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ADVENTURERS IN BUSINESS
Introducing the Merchant and Craftsman
NPC classes
By Matthew Reynolds
I realize that there have probably been several published versions
of both of these, but I was bored today and dreamed up some NPC
classes. While most people that dream up NPC classes end up calling
them NPC classes solely because they are too powerful to allow
in a PC, I think you will agree that these NPC classes would
not be attractive in the least. Of course, I suppose there is
always someone out there who has wanted to be a Half-Elven Fighter-Merchant.
Merchant Class
Merchants are skilled buyers and sellers
of goods. They have broad knowledge of many crafts, and a deep
understanding of the values of goods. Merchants may gain XP from
the profit they make selling a good they have purchased. A high
Charisma is essential to a merchant for gaining positive reactions
from his vendors and customers. While merchants are generalists,
possessing a wide variety of skills, they have little or no combat
knowledge. Only at higher levels will a merchant even bother
to gain any training with a weapon, and this training will largely
be an amusement to them, not serious training in self-defense.
No merchant worth his salt can not afford to employ a gang of
muscle-bound fighters to protect his person and goods. However,
sufficient skill with a sword to look at least comfortable wearing
it can be of great value in higher social circles. Fighters of
all sorts generally scorn merchant bourgeois for having bought
their titles and domains rather than having earned them with
blood and valor.
Prime Requisite: Charisma
Minimum Stats:
Charisma: 9; Intelligence: 9; Wisdom
and Dexterity must each be 7 or greater or no progression past
2nd level is possible. Half-Elves meeting the above minimums
and with Int: 11, Str: 9, and Dex: 9 or better may be multi-classed
Merchant-Fighters.
Alignment Restrictions: None
A Merchant may be duel classed or multi-classed
Merchant-Fighters, and by extension Merchant-Mariners. Merchant-Cavalier
or Merchant-Ranger is right out though, do to conflicts with
the social requirements of the two classes. Merchant-Thief is
possible, but not likely to be common because of the overlap
in skills. Merchant-Cleric is
also possible if your patron is a patron of mercantile activity,
but also fairly uncommon. Merchant-Mage is not possible, as Merchant
is more or less a sub-class of Mage.
While there is an overlap in skills
between the Thief and the Merchant, the Merchant I believe is
a subclass of Mage or Wizard. While thief is probably closest
to merchant in philosophy, and merchants and thieves make great
competitors and rivals, I don't think that there is a lot of
evidence that they are a sub-class of thief. They only have 2
thief skills, pick-pocket at 1/2 level and use mage scrolls at
10'th level. They have one other rouge skill, bardic legend lore
at 1/2 level.
On the mage side of the argument, they have hp as a Mage, attack
as a Mage, and advance in limited mage spells (one school, about
equivalent to 1/3 normal level with some bonus low level spells).
They also gain almost full use of mage restricted magic items
at higher levels. Of course, the aren't really any more of a
sub-class of mage than they are thief, but I don't like the idea
of dual spell progression in the same spell list, so I'd argue
harder for them being a sub-class of mage to prevent it. Merchant
is to Mage to about the same degree as Bard is to Thief.
If Charisma is 16 or greater, +5% bonus to XP. If both Charisma
and Intelligence are 16 or greater, +10% bonus to XP.
| XP |
Level |
HD
(d4) |
Title |
| 0-1500 |
1 |
1 |
Clerk |
| 1501-3000 |
2 |
2 |
Shopkeeper |
| 3001-6000 |
3 |
3 |
Retailer |
| 6001-13000 |
4 |
4 |
Merchant |
| 130001-27500 |
5 |
5 |
Trader |
| 27501-55000 |
6 |
6 |
Bursar |
| 55001-110000 |
7 |
7 |
Tradesman |
| 110001-225000 |
8 |
8 |
Master Merchant |
| 225001-450000 |
9 |
9 |
Merchant Lord |
| 450001-675000 |
10 |
9+1 |
Merchant Lord |
| 675001-900000 |
11 |
9+2 |
Merchant Lord |
225.000 XP per level for each additional level beyond the 11th.
HD: d4 (+1 h.p. per level over 9)
Attack: As Mage (Weapon Non-Proficiency Penalty -4)
Save: As Thief or Mage whichever is WORSE.
