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Sea Merchant 3Eby Ray Allen
I made a complete class called the Sea Merchant based on the Merchant-Prince that may be useful for the conversion project.
Sea Merchant Class
Hit Die: d6
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
All of the following are class features of the merchant. Any character may become a merchant but thieves and magic-users are the most common. This is a dual-class and experience points for each class are tracked separately.
Experience: Merchants use the Rogue Experience Point table.
Weapon and Armour Proficiency: A merchant is proficient with all simple weapons, the short sword, and the rapier. Merchants are proficient with light armour.
Favoured Clientèle: At 1st, 5th, 10th, and 20th level the merchant gains a +2 to bluff, diplomacy, gather information, intimidate and sense motive checks when dealing with members of the selected clientèle. When selecting a favoured clientèle one must either pick a class of people (Paladins, Rangers, Clerics, etc.) or pick a race (human, dwarf, orc, etc) and it’s social standing (peasants, freeman, or aristocrats). This special ability also gives the merchant the language of his favoured clientèle.
Spell Ability: A merchant's spell casting is a integral part of the merchant's training. They cast spells as per the Classic DnD Mage spells chart. Spells marked with “*” are reversible as per classic DnD rules.
Merchants may select their spells from the following list. Spells are from the SRD, Gaz9: The Minrothad Guilds and Stormwrack. The SRD and Stormwrack spells are used in place of similar spells from Gaz9. Gaz9 spells are used if there is not an OGL equivalent.
0 - Detect Current, Detect Land
1 - Anchor, Boarding Plank, Buoyancy, Clear Sight, Douse Flame, Darkness, Faerie Fire, Fins To Feet, Light, Locate Sea Life, Oilskin, Precipitation, Quickswim, Read Magic, Resist Cold, Sea Legs*, Tar, Warp Wood, Webfoot.
2 - Careen, Entangle, Jig of the Waves, Nightwatch, Obscuring Mist, Predict Weather, Purify Food and Drink, Pressure Sphere, Produce Fire, Rot, Sink, Spectral Sail, Steed of the Seas, Stormrunner’s Ward, Swim, Tern’s Persistence, Tojanida Sight, Turbidity, Web.
3 - Air Breathing, Call Lightning, Detect Ship, Dispel Fog, Favourable Wind, Fireball, Jaws of the Moray, Lightning Bolt, Protection from Pressure, Scales of the Sealord, Water Breathing, Watery Form.
4 - Ball Lightning, Control Currents, Deflect Ram, Desail, Disguise Ship, Fill the Sails, Protection from Lightning, Siren’s Call, Talk to Sea Creatures, Thalassemia, Transformation of the Deeps, Transmute Water to Ice*.
5 - Blackwater Tentacle, Control Winds, Flowsight, Hovership, Summon Sea Creatures, Summon Weather*.
6 - Airy Water, Blackwater Taint, Calm Water, Calm Wind, Control Weather, Mudslide, Stormwalk, Summon Elemental, Waterspout.