npc Successful Merchant
Successful Merchant (Human Expert 7)

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.
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.
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 / Type | Medium Humanoid (Human) |
|---|---|
| Hit Dice / HP | 7d6 (24 hp) |
| Initiative | −1 |
| Speed | 30 ft. |
| Armour Class | 10, touch 9, flat-footed 10 |
| Base Atk / Grapple | +5/+4 |
| Attack | Masterwork silver dagger +5 melee (1d4−1/19–20) or +5 thrown (1d4−1, 10 ft.) |
| Full Attack | Masterwork silver dagger +5 melee |
| Space / Reach | 5 ft. / 5 ft. |
| Fort / Ref / Will | +3, +2, +9 |
| Ability Scores | Str 9; Dex 8; Con 10; Int 14; Wis 12; Cha 13 |
| Skills | Appraise +15, Bluff +11, Diplomacy +13, Sense Motive +13, Spot +13, Listen +13, Knowledge (local) +12, Profession (merchant) +11 |
| Feats | Alertness, Iron Will, Persuasive, Skill Focus (Appraise) |
| Special Attacks / Qualities | Knowledge of port markets and merchant credit; no supernatural abilities. |
| Challenge Rating | 5 |
| Equipment | Silver 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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