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Merchant Character Class


This character class has been culled from a back issue of Dragon(tm) Magazine and details a character classes for use in a 1st Edition AD&D game.

Merchants: An NPC class

Gideon, a fighter of some renown, has just polished off a troll and is now ready to collect his winnings. He searches through the creature's lair and finds three topazes worth 500 gp each, a fur worth 800 gp, and a piece of jewelry worth - stop! Whoa! How does this fighter, who has difficulty counting when his gauntlets are on, know what a topaz is or what it's worth? The ability to identify and appraise valuable goods should be left to someone who is properly trained for this duty: that overlooked and underrated character, the merchant. The merchant class is an integral part of any AD&DŽ game society. Merchants are certainly the most commonly encountered NPCs, ranging from clerks in small general stores to merchant princes heading caravans along new trade routes. Merchants are found in all sectors of any civilized area, serving as fences for the thieves' guild in the lower-class part of town, as gem dealers who attend the queen, and as wool merchants who supply the tailors in the business district. These individuals form one of the most powerful groups in any realm. They control the money, and when money talks, many ears listen.

Merchants cannot be multiclassed, although many merchants are exadventurers who have quit their previous professions after collecting sufficient funds to go into business for themselves. Adventurers who change from their profession to that of the merchant class cannot use any of their former abilities until their merchant level exceeds their previous class level, or they lose all experience recently gathered. As a general rule, the merchant should be used mostly as an NPC class, although DMs may use the class as a PC class as they see fit. Some alterations in these rules may be necessary in this latter instance; these alterations are left to the DM's discretion. Table I shows what classes of NPC merchants are generally encountered. If a character class is indicated for an incompatible race (i.e., a half-elf illusionist), reroll the result. If the merchant in question is an ex-adventurer, and if the character was capable of being multiclassed in his adventuring days, roll again on this table to determine if he was multiclassed. For example, a half-elf rolls a 56, indicating he was a fighter. He rolls again and gets a 93, indicating he was a fighter/thief. If he had rolled again in the fighter class or as having no previous class, he would simply be a fighter. A third roll of 73 would make him a fighter/thief/magic-user. A maximum of three rolls is allowed, as this is the limit for multiclassed PCs.

Merchants are generally either halfelven or human, though DMs may wish to include merchant NPCs of other races as part of a demi-human community. Certain racial limitations and restrictions will apply; these may be gleaned from the Players Handbook or Dungeon Masters Guide.

Merchant characters use six-sided dice for hit dice, as per Thble 2. With regard to human and half-elven merchants, the following minimum ability scores apply; DMs may alter these figures as they deem necessary for other demi-human races:

Strength:6
Intelligence: 10
Wisdom:10
Dexterity:6
Constitution:6
Charisma:10
Comeliness:10
Merchants are allowed to wear leather armor; they may not use a shield. Merchants are allowed the use of the following weapons: club, dagger, dart, scimitar, broad sword, long sword, short sword, and whip. Merchants may use oil, but only evil merchants may use poison.

With respect to weapon proficiencies, merchants receive two initial weapons and are assessed a -4 nonproficiency penalty. Merchant characters add one proficiency level for every four levels gained. In addition to these abilities, merchants have the power to read languages and find/remove traps as a thief of the same level. Merchants fight and make saving throws on the thief tables, unless they are ex-adventurers, in which case they may use the most advantageous tables as allowed by the dual-class rules. While merchants receive standard experience points for monsters and magic, they are awarded a 10% bonus on experience points gained from money. Merchants do not receive any experience points for money they acquired prior to becoming a merchant. Therefore, a fighter with 2,000 gp does not start his career as a merchant with 2,000 xp. There is, however, no restriction against using this money for investments with which he can earn both profits and experience points.

Merchants may be any of the lawful or neutral alignments. The frequency of these aliguments are as follows: lawful good (15%), lawful neutral (35%), lawful evil (10%), neutral good (15%), neutral (20%), and neutral evil (5%). Chaos is simply not conducive to good business.

