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  1. #1
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    A Merchant Class to go With the Guild Structure!!



    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
    1) Most non humans can only achieve 12th level, but may continue to advance at double the normal experience costs.
    L) Stronghold structuring

    1) 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.
    Last edited by Arjan; 04-15-2007 at 09:37 PM.

  2. #2
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    M) Special abilities
    (By Level of Advancements)

    1st Level of Advancements
    1) Fighterlike abilities: Operates as a fighter ½ their merchant level.
    2) Clericlike abilities:
    3) Thieflike abilities: They operate as a thief ½ their merchant level in open locks, find and remove traps, move silently, hide in shadows, climb walls, read magic, & forgery. This ability goes up with the merchants level, and take into account racial bonuses.
    4) Magelike abilities:
    5) Unique or other class abilities (psionics, etc…):
    a) They gain 100 experience points for each 1000 gp that they earn as profit in their travels.
    b) Bargaining: This skill allows the merchant to alter pricing by controlling the nature of the haggling. This ability is progressive and will continue to increase till it reaches its maximum at 27th level. He will be able to increase/decrease pricing received for an item by a rate of 5% + 2% per level until 41% is reached. Then a 1% increase in made up till the 50% mark is reached at 27th level. This is the maximum pricing alteration allowed. If two merchants are in a competitive haggling situation you simple subtract the smaller from the greater, and leave the higher level merchants remaining bonus is play.
    c) Appraising Objects: Any time the merchant handles an object they can get a feel (magical) for its intrinsic value. This is at the rate of 75% +2% per 3 levels after the first. If the attempt fails the DM will have to make a 1d6 x 1-100% inflated pricing rolls to determine the size of the appraisal error.
    d) Equivocate/Fast Talk: This skill will cause opponents to be confused and more easily believe what a merchant in talking about in relationship to the bargaining.
    This fast talking must be in a language that the affected creature in conversant with, and the creature has to have an INT of 4>. The power is a powerful magical and mental affect similar to hypnotic pattern, in its ability to mesmerize with word and showmanship. An item is presented or a service is outlined that seems positively indispensable to the listener/viewer. The equivocate/fast talking power will cause any creature conversant in the language that it is spoken in to make a -2 save vs magic or be confused in place for 1-6 rounds after the merchant has quit talking. The power can be used in combat, but the merchant will not be able to attack or use DEX armor class adjustments in that round. Also if two merchants are employing the power within 30’ of each other they are both neutralized. (When affected by this power the affected are trying to figure out exactly how to best use this positively great information/idea in their lives). The affected will sit and stare quizzically at the merchant while her pursues other actions even attacks not specifically directed at them. If the merchant then attacks a creature under their voices affect, the creature will take one round to recover. The voice of a merchant is a powerful tool or weapon.
    e) Informational Contacts: With an extensive source of guild contacts throughout a region or possibly a world, the merchant is able to gather information about local issues, travel conditions, terrain problems, banditry, etc….in an area they are moving into or through. This is at a success rate of 5% per day + 5% per 2 levels of the merchant. The maximum success rate is 75% at 13th level. This attempt can be made only once per week, and in 15% an unreliable source will be quoted with erroneous information. (DM’s will have to adjudicate what the exact extent or bad information is). A failed attempt means that there is no source available in the area. When the merchant has traveled 50 miles another attempt may be made, or an attempt can be made as normal the following week.
    f) Trail Following: The merchant will have intimate knowledge of trails that are used in their caravanning careers. They will know when they are on the trail even when magic is used. The trail is successfully followed at a rate of 33% + 1% per level of the merchant whenever the trail is magically altered, or concealed by normal means.
    g) Extra Languages: The merchant will gain double the normal number of extra languages to be read and speak based on INT> These bonus languages can not be used as non weapon proficiencies like normal INT language slots.

    3rd Level Upgrades

    1) Fighterlike abilities: As level 1.
    2) Clericlike abilities: As level 1.
    3) Thieflike abilities: As level 1.
    4) Magelike abilities: None.
    5) Unique or other class abilities (psionics, etc…)
    a) At 3rd level a merchant begins to recognize the signs of impending danger on the road or in the city. They gain an innate insight in seeing such ambushes in advance, and taking pre-emptive actions. The merchant will have a base 15% +2% per level of being able to gain a 3-5 round premonition of the upcoming ambush. The feeling manifests itself with a prickling at the base of the merchants neck.

