Merchant
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.
Posted in Uncategorized and tagged npc class by Stephen Hilderbrand with no comments yet.
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