Copper Merchant

chronoplasm

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merchant.jpg



Copper Merchant Level 5 Solo Lurker
Merchant monsters loot the bodies of dead adventurers to sell their items to other adventurers. They are normally peaceful unless you try to rip them off. They have no problem ripping you off though. Merchant monsters are quite annoying, and their prices are... MONSTROUS! Players can simply purchase items from the copper merchant, but they might find it more satisfying to simply kill the stupid thing and take its stuff.

Initiative +2, Senses Perception +2
HP (48+CON)4; Bloodied
AC 21, Fortitude 19, Reflex 17, Will 19
Saves +2
Action Points 2
Speed 6

Free Sample (standard; at-will). Chance.
Ranged 10; +10 vs. AC; 1d6 damage.
If the copper merchant rolls a 1 on damage, it can make a thievery check against the target with a +10 bonus.
If the copper merchant rolls a 2 on damage, the target is slowed.
If the copper merchant rolls a 3 on damage, the target takes 3 ongoing poison damage (save ends.)
If the copper merchant rolls a 4 on damage, the damage is fire damage.
If the copper merchant rolls a 5 on damage, the target falls asleep.
If the copper merchant rolls a 6 on damage, the target takes on the appearance of a chicken until the end of the encounter (see change shape.) If the target is already turned into a chicken, it turns back. If the target is normally a chicken, no effect.

Shell Game (standard; recharge 5/6). Illusion
The copper merchant takes on the appearance of a treasure chest and makes two illusionary treasure chests appear within 5 squares. The copper merchant may switch places with either of those chests.
The effect ends when the copper merchant attacks or becomes attacked.
When either of the illusionary treasure chests is attacked, it makes a close burst 2 attack; +8 vs. Reflex; 1d6+3 fire damage.

Languages Common
Alignment Neutral
Skills +2 Thievery, +2 Diplomacy



OK, so as you can tell, this is a work in progress. I'm fishing for critique here!
Also, I want to make two versions of this; a Silver Merchant at level 15 and a Gold Merchant at level 25.
 

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Needs stats, Thievery skill too low to be affective, should have mix of ranged and melee abilities(melee could be called "Demonstration").

I don't have my book with me but I'm pretty sure the HP and defenses are low for the level and role plus the solo(x5 HP).

Very interesting, I'd suggest a random treasure chart to determain what treasure it drops, since it should definantly have at least one parcle of treasure plus some mundane stuff; boxes, rope, ect...

Good Idea though, I look forward to seeing the silver and gold versions.
 

Thanks! I'll try to finish this while I'm at work tomorrow and get started on the silver and gold ones.

For the melee attack, I'm thinking maybe something called money bags. Ever get hit with a sock full of pennies? That crap hurts.
 

Okay, so I decided to fix this up tonight instead of tomorrow.

Copper Merchant Level 5 Solo Lurker
Merchant monsters loot the bodies of dead adventurers to sell their items to other adventurers. They are normally peaceful unless you try to rip them off. They have no problem ripping you off though. Merchant monsters are quite annoying, and their prices are... MONSTROUS! Players can simply purchase items from the copper merchant, but they might find it more satisfying to simply kill the stupid thing and take its stuff.

Initiative +2, Senses Perception +2
HP 200; Bloodied 100
AC 21, Fortitude 24, Reflex 22, Will 24
Saves +2
Action Points 2
Speed 6

Rip Off (standard; at-will)
+13 vs. AC; 1d6+3 damage and the copper merchant may make a thievery attack against the target with a +10 bonus.

Damaged Goods (standard; immediate reaction whenever copper merchant is damaged by a non-psychic, non-fear attack). Acid
Close Burst 3; +10 vs. Reflex; 1d6 damage to each creature in burst.

Free Sample (standard; at-will). Chance.
Ranged 10; +10 vs. AC; 1d6 damage.
If the copper merchant rolls a 1 on damage, it can roll again.
If the copper merchant rolls a 2 on damage, the target is slowed.
If the copper merchant rolls a 3 on damage, the target takes 3 ongoing poison damage (save ends.)
If the copper merchant rolls a 4 on damage, the damage is fire damage.
If the copper merchant rolls a 5 on damage, the target falls asleep.
If the copper merchant rolls a 6 on damage, the target takes on the appearance of a chicken until the end of the encounter (see change shape.) If the target is already turned into a chicken, it turns back. If the target is normally a chicken, no effect.

Shell Game (standard; recharge 5/6). Illusion
The copper merchant takes on the appearance of a treasure chest and makes two illusionary treasure chests appear within 5 squares. The copper merchant may switch places with either of those chests.
The effect ends when the copper merchant attacks or becomes attacked.
When either of the illusionary treasure chests is attacked, it makes a close burst 2 attack; +8 vs. Reflex; 1d6+3 fire damage.

Languages Common
Alignment Neutral
Skills +12 Thievery, +12 Diplomacy
Str 9, Dex 15, Wis 9
Con 15, Int 12, Cha 18

The loot table will have to wait for tomorrow. I was wondering though, do you think I should use items strictly out of the DMG or if maybe I should invent some new ones exclusive to this guy?
You know, like...
Helm of Beholder?
Armor of Owlbear?
Belt of Bullette?
Ring of Rust-Monster?
Staff of Illithid?
Cube of Gelatinous Cube?
Slippers of Carrion Crawler?
Cloak of Flumph?
 

Nice, I think for loot he should just have 2 or 3 treasure parcels up to the DM, but all monetary stuff(gems/coins etc) should be copper.
 

Nice, I think for loot he should just have 2 or 3 treasure parcels up to the DM, but all monetary stuff(gems/coins etc) should be copper.

That would make my job easier. I don't know the first thing about random loot tables. :)

Any ideas for how I might approach the silver and gold merchants? Should I just make them higher level versions of the copper merchant or would I need to tweak or add anything?
 

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