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.