Merchant
merchant.gif

Description: Merchants form guilds on some planets and caravans on others. They always travel in company and pride themselves on being matter-of-fact. They should be consulted when choosing a rare gift for one's beloved, or raising a ransom for one's liege lord. Merchants drive hard bargains yet can often be satisfied with a grant of charter or a court appointment for a son or daughter. Merchants are obese, have large families, and endow almshouses. They enjoy banquets of great length and hearty food, court politics, fine woolen and fur garments, and drink porter wine. These individuals form one of the most powerful groups on any world. They control the money, and when money talks, many ears listen.
Leader bonus: 5 Cha (Not stated, but also gains immunity to gate taxes.)
Merchant Champion bonus: 5 Cha. Gains immunity from bank fees. (Not stated, but also gains immunity to gate taxes.)

This guild uses Hermetic magic.
Hermetic Bulk: Quite (4/4)
Spiritual Bulk: Minimal (1/4)

Level Skills Spells Restrictions
1 attack
crossbow
first aid
dagger
magic missile
2 create food
see magic
magic mouth
3 targetting
mana save
crossbowmanship
4 consider humanoid
measuring
sparkling coin
5 appraise
hire servant
payment
6 loan detect alignment
create board
7 boltmaking floating disc
feather weight
8 restore
molten gold
shelter
9 repair monetary sacrifice
identify
destroy field
preserve corpse
10 gem cutting
hire healer
altering
11 resizing repair castle
pennies from heaven
12 pickaxe weapon resizing
midas touch
13 stone setting summon minions
sticky weapon
14 tailoring
lapidary
observation
invoke patron saint
trap creation
15 armoring create chest
protect
16 cannibalize armor
pricing
softening
17 hire mercenary
tax evasion
greater identify
18 repair armor money is power
locksmithing
19 expert repair
auctioneering
blood of gold
20 shopcrafting
crafting
masonry
instability
gilding

Stat potential:
Str: none (0/7)
Agi: none (0/7)
Dex: small (3/7)
Con: none (0/7)
Int: little (2/7)
Wis: tiny (1/7)
Per: little (2/7)
Cha: little (2/7)

Point Potential:
HP: small (3/7) HPR: little (2/7)
SP: small (3/7) SPR: small (3/7)
EP: small (3/7) EPR: small (3/7)

Category Bonuses:
Enchantment hermetic spell: little (2/7)
Conjuration hermetic spell: little (2/7)
Arcane skill: little (2/7)
Mercantile skill: little (2/7)

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