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The Alchemist in our group intends to pick up an Alchemists Kit as soon as he can afford it. The wagon he is talking about getting would be his "Home away from Home" and be where he would do most of his work.

I'll look into getting my hands on one of the sources for the Merchant Feat. It dosnt really sound like what we want to do, but it is the first I've heard of anything "Official" on the subject.

As for the rest of our characters funneling their goods through the Merchant, that was something we had already talked about and I decided it would be fine.

The above modifiers are just a baseline for most situations. I've been working a couple of pages of information about any of the cities my players may be visiting. I have a list of the different kinds of goods in those entires which should create a baseline for any situational modifiers based on local economy.

Thanks again for the feedback.


These are the same things me and my players have been discussing the last couple of days.

Part of the reason my player wants to have a merchant is because I am only allowing 50% of the original item cost when selling items. By becoming a merchant, he has the potential to sell items at full price.

The reasons for the modifiers the way they are is as much due to the ammount of money each area can bring to bear when buying new goods as it is due to the number of people around to purchase goods.

My players are talking about getting their hands on one or two wagons. One of these would belong to our Alchemist and would be used as a mobile lab. The second one would belong to our Rogue/Merchant as a way to transport goods. I'd be surprised if their "Caravan" became much larger than that.

We have already talked about using modifiers based on the kinds of goods vs demand. But that will be dealt with on a case-by-case basis.

Our group is getting together this weekend, so we will be trying things out at that time. I'm sure there will be a lot of tweeking done as things progress, but my group seems to think these rules "Feel" right for what they want to do.

Thanks for the feedback! It gave me some good food-for-thought.


Anyone have any thoughts on the rules I've worked up for Merchants?


Tanis wrote:

Once my stats were so bad, that I decided to play a merchant. Bought bulk trade goods, set up caravan routes etc. It was great fun...for the first 3 games. Then it became tedious. As hell.

Sure, let him do it, accomodate the caravan routes and guild meetings. Make sure he actually does the paperwork properly ie.

salt @ 2 sp a pound - Riddleport.
salt @ 8 sp a pound - Magnimar.

etc.

That's if he actually wants to play a Merchant. It's actually a lot of work that for the most part is not much fun.

Just give him/her an out when they get tired of it.

Thats why I'm trying to make a simple system to cover most goods. It will give him the chance to persue his career in some detail while not over complicating things. The current plan is to use the above rules for most things, then make individual sales for more substantial items.


I played the original system since first edition, and even ran a campaign that lasted seven years. My players loved it, and ironically, the core of my group was movning away around the same time as the "Time of Judgement" books were coming out.

I really hope to run another campaign some day, but I dont see it happening any time soon.

I have a nearly complete set of the OWOD books, but after picking up the core set of NWOD books, I quickly realized that I didnt care for the new system, or the mythology associated with it.

I actually picked up Pathfinder because I wasnt able to put together a new group of OWOD players.


He wants to run a Merchant Rogue. He sees it as "Take from everyone, sell it for profit."


I have a player who built a Rogue, largely focused on his ability to obtain and make a profit on anything he gets his hands on. While I like the idea of a merchant in the group, we both want to develope that aspect of the character in detail. When he created his character, he took the following skills in the interest of becoming a good merchant; Craft: Jeweler, & Profession: Merchant. I've thumbed through my own books and also spent some time searching the web, but I havent found anything useful yet. As a result, I've started putting together some rules of my own, . . .

Here is what I've come up with so far:

Profession: Merchant
The following is a list of modifiers for Merchants. The result is the % (Money Wise) of your wares sold in a full day of selling.

+0 Huge City (+50,000 population)
-5 Large City (25,000-49,999 pop)
-10 Small City (5,000-24,999 pop)
-15 Town (1,000-4,999 pop)
-20 Village (100-999 pop)
-25 Settlement (20-99 pop)
-30 Homestead (1-19 pop)

Craft: Jeweler
The following is a list of modifiers for Jewelers. For the time being, this will cover cleaning/impriving existing items. If you ever want to start making your own items, let me know in advance so I can plan accordingly.

DC25 = +5,000GP gems/jewelry
DC20 = 1,000-4,999GP gems/jewelry
DC15 = 100-999GP gems/jewelry
DC10 = 1-99GP gems/jewelry

A successful roll will add 10% to the value you are trying to If you fail your roll, roll a second time. If the second roll succeeds, the gem/jewelry holds its original value. If the second roll also fails, the gem/jewelry is ruined and looses 50% of its value.

New Items:

Jeweler's Tools: 50GP
This set of tools contains all the tools needed to clean or repair gems and jewelry. Without these tools you must use improvised tools and take a -3 circumstance penalty on Craft: Jewelry checks. A Magnafying Glass is needed to make use of these tools.

Jeweler's Tools, Masterwork: 150GP
This set of tools contain additional tools, and tools of better quality which grant a +2 circumstance bonus on Craft: Jewelery checks. A Magnafying Flass is needed to make use of these tools.

Merchant's Clothes: 50GP
A custom tailored outfit. Often lined in fine furs, these outfits are almost always made in bright colors and have fine embroidery. Characters gain a +2 to Profession: Merchant checks when wearing these clothes.

Merchant's Pavillion: 250gp
A large tent designed to display a merchant's wares in comfort. It takes 120 minutes to assemble. This item grants both a +2 circumstance bonus to Profession: Merchant checks and a -2 circumstance penalty to characters making Slight of Hand checks against the Merchant.

Any and all constructive criticism and feedback would be welcome!