once per hour. The character’s caster level is equal to her class level.
Drow Resistances: Drow have a certain level of innate resistances based on their Xen’drik heritage. The target numbers for their saving throws versus death and spells are reduced by 1 each. (These adjustments are already factored into the table above). Additionally, they gain +1 to their HD rolls at 1st level and are immune to diseases caused by undead.
Languages of the Dark: Drow are conversant in the Drow, Goblin, Orc, and Giant, in addition to Common and any languages selected at character creation. Drow with bonus languages from high intellect or from proficiency choices may learn a secret Drow sign language as one of their choices.
Class Proficiencies
Proficiency Progression: At 1st level, traffickers gain one class proficiency from their class proficiency list and one general proficiency from the general proficiency list (as indicated by the template rolled). They select an additional class proficiency at 4th, 8th and 12th level. They select an additional general proficiency at 5th and 9th level.
Drow Trafficker Proficiency List: Acrobatics, Alertness, Ambushing, Blind-Fighting, Caving, Climbing, Combat Reflexes, Combat Trickery (disarm, incapacitate), Contortionism, Diplomacy, Fighting Style Specialization, Gambling, Lip Reading, Lockpicking Expertise, Loremastery, Magical Engineering, Mystic Aura, Poisoning, Precise Shooting, Riding, Running, Skirmishing, Skulking, Swashbuckling, Unarmed Fighting, Vermin Friendship, Wakefulness, Weapon Finesse, Weapon Focus
Trafficker Templates
| 3d6 Roll | Template | Proficiencies | Starting Equipment |
|---|---|---|---|
| 3 – 4 | Bankrupt | [[Blind Fighting | Blind-Fighting]] Gambling |
| 5 – 6 | Factotum | Arcane Dabbling Bargaining | Short bow, quiver with 20 arrows, short sword, dagger, leather armor, wool tunic and pants, hooded cloak, leather belt, low boots, backpack, tinderbox, 12 torches, waterskin, 1 week’s iron rations, 18gp (6 1/6 st) |
| 7 – 8 | Merchant Mariner | Swashbuckling Seafaring | Short bow, quiver with 20 arrows, scimitar, leather armor, mariner’s tunic and pants, fancy gold sash, polished high boots, backpack, 50’ rope, grappling hook, waterskin, 1 week’s iron rations, 1gp (enc. 5 st) |
| 9 – 10 | Merchant Traveler | Alertness Navigation | Crossbow, case with 20 bolts, short sword, 2 throwing daggers, sturdy leather armor, tanned brown cloak, thick tunic and pants, leather belt, high boots, backpack, large treasure sack, 50’ rope, tinderbox, lantern, small hammer, 12 iron spikes, flask of common oil, flask of military oil, waterskin, 1 week’s iron rations, 1gp (enc. 6 3/6 st) |
| 11 – 12 | Antiquary | Magical Engineering Knowledge (history) | Crossbow, case with 20 bolts, short sword, dagger, well-maintained leather armor, traveler’s tunic and pants, leather belt, sturdy low boots, backpack, collector’s journal, quill and ink, collection of ancient coins (26gp value), waterskin, 1 week’s iron rations (enc. 4 3/6 st) |
| 13 – 14 | Caravanner | Precise Shooting Animal Husbandry | Crossbow, case with 20 bolts, short sword, dagger, leather armor under dusty robes, embossed belt, sturdy low boots, backpack, tinderbox, 12 torches, small cart, mule, draft harness and tack, 2 leather saddlebags, waterskin, 1 week’s iron rations, 6gp (enc. 6 1/6 st, or 4 1/6 st with rations and 6 torches on cart) |
| 15 – 16 | Comprador | Lip Reading Language | Crossbow, case with 20 bolts, short sword, pair of daggers, leather armor, embroidered cloak, armiger’s tunic and pants, leather gloves, polished high boots, backpack, waterskin, 1 week’s iron rations, 70gp for bribes (enc. 4 2/6 st) |
| 17 – 18 | Tycoon | Command Riding | Crossbow, case with 20 bolts, short sword, dagger, leather armor, embroidered cloak, armiger’s tunic and pants, gaudy silver rings (20gp value), riding boots, medium riding horse, riding saddle and tack, leather saddlebag, waterskin, 2 weeks’ iron rations, 20gp (enc. 2 5/6 st with rations on horse) |
Notes: The merchant mariner’s scimitar is a type of short sword.