Weapons Allowed: Any
Armor Allowed: Padded, No Shield
Weapon Proficiencies: 0 + 1:5 levels attained
Non-Weapon Proficiencies: Appraisal + 3 others + 1:2 levels
attained;
Choose from General, Thief, Mage, or Cleric.
Special Abilities:
Begins with the appraisal NWP.
May add half his current level, rounded down, to his reaction
roll when dealing with other merchants, to a maximum of +3.
Every other level may add a +1 bonus to an existing Non-Weapon
proficiency to a maximum of +3 in any one NWP.
Beginning at 2nd level gains minor spell abilities from one school
of magic as if the merchant were a specialist mage. When spell
powers depend on level of the caster, treat the merchant as being
a mage of _ his current level. See below for spell progression.
Beginning at 3rd level, may pick pockets as a thief of 1/2 current
level, rounding fractions down. (i.e. 7th level merchant picks
pockets as a 3rd level thief).
Beginning at 4th level, may gain an extra language skill in a
limited manner, and may use this language skill when discussing
simple matters of trade. Any other subject matter requires a
successful intelligence check in order to make oneself understood
or to understand the discussion. Gains an additional language
skill in the same manner every 3 levels attained there after.
Beginning at 5th level, a successful appraisal role may reveal
what culture constructed the item, or how recently it was made,
or the approximate skill of the craftsman. A successful appraisal
role may also reveal if two objects were made by the same artisan,
or if the item was the work of any craftsmen whose goods the
merchant is familiar with.
Beginning at 7th level, may use legend lore as a bard of 1/2
current level
Beginning at 8th level, may read languages as a thief of 1/2
current level.
A merchant of 9th level may successfully petition the ruler of
a region for the right to create a Trading Company if no such
company yet exists in the region. The Trading Company must be
headquarted is headquartered in a fortified structure of not
less that 2000 square feet of space on the ground floor. Thereafter,
the merchant will have a monopoly on the trade industries of
that region. Existing trade industries must pay to the merchant
a fee equal to 5% of their income each month to continue with
their trade, and the Trading Company may collect in dues, excises
and tariffs approximately 1 c.p. per citizen living in the region
each month modified by the wealth bonus for the region. [As my
rules for determining these totals are not yet published, assume
2 c.p. per citizen per month. A similar assumption may be used
in the event that my rules are not to be used.] Note that while
this total is a small fraction of what a fighter may collect,
the trading company also has less expenditure. All that might
be expected of the Trading Company is that they regulate and
protect their members and insure what passes as 'fair business
practices' such as the using of honest weights and measures,
etc. Of course the ruler of the region expects the guild to insure
the continued and increasing prosperity of the industry it is
associated with, otherwise he may revoke their charter.
Beginning at 10th level may use mage scrolls with a 75% probability
of success.
Beginning at 12th level may use wands,
staves, or rods normally restricted to mages with a 75% chance
of success.
Beginning at 16th level may use misc.
magic items normally restricted to mages.
An optional ability one might want to
consider in adding to the Merchant class is that of haggling.
There is a haggling skill in Al-Qadim rules, which you might
want to consider as well. More Arabic than Western, but haggling
was certainly present in Medieval and Early Modern Europe. Basically,
the list of equipment, items, trade goods, etc is divided into
a three columns. One column is the "asking price,"
a second is the "normal price," and the third is the
"bargain price." The asking price is what a merchant
asks for a given item when a buyer points it out. A poor haggler
often ends up paying this price. The bargain price reflects the
most successful result of a haggler, and the normal price is
a middle ground, a standoff or compromise. A PC with the haggling
NWP points to an item and asks the price. Variations exist, but
it is generally assumed that the other merchant, the seller,
has the haggling NWP as well (the rules suggest a Wisdom of 14
to back it up, giving them a haggling score of 14). The PC makes
a haggling check, and the DM does one for the seller as well.
