Just nobody (talk | contribs) |
Just nobody (talk | contribs) No edit summary |
||
(2 intermediate revisions by the same user not shown) | |||
Line 53: | Line 53: | ||
|- |
|- |
||
|3rd||class="left" | +1 || +1 || +1 || +1 |
|3rd||class="left" | +1 || +1 || +1 || +1 |
||
− | | class="left" | |
+ | | class="left" | Merchant's Reputation |
|- |
|- |
||
|4th||class="left" | +2 || +1 || +1 || +1 |
|4th||class="left" | +2 || +1 || +1 || +1 |
||
Line 62: | Line 62: | ||
|- |
|- |
||
|6th||class="left" | +3 || +2 || +2 || +2 |
|6th||class="left" | +3 || +2 || +2 || +2 |
||
− | | class="left" | |
+ | | class="left" | |
|- |
|- |
||
|7th||class="left" | +3 || +2 || +2 || +2 |
|7th||class="left" | +3 || +2 || +2 || +2 |
||
− | | class="left" | |
+ | | class="left" | ''Read Magic'' |
|- |
|- |
||
|8th||class="left" | +4 || +2 || +2 || +2 |
|8th||class="left" | +4 || +2 || +2 || +2 |
||
− | | class="left" | |
+ | | class="left" | |
|- |
|- |
||
|9th||class="left" | +4 || +3 || +3 || +3 |
|9th||class="left" | +4 || +3 || +3 || +3 |
||
− | | class="left" | |
+ | | class="left" | |
|- |
|- |
||
|10th||class="left" | +5 || +3 || +3 || +3 |
|10th||class="left" | +5 || +3 || +3 || +3 |
||
Line 77: | Line 77: | ||
|- |
|- |
||
|11th||class="left" | +5 || +3 || +3 || +3 |
|11th||class="left" | +5 || +3 || +3 || +3 |
||
− | | class="left" | |
+ | | class="left" | |
|- |
|- |
||
|12th||class="left" | +6/+1 || +4 || +4 || +4 |
|12th||class="left" | +6/+1 || +4 || +4 || +4 |
||
Line 83: | Line 83: | ||
|- |
|- |
||
|13th||class="left" | +6/+1 || +4 || +4 || +4 |
|13th||class="left" | +6/+1 || +4 || +4 || +4 |
||
− | | class="left" | |
+ | | class="left" | |
|- |
|- |
||
|14th||class="left" | +7/+2 || +4 || +4 || +4 |
|14th||class="left" | +7/+2 || +4 || +4 || +4 |
||
− | | class="left" | |
+ | | class="left" | |
|- |
|- |
||
|15th||class="left" | +7/+2 || +5 || +5 || +5 |
|15th||class="left" | +7/+2 || +5 || +5 || +5 |
||
Line 92: | Line 92: | ||
|- |
|- |
||
|16th||class="left" | +8/+3 || +5 || +5 || +5 |
|16th||class="left" | +8/+3 || +5 || +5 || +5 |
||
− | | class="left" | |
+ | | class="left" | |
|- |
|- |
||
|17th||class="left" | +8/+3 || +5 || +5 || +5 |
|17th||class="left" | +8/+3 || +5 || +5 || +5 |
||
− | | class="left" | |
+ | | class="left" | |
|- |
|- |
||
|18th||class="left" | +9/+4 || +6 || +6 || +6 |
|18th||class="left" | +9/+4 || +6 || +6 || +6 |
||
− | | class="left" | |
+ | | class="left" | |
|- |
|- |
||
|19th||class="left" | +9/+4 || +6 || +6 || +6 |
|19th||class="left" | +9/+4 || +6 || +6 || +6 |
||
− | | class="left" | |
+ | | class="left" | |
|- |
|- |
||
|20th||class="left" | +10/+5 || +6 || +6 || +6 |
|20th||class="left" | +10/+5 || +6 || +6 || +6 |
||
Line 135: | Line 135: | ||
'''Weapon and Armor Proficiency:''' Merchants are proficient only with the dagger, no armor and no shields. |
'''Weapon and Armor Proficiency:''' Merchants are proficient only with the dagger, no armor and no shields. |
||
+ | '''{{Anchor|Bargaining}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Bargaining allows you to buy items, land and services off the uneducated for less than their real value. It also allows you to sell products to unsavy customers at a false price. To bargain, choose a value for the given product or products. Make a bluff check opposing the salesperson/customer's appraise check. They get +1 on their check for each 10 gp above (selling) or below (buying) the item's true value, +10 if it is an item they buy or sell regularly, and -10 if it is an item they have never seen before. You may use this in reverse to buy an item from a reluctant customer by giving them a good deal, or to sell an item to someone who doesn't need it by letting them have it at a reduced price. |
||
− | '''{{Anchor|<-extraordinary class feature->}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <-class feature game rule information-> |
||
+ | |||
+ | '''{{Anchor|First Specialty}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Most Merchants Specialize in a single group of products they are known for. A player wouldn't go to a food vendor to buy a lantern, and they wouldn't go to a hat salesman to purchace a saddle for their donkey. At first level a merchant selects one of the folowing catagories as a specialty. They may purchase items within their specialty for half price, and sell items within thir specialty for full price. It takes a merchant as long to find a customer as it takes an adventurer to find a merchant. |
||
+ | |||
+ | The specialties availaible at first level are as follows: |
||
