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Merchant (3.5e NPC Class)

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Revision as of 07:52, October 17, 2010 by Just nobody (Talk | contribs)

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}}


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 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 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 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.

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

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

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

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

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

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

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