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