New PC-class, The Merchant

wolfpunk said:
I think the merchant class could have a very real impact on a d&d game. Perhaps not as a beginning character, but what about the retired fighter, the dwarf who reopens a long lost mine and starts the forges again. Certain situations like this call for a real merchant class, and while it may not be a class set up for an epic level character, a few levels in merchant would do a lot of classes good. At worst it works great for establing well rounded NPC merchants.

I really like that idea. It could give a lot of character to NPCs and an interesting not to powerful option to high level characters.
 

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Actually one of my last NPCs that aided a party was a 10th level wizard/6th level fighter/4th level expert (merchant).

He was a travelling banker, gave out loans from treasure he had looted from dragons. Anyway, it was a great character, and the expert (merchant) was his outword class appearancewise. It was so much fun to have magical things happen and no explanation for them.
 

Crothian said:

1) Barter: Barter is the foundation for any business man. Many times you can get greater wealth by trading goods increasing your profit that way.

in Al Qadim (Arabian Adventures 2nd edition) there is a 10 pages chapter on equipment, with 3 prices for each item (asked, normal, bargain)

a haggling skills (that will produce a variant use of apraisal, nothing of great value)

and it has the merchant-rogue kit !(basicaly, it provide a small rules for merchant to buy things in bulk at bargain price and sells those things at normal price in another town, the second rules is a buisness that works "alone", the merchant know how to invest money, and a small random table determine if it get better or if a disaster occur)

This is probably not enough to justify tha book, but if you like elemental magic and arabian nights flavor you can't go wrong.

ESD
http://store.wizards.com/product.asp?ProductID=3926

Conversions
http://www.al-qadim.com/
http://www.zakhara.com/
 

MERCHANT
Alignment: Any
Hit Die: d6
BAB: As bard.
Saving Throw: Will good, Fort/Reflex poor (as sorcerer)

Level Abilities Gained
1 Master Merchant, Merchant Knowledge, Pure Profit
2 Ruthless
3 Resource Access
4 Respected Businessman
5 Bonus Feat
6 Merchant Contacts
7
8
9
10 Bonus Feat
11
12 Merchant Contacts
13
14
15 Bonus Feat
16
17
18 Merchant Contacts
19
20 Bonus Feat

Class Skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather
Information (Cha), Handle Animal (Cha), Heal (Wis), Innuendo (Wis), Intimidate (Cha),
Intuit Direction (Wis), Knowledge (all skills taken individually) (Int), Listen (Wis),
Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (Int), Spot (Wis),
Tumble (Dex), Use Magic Device (Cha, exclusive skill) and Wilderness Lore (Wis).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Weapon and Armor Proficiency: Merchants are proficient in all simple weapons and in
any two martial weapons of their choice. Merchants are proficient with light armor and
with shields.

Bonus Feats: At 5th level and every five levels thereafter, the merchant gains a bonus feat
drawn from the following list:
Barter (+5 Diplomacy checks for buying or selling legal merchandise), Blooded (FR),
Bullheaded (FR), Charlatan (SS), Cosmopolitan (FR), Illicit Barter (+5 Diplomacy checks
for buying or selling illegal or stolen merchandise on the black market), Improved
Initiative, Luck of Heroes (FR), Mercantile Background (FR), Obscure Lore (SS),
Persuasive (SS), Silver Palm (FR), Skill Emphasis (+3 to any one skill), Smooth Talk
(FR), Street Smart (FR), Thug (FR), Trustworthy (SS).
FR feat from Forgotten Realms Campaign Setting (Wizards of the Coast)
SS feat from Song & Silence (Wizards of the Coast)

Merchant Contacts (Ex): This is similar to the Leadership feat, except instead of having
a cohort and followers, the merchant has a business partner (of any class) and contacts (of NPC classes). These contacts can be in any city the Merchant has conducted business in
and provide advice, hospitality, information and business opportunities. Merchants receive
this at 6th,12th and 18th level.

Merchant Knowledge (Ex): As bardic knowledge.

Master Merchant (Ex): Once per day per level, a merchant can use his Profession:
Merchant skill to reproduce non-magical versions of the following spells:
Arcane Mark (3+ ranks): as arcane mark cast by a sorcerer of the merchant’s class level.
This is used by the merchant to mark his merchandise to help catch thieves or tell if an
item has been stolen and replaced with a forgery.
Detect Magic (3+ ranks): as detect magic cast by a sorcerer of the merchant’s class level.
Identify (3+ ranks): as identify cast by a sorcerer of the merchant’s class level.
Know Direction (3+ ranks): as know direction cast by a sorcerer of the merchant’s class
level.
Locate Object (6+ ranks): as locate object cast by a sorcerer of the merchant’s class level.
Legend Lore (9+ ranks): as legend lore cast by a sorcerer of the merchant’s class level.
Analyze Dweomer (12+ ranks): as analyze dweomer cast by a sorcerer of the merchant’s
class level
These non-magical versions affect only objects, not creatures.

Pure Profit (Ex): For every successful sale to a customer where the merchant bests the
customer in an opposed Diplomacy (Barter/Haggle) check, the merchant gains XP as if he
had defeated the customer in combat, or a creature of the merchant’s class level,
whichever is lower. The merchant must roleplay the transaction to gain XP.

