Caravan Master

"Raiders? We stand to make a killing if we can get our kank honey to Tyr before the Vordons bring in theirs. I haven’t got time for raiders!"

Prerequisite: Dune trader theme

Caravans are the vital links in the chains of commerce binding outposts of civilization together across the wild wastelands of Athas. They come in many different forms from place to place—long files of slave porters, pack trains of heavily laden crodlus and kanks, wagons drawn by snorting inixes, and of course the towering mekillot-drawn argosy wagons that are wooden fortresses on wheels. Regardless of the beasts of burden or the goods carried, caravans are crucial to maintaining Athasian civilization. Not only do they carry valuable goods from one city to the next, they also carry rumors and tales of doings all across the Tyr Region to people thirsty for news of other places, provide travelers with the opportunity to surround themselves with the safety of numbers, and feed scores of desert outposts and settlements with a steady stream of food and supplies.
    Leading a successful caravan is no mean feat. Disaster in a hundred guises waits in the desert—hungry monsters, savage raiders, ruthless competitors, scourging sandstorms, unreliable wells, mutinous drivers, and the possibility that the goods turn out to be worth less than one paid for them when they reach market. From day to day, a caravan master might have to lead the guards and drivers in battle, search out a new path when a familiar road is buried in the shifting sands, bribe greedy officials, or enforce brutal discipline on a rebellious underling. It takes a rare combination of character judgment, business acumen, and physical courage—attributes you’ve cultivated for years. On the open desert, you are the master of your fate, and you wouldn’t have it any other way.

CARAVAN MASTER PATH FEATURES

    Master's Action (11th level): When you spend an action point to take an extra action, you gain a +2 power bonus to all defenses until the end of your next turn. In addition, you or one ally within 5 squares of you can make a saving throw.
    Road-Hardened (11th level): You gain +1 speed. Each ally that starts his or her turn within 5 squares of you gains +1 speed until the end of his or her turn.
    Sharp Customer (16th level): Whenever you make an Insight or a Perception check, you can roll two dice and use the higher result. Additionally, you never grant combat advantage from being flanked.

Caravan Master Attack 11Desert Skirmish

You direct your allies to form a hasty skirmish line, foiling your enemies’ advance for a moment.

Encounter        Martial
Standard Action      Close burst 5

Target: You and one ally in the burst, or two allies in the burst

Effect: As a free action, the target can shift 2 squares and make a basic attack against an enemy of his or her choice. Until the start of your next turn, any enemy that willingly moves to a square adjacent to the target must stop moving.


Caravan Master Utility 12Merchant's Strategy

You do not allow others to set the terms of your defense, ensuring that you and your comrades are free to act as needed.

Encounter        Martial
Minor Action      Close burst 5

Target: You and one ally in the burst

Effect: If the target is marked, the marked condition ends. Until the end of your next turn, the target does not grant combat advantage.


Caravan Master Attack 20Fighting Retreat

You make an attack to hobble an enemy, then direct your allies to fall back in a fighting retreat.

Daily        Martial, Weapon
Standard Action      Melee or Ranged weapon

Target: One creature

Attack: Primary ability vs. AC

Hit: 2[W] + ability modifier damage, and the target is slowed (save ends)

Effect: Either you and each ally within 5 squares of you can shift his or her speed as a free action, or you and one ally within 5 squares of you can shift 2 squares and make a basic attack against the target as a free action.


Published in Dark Sun Campaign Setting, page(s) 44.