The results from an interaction between two hagglers:
1. If the buyer makes a successful check
and the seller does not, bargain price.
2. If both are successful, normal price.
3. If buyer fails and seller succeeds, asking price.
4. If both fail, normal price.
The rules state that lacking the haggling NWP is the same as
failing the proficiency check, making it a key NWP to get in
Al-Qadim campaigns. It is sort of the Merchant version of the
thief 'Fast Talk' thief skill. While I wouldn't mind including
it in the class if it was a common attribute of the game, the
fact that it is native only to the Al-Qadim campaign means that
introduction of the skill forces everything else to change. It
means that once this concept is introduced to an existing campaign,
everyone else must have to have been paying the 'asking price'
for everything all along. I myself wouldn't mind this, as I think
that many of the goods in D&D are overpriced and in fact
Gygax himself admitted this in first edition (The whole concept
was that the prices on the price list represented hyper-inflation...
A very bad idea in my opinion.) However, many people would dislike
fiddling with the price list. I might consider adding it as an
optional rule, and inserting definitions to the effect of asking
price = normal price from the table, normal (merchant) price
= 90% of the normal price from the table, bargain price = 80%
of the normal price from the table. The thing that is most attractive
about adding haggling to a Merchant's starting skills (and dropping
a open proficiency slot) is that a Merchant could then make a
valuable contribution to a low level party.... by doing their
shopping for them. :)
Merchant Spell Table
| Level |
Cantrip |
1st |
2nd |
3rd |
| 2 |
1 |
0 |
0 |
0 |
| 3 |
2 |
0 |
0 |
0 |
| 4 |
2 |
1 |
0 |
0 |
| 5 |
3 |
1 |
0 |
0 |
| 6 |
3 |
2 |
0 |
0 |
| 7 |
4 |
2 |
0 |
0 |
| 8 |
4 |
2 |
1 |
0 |
| 9 |
5 |
3 |
1 |
0 |
| 10 |
5 |
3 |
2 |
0 |
| 11 |
6 |
4 |
2 |
0 |
| 12 |
6 |
4 |
2 |
1 |
| 13 |
7 |
5 |
3 |
1 |
| 14 |
7 |
5 |
3 |
2 |
| 15 |
8 |
6 |
4 |
2 |
No further spell progression past 15th level.
Craftsman Class
A craftsman is a specialist in a particular
skill - usually, but not necessarily, skill in a particular industry.
By long practice and study a craftsman attains the degree of
skill in a vocation equivalent to the degree of combat skill
find in high level fighters. Indeed, all other classes may be
thought of as particular developments of craftsmanship in a set
of highly refined faculties: the fighter in prowess of arms,
the magic user in eldritch arts, the priest in devotion and piety,
and the thief in stealth and subtlety. Craftsmen are generally
known by the profession they practice. For instance, those with
skill in carpentry are known variously as carpenters, plowrights,
joiners, turners, shipwrights, and so forth depending upon the
particular trade in which they are adept.
A starting craftsman must chose a NWP proficiency in which to
specialize. Usually this is a general skill of the sort which
applies to an occupation, but the DM may allow characters with
specialization in a particular skill generally restricted to
a particular class if the skill seems to be one widely practiced
by the members of a particular profession. For example, there
may very well be skilled astrologers, locksmiths, navigators,
boat swains having respectively specialization in astrology,
locksmithing, navigation, and boating who are not themselves
either mages, thieves, or fighters. On the other hand, if the
skill is not such that a dependable occupation may be earned
from it, or if the skill is one that brings one frequently into
danger, such a skill might never be independently developed to
a high degree by anyone. For instance, it is difficult to imagine
beggars choosing to be craftsman rather than thieves, since thieving
gives them a wider variety of options and greater ability to
cope with the dangers on the street - although it is quite possible
that a craftsman down on his fortunes would be reduced to begging.
Similar arguments apply to hunters and gamblers, though perhaps
not to say the art of forgery. The DM should be the final arbiter
of what skill is acceptable, but as the Craftsman class is designed
to be a class for NPC's only he is unlikely to get alot of argument.
DM's that wish to include this class
in their campaign, should not or need not assume that all workers
in a particular trade are of the craftsman class. Extreme craftsmanship,
of the sort made possible and promoted by this class, should
be no more common than other specialists like thieves, mages,
bards, or clerics. The vast majority of society may well be made
up of fighters of low level who prosper in their profession due
to having an appropriate NWP and basic skills. In this way the
class may be included in an existing campaign without greatly
affecting game balance.
It should be apparent that the craftsman class lends itself readily
to the idea of kit classes, and anyone playing 2nd edition may
experiment with these as much as he likes. This is particularly
desirable with professions that either use no tools and/or produce
no tangible product, such as singer, or whose tools are complete
inappropriate as weapons, as in a painter, as these professions
will not be able to benefit from many of the normal powers of
the class. Such kits should probably exchange such powers for
minor ones from a standard class the profession most closely
resembles. For instance, singer or musician kit craftsman might
acquire minor bard skills at higher level, or at least the ability
to cast certain enchanting spells with their art. Forger or locksmith
kits might acquire minor thieving skills, and astrologers might
acquire minor skills as a mage, sage, or oracle. Healer kits
might gain priestly skills. The exact nature of these kits is
left to the DM (unless I get inspired at some point).
Of course the most powerful and significant special ability of
the craftsman class is their NWP specialization and this should
remain constant in all kits; the ability to reroll a failed NWP
check and to increase their skill in that NWP as a function of
level and to a high degree is the hallmark of the craftsman class.
They recently printed a book with a great diversity of specific
classes, but with little unifying principle. It included classes
like 'Cook'. I
shuddered. It was a good idea, but badly executed. Way to 1st
editionist for the subject it tackled. I couldn't imagine treating
a cook class like a Paladin class or something and giving it
all these special abilities. Good grief, just say that they can
cook well and get on with it. Craftsman bundles all those different
classes into a unifying principle, the ability to reroll a particular
not combat skill and improve it rapidly as level is attained.
A 13th level craftsman specializing in Cooking, could in theory
have a +13 bonus to his proficiency check in cooking and could
reroll failed results. If the ability to cook could be deemed
powerful, that's powerful. He could compete in a cooking contest
with the Gods, and beat most or possibly all of them... which
of course would be a foolish thing for him to do. :) Oh, and
he'd be good with knives too.
Blacksmith, carpenter, bowyer-fletcher, armorer, shipwright,
and weaponsmith all work extremely well with the rules as they
are written. A kit class write up between them would differ only
in the NWP specialization, the allowable 'weapons of trade' (see
below), historical notes, and non-rules description, and the
bonuses to a given 'work of quality'. Easy (but tedious) stuff
to right up.
Craftsmen can certainly specialize in
singing and musical abilities, though this does present some
interesting and unique problems to be solved. 'Singing' and 'musical
ability' are valid choices for NWP specializations for a craftsman,
but unlike the above they just don't work well under the rules.
Neither has tools that make reasonable weapons (see below), nor
do they have tangible works of quality (see below). Therefore
they can't take advantage of virtually all of the special abilities
of their class. They need some sort of compensation for this,
though I don't know exactly what that would be without trampling
too hard on the bard. Of course, the compensation doesn't need
to be great, as the class isn't meant to be well rounded and
playable. Quite the contrary, it is meant to explain high levels
of skill without the need to be well rounded and playable. Not
every singer needs to have all of the Bard's fancy skills, and
as a DM I would prefer that they didn't just to keep the number
of high level combat orientated character's to a minimum.
