Monday, March 17, 2008


Nearly every society requires commerce to thrive, and who but merchants ensure that commerce is successful. Found in almost every settlement, merchants live for one of two things: to see the community prosper through their individual actions, or to see themselves prosper at the expense of the community. Merchants come in all humanoid races, even orcs, goblins, and kobolds have their own trade networks. Halflings and humans are particularly drawn to the merchant lifestyle, as are some elves, dwarves, and gnomes. Some half-orcs have made a killing (literally and metaphorically) bridging the divide between the friends of humans and their foes.

Merchants are rarely found outside of settlements, unless they caravan goods from region to region over land or sea. It is this type who find adventure as caravan leaders, wandering collectors, arms dealers, and merchant marines.

Merchants gain attack bonus at the rate of one for every two levels, starting at 1. Fort, Ref, and Will saves are gained at the rate of one every three levels starting at 0.

Hit Die: d6.

The merchant's class skills are Appraise, Bluff, Craft, Decipher Script, Diplomacy, Gather Information, Handle Animal, Knowledge (Local), Knowledge (Geography), Knowledge (History), Listen, Profession, Ride, Spot, Survival, Use Magic Device, Use Rope.

Skill Points at 1st Level: (3 + Int modifier) x 4.
Skill Points at Each Additional Level: 3 + Int modifier.

Class Features
Depending on the specific merchant specialization,the following class features apply.

Weapon and Armor Proficiency: Merchants are skilled with all simple weapons. Those who have spent time in merchant marines or as caravan leaders gain the use of martial weapons. Merchants are not proficient with armor nor with shields, unless they have spent time in those same settings.

Starting Gear
4d6 x 10 gp worth of equipment.

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