Tired of buying items for 2/3rds their base value and reselling them, merchants are adventurers who have left their little shop behind to get the goods from their source (and make a killing selling them!).

Merchant’s Eye (Su): At 1st level, the merchant may always take 10 on Appraise checks with no increase in the time required to do so (typically 1 standard action). In addition, a merchant may identify the properties of a magic item or decipher a scroll by using Appraise in place of a Spellcraft check.

This ability replaces improvised weapon mastery.

Agent of Commerce (Su): At 2nd level, whenever a merchant sells his goods to another merchant he sells the item for its full GP price (rather than the typical half price). This does not work on private individual-to-individual transactions; only when selling treasure to an established place of commerce (the local general goods store, a bank, an auction house, etc) where they abide by the law (not the black market).

Merchant’s Wares (Su): At 3rd level, a merchant can, as a move-equivalent action, exchange money he has on hand for items that a local general goods store would have. Items cost 1.5x their normal price, but he may purchase them regardless of his location. Once the transaction has occurred, the item appears in his hand. He may only buy 100 gp x his merchant level per day in this fashion. Any left over will not carry over to the next day.

At 6th level, items summoned in this fashion are sold at their normal prices (rather than the 1.5x price).

This ability replaces hefting strike.

Quality of Life Improvements (Su): At 3rd level, a merchant gains the ability to spend a small pool of discretionary credits, favors, and resources to help raise the standard of living amongst his traveling companions. This is represented by a small pool of quality of life points (or QLPs) equal to 4 + 1/2 his merchant level and can only be spent when a party is recovering for at least 1 hour. This may be a meal, in the morning when everyone is getting ready (studying spell books, meditating, etc), or even while the party holds council to discuss a strategy meeting. During this time he pays for improvements from the list below and the benefits are gained after 1 hour of down time. A given improvement may only be used once per day. At 3rd level he knows the medical aid improvement and he gains 1 new improvement at 6th level and every 3 levels thereafter.

This replaces henchling talents.


  • Medical Aid (2 QLP): By spending 1 QLP, the party receives an amount of healing equal to the merchant’s level.


  • Care Package (1+ QLP): The party receives up to 20 gp per QLP spent in free mundane goods worth less than 1 gp per merchant level as if they were purchasing goods in a market place. These are common items (ammunition, small weapons, spell components, foodstuff, sleeping sacks, torches, etc) rather than specific items (a map of the local area, a key for a specific door, a cure for specific type of poison, etc). These items may not be of exceptional weight (typically 5 lbs. or less) or magical.
  • Conveyance (Varies): After the party has rested the merchant has secured a local conveyance to aid the party in their journey. The service of said conveyance lasts for 30 min per merchant level to a maximum of 6 hours. While the conveyance may be retained after that (typically by paying the normal associated price for it) it is made available and given freely for the 6 hours of use. The overseer of such a vehicle or creature may tag along or trust the merchant. If the merchant does not cease the use of this conveyance and keep it in a working fashion, he may not use this improvement again for 1 week per merchant level.
    • Overland (Horses) (3 QLP): Horses or other local variant riding animals are provided for the party. They typically have a designated drop off spot or a trail-master may ride out with the party to ensure their safe return.
    • Overwater (Small Boat) (2 QLP): This is typically a rowboat or other personal watercraft that is rented for 6 hours. It’s owner may accompany the boat, even offering his services to help row it, to ensure its safe return.
    • Minecart / Train / Etc (4 QLP): These travel along a track or other set path and the tickets provided only allow for travel up to a certain stop or station.
    • Discount (10 QLP): A merchant may pay 10 QLP to receive a 20% discount for hiring or purchase of conveyances.
  • Guide (3 QLP): The merchant retains the service of a local knowledgeable about the layout of the local area for 30 min per merchant level. After such time his services may typically be retained for a price. The guide does not engage in combat and will likely flee at the sight of it.
  • Guards (Varies): The merchant retains the service of guards who number 1 per 3 levels of merchant. They are typically warriors of a local species whose level does not exceed the number of QLPs paid for this. A merchant may not spend more than 1/3rd his merchant level in QLPs on this improvement per day. The guards will not flee under favorable battle conditions but will not fight to the death for money. If the merchant already has guards from another source, he can not use this improvement.
  • Insights (2 QLPS): The merchant uses his credits to pay for local intel. This provides a +4 bonus on Knowledge (local) and Survival checks as well as checks to identify creatures local to the region for 6 hours after the rest period.
  • Treatment (4 QLP): The party recovers from all fatigue and exhaustion effects, and gains a morale bonus equal to 1/4th the merchant’s level on all Heal checks for providing long-term care made during the hour of downtime or within 30 minutes afterwards. In addition, party members receive a +1/4 merchant level morale bonus on all Fortitude saves for 6 hours (starting after the hour of downtime). Finally, one party member determined by the merchant gains one of the following benefits:
    • Recovers 1d4 + 2 points of ability score damage.
    • Recovers 1d8 per 4 merchant levels in HP + his Intelligence modifier.
    • Rather than 1 of the above benefits, the benefits of this improvement may be granted to up to 1 animal or animal companion per merchant level.
  • Warnings (1 QLP): If a merchant buys this QLP the area the party takes their downtime in is warded by an alarm spell. The spell uses the the merchant’s level as his caster level but the spell prematurely ends after the group packs up.