    4th Level Upgrades
    1) Fighterlike abilities: As level 1.
    2) Clericlike abilities: As level 1.
    3) Thieflike abilities: As level 1.
    4) Magelike abilities: None.
    5) Unique or other class abilities (psionics, etc…)
    a) At this level merchants that travel at sea will gain skills/proficiencies of a normal sailor.

    6th Level Upgrades
    1) Fighterlike abilities: As level 1.
    2) Clericlike abilities: As level 1.
    3) Thieflike abilities: As level 1.
    4) Magelike abilities: None.
    5) Unique or other class abilities (psionics, etc…)
    a) At this level merchants that travel at sea will gain skills/proficiencies of a normal 1st class seaman on board ship.

    . 8th Level Upgrades

    1) Fighterlike abilities: As level 1.
    2) Clericlike abilities: Their intense traveling skills will allow them to move themselves or their caravans at the same rate as a Lv 1 monk.15” or +6” to the base movement of the draft animals used by the caravan. They move it with the force of their will faster than normally granted by normal movement or mounts. ; For each 2 Levels after 8th the rate increases 1” up to double the normal allowed movement for merchant or draft animals.
    3) Thieflike abilities: As level 1.
    4) Magelike abilities: None.
    5) Unique or other class abilities (psionics, etc…) a) At this level merchants that travel at sea will gain skills/proficiencies of a normal first mate on board ship.

    . 10th Level Upgrades
    1) Fighterlike abilities: As level 1.
    2) Clericlike abilities: As level 1.
    3) Thieflike abilities: As level 1.
    4) Magelike abilities: Gains the skills of a 1st level illusionist. This increases by 1 level per 2 levels that that merchant gains after the 10th.
    5) Unique or other class abilities (psionics, etc…)
    a) At this level merchants that travel at sea will gain skills/proficiencies of a Full Ships Captain on board ship. For each 2 levels after the 10th the merchant can own another ship.


    1st 0-2500 1d8 Apprentice
    2nd 2501-5000 2d8 Loader
    3rd 5001-10000 3d8 Pathfollower
    4th 10001-20000 4d8 Drover
    5th 20001-40000 5d8 Hauler
    6th 40001-80000 6d8 Furnisher
    7th 80001-160000 7d8 Journeyman
    8th 1600001-320000 8d8 Merchant
    9th 320001-640000 9d8 Master Merchant
    10th +300000 per level +2 HP per lvl Guild/House Master

  3. #3
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    Although it is far less prevelent in Cerilia, I include here the Slaver class for your review also.

    This class will be offensive to some, but it is only meant to supply stat for a class that is usable by some people in some games. It would primarily be an NPC, but some players might wish to play one too. It is a stat/game based group, with role playing in mind in campaigns that allow for slavery of the peoples in that campaign.


    Slavers
    Traders of the Flesh


    Midkemia, Faerun, Oerth, Earth……they have all used the practice of making one group or another serve as slaves for their empire building. To serve these needs a group of specialized merchants “of the Flesh” have moved to fill the supply side of their demands. They move in the outlying areas or possibly in conquered states, but the will move their product (people) to markets as a farmer drives his cattle to market.

    Slavers are masters of the net, whip, shackle, chains, locks, and cages. The slavers of a fantasy world would not limit themselves to humankind creatures though. They would go after any creatures that could be used for normal slave jobs, or they might be seeking creatures for gladiatorial-like battles in specially created arenas.

    The slaver is a combination of a merchant, warrior, thief, and outlaw. They are known for their cruelty and lack of compassion for other creatures. As long as the suffering doesn’t damage the goods they are transporting.

    Most slavers work for guilds set up as merchants in other materials. They will conceal their true nature. In societies that allow slavery to flourish the guilds will be stronger than other merchant and thief guilds. They will have their own defense forces, assasins, staff….etc….to call on to assist in the slave keeping business.

    In both tolerant and intolerant societies slavers have powerful guild entities that seek to control the industry. The cost is a one time fee of 100 gp per level of the slaver, and an added monthly fee of 10gp per level. These guilds have their own affiliated fighting forces, mage & clerics, and a powerful connection to local thief guilds. This allows them to garner all information about perspective targets or even possible abduction requests.

    A) Ability scores minimums/maximums
    a. STR 12>; COM 10<; DEX 12>; WIS 14<
    b. If all positive stats are 15> they will gain a +10% EXP bonus.

