House Rule











[top]Guilder

This is an adaptation of the NPC Expert class for use as the 12-level Guilder base class in 3rd Edition. I have used it on more than one occasion, notably when playing the successor to Guilder Kalien in Endier. It is highly skill-focussed and thus, for the inexperienced player, may seem to be unworthy of play. Admittedly, a Guilder will need to be more crafty with his selection of feats and fighting techniques to achieve success in an active adventuring life, but in his chosen profession, he will be even more effective than a generic rogue.

[top]Game Rule Information

  • Abilities: A Guilder's key abilities are Intelligence and Charisma, whilst Wisdom is a useful secondary ability. Like anyone who may end up fighting for his life, decent Dexterity and Constitution will prove very useful.
  • Alignment: Although cynics may claim that all merchants are evil, this obviously does not have to be the case. While it is true that many greedy merchants may be typified as Lawful or Neutral Evil, a PC Guilder can of course be of any alignment.
  • Hit Dice: d6.

[top]Class Skills

Guilder skills and the key ability for each skill are: Administrate (Wis), Appraise (Int), Bluff (Cha), Craft (all skills taken individually - Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Local - Int), Profession (Merchant - Wis), Sense Motive (Wis).
  • Skill Points at 1st Level: 32 + (4x Intelligence bonus).
  • Skill Points each Additional Level: 8 + Intelligence bonus.

[top]Class Features


The Guilder
Level Attack Bonus Fort Ref Will Special
1st+0+0+0+2Expertise, Apprentice, bonus feat
2nd+1+0+0+3Trade-tongue
3rd+2+1+1+3Bonus Feat
4th+3+1+1+4Journeyman
5th+3+1+1+4Trade-tongue
6th+4+2+2+5Bonus feat
7th+5+2+2+5
8th+6/+1+2+2+6Master, Trade-tongue
9th+6/+1+3+3+6Bonus feat
10th+7/+2+3+3+7
11th+8/+3+3+3+7Trade-tongue
12th+9/+4+4+4+8Grandmaster, bonus feat
  • Weapon and Armour Proficiency: The Guilder is proficient in all simple weapons and with light armour, but not shields.
  • Starting Money: 3d4 x10 gp.
  • Expertise: The Guilder must maintain maximum ranks by Guilder level in his two professional skills - Appraise and Profession (Merchant). This means that both a Guilder 5 and a Guilder 5/Fighter 4 need 8 ranks each in Appraise and Profession (Merchant). In return, any Skill Focusses they have in either of their professional skills become more powerful later on.
  • Apprentice: At 1st-level, when making Profession rolls for income, they generate 5% more income than normal.
  • Bonus Feats: Guilders gain a bonus feat at 1st-, 3rd-, 6th-, 9th- and 12th-level. This is in addition to their usual feats when levelling, but may only be selected from their bonus feat list (their other feats are of course not limited to this list). All the normal pre-requisites must be met before selecting a new bonus feat.
  • Trade-tongue: At 2nd-, 5th-, 8th- and 11th-level, the Guilder learns how to speak and write a new trading language: Anuirean, Basarji, Goblin, Karamhul, Low Brecht, Rjuven, Sidhelien or Vos.
  • Journeyman: At 4th-level, when making Profession rolls for income, they generate 25% more income than normal. Their professional Skill Focus bonuses (if any) increase to +4.
  • Master: At 8th-level, when making Profession rolls for income, they generate 50% more income than normal. Their professional Skill Focus bonuses (if any) increase to +5.
  • Grand Master: When making Profession rolls for income, they generate double the usual income. Their professional Skill Focus bonuses (if any) increase to +6.

Bonus feat list: Iron Will, Leadership, Negotiator, Persuasive, Savvy, Skill Focusses - Appraise & Profession (Merchant). The Guilder may also choose from the Master Administrator, Master Diplomat or Master Merchant feats in the new [[BRCS]] or the Guildmaster feat from The Quintessential Rogue (by Mongoose Publishing; businesses only).

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