I have wanted to add a merchant class to my game for a
while. DH Boggs described a merchant class in Dragons at Dawn but the
rules were different enough to be incompatible. I created my own based on what I imagine would be the same basic idea but, compatible with the rules that wound up being published.
Merchant Class
Prime requisite: Charisma
Save and fight as: Cleric
Hd 1d6
|
Hit dice
|
Persuade
|
Experience
|
Peddler
|
1d6
|
25%
|
0
|
Salesman
|
2d6
|
30%
|
1,501
|
Smuggler
|
3d6
|
35%
|
3,001
|
Speculator
|
4d6
|
40%
|
6,001
|
Entrepeneur
|
5d6
|
45%
|
12,001
|
Trader
|
6d6
|
50%
|
25,000
|
Distributor
|
7d6
|
55%
|
50,000
|
Merchant
|
8d6
|
65%
|
100,000
|
Tycoon
|
9d6
|
70%
|
200,000
|
Restrictions:
Merchants must be of neutral alignment. Merchants can wear any armor but have
not spent the time to train how to fight properly with armor and are at -3 to
hit when wearing anything heavier than chainmail. They are at -1 to hit when
wielding shields. They can use any weapon.
Appraise:
Merchants can assess the value of any item they are familiar with. E.g. Once they have seen an opal and
found out how much it is worth they can appraise all opals. The dungeon master
is free to establish what the categories are and how broad. If the dungeon
master wants to treat elven chairs of the Pang Theocracy as categorically
different than dwarven chairs of the Late Sleetwind Guild Era as categorically
different, deal with it.
When Merchants become Entrepeneurs, they are able to learn
the read magic spell if someone will teach it to them. They can only cast the
spell directly from a spell book and it takes 2 hours.
Persuade and Reputation:
Peddlers start with a base chance of 25% to sell any item for 20% more than
it is worth to anyone who can afford it. This increases by 5% per level (you
can read the chart). For every point the merchant’s charisma is above the
potential buyer’s intelligence add 2%. If the buyer’s intelligence is higher
than the merchant’s charisma subtract 2% for each point of difference.
Merchants can try to make more modest offers. If a merchant
only seeks 10% profit they double their chances and if they go for a more
audacious 40% profit they half their chances. Merchants may make multiple
offers.
Merchants can even sell goods for a profit to people that
clearly do not need the goods. If a merchant does so however, it can lead to a
negative reputation in the community. Subtract 1% from persuasion chance for
every unconscionable deal the merchant has made in a town. E.g. Werbin Blerbman
decides to make some quick cash he buys a barrel of wine from the Salty Nymph and takes it across the
street and sells it to the owner of the Vestigial
Toe for a 20% markup. The owner of the Vestigial toe did not need to buy
wine when he has a perfectly good wine cellar of his own and he certainly
didn’t need to pay an extra 20% for it. Werbin Blerbman will now have -1% on
all future persuade rolls in the town of Caladan.
Merchants get 1xp per gp of profit regardless of whether
they got the item they are selling from adventuring or not.
Stronghold: I
haven’t figured this out yet. I am also working on some complicated rules for
holding auctions.
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