The Craftsman should certainly also
possibly be an Alchemist by specialization, though this particular
choice does not seem to work extremely well under existing rules.
That always bothered me, at first because the mage evidently
acquired some degree of alchemist powers, and later because of
the alchemy NWP. Just who are these alchemists anyway? Mid-level
mages? Any dang fool with a alchemy NWP? Or specialty craftsman.
I'm opting for the later. Alot of people can do alchemy in a
limited way, but with real experts are studying nothing but alchemy.
Some other people seem to have the same idea, but no one has
managed to put a class together that is interesting and enduring.
Prime Requisite: Dexterity
Minimum Stats: Dexterity: 9, Constitution: 7, Intelligence must
be 7 or greater or no progression past 2nd level is possible.
Some craft specializations may require minimal Strength as well
at the DM's option.
The Craftsman will generally not be
seen as either a PC choice or even much as a adventuring NPC,
not unless you make some particular skill, like alchemy maybe,
highly essential to your campaign, and even then only dual or
multi-classed characters would really be practical. Craftsman/Thief,
Craftsman/Cleric, and Craftsman/Mage. Even Craftsman/Fighter
ought to be legal, although their is a huge overlap in skills
with the basic Craftsman.
If Dexterity is 16 or greater and Intelligence is 10 or greater,
then the Craftsman receives +10% bonus to XP.
| XP |
Level |
HD(d6) |
Title |
| 0-1200 |
1 |
1 |
Apprentice |
| 1201-2400 |
2 |
2 |
Helper |
| 2401-5000 |
3 |
3 |
Assistant |
| 5001-10000 |
4 |
4 |
Journeyman |
| 10001-20000 |
5 |
5 |
Workman |
| 20001-40000 |
6 |
6 |
Craftsman |
| 40001-80000 |
7 |
7 |
Designer |
| 80001-150000 |
8 |
8 |
Artisan |
| 225001-450000 |
9 |
9 |
Master |
| 450001-675000 |
10 |
9+2 |
Master |
| 675001-900000 |
11 |
9+4 |
Master |
HD:
d6 (+2 h.p. per level after 9th)
Attack: As thief (-3 Weapon Non-Proficiency Penalty)
Save: As Fighter
Weapons Allowed: Any
Armor Allowed: Padded or Leather, No Shield
Weapon Proficiencies: 0 + 1:4 levels attained
Non-Weapon Proficiencies: Any 1 Craft proficiency (+1
bonus) + 2 others
+ 1:4 levels attained, May only choose from general.
Special Abilities
Must choose a craft NWP specialization. Any NWP check indicating
failure in this specialization may be re-rolled and failure only
occurs if this second roll also indicates failure.
May appraise the worth and quality of any product of his chosen
craft as if he had the Appraisal NWP by making a proficiency
check against his chosen NWP specialty.
Every other level may add +1 bonus to his NWP specialization
to a maximum of +6.
Beginning at 2nd level, may attack with a tool associated with
his trade as if he were a fighter of 1/2 current level, qualifying
for a reduced non-proficiency penalty, possibly higher THACO0,
and perhaps even extra attacks. Such tool should be reasonably
similar to a weapon: i.e. a hammer, knife, whip, axe, club or
staff like. DM may apply penalties to hit and damage if the chosen
tool is particularly poorly suited as a weapon. Also fragile
tools are likely to require saves vs. normal blows after each
successful attack or else break. Craftsman with an open weapon
slot (not before 4th level) may take a Weapon Proficiency in
the tool if it is sufficiently weapon-like. For instance, blacksmith
and carpenters may take proficiency in hammers, woodcutters in
axe, cooks in knife or dagger, teamsters in whip, bolo, or lasso,
and so forth.
