The Merchant - a PC-rated urban Commoner/Expert

A character class for 3.5e D&D

UNDER CONSTRUCTION


This is an attempt at filling the gap between the solid and rather brutish Bloke and the highly-skilled Professional, with emphasis on persuasion and commerce. It runs to only 5 levels, and is expected to be mixed in with either or both of them.

Posted by request before its time. Feedback is welcome. xxxxxx denotes something unfinished and possibly broken.


xxxxxxxxxx A trader, either a traveller or an established stationary businessman. Tinkers, brokers, managers and bureaucrats.

Adventures: A merchant often goes where the money is, and that might take him into danger. Conversely, even if he wants to stay put, others may be attracted to his supposed wealth.

Characteristics: The merchant is xxxxxxxxxx

Alignment: Any, but usually tending towards neutrality or sometimes evil. Hard bargaining leaves little room for strong emotion or generosity.

Religion: Merchants are seldom interested in religion, though many pay some manner of respect to gods of wealth, luck or travel.

Background: Most merchants are drawn from the middle classes, though some of the lower urban orders learn some of the merchant's arts.

Races: xxxxxxxxxx

Other classes: Other classes look on the merchant as an inconvenient necessity, merely a facet of civilised life. Conversely, the merchant views the adventuring classes as either a dangerous distraction or a necessary protection, depending on circumstances. As such, any association is likely to be temporary and commercial in nature.

Game Rule Information

Merchants have the following game statistics:

Abilities: The merchant depends on Charisma first and foremost, vital in trading at a good profit. Almost as important are Intelligence and Wisdom, for knowing his wares and his customers.

Alignment: Any.
Hit Dice: d6
Combat: Base Attack Bonus as a wizard (+ Level/2).
Saving Throws: Will is good (+2+L/2, down), Fortitude and Reflex bad (L/3, down).

Class Skills

The merchant's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Knowledge (local) (Int), Knowledge (geography) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Perform (patter) (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a) and Survival (Wis).

Skill Points at 1st Level: (8 + Int modifier) x4.
Skill Points at Each Additional Level: 8 + Int modifier.

Table: The Merchant
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +0 +2 Appraisal, Patter, Security (+4), Sanctuary, Favoured Class
2nd +1 +0 +0 +3 Fascinate, Detect Magic
3rd +1 +1 +1 +3 Security (+10), Distraction
4th +2 +1 +1 +4 Eyes in the Back of his Head, Calm Emotions
5th +2 +1 +1 +4 Suggestion, Silvertongue, Sense Wealth

Class Features

All of the following are class features of the professional.
Armour and Weapon Proficiency: A merchant is proficient with two simple weapons. He is not proficient with any other weapons, nor is he proficient with any type of armor or shields.
Appraisal: add class level to all Appraise skill rolls.
Patter: add class level to all Bluff or Diplomacy rolls when bargaining.
Basic Security (Ex): A merchant is used to pickpockets, cheats and thieves. He gains +4 to any roll to spot a Sleight of Hand attempt.
Sanctuary (Sp): "I'm just a humble peddler, trying to make an honest groat!". At will, the merchant can try to affect 1 living creature per class level; the effect is as the Sanctuary spell. They must share a language. Will Save, DC = 10+Level+Cha bonus. Range 30', Duration 1r per level or until the merchant performs any overt hostile act.
Favoured Class: Levels in the merchant class are discounted regarding multiclassing experience penalties.
Fascinate (Sp): At will, as Sanctuary. Effect also as Bardic Music, but assumes a potential sales environment and won't work on already-hostile targets (though is fine on subjects of Sanctuary).
Detect Magic (Sp): A 2nd level merchant can sometimes detect magic by touch. Roll d20+level+Wis Bonus vs DC based on item strength. xxxxxx
Distraction (Sp): As Fascinate, but works on hostile targets and will force Concentration rolls (same DC) and xxx
Eyes in the Back of his Head (Ex): A 4th level merchant is so used to looking around him that he cannot be flanked, except by a rogue of four or more levels. This is cumulative with rogue or barbarian levels with regard to Improved Uncanny Dodge.
Calm Emotions (Sp): By fourth level, the merchant's distracting patter acts as the Calm Emotions spell, at will, DC = 10+Level+Cha bonus.
Suggestion (Sp): A 5th level merchant is so persuasive that it acts as the Suggestion spell, up to (3+Charisma Mod) times per day. DC = 10+Level+Cha bonus.
Silvertongue (Ex): A 5th level merchant can communicate with any living creature of Int 3 or more, though it's likely to be quite slow.
Sense Wealth (Su): A 5th level merchant can sense the presence of wealth, be it on a person, in a locked chest or even in someone's name. xxxxxxxx



House Rules

New Spells

Level 0 Domain Spells

Armour and Weapons

New Feats

Fumbles

Monsters
Aaargh home Last Revised 3/10/05