    B) Racial Class Limits
    a. Any race can become slavers, although evil races are much more prone to be slavers, as their societies will be more accepting of the practice of slavery. Only Duegar or Drow will practice slavery (for those 2 races).
    C) Hit Dice Type: 1D6 per level up to Lv 9
    D) Alignment Limits: Any alignment except for L/G, L/N; N/G/; C/G will not become slavers. (Also those alignments will be extremely cruel. They will be cruel/sadistic 75% of the time). They are not good members in a party of adventurers.
    E) Attack and Save Tables: Attk as a Cleric; Save as a Thief
    F) Armor and weapons allowable
    a. Armor: Up to Studded Leather or Light Chain (If heavier armor is worn there is a -1 Penalty for each AC rating above 5.
    b. Shield Limits: NO shield use
    c. Weapons of preference: They favor nets, whips, man catchers, ropes, daggers, falchions, scimitars, saps, & brass knuckles.
    G) Encumbrance limits for class if any. As STR Limits
    H) Combat Considerations.
    1) Proficiencies
    a) Penalty for weapon proficiencies (-3 to hit)
    b) Number of weapon proficiency base number (2)
    c) Base number of non weapon proficiencies base number (3)
    d) Increase in base number of both proficiencies: Wpn 1 per 4 levels; Non Wpn 1 per 3 levels.
    e) A slaver gains automatic proficiency with whips and nets. (+ specials bonuses later).
    2) Number of attacks per round & additional attacks: None
    3) Surprise Alterations: Special Surprise for Ambushes
    4) The use of oil: Yes
    5) The use of poison: As allowed by alignment (non lethal varieties)
    I) Magic item use & limitations: Any open or thief magic items.
    J) Level limits advancement (if any)
    1) Any creatures whose primary race is good, will be limited to 12th level, unless they pay a 2x normal the amount of experience to advance to each and every higher level.

    K) Stronghold/Base Structuring
    1) Upon reach 10th level a master slaver will establish their own home base of operation. This could be a personal villa, or a hidden base somewhere (maybe under) a large city.

    M) Special abilities

  4. #4
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    (By Level of Advancements)


    1st Level of Advancements
    1) Fighterlike abilities: A +1 to all net attacks and a +2 to all whip attacks. (They PC must have a proficiency with the weapon in order to gain this bonus). If a second proficiency is applied to the weapon then the slaver receives double the normal bonus.
    a. Whip submission bonus & system. When a slaver employs a whip against creatures (human or monster) they inflict substantial mental trauma upon a victim that will lead to (at least temporary) submission. This submission will work on any creatures of less than Fanatic morale. Even these creatures are susceptible to submission over time. For fanatics & fearless morale after one month of submission the creature will need to make a save vs constitution or be reduced in morale ranking by one step until freed. This also leads some slavers to reduce the amount of food that a creature gets in order reduce their CON save over time, and making this slower type of submission possible.
    b. The nature of subdual damage is that it must be inflicted up to the victims hit point total, at which point commands can be expected to be complied with as long as they can be conveyed by language or hand signals. This subdual will continue as long as the subdual hit point total is over the creatures max hp. A creature will heal 1 pt of subdual damage for each hour of rest the creature gets. Subdual damage is 10% real damage, and can still kill if enough of it is inflicted.

    2) Clericlike abilities: Cleric Attack Tables
    3) Thieflike abilities: None
    4) Magelike abilities: None
    5) Unique or other class abilities (psionics, etc…):
    a. There is a core grouping of proficiencies that should be drawn upon for the slaver class. They perform some of these specialized proficiencies in conjunction with local smiths. These are the use of lock smithing, cage making, shackle making, fashion nets, whip construction. If extra proficiencies slots are applied to these skills the slaver can make materials of greater quality. Only if mages are employed then magic cages, locks, shackles, & weapons can be fashioned for slavers.
    b. A slaver gains an experience point bonus for each level/hit dice of the creature. They gain 150 experience points for each level/hit dice. This bonus is gained on the creatures original enslavement, but requires that the creature is chained and knows it is to be enslaved.
    c. For each hit dice of captured creatures a slaver will gain 10 gp.

