Dungeons and Dragons Wiki
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{{Property Link|Skill|SRD:Gather Information Skill|Gather Information}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Gather Information Skill|Gather Information}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Handle Animal Skill|Handle Animal}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Handle Animal Skill|Handle Animal}} ([[SRD:Charisma|Cha]]),
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} ([[SRD:Intelligence|Int]]),
+
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (Local) ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]])
 
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]])
 
{{Property Link|Skill|SRD:Profession Skill|Profession}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Profession Skill|Profession}} ([[SRD:Wisdom|Wis]]),

Revision as of 06:37, 17 October 2010


Created By
just_nobody (talk)
Date Created: 10/16/2010
Status: in progress
Editing: yes
Balance: Wizard

{{#set:Summary=Across the material plane, players are buying their equipment for full price and selling unwanted items for half price. Somebody is making profit! |Length=20 |Base Attack Bonus Progression=Poor |Fortitude Save Progression=Poor |Reflex Save Progression=Poor |Will Save Progression=Poor |Class Ability=Other |Class Ability Progression=Other }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}


Merchant

Abilities: Charisma for bargaining and atracting custumers. Intelligence for knowing item atributes and value. Wisdom for recognizing potential buyers/sellers.

Races: Humans, dwarves, gnomes, halflings.

Alignment: Any

Starting Age: As fighter

Table: The Merchant

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +0 <-any class features gained at this level->
2nd +1 +0 +0 +0 <-any class features gained at this level->
3rd +1 +1 +1 +1 <-any class features gained at this level->
4th +2 +1 +1 +1 <-any class features gained at this level->
5th +2 +1 +1 +1 <-any class features gained at this level->
6th +3 +2 +2 +2 <-any class features gained at this level->
7th +3 +2 +2 +2 <-any class features gained at this level->
8th +4 +2 +2 +2 <-any class features gained at this level->
9th +4 +3 +3 +3 <-any class features gained at this level->
10th +5 +3 +3 +3 <-any class features gained at this level->
11th +5 +3 +3 +3 <-any class features gained at this level->
12th +6/+1 +4 +4 +4 <-any class features gained at this level->
13th +6/+1 +4 +4 +4 <-any class features gained at this level->
14th +7/+2 +4 +4 +4 <-any class features gained at this level->
15th +7/+2 +5 +5 +5 <-any class features gained at this level->
16th +8/+3 +5 +5 +5 <-any class features gained at this level->
17th +8/+3 +5 +5 +5 <-any class features gained at this level->
18th +9/+4 +6 +6 +6 <-any class features gained at this level->
19th +9/+4 +6 +6 +6 <-any class features gained at this level->
20th +10/+5 +6 +6 +6 <-any class features gained at this level->

Class Skills (Skill Points::6 + Int modifier per level, ×4 at 1st level)
<-class skills (and key abilities), simply delete those skills which your class does not have as class skills from the complete list below. -> Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Knowledge (Local) (Int), Listen (Wis) Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Use Magic Device (Cha),


Class Features

All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.

Spells: <-Delete this section if this class does not cast spells. description of spellcasting abilities: on what stat save DCs are based, on what stat bonus spells are based, and what stat determines the highest level spell that can be cast.->. <-pluralized class name-> choose their spells from the following list:

0—<-spells, spells, spells->

1st—<-spells, spells, spells->

2nd—<-spells, spells, spells->

3rd—<-spells, spells, spells->

4th—<-spells, spells, spells->

5th—<-spells, spells, spells->

6th—<-spells, spells, spells->

7th—<-spells, spells, spells->

8th—<-spells, spells, spells->

9th—<-spells, spells, spells->

<span id="Table: <-class name-> Spells Known">Table: <-class name-> Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

Power Points/Day: A <-class name->’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: <-class name->. In addition, he receives bonus power points per day if he has a high <-relevant ability-> score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: <-Delete this section if this class does not manifest powers. description of manifesting abilities: on what stat save DCs are based, on what stat bonus powers points are based, and what stat determines the highest level power that can be manifested.->. <-pluralized class name-> choose their powers from the following list:

0—<-powers, powers, powers->

1st—<-powers, powers, powers->

2nd—<-powers, powers, powers->

3rd—<-powers, powers, powers->

4th—<-powers, powers, powers->

5th—<-powers, powers, powers->

6th—<-powers, powers, powers->

7th—<-powers, powers, powers->

8th—<-powers, powers, powers->

9th—<-powers, powers, powers->

Maximum Power Level Known: This column determines the highest level power he can learn at this level.

To learn or manifest a power, a <-class name-> must have an <-relevant ability-> score of at least 10 + the power’s level.

<span id="<-extraordinary class feature->"><-extraordinary class feature-> (Ex): <-class feature game rule information->

<span id="<-psi-like class feature->"><-psi-like class feature-> (Ps): <-class feature game rule information->

<span id="<-spell-like class feature->"><-spell-like class feature-> (Sp): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature->: <-class feature game rule information->

<span id="<-subclass feature->"><-subclass feature-> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<--... repeat as necessary.-->

<nowiki>

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