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Character Class Details: Profiteer Group, Talkers Family

Career

Qualifications

...Class... ...Birth... Apprenticeship Stats Alignment Literacy Race
Merchant common or noble Scholar or Stealthist 6 Dex, 8 Int, 8 Wis, 8 Cha N, NE, LE, LN, LG, NG, CG; Venusian and Svartalf Merchants may be CE or CN Court, Common, Trade Human (Newman, Silveradam, Halfadam, Gillman), Dwarf (Hill, Mountain, Grey), Elf (Svartalf, Grey, High, Venusian, Martian, Minervan, Plutonite, Neptunite, Halfalf, Waterling, Darkling), Surface Gnome, Halfling (all), Vanara (Kivili, Bandar, Orongo), Nezumi

Career Progression

Merchants use the XP and HD progression table of Thieves shown in Player's Handbook, with two changes: they use d3 instead of d6 and they gain 1 hit point per level after level 10 instead of 2.   Merchants only receive 1/2 experience from combat (if they are part of a split class, all combat experience goes towards the other class) but gain 1xp for each gp of profit. To calculate profit, the Merchant and DM must keep tabs on the Merchant's expenses throughout a campaign. Expenses include hires, fees, duties, and consumables. Permanent investments such as gear and weapons aren't counted unless said gear is sold, in which case the original cost will be subtracted from the sale price to determine profit on that item.    Higher level Merchants are inducted into the ways of Illusionist magic through their guild connections. Dwarven Merchants are unable to use Illusionist magic.   Illusionist Spells:
Level 1 2 3
7 1
8 2
9 2 1
10 3 1
11 3 2
12 3 2 1
13 3 3 1
14 4 3 1
15 4 3 2
16 (max spell ability) 4 4 2

Maximum Level
Race Max Level
Newman U
Silveradam, Halfadam, Gillman 12
Dwarf (Hill, Mountain, Grey) U
Elf (Svartalf, High, Martian, Halfalf) U
Elf (Grey, Darkling) 24
Elf (Venusian) 18
Elf (Minervan, Neptunite) 6
Elf (Plutonite, Waterling) 12
Surface Gnome U
Halfling (all) 6
Kivili Vanara 6
Bandar Vanara 12
Orongo Vanara 16
Nezumi U

Other Benefits

The main special ability of the Merchant is haggling. The haggling proficiency is also available to other classes, but Merchants both factor in their level multiply their profits relative to non-Merchant hagglers.   Merchant trading with Merchant: Seller ((Int + Cha + Level) - Buyer (Wis + Cha + Level)) = %bonus or discount (if negative) applied to list price. Merchant trading with non-Merchant with Haggling proficiency: Merchant Seller vs non-Merchant Buyer: Seller (Int + Cha + Level) - Buyer (Wis + Cha + 6) = %bonus or discount (if negative) applied to list price. If bonus, the amount is multiplied by 2d4. Merchant Buyer vs non-Merchant Seller: Seller (Int + Cha + 6) - Buyer (Wis + Cha + Level) = %bonus or discount (if negative) applied to list price. If discount, the amount is multiplied by 2d4.   Merchant Trading with non-Merchant with no Haggling proficiency: Merchant Seller vs non-Merchant Buyer: Seller (Int + Cha + Level) - Buyer (Wis + Cha) = %bonus or discount (if negative) applied to list price. If bonus, the amount is multiplied by 2d4. Merchant Buyer vs non-Merchant Seller: Seller (Int + Cha) - Buyer (Wis + Cha + Level) = %bonus or discount (if negative) applied to list price. If discount, the amount is multiplied by 2d4.   In addition to the above bonuses, Merchant profits and discounts are further doubled if the product being traded is within the Merchant's area of specialty. Merchants begin with one specialty at level 1 and gain another every five levels (at 6, 11, 16, etc.). Each choice of specialty will require devoting a proficiency slot to learning about that market (type varies by topic).

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