Merchant Adventurer
The Merchant Adventurer is a core class, distinct from the four original core classes (Fighter, Magic-User, Cleric, and Thief) presented in the Basic Fantasy SRD. Merchant Adventurers use the Thief table for Saving Throws and have the same Attack Bonus progression as both Clerics and Thieves.
Requirements
The Prime Requisites for Merchant Adventurers are Intelligence and Charisma; a character must have at least a Wisdom score of 9, an Intelligence score of 11, and a Charisma score of 11 to become a Merchant Adventurer. Merchant Adventurers may use any weapon and may wear leather armor or chain mail. Humans, Half-Elves, Gnomes, and Halflings may become Merchant Adventurers; the Elven disposition renders them too aloof to be successful in such a life, whereas the Dwarven disposition is too taciturn.
Special Abilities
Navigator: As a consequence of a life spent travelling far and wide in search of trade and profit, Merchant Adventurers are highly skilled in navigation and cartography. When traveling in the wilderness, overland and waterborne travel rates are increased by 1/3 as long as the Merchant Adventurer leads the party. Additionally, at 5th Level, the Merchant Adventurer has a +2 bonus on rolls to avoid getting lost; the bonus increases to +3 at 9th Level and to +4 at 15th Level.
Polyglot: Merchant Adventurers are assumed to have spent much time in cosmopolitan trade cities. To reflect this, Merchant Adventurers start with 2 extra languages at character creation, in addition to any extra languages as a result of an Intelligence bonus. Unlike other languages, these 2 languages need not be declared at the time of character creation, allowing the player to choose a language when needed to negotiate their way out of a sticky situation as well as to add color to his or her character's background:
Once a language is chosen, the open slot is filled and cannot be altered. The character then gains an additional language slot every other level starting at 5th Level.
Silver-Tongued: Starting at 1st Level, a Merchant Adventurer possesses a +1 bonus to all Reaction Rolls, this bonus rises to +2 at 5th Level, +3 at 9th level, +4 at 12th Level, and +5 at 15th Level.
Swashbuckler: As experienced caravanners and mariners, Merchant Adventurers are skilled in the swashbuckling form of melee combat that is often required to repel raiders and pirates. As such, the player of a Merchant Adventurer may add +1 AC to parry against one melee attack per round. The player must declare that he or she wishes to parry before the attack is rolled for. The attack must be from an attacker with lower initiative than the Merchant Adventurer, and he or she can only parry one time and still attack in a round. However, if the player declares he or she will not attempt an attack, the Merchant Adventurer may parry at +4 AC against all incoming melee attacks in the round. A Merchant Adventurer using a ranged weapon cannot parry attacks. Likewise, an unarmed Merchant Adventurer cannot parry against melee attacks (unless he or she is carrying a shield) but can parry against unarmed attacks.
Eye for Value: A Merchant Adventurer can use the Appraise skill to accurately determine the value of items of mundane treasure, including gems, jewelry, art objects, etc., as well as magical treasure. The percentage of success is given in the table below. As the player shouldn't know if the character accurately appraise the item or not, this roll should be made by the DM.
Magic Scroll, Wands, and Staves Use: At 9th Level, the Merchant Adventurer has accumulated enough knowledge (and hubris!) through his or her travels to attempt to read Magic-User scrolls or use magic wands and staves. However, as the Merchant Adventurer is a mere dilettante in the magical arts, there is always a base 10% chance for failure when the scroll, wand, or staff is activated.
Caravanserai/Merchant Fleet: At 9th Level, a Merchant Adventurer can begin construction of a caravanserai. Upon completion, the caravanserai will attract up to 2d6 1st Level Merchant Adventurer followers who will assist the character, but will not accompany him or her on adventures. In lieu of building a caravanserai, the player may elect to construct a Merchant Fleet instead. Unlike the caravanserai and strongholds of other classes, a Merchant Fleet serves as a mobile headquarters for the character as it consists of several sea-going vessels built at an equivalent cost to a stronghold. Merchant Fleets do not attract Merchant Adventurers, but the cost of each vessel includes a crew of 0-Level sailors.
Open Sesame: Merchant Adventurers can Open Locks and Remove Traps as per the table below.