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2nd Edition Content!!!
I have had this class for a while so it was a part of my Merchant Guild/House structure from the origination of the Birthright campaign setting. I rewrote some fine work by Dave Hargrave the creator the of the Arduin Grimiore Series. I have expanded the class into the Birthright campaign setting to give merchant classes the same type of bite that the clerics/church already does when determining influence in an area.
Merchants
The merchants of the world were sometimes the explorers of the world to. Opening markets in far distant lands for the betterment of their own financial needs and to provide goods from one region to another. Without merchants the maps of the world would have only the word “Unknown” written on all the edges. This type of player character in interested in trade, but won’t turn down a little adventure in their down times
They are part fighter and all business man (or con artist depending on your recent purchases from them) when it comes to moving their goods from place to place. This class of merchant is different from the NPC merchants of the world, as they are transporters of goods, and may take on valuable cargo from time to time in order to increase profits.
The merchant is conversant in the arts of survival in the wilds and knows his way in all countries that his traveling in. They are strict with their crews and caravans in order to avoid needless entrapments with local taboos and intrigues.
All initiate merchants are drilled in the customs, languages, laws, symbols, and military composition and their usual tactics. They are kept under strict camp regimens while on the trail and need their master’s permission to be freed of these duties on the trail or voyage an any time. The initiate will be under their master merchant’s complete control for the first 8-10 years of their service, but at the end of that time they will be full 1st level merchants. Most apprentice/initiates start around 13-14 years of age.
A) Ability scores minimums/maximums.
a. STR 14>; INT & WIS 15>; DEX 12>; CON 15>; CHR 14>
These abilities reflect the rough life and need to be knowledgeable about many faces of the merchants craft.
b. If all stats are 15> then the Merchant is granted a +10% EXP bonus.
B) Racial Class Limits
a. All intelligent races of neutral of good alignments. Evils must conceal their nature, and their race must be accepted in the region in order to functions
C) Hit Dice Type: 1D8 per level up to 9th.
D) Alignment Limits: Any non chaotic alignment is allowed. (Evils will find it hard to function after a period of time working in a region.)
E) Attack and Save Tables: Attk as fighter ½ their level; Save as thief ½ their level.
F) Armor and weapons allowable
a. Armor: Up to splint mail/chain mails. They prefer lighter armors for mobility.
b. Shield Limits: May use shields.
c. Weapons of preference for the class: They prefer daggers, darts, spears, light lances, all swords and bows (of all types; but crossbows are often the weapon of choice).
H) Encumbrance limits for class if any. As STR Limits.
I) Combat considerations
1) Proficiencies
a) Penalty for weapon proficiencies (- 3 to hit)
b) Number of weapon proficiency base number (4)
c) Base number of non weapon proficiencies base number (2)
d) Increase in base number of both proficiencies: Wpn 1 per 6 levels; Non Wpn 1 per 3 levels
2) Number of attacks per round & additional attacks: As their fighter level
3) Surprise alterations: Normal
4) The use of oil: Yes
5) The use of poison: As Allowed By Alignment!!
J) Magic Item use & limitations: As
K) Level limit advancements if any
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Most non humans can only achieve 12th level, but may continue to advance at double the normal experience costs.
L) Stronghold structuring -
Upon reaching the 10th level the merchant can establish their own merchant holding level 1 in a city as a base of operations. The will buy buildings/warehouses like any other local merchants, but they may export their enterprises much further.
This holding will affect the surrounding area as the level of the holding increases. The Holding (as in Birthright Campaign, will gain 1 Level in size for each 5 levels of the Guildmaster above the 10th level. (i.e. Lvl 2 at 15th, Lv 3 at 20th, etc…).
Any regions connected to city/base region will be a -1 Level holding when compared to the base cities level of holding. So when the holding goes to Lv 2 in the city, the surrounding regions will be at Lv 1 holdings for trade purposes with this guild house. When these surround regions are made Lv 2 holdings then the connected regions to them become Lv 1 holding for trading purposes. In this manner a merchant/guild will increase its influence with its main holdings. These holdings must be staffed correctly, as these holding are only a potential holding until it is staffed and fleshed out with stores, contacts, etc…..
For each 5 Levels that a merchant has achieved past the 10th they can move into another city as a primary holding, anywhere that they can travel to or trade with. These new holdings will all start out at Lv 1 but may be increased as normal, or they will increase with each 5 levels after that. These far flung holdings will affect surrounding areas as the original base holding do.
If two merchant guilds or houses face off for a particular set of goods in a region, the two merchants compare levels. The higher level gets an adjustment to the upcoming contesting roll equal to the difference in their levels. Roll a 1d10 for contesting of the market (lets say beef) for that city/region. The high dice wins…..and the difference in the dice rolls are how much of the market they control. When control reaches 100% the loser must start over with all expenditures for starting a level 1 holding in that area.
2) Caravan Followers: 2-7 Apprentice/Initiate Merchants after 12th level. Also a familiar group of guards numbering 3-18 and 4-24 drovers that follow them on their caravan runs. This number doubles with each 6 levels after 12th level.
a) Morale adjustments: +2 When defending a caravan or campsite.