Magical item and spell use

Merchants can use all magical items usable by thieves, plus any magical items allowed them in their previous class if they are ex-adventurers. Because they so often handle and evaluate magical items (and require added protective abilities that magic can grant), merchants can also purchase spells that they can cast (as described further on) from the merchants guild at 1,000 gp per spell level; cantrips cost 100 gp each. The guild is protective of these spells and will not sell them to anyone other than a guild member. Merchants can also receive spells from scrolls and cooperative magic-users, and keep their own spell books. Merchants acquire a read magic spell first, and almost always (90%) acquire a detect magic spell next (useful because they will not purchase any item with a magical aura unless they know what the item's properties are). Merchants cast spells at half their merchant level (rounded down) for effect.
Table 1 Merchant Type Encountered
1d100Previous Profession
1-40Merchant
41-70Ex-Fighter
71-85Ex-magic-user
86-87Ex.ilusionist
88-00Ex-thief
Tables 3 and 4 illustrate spell-use statistics for the merchant class. Table 3 indicates the number of spells usable by level. Table 4 shows which spells may actually be chosen by the merchant, as well as providing randomization tables for choosing which spells an NPC merchant receives. Note again that the spells read magic and detect magic should be chosen first before rolling for other spells. A 1d6 roll is used to select which cantrips (normal or reversed) the merchant acquires; a roll of 1-4 indicates a normal cantrip is received (for which a 1d12 roll is made to find the exact cantrip), and a roll of 5-6 indicates a reversed cantrip is acquired (requiring a 1d6 roll). The spells listed in Table 4 are exactly the same as the versions of these spells listed in the Players Handbook and Unearthed Arcana. All spell powers and restrictions listed in these two sources also apply to the merchant class. Cantrips are used quite frequently for such tasks as keeping the merchant's wares polished, shined, or fresh. Less scrupulous members of this class may use some of the reversed cantrips to bring down the prices of items they want to purchase.

Appraising

One of the most important aspects of the merchant class is the ability to determine the value of an object. A merchant will appraise any item for someone else, charging a fee of 1% of the value of the item per level of the merchant. Thus, a 6th-level merchant charges 6% to appraise an item; 10% is the maximum fee. This fee will not be charged if the merchant buys the item at the same time he appraises it. Single-item merchants (e.g., rug merchants) appraise items in their fields of specialization as if they were four levels higher, but are penalized two levels when appraising an item not in their particular area of expertise. Optionally, thieves can appraise as merchants at one-fifth their thieving level, rounded down; consequently, a 1st- through 4th-level thief cannot appraise, a 5th- through 9th-level thief appraises as a 1st-level merchant, etc.

Table 2 Merchant Levels and Experience

Experience pointsLevel Six-sided dice for accumulated hit points Level title
0 -1,50011Haggler
1,501 - 3,000 2 2Bargainer
3,001 - 5,000 33Hawker
5,001 - 10,00044Vendor
10,001 - 20,00055Entrepreneur
20,001- 40,00066Nader
40,001- 75,00077Master Trader
75,001 - 130,00088Merchant
135,001 - 220,00099Merchant Prince
220,001 - 440,000109+1M.P (10th level)
440,001 - 660,000119+2M.P(11th level)
660,001 - 880,000129+3M.P. (12th level)
220,000 experience points per level for each adilitional level beyond 12th.

Merchant caravans

The merchant caravan described on page 69 of the Monster Manual is a perfect description of how merchants travel. The following additional characters accompany every caravan, replacing the tradesmen given in the Monster Manual: 1 head merchant of 8th-12th level; 1-3 overseer merchants of 5-7th level; 1-6 merchants of 2nd level; and, 3-18 merchants of 1st level. The number of people in the caravan is dependent upon the amount of merchandise. There are 50 people for every 10,000 gp worth of goods, up to a maximum of 300 people and 60,000 gp.

If PCs encounter a caravan, the level of the merchant they deal with depends on how much merchandise the PCs plan to buy. If they are going to spend less than 500 gp, they will work with a 1st- or 2nd-level merchant. If they have between 500 and 3,000 gp, they will deal with one of the overseers; anything in excess of 3,000 gp will be handled by the head merchant himself.

Table 3
Spells Usable by Class and Level
Merchant levelSpell level
Cantrip*12
1
21
32
431
532
643
7431
8442
9443
10**444
* Magic-user cantrips. * * Maximum spell ability.
Table 5 illustrates the merchant's ability to appraise goods. To use Table 5, roll 1d100 and compare the result with the merchant's level. The amount indicated is the appraised value of the item. For example, a 4th-level merchant appraising a gem worth 1,000 gp rolls a 92; therefore, he appraises the gem at 125% of its actual value, or at 1,250 gp. Evil (and some neutral) merchants may give a false appraisal if they think they will never see the PCs again, and always do so if they wish to purchase an item for themselves.