+ | |||
+ | Clothing- Cloth vendors supply the world with clothing ranging from peasant's rags to a cleric's vestements. |
||
+ | |||
+ | Food- Inkeepers, food vendors and restauranteers bring food to the masses. |
||
+ | |||
+ | Adventuring Gear- These merchants supply PCs with backpacks, bedrolls, candles, lanterns, ropes, torches and more. |
||
+ | |||
+ | Tools of a trade- The artist's canvas, the carpenter's hammer, the scholar's ink and the miner's pick, these merchants sell the right tool for the right job. |
||
'''''{{Anchor|<-psi-like class feature->}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' <-class feature game rule information-> |
'''''{{Anchor|<-psi-like class feature->}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' <-class feature game rule information-> |
Latest revision as of 00:47, 19 October 2010
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
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +0 | +0 | +0 | +0 | First Specialty, Bargaining | ||||||||||||||||||||||||||||||||||||
2nd | +1 | +0 | +0 | +0 | Identify | ||||||||||||||||||||||||||||||||||||
3rd | +1 | +1 | +1 | +1 | Merchant's Reputation | ||||||||||||||||||||||||||||||||||||
4th | +2 | +1 | +1 | +1 | Gift of Tongues | ||||||||||||||||||||||||||||||||||||
5th | +2 | +1 | +1 | +1 | Second Specialty | ||||||||||||||||||||||||||||||||||||
6th | +3 | +2 | +2 | +2 | |||||||||||||||||||||||||||||||||||||
7th | +3 | +2 | +2 | +2 | Read Magic | ||||||||||||||||||||||||||||||||||||
8th | +4 | +2 | +2 | +2 | |||||||||||||||||||||||||||||||||||||
9th | +4 | +3 | +3 | +3 | |||||||||||||||||||||||||||||||||||||
10th | +5 | +3 | +3 | +3 | Third Specialty | ||||||||||||||||||||||||||||||||||||
11th | +5 | +3 | +3 | +3 | |||||||||||||||||||||||||||||||||||||
12th | +6/+1 | +4 | +4 | +4 | Analyze | ||||||||||||||||||||||||||||||||||||
13th | +6/+1 | +4 | +4 | +4 | |||||||||||||||||||||||||||||||||||||
14th | +7/+2 | +4 | +4 | +4 | |||||||||||||||||||||||||||||||||||||
15th | +7/+2 | +5 | +5 | +5 | Fourth Specialty | ||||||||||||||||||||||||||||||||||||
16th | +8/+3 | +5 | +5 | +5 | |||||||||||||||||||||||||||||||||||||
17th | +8/+3 | +5 | +5 | +5 | |||||||||||||||||||||||||||||||||||||
18th | +9/+4 | +6 | +6 | +6 | |||||||||||||||||||||||||||||||||||||
19th | +9/+4 | +6 | +6 | +6 | |||||||||||||||||||||||||||||||||||||
20th | +10/+5 | +6 | +6 | +6 | Fifth Specialty | ||||||||||||||||||||||||||||||||||||
Class Skills (Skill Points::6 + Int modifier per level, ×4 at 1st level) |
Class Features[]
All of the following are class features of the merchant.
Weapon and Armor Proficiency: Merchants are proficient only with the dagger, no armor and no shields.
Bargaining (Ex): Bargaining allows you to buy items, land and services off the uneducated for less than their real value. It also allows you to sell products to unsavy customers at a false price. To bargain, choose a value for the given product or products. Make a bluff check opposing the salesperson/customer's appraise check. They get +1 on their check for each 10 gp above (selling) or below (buying) the item's true value, +10 if it is an item they buy or sell regularly, and -10 if it is an item they have never seen before. You may use this in reverse to buy an item from a reluctant customer by giving them a good deal, or to sell an item to someone who doesn't need it by letting them have it at a reduced price.
First Specialty (Ex): Most Merchants Specialize in a single group of products they are known for. A player wouldn't go to a food vendor to buy a lantern, and they wouldn't go to a hat salesman to purchace a saddle for their donkey. At first level a merchant selects one of the folowing catagories as a specialty. They may purchase items within their specialty for half price, and sell items within thir specialty for full price. It takes a merchant as long to find a customer as it takes an adventurer to find a merchant.
The specialties availaible at first level are as follows:
Clothing- Cloth vendors supply the world with clothing ranging from peasant's rags to a cleric's vestements.
Food- Inkeepers, food vendors and restauranteers bring food to the masses.
Adventuring Gear- These merchants supply PCs with backpacks, bedrolls, candles, lanterns, ropes, torches and more.
Tools of a trade- The artist's canvas, the carpenter's hammer, the scholar's ink and the miner's pick, these merchants sell the right tool for the right job.
<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.-->
Back to Main Page → 3.5e Homebrew → Classes → NPC Classes