Do you have a player that wants to play some bastardised version of traveller in your d&d game? this might be the class for them.
Merchant
Requirements: Minimum INT 9, minimum WIS 9
Prime requisite: CHA
Hit Dice: 1d6
Maximum level: 14
Armour: leather armour, no shields
Weapons: Club, dagger, short sword, sling, staff
Languages: Alignment, Common
Arcane Magic
Spell casting: Merchants carry spell books containing the formulae for arcane spells. The spell casting chart (below) shows both the number of spells in the merchant’s spell book and the number they may memorize, determined by the character’s experience level.
Using magic items: As spell casters, from 4th level onwards merchants are able to use magic scrolls of spells on their spell list.
Merchant Skills
A merchant may find or remove traps as a thief of the same level.
Read Languages
As per the thief ability.
Silver Tongue
A merchant’s silver tongue allows them to charm as per the Charm spell.
After Reaching 9th Level
Upon reaching 9th level a merchant may establish a trading house attracting 2d6 1st level merchants as apprentices.
Merchant Level Progression
Saving Throws Spells
Level XP HD THAC0 D W P B S 1 2
1 0 1d6 19 [0] 13 14 13 16 15 - -
2 1,500 2d6 19 [0] 13 14 13 16 15 - -
3 3,000 3d6 19 [0] 13 14 13 16 15 - -
4 6,000 4d6 19 [0] 13 14 13 16 15 1 -
5 12,000 5d6 17 [+2] 12 13 11 14 13 1 -
6 24,000 6d6 17 [+2] 12 13 11 14 13 2 -
7 48,000 7d6 17 [+2] 12 13 11 14 13 2 -
8 96,000 8d6 17 [+2] 12 13 11 14 13 3 1
9 200,000 9d6 14 [+5] 10 11 9 12 10 3 1
10 320,000 9d6+2* 14 [+5] 10 11 9 12 10 4 2
11 440,000 9d6+4* 14 [+5] 10 11 9 12 10 4 2
12 560,000 9d6+6* 14 [+5] 10 11 9 12 10 4 3
13 680,000 9d6+8* 12 [+7] 8 9 7 10 8 4 3
14 800,000 9d6+10* 12 [+7] 8 9 7 10 8 4 4
* Modifiers from CON no longer apply. D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.
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