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Month Index: December, 2002
From: Lars Löher <larsloher@??????????.de> Date: Fri, 13 Dec 2002 13:02:25 +0100 Subject: Re: Example: Merchant Prestige Class
Hi, On 12 Dec 2002, at 20:17, Mark T. Doolan wrote: > Hi All > I have decided that I want/need a merchant prestige class for one > reason or another (reason being kept under hat as it were). And I > need some suggestions for class abilities and what requirements > you all think should belong to such a prestige class. > > Thanks > Mark T. Doolan Here is an attempt to do a trader prestige class: Space Merchant The are tales of great traders, that even the mercane envy for their ability to sell the right things to the right customers and make good money that way. Among their abilities is the knack that those who deal with them always feel that they have made a good deal, usually rightfully so. Most of these merchants deal only in valuable items, starting with masterwork quality and rare items, that most other merchants do not necessarily have. There are rumours that these merchants are part of a larger House or similar organisation, whose purpose is not precisely clear. Requirements Alignment: Any lawful Skills: Appraise, Bluff, Diplomacy, Sense Motive, each 5 ranks [Feat: Silver Palm (if you have access to the FR campaign setting)] Special: Must be experienced trader (DM's call) Class Skills The space merchants class skills (and the key ability for each) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Knowledge (Economics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Scry (Int), Sense Motive (Wis) and Spot (Wis). Skills per level: 6 + intelligence modifier. See Chapter 4 in the Player's Handbook for more information on skills. Class Table BAB: weak (as wizard) Good Saves: Reflex and Will 1. Silver Palm, Expert Haggler 2. Uncanny Appraisal 3. Know Customer 4. Identify 5. Locate Object 6. Scry 7. Dimension Door 8. Customer Satisfaction 9. Find the Path 10. Remote Trade Class Features Hit Dice: d6 Weapon and Armour Proficiency: Space Merchants do not gain any proficiency in weapons or armour. Silver Palm: +2 to all Appraise and Bluff checks (as the FR feat, unless you use it as a requirement, in which case the character already has the advantage) Expert Haggler: +2 to all Appraise, Bluff and sense motive checks which apply to haggling or negotiating trades. These boni stack with those from the silver palm feat / class ability. Uncanny Appraisal: With a successful appraise check (DC 20) the space merchant knows the precise value of any object, unlike the range given in the skill description. The space merchant always gets a +10 competence bonus on all appraise checks. This ability does not work on magic items worth more than 5,000 GP. Know Customer: The space merchant knows what the customer wants, by making a successful sense motive check (not opposed, DC 20) and gains an edge in the negotiation. Identify (Su): With a successful appraise check (DC 10+ the item's caster level) the space merchant can identify the precise value of a magic item and its most basic magical ability, as the spell of the same name. Locate Object (Sp): Thrice per day the space merchant may locate any rare or unusual object, that the customer wants, is legal to trade in wherever the merchant is and can be acquired by legal means. The ability works on objects only known through divination, such as the scry class feature. Otherwise this ability works like the spell of the same name. Scry (Sp): Three times per day the space merchant may scry, as the spell scrying, except that the ability works on any object, which fits the conditions of the locate object class ability above. Dimension Door (Sp): Once per day the space merchant may use this ability, which is identical to the spell. Usually it is used to escape a dangerous situation. Customer Satisfaction (Ex): Find The Path (Sp): Once per day, as the spell, except that it works on any object identified with the locate object and scry class abilities defined above. If the object is in a dangerous area, the space merchant may hire adventurers to retrieve it or serve as body guards. Remote Trade (Sp): The space merchant may no project an image through scrying (and use the ability on intelligent beings) and negotiate through them. When the trade is closed, the items used are exchanged as though affected by teleport without error spells, which transport them instantly to the right location. Notes: Since text e-Mail does not properly support tables, I used a short description for saves and BAB. There are only two save advancements, so that should be fairly obvious. There are also only three BAB advancements: Good (as Fighter), Medium (as Cleric), Weak (as Wizard), which you can look up in Table 3-1 in the Players Handbook. Besides the obvious trading abilities, I gave the space merchant a few skills and an ability whose major purpose is escaping trouble and violence, hide, move silently and dimension door. You might want to make access to the Silver Palm feat (If you want to use it) easier than described in the FR campaign setting, e.g. expanding its regional requirement to space ports or something like that. What do you think? Lars Löher The Mystical Old Bard http://www.geocities.com/loeher
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