  • Combat Readiness (4 QLP): Each party member selects one of the following benefits after their downtime. A merchant must be at least 12th level to select this improvement.
    • The next attack roll within 6 hours that threatens a critical hit gains a +4 bonus on the confirmation roll.
    • The next attack roll within 6 hours that threatens a critical against you automatically fails to confirm.

What defines a Party Member? For the purpose of this class feature, a party is a group of characters who are being actively played by players. There needs to be a butt in the seat rolling dice (or… logged in online typing /roll) for the character in question to be considered part of the party for this class feature to affect them. This does not extend to animal companions, familiars, mounts, etc unless it expressly says that it does.

Bounty (Ex): At 4th level, a merchant is skilled enough to ferret out rewards such as bounties, paid hits, imperial hunting dictates, and solicit additional rewards for their party upon the completion of a quest. When an enemy is defeated by the party, the GM must decide if that creature would count as a bounty for this class feature. The creature must present a reasonable threat (being part of an encounter whose CR is appropriate for the party), was relevant to the party’s quest or mission, and potentially listed as having a reward (the creature must be known to the realm by deed, by name, or by likeness). The GM may elect to exclude certain creatures in an encounter while allowing others if not all creatures meet the criteria.

If declared a potential candidate for a bounty, the merchant rolls a d% and consults the following table for each such creature. Creatures of exceptional difficulty for the party, infamy, or ferocity, may have a bonus on this roll (+5% to +25%) and creatures whose deeds are not recorded or they did not pose an overly difficult challenge to the party may have this roll made at a penalty (-5% to -25%). This penalty cannot reduce a result below 1 and any number that would reduce it to 0 or a negative number instead treats it as a 1. The natural (unmodified) roll of 0 on both dice results in a misunderstanding and a potential liability for the party and is never modified by any adjustments on the roll. If a party has more than 1 merchant, the party only rolls once per creature but adds +5% to the roll for each merchant after the first in the party.

A party cannot get a result more than x10 their level. If it would be in excess of that, they receive the highest amount they could have rolled.

These rewards are in addition to the ones promised them or laid out and represent additional benefits they might have. All rewards are bestowed upon a party once they return to a nearby city or local seat of governance. The merchant must inform the appropriate people of their actions and present proof or a trophy.

This replaces helpful henchling.

Table: Bounty
d% Result Bounty Name Description
1-30 None There is no bounty on this creature.
31-40 Pittance The party receives 1d4 gp per HD of the creature or CR of the encounter (whichever is higher) + 4 gp.
41-50 Pauper’s Purse The party receives 1d10 gp per HD of the creature or CR of the encounter (whichever is higher) + 10 gp.
51-60 Warden’s Wage The party receives 1d20 gp per HD of the creature or CR of the encounter (whichever is higher) + 20 gp.
61-70 Small Sum The party receives 2d20 gp per HD of the creature or CR of the encounter (whichever is higher) + 60 gp.
71-80 Tidy Sum The party receives 100 gp per HD of the creature or CR of the encounter (whichever is higher) or an item whose value does not exceed this much. This must be an item that is not particularly difficult to obtain.
81-85 Handsome Fee The party receives 200 gp per HD of the creature or CR of the encounter (whichever is higher) or an item whose value does not exceed this much. This must be an item that is not particularly difficult to obtain.
86-90 Small Fortune The party receives 500 gp per HD of the creature or CR of the encounter (whichever is higher) or an item whose value does not exceed this much. This must be an item that is not particularly difficult to obtain.
91-95 Regal Reward The party receives 1,000 gp per HD of the creature or CR of the encounter (whichever is higher) or an item whose value does not exceed this much. This must be an item that is not particularly difficult to obtain.
96-99 Princely Fortune The party receives 2,000 gp per HD of the creature or CR of the encounter (whichever is higher) or an item whose value does not exceed this much. This must be an item that is not particularly difficult to obtain.
100+ King’s Ransom The creature you have killed caused a great deal of distress to a high ranking member of the court and you are in his favor. They are willing to pay the entire upkeep value of your keep for the next month or offer you a single item whose value does not exceed up to x2 your upkeep value. This can be an item of exceptional rarity or difficulty to obtain and if that is the case it make take some time to get as they must dispatch a different party to obtain it for you. If this result is rolled more than once per month, treat it as a 96-99.
00 Confusion There seems to be some confusion over what was issued by the court regarding this creature. There may be conflicting bounties, a restriction on the killing of such a creature (but a bounty on it all the same), or someone who morally objects for personal (or political) reasons. The merchant (and his party) must pay 10 gp per HD of the creature as a fine.

“Do We Get A Bounty?”

  • Was is a challenge? (Was the CR appropriate for the party?)
  • Was it relevant? (to the quest or mission?)
  • Was is a known creature? (By name, by likeness, or by deed?)

“What Do I Roll?”

  • A percentile dice (d%). That is 2d10, one is the tens column, one is the single’s column.

“What Affects My Roll?”

  • +5% for every merchant in the party after the first.
  • Encounter difficulty (at the GM’s discretion): + or - 5% to 25%.
  • Total can’t be higher than 10x your party level.
  • A natural roll of 0 and 0 always results in “confusion” regardless of modifiers.
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