Merchants naturally pay less for goods and merchandise, especially when making their purchases from individuals such as PCs. However, their funds are not as endless as most PCs seem to think. TabIe 6 shows the funds usually available to NPC merchants, though the DM may rule that certain ones are richer or poorer than indicated (especially ex-adventurers). Any merchant who is going to spend a considerable portion of his funds for a purchase verifies his appraisal with a higher-level merchant to avoid making any costly mistakes. Merchants appraise wares for each other for free if they share other trade-offs in business.

A purchase percentage is the percent of the appraised value a merchant will pay for an item. Higher-level merchants pay a smaller percentage because of their increased skills in bargaining.

Fast-talking

Merchants have the ability to fast-talk to make a deal; treat this as a suggestion spell. The victim is entitled to a saving throw on 1d20 against his intelligence, with saving-throw bonuses against will-force attacks for high (or low) wisdoms. This suggestion power can be used once per day per level of the merchant. If the victim fails his roll, he believes he got a good deal for a number of turns equal to 20 minus his wisdom score. Merchants of level 9 and above may, in addition, talk so persuasively that they can cast a mass suggestion once per day.

If the victim makes the saving throw, he most likely becomes irate and possibly violent. Therefore, an established businessman or trader working a regular route seldom uses this technique; doing so quickly gains the merchant a bad reputation. If for some reason the merchant is dealing with a monster, use the intelligence table in the Monster Manual, page 6, and the Dungeon Masters Guide, page 79, for wisdom notes. The merchant must be able to communicate with the victim to use the fast-talk ability.

Table 4

Merchant Spells

Cantrips
CleanFreshenDirty
ColorGatherDusty
DampenPolishRavel
DryShineTangle
DustStitchTarnish
FlavorWrapWilt
1st level2nd level
AlarmAudible glamer
Comprehend languagesDetect evil/good
Detect illusionsDetect invisible
Detect magicESP
FriendsFools gold
Hold portalKnock
IdentifyLocate object
MendingMagic mouth
MessagePreserve
Nystul's magic auraWizard lock
Read magic
Tensor's floating disk

Table 5 Appraising Ability

Merchant level1d100 roll and appraisal percentage
01-0304-0809-1516-3031-7071-8386-92 93-9798-00
11-20%50%66%75%100% 125%133% 150%300-1,000%
221-40%50%66%75%100%125%133%150%200-500%
321-40%66%75%90%100%100%125%133%200-400%
431-50%75%90%90%100%100%125%133%200-400%
531-50%75%90%100%100%100%125%133%200-300%
641-60%75%90%100%100%100%100%125%150-250%
751-70%90%100%100%100%100%100%125%150-250%
861-80%90%100%100%100%100%100%100%100-200%
971-90%100%100%100%100%100%100%100%100-200%
1081-100%100%100%100%100%100%100%100%100-150%
* Maximum appraising ability
Table 6

Merchant Purchasing Goods

Merchant levelFunds(gp)Purchasing percent
120080
250080
375075
41,25075
52,50070
64,00070
77,00065
815,00065
925,00060
* Plus 25,000 gp per level after 9th
* * Minimum purchasing percent

Merchants in town

Every town, no matter the size, has at least one merchant running a general store; large cities may have hundreds of them working in its shops, stands, and bazaars. Almost all merchants found working in shops are between 1st and 4th level. Except for magic shops and high-class establishments, merchants of 5th level and above are rarely encountered running a store, as they are usually behind the scenes managing several businesses.

Conclusion

Let's go back to Gideon now. Instead of telling him exactly what he has found, a DM should advise him that he has found three large yellow gems, a nice fur, and a silver or platinum necklace containing either clear glass or diamonds. Gideon must now hope he gets an honest merchant and a good appraisal. Another system for appraising treasure appeared in DRAGON issue #104, page 38: 'Assessing, not guessing,' by Lionel D. Smith.1

The merchant NPC class can add a whole new dimension to your AD&D game. High-level merchants may send PCs to investigate new trade routes, or to deal with those people or creatures that are interfering with more established routes. A merchant may have a map to treasure and could give it to trustworthy adventurers for half the profit. All in all, the merchant can add color and realism to AD&D game adventures, and the use of this class should make the guy behind the counter able to deal with PCs on more equivocal terms. top of page


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Bob Senkewicz / Howell, New Jersey / senk@optonline.net