ROGUE - GUILDSMAN Merchant Kit Description: Individuals capable of providing the basic necessities of life or the desired luxuries of the world can often wield enormous influence. Merchants as a class specialize in finding whatever is desired (even the seemingly impossible) and getting it to market for the maximum profit. Because of their ability to provide goods often otherwise unattainable, Merchants are tolerated everywhere, from the repressive city-states to isolated tribal villages in the desolate wilderness. All Merchants aspire to become masters of major trading houses, but most have to start much lower on the scale. On their rise to power and riches, they have no problem accompanying adventurers. A Merchant PC acts as a negotiator, interpreter, and even diplomat for his or her group, appraising the treasure they find and bargaining for the supplies they need. Those adventurers who travel with a young Merchant often form the core of a new Merchant house or trading coster, becoming senior agents of the Merchant once he or she becomes successful. Merchants range from flamboyant to reserved, but generally wear ordinary clothing and carry weapons that can be easily concealed, so as not to arouse suspicion in others. They learn the arts of stealth and double-dealing from an early age, for intrigue and treachery are normal parts of everyday business in many parts of the world. Above all, Merchants learn to adapt to different situations and to be ready for anything that might come along. Requirements: As a standard Guildsman, save that Merchants can be of any race other than half-ogre. They must have scores of at least a 10 in Intelligence, Wisdom, and Dexterity and 12 in Charisma. Weapons & Armor: As a standard Guildsman, but Merchants cannot wear armor heavier than studded leather or leather brigandine (most often, they will no armor at all). Their choice of weapons or shields is not restricted. Thief Abilities and Modifiers: Appraisal, Bribe Official, Detect Magic, Read Languages Merchants do not gain additional thieving abilities as they advance in level, but they gain the normal amount of discretionary points for a Guildsman. Special Benefits: Merchants have an array of special benefits, which are described below: Agents: As a standard Guildsman. As a general rule, Merchants have no special relationship with thieves' guilds and cannot speak Thieves' Cant, though they can learn it as a language. Some Merchants will do this in order to set themselves up as "fences" of stolen goods; if a Merchant does this (player's choice), there is a 50% chance that any Agent he or she attracts will be a Thief of some sort. Business Acumen: Merchants are masters of trade and commerce, and their training provides them with a variety of skills and a depth of expertise that makes them highly skilled in this area. Once at every level of experience, a Merchant can add a +1 bonus to any one of the following proficiencies: Bureaucracy, Haggling, Mercantilism, Language (Modern), Local History, Numeracy, Numismatics, or Reading/Writing. In addition, when using any of these proficiencies for trade or business purposes (DM's discretion), a Merchant is entitled to make two proficiency checks, keeping the better of the two rolls. In a similar fashion, a Merchant using any of his or her thieving abilities for trade or business purposes is entitled to make two skill rolls and keep the better of the two. In addition to their skill in standard business transactions, a Merchant's Business Acumen allows him or her to detect counterfeit merchandise or money and attempts to swindle him or her in a business deal. At any time, a Merchant may attempt to detect such deception, requiring 1d10 rounds of careful observation for counterfeit goods or a single round for detecting a swindle. The chance of success is equal to the Merchant's Appraisal thieving ability score, though only a single attempt is allowed to evaluate a particular item or situation at each level of experience. If the roll is failed, the Merchant believes the goods or the deal are genuine, though another attempt can be made if the Merchant advances a level of experience. Finally, a certain amount of overcharging, cheating, or underhanded business dealings are expected and accepted in business dealings where Merchants are involved. In general terms, a Merchant can skim 1-10% (roll 1d10) of the gross value of any transaction or trade shipment "off the top" without incurring any significant ill will or legal trouble. This skimming can only be performed successfully if the Merchant personally oversees the transaction or shipment, however, as he or she must be present to smooth any disturbance or "ruffled feathers" from those who have been shortchanged. Character Insight: As a standard Guildsman. Guild Leadership: As a standard Guildsman. Guild Membership: As a standard Guildsman; however, the amount of money a Merchant can borrow from his or her guild (or allied Merchants) increases as he or she advances in level: Level Amount of Loan 1st-4th 250 g.p. per level 5th-9th 500 g.p. per level 10th-14th 1,000 g.p. per level 15th+ 2,000 g.p. per level Merchants also receive double normal starting money for Rogues (i.e., 4d6 x 10 g.p.). Public Relations: As a standard Guildsman, but they gain new Local History and Modern Language proficiencies once every four levels. Special Hindrances: Merchants focus on matters of business and trade and do not receive the Guild Training of other Guildsmen. In a similar fashion, they are interested in fiscal results, not glowing reports, and they do not engage in the Guild Advancement practices of other guilds. Merchants otherwise have the normal hindrances and restrictions of other Guildsmen. Bonus Proficiencies: Mercantilism, Numeracy Required Proficiencies: Numismatics Preferred Proficiencies: Acting, Alertness, Appraising, Artistic Ability, Blather, Bureaucracy, Charm, Etiquette, Gaming, Gem Cutting, Grooming, Haggling, Information Gathering, Language (Modern--including Thieves' Cant), Law, Reading/Writing ***DISCLAIMER*** As with all postings by me of classes or races, it should be noted that portions of the information contained herein were inspired by or derived from information in published works of TSR, Inc., and may contain references to those works, quotations or passages of text (especially in the area of 'Character Description', where applicable sections from TSR works were often carried over more or less intact into my campaign world), or particular powers or abilities invented by TSR staff writers. No relationship with TSR, Inc., is to be implied by this use, nor is any attempt being made to solicit profit or remuneration of any kind. I have read the TSR Online Policy document, and have tried to accommodate the stipulations contained therein. In instances where I have lifted an essentially complete class or race without significant alteration, I have not included these in my postings but instead have inserted a reference to the appropriate D&D sourcebook for those curious in including it in their campaign. Only variations that include a significant component of original work, alteration, or reformulation (including the compositing elements from various TSR sources into new combinations) of have been included in this set of postings. Jason Eric Nelson < tjaden@u.washington.edu >