    2nd Level Upgrades
    1) Fighterlike abilities: None
    2) Clericlike abilities: None
    3) Thieflike abilities: Acts as a ½ level thief with Opening Locks.
    4) Magelike abilities: None
    5) Unique or other class abilities (psionics, etc…): None

    3rd Level Upgrades
    1) Fighterlike abilities: None
    2) Clericlike abilities: None
    3) Thieflike abilities: Gains the ability to Con people and Lie to peoples as a Thief , this is at a base level of 3% & 15% respectively, which increases by +3% per level of the slaver.
    4) Magelike abilities: None
    5) Unique or other class abilities (psionics, etc…): None

    4th Level Upgrades

    1) Fighterlike abilities: Bonus of +1 to all Whip Attacks
    2) Clericlike abilities: None
    3) Thieflike abilities: None
    4) Magelike abilities: None
    5) Unique or other class abilities (psionics, etc…): None

    5th Level Upgrades

    1) Fighterlike abilities: None
    2) Clericlike abilities: None
    3) Thieflike abilities: Move Silently & Hide in Shadows 5% base, and increases by +2% per level after the 5th.
    4) Magelike abilities: None
    5) Unique or other class abilities (psionics, etc…): None

    6th Level Upgrades

    1) Fighterlike abilities: Bonus of +1 to all Net Attacks
    2) Clericlike abilities: None
    3) Thieflike abilities: A slaver of this level becomes adept in setting up ambushes and traps for the capturing of slaves. The gain a -2 bonus to surprise attempts when they have 2 hours or time for preparation of a ambush point. They also gain a -4 initiative bonus for the first 3 rounds of the ambush as the perspective creatures are unable to respond, and the slavers are well prepared for the ambush.
    4) Magelike abilities: None
    5) Unique or other class abilities (psionics, etc…): None

    7th Level Upgrades

    1) Fighterlike abilities: None
    2) Clericlike abilities: None
    3) Thieflike abilities: None
    4) Magelike abilities: None
    5) Unique or other class abilities (psionics, etc…): Make locks, chains, manacles, & cages of up to +1 quality. They are harder to break, and make saving throws as +1 weapons/armor. The construction of these items requires a smith and a mage/priest in the employ of the guild in order to produce the necessary enchantments. For each +1 quality of a lock the ability to pick it is reduced by -5%.

    8th Level Upgrades

    1) Fighterlike abilities: Bonus of +2 All Whip Attacks
    2) Clericlike abilities: None
    3) Thieflike abilities: May concoct knockout potions, dusts, ointments, & gasses. This requires the assistance of an alchemist or a guild assassin. As the slaver gains each 3 levels after the 8th the knockout there is a -1 cumulative saving throw penalty for the concoctions.
    4) Magelike abilities: None
    5) Unique or other class abilities (psionics, etc…): None

    9th Level Upgrades

    1) Fighterlike abilities: Bonus of +2 All Whip Attacks
    2) Clericlike abilities: None
    3) Thieflike abilities:
    4) Magelike abilities: None
    5) Unique or other class abilities (psionics, etc…): Make locks, chains, manacles, & cages of up to +2 quality. They are harder to break, and make saving throws as +2 weapons/armor. The construction of these items requires a smith and a mage/priest in the employ of the guild in order to produce the necessary enchantments.

    10th Level Upgrades

    1) Fighterlike abilities: None
    2) Clericlike abilities: None
    3) Thieflike abilities: Is considered the natural leader on slaving raids. Other slavers of lesser levels defer to the highest level slaver.
    4) Magelike abilities: None
    5) Unique or other class abilities (psionics, etc…): …): Make locks, chains, manacles, & cages of up to +3 quality. They are harder to break, and make saving throws as +3 weapons/armor. The construction of these items requires a smith and a mage/priest in the employ of the guild in order to produce the necessary enchantments. The slaver can now also create a special power on the devices when they are created. These powers must be supplied by the assisting mage/cleric creators, but the slaver can integrate them fully into the devices function for full affect.. The

    1st 0-2500 1d6 Small Netter Make Lvl 1 & 2 Locks + +1 Lock Lvl 3 Per Lvl
    2nd 2500-5600 2d6 Small Whipper Lockpick as ½ Lvl Thief
    3rd 5601-12400 3d6 Long Netter Con & Lie As Thief; Base 3% & !5% Respectively
    4th 12401-25100 4d6 Long Whipper +1 Bonus All Whip Attk
    5th 25101-51300 5d6 Nest Master M/S & H/S 5% Base +3% per level
    6th 51301-111,400 6d6 Whip Master +1 Bonus All Net Attk & Special Surprise Ability
    7th 111401-275000 7d6 Slaver Apprentice Make Chains & Cages Of +1 Quality
    8th 275001-574000 8d6 Journeyman Slaver +2 Whip Attk & Make Knockout Poisons/Gas
    9th 547001-849000 9d6 Slaver +2 Net Attk & Make Chains/Cages of +2
    10th +300000 per level +2 Per
    Level Master Slaver Slaving Raid Leader, Make Chains/Cage of +3 &
    Special powers are possible.

    For those who can,


    Enjoy!!


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