From World of Charun

Umair Merchant
Umair Merchant


There is a profound difference between a real merchant, and a mere vendor with a stall. While both seek profit, the Merchant is significantly more adventurous, and usually far more willing to take significant risks in order to pursue possibilities beyond that of the simple market square. It is very, very common to find an adventuring merchant serving either as the "fixer" for a travelling group of mercenaries and adventurers, a role in which he can be invaluable.

Class Features

Hit Die: d6

Stamina: 2 + Constitution score at first level, 4 + Constitution modifier per following level.

Base Attack Bonus: Medium

Base Defense Bonus: Medium

High Saves: Reflex and Will

Weapon Proficiencies: Simple and martial weapons

Armor Proficiencies: Medium armor, Light armor and Shields (but not Tower Shields).

Skill Points: 11 + Int modifier per level, x4 at first level.

Class Skills: Appraise, Bluff, Concentration, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Diplomacy, Intimidate, Listen, Lore, Seafaring, Sense Motive, Sleight of Hand, Spot, Taunt and Use magic device.

Feat Progression

Able Learner (1), Mercantile Knowledge (1), Silver Palm (2), Opportunist (3), Mercantile Prowess (4), Intelligence AC Bonus (4), Improved Two-Weapon Defense (5), Negotiator (6), Doublespeak (7), Feint (8), Slippery Mind (9), Great Charisma (10), Reputation bonus (10)

Mercantile Knowledge: The merchant can identify items more easily than others. He gets a bonus equal to his merchant level to any Lore checks

Mercantile Prowess: At 4th level the merchant has gained enough with mercantile prowess to give him a +2 bonus on Appraise checks.

Double-speak: Beginning at level 7, the merchant receives a +2 bonus to Diplomacy and Bluff Checks.

Reputation Bonus: The Merchant gains a 10% discount from all merchants and an additional +2 bonus on all Bluff, Intimidate, and Diplomacy checks because of his reputation.

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