npc Successful Merchant

Successful Merchant (Human Expert 7)

By Max Gaisser - https://www.hampel-auctions.com/, Public Domain, https://commons.wikimedia.org/w/index.php?curid=39390083, Successful Merchant
By Max Gaisser – https://www.hampel-auctions.com/, Public Domain, https://commons.wikimedia.org/w/index.php?curid=39390083

A successful merchant is pleasant to customers but often an impatient taskmaster to his employees. He has spent a lifetime thinking of ways to avoid physical work and complains if expected to lend a hand. He considers himself better than anyone dumber or poorer than he is.

DESCRIPTION

The above stat block can be used for any skilled NPC whose profession relies on observation, intimidation, and diplomacy, such as a diplomat, innkeeper, lawyer, or caravan leader.

TACTICS

During Combat The expert hides behind his bodyguards or tries to use his potion of invisibility to escape combat. The rapier he wears is only for show, and he defends himself with his dagger.

Game Statistics

Skilled broker for cargo, insurance, credit and caravan or ship provisions. Select the edition for its rules and combat numbers; the original Pathfinder source is retained in full.

D&D 5.5e / 2024

Original 2024-format NPC conversion; Challenge Ratings use D&D balancing rather than the Pathfinder CR.

Successful Merchant

Medium Humanoid (Human), any alignment

Armor Class 11 (bracers of defense); Hit Points 31 (7d8); Speed 30 ft.; Initiative −1.

STR
9 (-1)
DEX
8 (-1)
CON
10 (+0)
INT
14 (+2)
WIS
12 (+1)
CHA
13 (+1)

Skills Deception +3, Insight +5, Investigation +4, Perception +5, Persuasion +5; Merchant’s Tools +6; Senses passive Perception 15; Languages Common, Dwarven, Elven.

Challenge 1/2 (100 XP); Proficiency Bonus +2.

Equipment Masterwork silver dagger, purse, ledger, merchant’s scales, potions of healing and concealment where available.

Traits

Trade Network. Advantage on checks to learn the going price, availability or owner of mundane goods in a market where the merchant has connections. Hard Bargain. On a successful DC 13 Charisma (Persuasion) check, the merchant can arrange credit or an introduction from a willing trader; it is never automatic.

Actions

Silver dagger. Melee Attack +1, reach 5 ft. Hit: 2 (1d4 − 1, minimum 1) Piercing. Silver dagger (Thrown). Ranged Attack +1, range 20/60 ft. Hit: 2 (1d4 − 1, minimum 1) Piercing.

Bonus Actions

Direct the Guards (Bonus Action, 1/Day). One willing guard within 30 ft. moves up to half its Speed without provoking Opportunity Attacks.

Reactions

Protect the Ledger (Reaction, 1/Day). Gain Advantage on an ability check to keep hold of a carried document or purse against theft.

D&D 5e / 2014

2014 creature-stat terminology and action conventions; no 2024-only Weapon Mastery is assumed.

Successful Merchant

Medium Humanoid (Human), any alignment

Armor Class 11 (bracers of defense); Hit Points 31 (7d8); Speed 30 ft.; Initiative −1.

STR
9 (-1)
DEX
8 (-1)
CON
10 (+0)
INT
14 (+2)
WIS
12 (+1)
CHA
13 (+1)

Skills Deception +3, Insight +5, Investigation +4, Perception +5, Persuasion +5; Merchant’s Tools +6; Senses passive Perception 15; Languages Common, Dwarven, Elven.

Challenge 1/2 (100 XP); Proficiency Bonus +2.

Equipment Masterwork silver dagger, purse, ledger, merchant’s scales, potions of healing and concealment where available.

Traits

Trade Network. Advantage on checks to learn the going price, availability or owner of mundane goods in a market where the merchant has connections. Hard Bargain. On a successful DC 13 Charisma (Persuasion) check, the merchant can arrange credit or an introduction from a willing trader; it is never automatic.

Actions

Silver dagger. Melee Weapon Attack +1, reach 5 ft. Hit: 2 (1d4 − 1, minimum 1) Piercing. Silver dagger (Thrown). Ranged Weapon Attack +1, range 20/60 ft. Hit: 2 (1d4 − 1, minimum 1) Piercing.

Bonus Actions

Direct the Guards (Bonus Action, 1/Day). One willing guard within 30 ft. moves up to half its Speed without provoking opportunity attacks.

Reactions

Protect the Ledger (Reaction, 1/Day). Gain Advantage on an ability check to keep hold of a carried document or purse against theft.

Pathfinder First Edition

Successful Merchant — original Pathfinder statistics

Successful Merchant CR 5
XP 1,600

Human Expert 7

N Medium humanoid (human)

Init -1; Senses Perception +13
DEFENSE
AC 10, touch 9, flat-footed 10 (+1 armor, -1 Dexterity)

hp 31 (7d8)

Fort +3, Ref +2, Will +9
OFFENSE
Speed 30 ft.

Melee mwk silver dagger +5 (1d4-1/19-20)

Ranged mwk silver dagger +5 (1d4-1/19-20)
STATISTICS
Strength 9, Dexterity 8, Constitution 10, Intelligence 14, Wisdom 12, Charisma 13

Base Atk +5; CMB +4; CMD 13

Feats Alertness, Iron Will, Persuasive, Skill Focus (Appraise, Intimidate)

Skills Appraise +15, Bluff +11, Diplomacy +13, Handle Animal +6, Intimidate +11, Knowledge (geography) +7, Knowledge (history, nobility) +4, Knowledge (local) +12, Perception +13, Profession (merchant) +11, Ride +9, Sense Motive +13, Survival +2

Languages Common, Dwarven, Elven
Combat Gear
potion of cure moderate wounds, potion of invisibility; Other Gear masterwork silver dagger, masterwork rapier, bracers of armor +1, cloak of resistance +1, guard dog, magnifying glass, merchant’s scale, bit and bridle, heavy horses (2), light horse (combat trained), riding saddle, saddlebags, wagon, 720 gp

D&D 3.5e

Successful Merchant

Medium Humanoid (Human), alignment varies · CR 5

Size / TypeMedium Humanoid (Human)
Hit Dice / HP7d6 (24 hp)
Initiative−1
Speed30 ft.
Armour Class10, touch 9, flat-footed 10
Base Atk / Grapple+5/+4
AttackMasterwork silver dagger +5 melee (1d4−1/19–20) or +5 thrown (1d4−1, 10 ft.)
Full AttackMasterwork silver dagger +5 melee
Space / Reach5 ft. / 5 ft.
Fort / Ref / Will+3, +2, +9
Ability ScoresStr 9; Dex 8; Con 10; Int 14; Wis 12; Cha 13
SkillsAppraise +15, Bluff +11, Diplomacy +13, Sense Motive +13, Spot +13, Listen +13, Knowledge (local) +12, Profession (merchant) +11
FeatsAlertness, Iron Will, Persuasive, Skill Focus (Appraise)
Special Attacks / QualitiesKnowledge of port markets and merchant credit; no supernatural abilities.
Challenge Rating5
EquipmentSilver dagger, ledger, merchant’s scales, two potions, 720 gp.

Designed as a D&D 3.5e adaptation of this NPC concept; the original Pathfinder statistics remain in their own tab.

Section 15: Copyright Notice

Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.

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