As a trader, you gain the following class features

Fast-talk

At 1st level, you learn the art of Fast-talking. It is the art of distraction and conning. You are able to persuade your target to cooperate with your schemes, and agree to your suggestions. You can fast-talk in many situations. You may be an out-and-out fraud, such as selling worthless merchandise for a fortune in gold pieces. You may be persuading an assailant to stop and listen to reason. You may even simply bargain to gain a better price for an ordinary mercantile shipment.

To fast-talk someone, tell the DM your plan, and they will allow you to make a Deception, Intimidation, Performance or Persuasion check. The DC to fast-talk someone is equal to 8 + their intelligence and wisdom modifiers. If they are proficient in the insight skill, add their proficiency bonus to the DC. Further factors may increase the DC, at the DM's choices. If your skill check beats their DC, you have successfully fast-talked them.

Someone you have fast-talked, until reasonable evidence is provided, will believe what you tell them, agree to tasks you suggest, and may even turn on their allies. The effects of your fast-talk will wear off after 10 minutes have passed, or the goals of your fast talk plan have been achieved. If you fail to fast-talk a target, or the effects of your fast-talk have worn off, they become immune to it for the next 24 hours.

To be able to fast-talk a creature, you must be able to communicate with them in some way. A target with less than 3 intelligence cannot be fast-talked, nor can a target that is unconscious or petrified. If you injure or otherwise turn on someone you have fast talked, the effects ends on them.

Fast-talking examples of increasing difficulty can be found at the end of the class description.