Friday, May 6, 2016

Merchant Class

A Modified Thief
The Greyhawk thief class is the basis for a homebrew merchant class I will be using this weekend in my Dreadmoor campaign. I have mentioned often White Box's adaptability and how I enjoy creating new additions to White Box. I believe that the character classes available in a campaign help shape what kind of adventure stories are likely to come out of the campaign by determining who the main players are. By adding a merchant class I am effectively saying that adventures in commerce are going to be a part of this campaign. I might mention that this is in response to a player who regularly is trying to make small amounts of coin by selling things regardless of the class he is playing.
Starting with the thief class as it is presented in Supplement I Greyhawk (it seemed the best fit) I am retaining some thief elements such as hit points, but altering most. Charisma is the prime requisite for a merchant. Alignment can be any. Being a frequent traveler and caravan master, a merchant may employ any weapon and make use of leather armor and shield. Skill with weapons would seem to be on par with the thief class and therefore I treat them as thieves regarding to-hit numbers. Merchants would not be able to cast any spells, even off scrolls, but are generally able to read maps and at 3rd level are familiar with most trade languages (wisdom test). Humans are unlimited regarding level in the merchant class, dwarves may be merchants but are limited to 8th level due to their coarse nature. Hobbits/halflings may be merchants, but are limited to 6th level due to their aversion to travel. Elves generally show little interest in commerce.
The special ability of the merchant is in "the art of the deal". While any character may bargain for goods and services, the merchant excels at this skill. Therefore the merchant adds his/her level to any charisma check as a bonus when bargaining. The merchant's generally high charisma score entitles them to benefits when dealing with hirelings such as caravan guards and porters. Merchants use the thief experience/level table (with appropriate name changes, of course). Like thieves, merchants advance in combat like clerics and saving throws are the same as magic-users.
As an additional custom ability I have assigned the following to this particular "merchant trader" known to produce small charms (for sale) which, whether slightly magical or only placebo in effect, which seem to often work toward the desired outcome...at least initially. So as a special ability said trader may create/sell/use a number of "+1" charms per day equal to his level. The "+1" effect is on a single die roll and thereafter any effect the charm has is purely in the mind of the user/observer. In other words, it works once then is merely an interesting trinket (with possible sentimental value).

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