Resource Access (Ex): Beginning at 3rd level, a merchant has access to an array of
resources from his various business ventures and investments. Once per game session, the
merchant can make a Charisma check to use those resources during the adventure. The
value of resources gained equals the merchant's class level multiplied by the result of the
Charisma check multiplied by 20. Thus, a 3rd-level merchant who gets a result of 16 on
her Charisma check would gain 960 gp worth of resources to use in the adventure (3 x 16
x 20 = 960).
These resources can take almost any form the merchant chooses (within reason) and
are his to do with as he pleases. He can keep them, use them, give them away, or sell them
as he sees fit. The resources gained arrive in the merchant's possession 1d8 hours after he
makes the check. These resources must be reasonably available when and where he
chooses to make the check. For instance, a merchant trekking through the wilderness
won't have access to many resources.

Respected Businessman (Ex): At 4th level, the Merchant adds his Charisma bonus (if
positive) to all Charisma-based skill checks when he is in a situation where his reputation
as a merchant is known.

Ruthless (Ex): At 2nd level, the merchant becomes well-versed in various cutthroat
business practices he can use to gain an advantage in his dealings. The merchant may use
his Intimidate skill instead of his Diplomacy skill to “hard sell” products to customers or
buy merchandise at a discounted rate. If the merchant fails his Intimidate check, the
customer is turned off and does not buy the item, or the seller does not agree to the
merchant’s offer (and may throw him out, depending on his mood and how badly he needs
to sell the merchandise). If the Intimidate check is made, the customer buys the item for
the stated price or the seller agrees to sell the merchant his goods at the discounted rate
(unless doing so is impossible due to lack of finances or it would cause him undue financial
hardship). A seller will never sell off his merchandise at a loss and will always need to
make some profit on the transaction, or the Intimidate check automatically fails.
 
Last edited:

A little different then posted above.....

Merchant Core Class

The merchants are the backbone of every town, city, and country. The move goods from place to place and spread local news and rumors as they go.

Alignment: Any, but most are at least partially Neutral
HD: d8
Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Innuendo (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Use Rope (Dex)
Skill Points at 1st Level: (6 + Int modifier) x4
Skill Points at Each Additional Level: 6 + Int Modifier

Weapons and Armor: Merchants are proficient in all simple weapons and all light armors.

Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 Barter, Merchant Lore
2 +1 +0 +0 +3 Superior Appraisal
3 +2 +1 +1 +3 Merchant Mark
4 +3 +1 +1 +4 Detect Forgery
5 +3 +1 +1 +4 Detect Magic 1 Day
6 +4 +2 +2 +5 Bonus Feat
7 +5 +2 +2 +5 Merchant Contacts
8 +6 +2 +2 +6 Identify
9 +6 +3 +3 +6
10 +7 +3 +3 +7 Detect Magic 2/day
11 +8 +3 +3 +7 Master Merchant
12 +9 +4 +4 +8 Bonus Feat
13 +9 +4 +4 +8
14 +10 +4 +4 +9
15 +11 +5 +5 +9 Detect Magic 3/day
16 +12 +5 +5 +10
17 +12 +5 +5 +10
18 +13 +6 +6 +11 Bonus Feat
19 +14 +6 +6 +11
20 +15 +6 +6 +12 Detect Magic 4/day

Barter: The merchant adds his Merchant Level to all Diplomacy rules when bartering.

Merchant Lore: As Bardic Knowledge

Superior Appraisal: The Merchant adds one half his Merchant level to all Appraisal Checks.

Merchant Mark: Once per level per day the Merchant can effect one of his items with his individual mark. Works like Arcane Mark

Detect Forgery: The Merchant gets +4 to all Forgery checks to detect a forgery.

Detect Magic: The Merchant can detect magic once a day per five levels

Bonus Feat: The Merchant may select one Feat from the following list: Silver Palm, Smooth Talk, Street Smart, Skill Focus (class skill only), Persuasive, Trustworthy, Multicultural, Obscure Lore

Merchant Contacts: This is similar to the leadership feat except instead of having a cohort and followers, the merchant has a one Business Partner and contacts. These contacts can be in any city the Merchant has conducted business in.

Identify: The Merchant may cast Identify once a day

Master Merchant: The Merchant adds his charisma bonus (if positive) to all social skills when he is in a situation where his reputation as a merchant is known.
 

Between those two merchant classes, there are some great ideas to work with. I like the minor magical abilities, seems to make the merchant know just enough to get the better end of the deal.

The pure profit idea is an interesting one. Could be a big pay-off if you get lucky against that mind-dead 20th level barbarian for example.
 



KK's is looking the better of the two. So, here are my comments on his.

8 skill points a level seems a lot. Merchants are skill oriented, but not as much as a rogue.

Alchemy and Use Magical Device I don't think are needed. Alchemy is a very devoted field and one that won't fit most Merchants. Use Magical Device I can see them having as they come across many things, but giving new classes exclusive skills weakens the power of the skill for the others.

I think you're giving way to many bonus feats. It's as many as a fighter (be it a different list) plus all the other goodies.

Why do they know all martial weapons and medium armor? Merchants do need protection, but I think this is way to much weapons and armor learning.

Pure Profit is very powerful. The merchant would not be splitting this XP with others in his party and all he needs to do is have a really high diplomacy to take advantage. There are many high level characters who will have no diplomacy skill. It could be possible fora first level merchant to sell to a 20th lkevel ranger and win on the diplomacy roll off. I like the idea, but i think it needs to be handled differently.

THe rest seems very good and I like this very much. You did a good job of combining the best of both of ours I think.
 

Thanks, Crothian. I really am grooving on your alternate takes and advice on my work. You always come up with something I should have thought of, LOL.

I'll tweak the class a bit per your advice.
 

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