New PC-class, The Merchant

Malachkite

First Post
I am to make a new Pc class called "Merchant" or "Tradesman". This class will not be as combat oriented as the others classes in D&D. The class will focus on skills and abilities that help the PC in his occupation.

I was hoping that you smart people out there could help me with ideas to make this a interesting class to play.

I am also thinking to use the Noble class from WOTRPG in my D&D campaign.

Malachkite
 

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My suggestion:

Use the Expert from the DMG.
Increase the Skill Points to 10 per level.
Add a bonus Feat at every odd level, limited to Skill Focus and the +2 to 2 skills feats.

This makes a versatile 'non-adventurer' class.

Have a look at the Courtier from Rokugan for another non-fighting skill-based class.

Geoff.
 


If you can borrow a copy of it, take a look at Arabian adventures (2nd edition), there is a nice merchant kit for PC thief in it, and kits in Arabian adventures tend to drastically change classes, so this might be a good starting point.
 

I'd personalize it. THe Noble, Courtiar, and Expert are intersting starting possitions, but I think a merchant would have certain specific advantages.

1) Barter: Barter is the foundation for any business man. Many times you can get greater wealth by trading goods increasing your profit that way.

2) Appraial: Merchants need to be good at determining the price of an item. I'd give them a nice bonus to this skill.

3) Detect fakes and forgeries, shotty craftsmanship, etc.: A merchant needs to protect himself from getting ripped off.

4) Mundane Magic: An apartent oxy moron, but a merchant knows things. Possible give them certain divination spells that don't work like spells.

5) Merchant Knowledge: He knows who to talk to to get something no matter if it's rare, illegal, magical, or unique. He can even do this in cities he hasn't been to.

6) Merchant Member: Merchants are the backbone of the ecomony and everyone recognizes that. People might try to get in his good graces to get good prices. When he drives his wagon in town many people are eager to see what whares he has.

7) Pilot Wagon/ship: Merchants have to get their cargo from point A to point B.
 

I most agree with Crothian.

Personally I would start with the base Expert from the DMG for all of the abilities it has listed. Choose the 10 most appropriate skills to be a Merchant (in your opinion) as the class skills.

1 & 2 ) Barter & Appraisal: --> This is simply a use of the Apprais and Negotiation skills or if you really want to get detailed about it substitute Negotiation with a combination of Bluff and Sense Motive.


3) Detect fakes and forgeries: ---> This also is a part of the Appraisal skill.

4) Mundane Magic: ---> This I would give. Give them a series of Spell-like abilities or outright spell progression similar to a Bard's, related to divination and possibly some alterations that affect goods.

5) Merchant Knowledge: ---> Again I like this, making it a variation of Bardic Knowledge.

6) Merchant Member: ---> Not sure what to do with this as it seems a role-playing aspect.

7) Pilot Wagon/ship: ---> Could be done with Profession Teamster.


I would add in a few bonus feats relating to Social Skills (i.e. Silver Palm, Smooth Talker, etc.).
 

SW has two useful feats for merchants:

Barter: +5 bonus to Diplomacy checks made to buy or sell merchandise (haggle).

Illicit Barter: Same as above, but only usable for transactions in illegal or stolen merchandise (black market, fencing, etc.).
 

Khaalis said:
3) Detect fakes and forgeries: ---> This also is a part of the Appraisal skill.

Just so you know, detecting forgeries uses, oddly, the forgery skill itself.

Nice idea, but I imagine it'll be hard to find a player to make a character that doesn't fight, but barter. I'm a roleplayer extraordinare*, and I wouldn't take this class -- but then again, roleplaying is different in everyone and in the right campaign, this class would be gold :D But in the standard "lets-wander-the-country-side-and-find-small-villages-to-save-from-evil" campaign, I can't see someone taking this class. If I wanted to roleplay a merchant in one of these campaigns, I would be a rogue peddler. But I still like this class.

Now, get back to work on this class. I want to see it!

* This is subject to debate, of course, but I am undoubtedly the best roleplayer in my group :p
 

Privateer said:


Just so you know, detecting forgeries uses, oddly, the forgery skill itself.

Nice idea, but I imagine it'll be hard to find a player to make a character that doesn't fight, but barter. I'm a roleplayer extraordinare*, and I wouldn't take this class -- but then again, roleplaying is different in everyone and in the right campaign, this class would be gold :D But in the standard "lets-wander-the-country-side-and-find-small-villages-to-save-from-evil" campaign, I can't see someone taking this class. If I wanted to roleplay a merchant in one of these campaigns, I would be a rogue peddler. But I still like this class.

Now, get back to work on this class. I want to see it!

* This is subject to debate, of course, but I am undoubtedly the best roleplayer in my group :p

Persoanlly, I like the idea of playing a character who was a merchant but then through circumstance has to become an adventurer. I like playing the less combat oriented characters, but I doubt I'd play a merchant as an actually merchant all the time.

Another Ability could be Merchant Contacts: From all their travels and dealing with people a Merchant hasa chance of finding a friend or an aquatance in any city or town.
 

I think the merchant class could have a very real impact on a d&d game. Perhaps not as a beginning character, but what about the retired fighter, the dwarf who reopens a long lost mine and starts the forges again. Certain situations like this call for a real merchant class, and while it may not be a class set up for an epic level character, a few levels in merchant would do a lot of classes good. At worst it works great for establing well rounded NPC merchants.
 

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