1776 –Colonial Gothic: The Merchant
You are the bedrock base of the 18th Century economy. Although you are not of Noble birth, it does not mean you can’t be rich. You are either an owner or a participant of a mercantile enterprise, be it an apothecary or a Cargo Ship, you are a player in the worlds “mercantile system”.
Hit Dice: d8
Defense Bonus |
Level |
+1 | 1-3 |
+2 | 4-8 |
+3 | 9-13 |
+4 | 12-16 |
+5 | 17-20 |
Skill Points at 1st Level: (4 + Intelligence Modifier) x 4
Class Skills: Appraise, Bluff, Bribe, Craft, Diplomacy, Forgery, Gather Information, Handle Animal, Intimidate, Knowledge (any), Listen, Profession (any) Read Lips, Ride, Search, Sense Motive, Speak Language, Spot.
Weapons and Armor Proficiency: Merchants are proficient with Simple Weapons and with Firearms.
Starting Cash: ?
Literacy(Ex): Merchants gain the Literacy Feat for their native language for free.
Knowledge: Market (Ex): Because it is their business to know such things, Merchants are extremely knowledgeable about the markets they deal in. They receive a +4 Class bonus to any skill check that pertains to their market.