Merchant
About this class
Merchants are known for their keen eye, especially for items of unique value. An adventuring merchant is likely seeking treasures not available through the typical flow of trade, either to add them to a grand collection or to sell them for a hefty profit. Merchants often have some larger reason for amassing wealth, be it to secure a future for their family, to prop up a struggling community, or to get their name in the history books through charitable deeds. Merchants are experts at communicating with strangers, bargaining for special favor, and putting all supplies to good use.
Included subclasses
Domains
Grace
Starting stats
Hope feature
Class features
-
Specialty Goods
At the start of each session, choose Weapon, Armor, or Consumable. This is your active Specialty Good type.
When a scene ends in which at least one Solo adversary was defeated, you gain one item matching your active Specialty Good type of the GM's choice. This item is considered Pristine. Pristine is not a feature and has no inherent effects. -
All That Glitters
Make a Knowledge Roll (13) to determine the fair value of an item. If you succeed, you may spend a Hope to use this information to gain advantage on attempts to sell it at a higher price or advantage on attempts to buy it at a lower price until the end of the scene.
Class items
- A special coin purse
- Your first Handful of Gold
Character questions
Background prompts
- Which niche regional commerce law have you accidentally violated?
- Who helped you start your business? Are you still on good terms with them?
- What negotiating tactic tends to get you the best results?
Connection prompts
- What did I give you for free in a time of need?
- What did you buy from me that was such good quality that you became a repeat customer?
- How did you help me procure a rare item in the past?
Subclass cards
Printable via header menu
Shopkeeper
Foundation
SPELLCAST TRAIT: Presence
Traveling Business: You may sell your wares during a moment of calm. When you sell something of value to a stranger, you gain one of the following benefits:
You learn a rumor about the nearby area.
You befriend a local with connections.
Pristine items are more likely to be sold and sell for more than they are typically worth.
Shopkeeper
Specialization
Word of Mouth: When you sell a Pristine item, permanently put a token on this card, up to 10. When you reach 10 tokens, you get a permanent +1 bonus to Presence.
Business Associates: When an ally spends a Hope to Help you with a roll, their advantage die is a d12.
Shopkeeper
Mastery
Know Your Customer: Before you make a Presence Roll against a target in Close range, you can mark a Stress to know the Difficulty of the roll.
Investments: Choose an expensive project to fund with your endeavors. When you finish it, you gain a permanent extra Hope slot on this card.
Collector
Foundation
SPELLCAST TRAIT: Knowledge
Finder's Keepers: You get the following benefits when wearing or using Pristine items:
Armor: +1 Armor Slot.
Weapon: +1 to attack rolls.
Consumable: Roll a d4. On a 4, do not consume the item but still gain its effects.
Collector
Specialization
Share the Spoils: When an ally wears or uses a Pristine item, they get the benefits of your Finder's Keepers feature.
Connoisseur: While you have at least one Pristine item of each Specialty Good type in your inventory, you cannot become Vulnerable.
Collector
Mastery
Bestow Name: At the end of a scene where you would gain a Pristine item, you may instead make one weapon or armor used during the battle Pristine by giving it a unique name.
Merchant
Merchants are known for their keen eye, especially for items of unique value. An adventuring merchant is likely seeking treasures not available through the typical flow of trade, either to add them to a grand collection or to sell them for a hefty profit. Merchants often have some larger reason for amassing wealth, be it to secure a future for their family, to prop up a struggling community, or to get their name in the history books through charitable deeds. Merchants are experts at communicating with strangers, bargaining for special favor, and putting all supplies to good use.
Domains
Grace + Wealth
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A special coin purse
- • Your first Handful of Gold
Merchant’s Hope Feature
Prepared : Spend 3 Hope to make the GM lose a Fear.
Class Features
Specialty Goods
At the start of each session, choose Weapon, Armor, or Consumable. This is your active Specialty Good type. When a scene ends in which at least one Solo adversary was defeated, you gain one item matching your active Specialty Good type of the GM's choice. This item is considered Pristine. Pristine is not a feature and has no inherent effects.
All That Glitters
Make a Knowledge Roll (13) to determine the fair value of an item. If you succeed, you may spend a Hope to use this information to gain advantage on attempts to sell it at a higher price or advantage on attempts to buy it at a lower price until the end of the scene.
Merchant Subclasses
Choose either the Shopkeeper or Collector subclass.
Shopkeeper
Art by Martina Fačková
Spellcast Trait
Presence
Foundation Features
Traveling Business: You may sell your wares during a moment of calm. When you sell something of value to a stranger, you gain one of the following benefits:
You learn a rumor about the nearby area.
You befriend a local with connections.
Pristine items are more likely to be sold and sell for more than they are typically worth.
Specialization Feature
Word of Mouth: When you sell a Pristine item, permanently put a token on this card, up to 10. When you reach 10 tokens, you get a permanent +1 bonus to Presence.
Business Associates: When an ally spends a Hope to Help you with a roll, their advantage die is a d12.
Mastery Feature
Know Your Customer: Before you make a Presence Roll against a target in Close range, you can mark a Stress to know the Difficulty of the roll.
Investments: Choose an expensive project to fund with your endeavors. When you finish it, you gain a permanent extra Hope slot on this card.
Collector
Art by Filip Burburan
Spellcast Trait
Knowledge
Foundation Features
Finder's Keepers: You get the following benefits when wearing or using Pristine items:
Armor: +1 Armor Slot.
Weapon: +1 to attack rolls.
Consumable: Roll a d4. On a 4, do not consume the item but still gain its effects.
Specialization Feature
Share the Spoils: When an ally wears or uses a Pristine item, they get the benefits of your Finder's Keepers feature.
Connoisseur: While you have at least one Pristine item of each Specialty Good type in your inventory, you cannot become Vulnerable.
Mastery Feature
Bestow Name: At the end of a scene where you would gain a Pristine item, you may instead make one weapon or armor used during the battle Pristine by giving it a unique name.
Background Questions
Answer any of the following, or create your own.
- • Which niche regional commerce law have you accidentally violated?
- • Who helped you start your business? Are you still on good terms with them?
- • What negotiating tactic tends to get you the best results?
Connections
Ask one of the following, or improvise.
- • What did I give you for free in a time of need?
- • What did you buy from me that was such good quality that you became a repeat customer?
- • How did you help me procure a rare item in the past?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.