Merchant-Artisan

Merchant-Artisan is a classification given to people who put the bulk of their time into trade skills. They are not true adventuring types in the purest sense, but they fill a much needed role amongst their brethren. Wherever there are areas adventurers gather, you can find these bold entrepreneurs plying their trades. Whether they are repairing weapons and armor, selling handy potions or turning the spoils of a dungeon expedition into coin, Merchant-Artisans are always a welcome sight and a little reminder of civilization in the far flung places adventurers typically find themselves. 

Merchant-Artisans tend to have poor combat skills, usually relying on the brawnier types as bodyguards. Many commit themselves to learning basic defense and awareness skills, finding they are easy to pick up when one is always on guard against unsavory types that may wish to rob or swindle them. While most Merchant-Artisans remain in the relative safety of towns or outposts, some intrepid few do join adventuring groups for thrills, experience, or a chance to get their hands on valuable items they can resell without having to pay a finder’s fee. 

While at first glance it would seem few fighters or other adventurers would want a Merchant-Artisan along on an expedition, nothing could be further from the truth. While the more combat ready types will bear the brunt of any hostilities and often end up protecting them, Merchant-Artisans bring shrewd negotiation skills, knowledge of valuables and even the potential to keep the party’s arms and armor in good condition. Who wouldn’t want someone in their party who could “read” people and know how to negotiate with them, quickly appraise the value of items found and even mend armor in a pinch?

Maximum Health – 14

Skill

1-Handed Blunt

1-Handed Edged

Appraisal

Armor Field Repair

Bow

Brawling

Broker

Burst of Strength

Courage

Craft: Merchant

Crafting: Armorsmith

Crafting: Blacksmith

Crafting: Brewer/Vintner

Crafting: Carpenter/Woodworker

Crafting: Chef

Crafting: Engineering

Crafting: Trap crafter

Crafting: WeaponSmith

Create Preservation Oil

Crossbow

Daze

Decipher Script

Diagnose

Disable

Disarm

Evade Trap

First Aid

Gathering: Farmer

Gathering: Fisher

Gathering: Harvesting

Gathering: Hunter

Gathering: Logger

Gathering: Miner

Gathering: Naturalist

Gathering: Scrounger

Gemology I

Hard Headed

Hard to Kill

Health

Health (11-14)

Killing Blow

Literacy

Literacy Other

Lockpicking

Poison Craft

Poison Tolerance

Polearm/Spear

Sixth Sense

Small Weapon

Staff

Sweep

Thrown Weapon

Cost

6

6

1

1

6

7

8

8

10

2 purchases per 3 character points

2

2

2

2

2

2

3

2

3

5

8

12

5

10

8

6

6

3

3

3

3

3

3

3

3

4

10

12

1

2

2

1

3

3

3

6

7

10

2

3

3

4

Prerequisites

None

None

None

None

None

None

10 purchases of Craft: Merchant

None

None

None

None

None

None

None

None

None

None

None

Alchemy

None

Blunt Weapon, Staff, or Brawling

None

None

None

None

None

None

None

None

None

None 

None

None

None

None

None 

None

None

None

10 Health

None

None

Literacy

None

None

None

None

None

None

None

Staff, Spear, or Polearm

None

Self-Taught

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

No

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

No

No

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes