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Traveling Merchant (Human Expert 7)

By Henri Evenepoel - Own work (Own photo, Georges Jansoone (JoJan), 2008-08-20), CC BY 3.0, https://commons.wikimedia.org/w/index.php?curid=4759362, Traveling Merchant
By Henri Evenepoel – Own work (Own photo, Georges Jansoone (JoJan), 2008-08-20), CC BY 3.0, https://commons.wikimedia.org/w/index.php?curid=4759362

[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]

Source: Pathfinder d20pfsrd.com

DESCRIPTION

Traveling merchants wander the world, peddling their wares, seeking out new markets for their goods, and journeying into distant lands in search of new trade routes to open and exotic commodities to take back home to turn a tidy profit. Many traveling merchants join large trade consortiums or are masters of their own caravans, but they sometimes venture alone (or more usually, with guards) into the wilds carrying small items of high value.

Traveling merchants make excellent diplomats, spies, and information brokers, or even knowledgeable and socially skilled nobles or gentlemen. A delegation of four traveling merchants might be sent as a trade mission or ambassadors from a far-off land (CR 9), while two traveling merchants can serve as deputies for a merchant prince (CR 10). Lone traveling merchants typically travel with four caravan guards (CR 7), while those with a merchant train share the company of a guide, four vagabonds as drovers, and eight caravan guards (CR 10).

Traveling Merchant CR 5
XP 1,600

Human expert 7

N Medium humanoid

Init -1; Senses Perception +12
DEFENSE
AC 10, touch 9, flat-footed 10 (+1 armor, -1 Dexterity)

hp 31 (7d8)

Fort +2, Ref +1, Will +5
OFFENSE
Speed 30 ft.

Melee dagger +4 (1d4-1/19-20)

Ranged mwk light crossbow +5 (1d8/19-20)
STATISTICS
Strength 8, Dexterity 9, Constitution 10, Intelligence 14, Wisdom 11, Charisma 14

Base Atk +5; CMB +4; CMD 13

Feats Alertness, Combat Expertise, Deceitful, Persuasive, Skill Focus (Profession [merchant])

Skills Appraise +12, Bluff +14, Diplomacy +12, Disguise +6, Handle Animal +10, Intimidate +4, Knowledge (Geography) +10, Knowledge (local) +10, Knowledge (nobility) +3, Linguistics +12, Perception +12, Profession (merchant) +13, Ride (Dexterity) +6, Sense Motive +12

Languages Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Orc, Sylvan

Gear Padded armor, dagger, masterwork light crossbow with 10 bolts, bag of holding type I, ring of sustenance, Disguise kit, light horse, 302 gp of trade goods

Boon A traveling merchant can enable PCs to make a purchase or sale of items as if the community was one size larger than normal or allow them to accompany a caravan as guards or guests.

Section 15: Copyright Notice – Pathfinder RPG GameMastery Guide

Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.

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