dwarf merchant

Dwarven Merchant (Dwarf 2, Fighter 1a, Thief 2, HD 1) – d6 HD CHA

 

(5 custom powers, 2 proficiencies from dwarf, 1 custom power from trade off from narrow to broad armor)

 

At first level, dwarven merchants They are trained combatants, although not as skilled as fighters. At first level, Innkeepers hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every four levels of experience. They may cleave a number of times equal to their level /2.   A dwarven merchant can wear chain mail armor or lighter and may use a shield.  They may use axes, maces, flails, or hammers.  They may fight with a single weapon, with a weapon or shield, or with a two-handed weapon.  They save as thieves.

 

The business of a dwarven merchant is business, and their devotion to trade and profit yields them many special abilities. Foremost among these is the mercantile network of contacts, fences, and peddlers that merchants build through their travels. Whenever merchants buy and sell equipment, hire retainers, and engage in mercantile ventures in a market they have previously visited, they treat the market as if it were one market class larger than its actual size. (Class I markets remain Class I markets.)

 

Dwarven merchants are expert bargainers who get the best deals available for goods, services, and information. Any items the venture purchases cost 10% less than the listed price and any items he sells go for 10% more than the listed price (as per the Bargaining proficiency). If trading with another merchant, or a character with the Bargaining proficiency, the opposed bargainers should make reaction rolls. Whichever character scores the higher result gets the discount. A merchant may select Bargaining proficiency to improve his skills. Each time the proficiency is selected, the character receives a +2 bonus on his reaction roll when negotiating with other bargainers.

 

Dwarven Merchants know that business empires can rise and fall on information, so they learn to keep their ears open at all times.  All merchants can hear noises as thieves of their level. For the same reason, merchants are experts in reading languages. On a proficiency throw of 5+ on 1d20, the venture can decipher a document (including ciphers, treasure maps, and dead languages, but not magical writings). If the roll does not succeed, the merchant may not try to read that particular piece of writing until he reaches a higher level of experience.

 

In order to open new markets and establish trade with unknown tribes, merchants study diplomacy. They receive a +2 bonus on all reaction rolls when they attempt to parley with intelligent creatures (as per the Diplomacy proficiency).

 

A dwarven merchant is a journeyman in a proficiency (e.g. smith, brewer, armorer).  They also develop business acumen, which increases their base profit of any business venture by 0.5% per level.

 

Sensitivity to Rock: All dwarves gain a 1 bonus to surprise rolls when underground. Dwarf Tongues: All dwarves speak four bonus languages: Dwarf, Gnome, Goblin, and Eldritch. Detect Traps: Because of their experience underground, all dwarves may detect traps, false walls, hidden construction, and notice if passages are sloped with a proficiency throw of 14 on 1d20. Hardy People: All dwarves gain a +3 bonus on saving throws versus Blast and Breath and a +4 bonus on all other saving throws.

 

When a dwarven merchant attains 9th level (Merchant Prince), he can establish a guildhouse, and 2d6 merchant apprentices of 1st level will offer to work for him. If hired, they must be paid standard rates for ruffians. Many merchants use these followers to start a syndicate, expanding their wealth through legitimate and illegitimate channels.

 

Experience

Title

Lvl

Hit Dice

BTH

0

Salesman

1

1d6 (6)

+0

2000

Vendor

2

2d6 (9)

+0

4000

Trader

3

3d6 (12)

+1

8000

Operator

4

4d6 (15)

+1

16000

Trafficker

5

5d6 (18)

+2

32000

Exporter

6

6d6 (21)

+2

65000

Broker

7

7d6 (24)

+3

130000

Merchant

8

8d6 (27)

+3

230000

Master Merchant

9

9d6 (30)

+4

330000

Merchant Prince

10

9d6+2 (32)

+4

430000

Merchant Prince 11th level

11

9d6+4 (34)

+5

 

 

dwarf merchant

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