Shady Dealer

"Honest merchants are as rare as water."

Prerequisite: Dune trader theme

A merchant house has power and influence, soldiers and workers, but everything the house is depends on its representatives’ efforts. The shady dealer represents one breed of dune trader, a skilled and treacherous agent specializing in intrigue and manipulation. Some shady dealers work as independent speculators and others act on a larger house’s behalf. They still travel as dune traders, shepherding goods to places in need, but they always have an ulterior motive, seeking some rumor or bit of gossip to benefit themselves or their house.
    The image you cultivate masks a devious mind and a propensity for doing whatever you must to survive. Your skills at negotiation and intrigue serve you well: they let you confuse enemies and lure them into traps where your allies can strike. In time, your words and movements make fools of everyone you meet.


    Swindling Action (11th level): When you spend an action point to take an extra action, that extra action does not provoke opportunity attacks.
    Well Traveled (11th level): Whenever you make a Bluff, Diplomacy or Streetwise check, you roll two dice and use either result.
    In addition, choose two languages. You can now speak, read, and write those languages. At 21st level, you can choose two more languages.
    Skilled Negotiator (16th level): You never incur failures in a skill challenge for Bluff, Diplomacy, or Streetwise checks you fail by 5 or less.

Shady Dealer Attack 11Rope the Mark

Making yourself appear vulnerable lures your enemy into danger.

Encounter        Charm, Martial
Standard Action      Ranged 5

Effect: Before the attack, you shift 1 square to a square with no adjacent enemies.

Target: One creature that can see and hear you

Attack: Primary ability + 6 vs. Will
Level 21: Primary ability + 9 vs. Will

Hit: You pull the target 5 squares. Additionally, choose one of the following: Either you make an at-will melee attack with combat advantage against the target, or one or two of your allies can make ranged basic attacks against the target as free actions.

Shady Dealer Utility 12Convincing Deception

You spew a stream of prattle to give your allies the opening they need.

Encounter        Martial
Standard Action      Close burst 5

Target: One enemy in the burst you can see

Effect: The target grants combat advantage to one ally in the burst until the end of your next turn. In addition, a different ally in the burst can shift 3 squares to a square adjacent to the target as a free action.

Shady Dealer Attack 20Unwitting Ally

Careful manipulation and patience turns an enemy into your dupe.

Daily        Charm, Martial, Reliable
Standard Action      Ranged 5

Target: One enemy that can see and hear you

Attack: Primary ability + 9 vs. Will

Hit: The target is dominated (save ends). Until the end of the encounter, the target takes a -4 penalty to attack rolls against you and your allies and counts as one of your allies for the purposes of flanking with you or your allies. In addition, until the end of the encounter you can use the Unwitting Ally Attack power against the target.

Unwitting Ally Attack

Daily      Charm, Martial
Standard Action      Ranged 5

Requirement: The power Unwitting Ally must be active in order to use this power.

Attack: Primary ability + 9 vs. Will

Hit: The target makes an attack as a free action against an enemy adjacent to it with an at-will attack power of your choice.

Published in Dark Sun Campaign Setting, page(s) 45.