merchant trader

Merchant Trader (Fighter 2, Thief 1, HD 1) – d6 HD

Merchant traders are individuals who carve out financial opportunities in the world.  They rely on silver tongues and strong arms to clear the pathways to success.  They strive to reach new lands to open new channels of wealth. 

At first level, merchant traders hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every three levels of experience (i.e. the same progression as fighters).  Merchant traders increase their base damage roll from their choice of either missile or melee attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, 9th, and 12th level. The merchant trader must choose which type of attack will receive the damage bonus at 1st level, and may not change the choice as he advances (i.e. they may choose to be either melee or missile specialists).

A merchant trader can wear chain mail armor or lighter and may use a shield.  They may use any swords, daggers, polearms, spears, and all missile weapons.  They may fight with a single weapon, with a weapon or shield, or with a two-handed weapon. 

At 5th level the merchant trader’s calm under pressure provides a calming influence on his retainers.  All henchmen and mercenaries personally led by the merchant trader in battle receive +1 to morale.

The business of a merchant trader 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.)

Merchant traders 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 trader 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.

Merchant traders 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.

While most merchants consider risk a financial term, merchant traders lead their own caravans, and do so with considerable skill. Any time the merchant’s party is in terrain familiar to the merchant trader, they get a +4 bonus on proficiency throws to avoid getting lost.

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

When a merchant trader attains 9th level (Merchant Prince), he can establish a trading post, and 1d6 merchant apprentices of 1st level and 5d10 0 level mercenaries will offer to work for him. If hired, they must be paid standard rates for hirelings.

Proficiency List: Alertness, Ambushing, Bargaining, Climbing, Combat Reflexes, Combat Trickery (disarm, force back, knock down, incapacitate, overrun), Command, Fighting Style, Gambling, Intimidation, Language, Leadership, Mapping, Mountaineering, Navigation, Precise Shooting, Profession, Riding, Running, Seafaring, Signaling, Skirmishing, Weapon Finesse, Weapon Focus

Experience

Title

Lvl

Hit Dice

Damage

BTH

0

Salesman

1

1d6 (6)

+1

0

2000

Vendor

2

2d6 (9)

+1

+1

4000

Trader

3

3d6 (12)

+2

+1

8000

Operator

4

4d6 (15)

+2

+2

16000

Trafficker

5

5d6 (18)

+2

+3 

32000

Exporter

6

6d6 (21)

+3

+3

65000

Broker

7

7d6 (24)

+3

+4

130000

Merchant

8

8d6 (27)

+3

+5

250000

Master Merchant

9

9d6 (30)

+4

+5 

370000

Merchant Prince

10

9d6+2 (32)

+4

+6

490000

Merchant Prince 11th level

11

9d6+4 (34)

+4

+7

610000

Merchant Prince 12th level

12

9d6+6 (36)

+5

+7

730000

Merchant Prince 13th level

13

9d6+8 (38)

+5

+8

850000

Tycoon

14

9d6+10(40)

+5

+9

merchant trader

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