Beginning at 4th level, the Craftsman may attempt work of unusual
high qualify. Such work costs three times the normal to perform
due to the high quality of materials that are necessary, but
when finished will claim five times the usual price if sold.
The craftsman must labor not less than one week on the work,
at the end of which time he may make a NWP check at -6 on the
roll. If the roll fails, then the work is no better than that
of normal quality, and if the roll fails by more than 6 then
the work is utterly ruined and the materials wasted. As always,
a roll of a natural one always indicates failure. The finished
quality item will have unusual and desirable qualities - at minimum
+1 vs. saving throws. Some suggestions include improved AC and
structural points for masonry and wooden buildings, armor that
confers a +1 bonus to saving throws vs. breath weapons or other
energy attacks, +1 bonus to hit OR a +1 bonus to damage for weapons,
greater range as a missile weapon, greater than usual speed in
a vehicle, and so forth. Details are up to the individual DM
so that the skill may integrate with their existing game balance.
Such items meet the workmanship qualification of the Enchant
an Item spell.
At 9th level a Master craftsman may successfully petition the
ruler of a region to form a Guild for the particular craft he
is specialized in if no similar Guild already exists. The Guild
must be headquarted in a guildhall, which is a fortified structure
having not less than 2000 square feet of floor space on the ground
floor. Thereafter the Craftsman may maintain a monopoly on a
particular non-trade industry in the region. All trade industries
of that type will pay to the Craftsman a membership fee of 5%
of their profit. [As my rules for determining these totals are
not yet published, assume 1/2 c.p. per citizen of the region
per month. A similar assumption may be used in the event that
my rules are not to be used.] Note that while this total is a
small fraction of what a fighter may collect, the Guild also
has less expenditure. All that is expected of the Guild is that
they regulate and protect their members and insure what passes
as 'fair business practices' such as the using of honest weights
and measures, etc. Of course the ruler of the region expects
the guild to insure the continued and increasing prosperity of
the industry it is associated with, otherwise he may revoke their
charter.
Beginning at 10th level, a work of quality completed by a Master
Craftsman may receive magic spells as if it already had the Enchant
Item spell cast upon it, forgoing the usual need to cast the
spell. A wizard must still be present for the casting of subsequent
spells if the item is to be enchanted.
I personally thought this was the most significant power included.
It drops the requirement for making a magic item from 13th level
mage to 10th level Craftsman (advances in level like a thief
and gains XP for simply working not killing things). Suddenly
magic item abundance is explained, at least to the extent of
wands, staves, and rods. Don't get me started on the permanency
spell and its ridiculously high level, but just answer how there
gets to be so many +1 swords and daggers on the planet if it
takes a 17th level mage to make one?
Beginning at 12th level, the Craftsman is treated as if he where
specialized when fighting with a tool of his chosen craft if
the tool is sufficiently weapon-like and he already has weapon
proficiency with that tool.
As a final note, generally a Craftsman will not be able to manufacture
the tools they need for their given craft, unless that is
their craft. This is not really something that I would want to
cover in the rules. For one thing, sometimes a craftsman's tools
must be made by a craftsman of a different type, and sometimes
they are not. Sometimes he must at least partially depend on
another craftsman, and sometimes not. Worse yet, exactly whether
or not this is true can depend on the quality of the tools desired,
and sometimes this depends on the technology level of the society.
A stone age craftsman can certainly make ALL of his own tools
as part of his stone age skill, but a late steel age craftsman
probably makes none of his tools and may not even no how to make
primitive versions of many of them. D&D doesn't deal with
these problems very well. But certainly a craftsman could make
any tools that are themselves made of the same sort of materials
that the craftsman normally worked with, i.e. a smith of any
age can make his own tools. For other cases, you'd have to research
whether craftsman of the time period to be simulated normally
made their own tools. Good luck.
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