[Prestige Class] Minrothad Merchant-Prince

A Complete 3.5E conversion of all things Mystara.

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[Prestige Class] Minrothad Merchant-Prince

Postby CmdrCorsiken » Sat Aug 09, 2008 3:43 am

Here is a version of the Minrothad Merchant-Prince that may be of use to the conversion project:

“Flamboyant fellows they are, all puffed up with themselves. So they can conjure elementals. So can any Glantri lord worth the name! But Minrothaddans regard them as nobility for their spell casting as much as their money. Hmm…. Perhaps they’re learning something from us after all.” --Vinciento de Belcadiz, Glantri Ambassador to Minrothad. [GAZ9, The Minrothad Guilds]

In the island nation of Minrothad, there is a long tradition of magic used aboard ship to aid in seafaring. Since most elvish captains knew a little sea or weather magic, the combination of merchant skill and spell casting became identified as one in the person of the Merchant-Prince of Minrothad.

Rogues and rangers with experience in professions and crafts associated with seafaring and trade make the best Merchant-Princes. Bards, druids, and wizards can also attain the necessary skills, but are more often employed in support roles to established Merchant-Princes; as are clerics of ocean deities.

NPC Merchant-Princes are often the most elite of experts in fields associated with seafaring and trading, master navigators and master craftsmen. Only a few are admitted to the exclusive academy which trains its students in the arts of sea and air magic.

Hit Die: d6

Requirements
Skills: Appraise 5 ranks, Bluff 5 ranks or Diplomacy 5 ranks, Profession (sailor) 7 ranks
Feats: Leadership
Nation: The character must either hail from one of the islands of Minrothad or must have worked aboard a Minrothad merchant vessel for at least two years.
Special: The character must apply to and be admitted to the prestigious Minrothad Merchant Academy.

Class Skills
The merchant-prince’s class skills are Appraise, Balance, Bluff, Climb, Concentration, Diplomacy, Gather Information, Jump, Knowledge (arcana), Knowledge (geography), Knowledge (nature), Listen, Profession, Sense Motive, Speak Language, Spellcraft, Spot, Survival, Swim, Use Rope.
Skill Points at Each Level: 4 + Int modifier.

Code: Select all
THE MINROTHAD MERCHANT-PRINCE
Class  Base  Fort  Ref   Will                                     Spells per Day
Level  Att   Save  Save  Save  Special                            0  1  2  3  4  5  6

1st    +0    +0    +2    +2    Water Focus +1, Resourceful Trader 2  1  0  -  -  -  -
2nd    +1    +0    +3    +3    Air Focus +1, Weather Sense +1     2  2  1  0  -  -  -
3rd    +2    +1    +3    +3    Wind at your back                  3  2  2  0  -  -  -
4th    +3    +1    +4    +4    Weather Sense +2                   3  3  2  1  0  -  -
5th    +3    +1    +4    +4    Bonus feat                         4  3  3  2  0  -  -
6th    +4    +2    +5    +5    Water Focus +2, Weather Sense +3   4  4  3  3  1  0  -
7th    +5    +2    +5    +5    Air Focus +2                       5  4  4  3  2  0  -
8th    +6    +2    +6    +6    Weather Sense +4                   5  5  4  4  2  1  0
9th    +6    +3    +6    +6    Bonus feat                         6  5  5  4  3  2  1
10th   +7    +3    +7    +7    Weather Sense +5                   6  6  5  5  3  2  2


Class Features

Weapon and Armor Proficiency: Merchant-Princes gain no weapon or armor proficiencies.

Spells per day: A merchant-prince prepares and casts arcane spells according to the table. To cast a spell, he must have a Charisma score of at least 10 + the spell’s level. Bonus spells are based on Charisma, and saves against these spells have a DC of 10 + spell level + the merchant-prince’s Charisma modifier. When he gets 0 spells of a given level, he gets only bonus spells. A merchant-prince has access to any spell on the list (below) and can freely choose which to prepare.

Water Focus: At first level and higher, a Minrothad Prince casts all spells with the ‘water’ descriptor, including those modified to be such, at +1 caster level. At sixth level and higher, he casts them at +2 caster levels. Any save DCs increase by the same amount, +1 at first level, +2 at sixth.

Resourceful Trader: At 1st level, a Minrothad Merchant-Prince’s growing list of business contacts and specialized dealers allow him to treat any community as one size larger for purposes of the maximum price item that can be bought or sold.

Air Focus: At second level and higher, a Minrothad Prince casts all spells with the ‘air’ descriptor, including those modified to be such, at +1 caster level. At seventh level and higher, he casts them at +2 caster levels. Any save DCs increase by the same amount, +1 at second, +2 at seventh.

Weather Sense: At second level a Minrothad Prince’s connection to the forces of air and water provide additional insight into weather patterns. When on the ocean or within eight miles of an ocean or large lake (at least 50 square miles in area), he gains a +1 bonus to all Survival and Knowledge (nature) checks involving weather prediction or phenomena. This bonus increases by +1 each even level attained.

Wind at your back: At third level, any ship commanded by a Minrothad Prince moves at one mile per hour faster than normal.

Bonus feat: At 5th and 9th level, a Minrothad Prince may select a feat from the following list: Acrobatic, Athletic, Charlatan, Diligent, Great Fortitude, Iron Will, Lightning Reflexes, Negotiator, Persuasive, Sea Legs, Ship’s Mage, Trustworthy, any Meta-magic. He must still meet all requirements for whatever feat he selects.
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Re: [Prestige Class] Minrothad Merchant-Prince

Postby maddog » Fri Feb 20, 2009 8:33 pm

I made a complete class called the Sea Merchant based on the Merchant-Prince that may be useful for the conversion project.

Here it is...

Sea Merchant Class
Alignment: Any
Hit Die: d6
Class Skills
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
All of the following are class features of the merchant. Any character may become a merchant but thieves and magic-users are the most common. This is a dual-class and experience points for each class are tracked separately.
Experience: Merchants use the Rogue Experience Point table.
Weapon and Armor Proficiency: A merchant is proficient with all simple weapons, the short sword, and the rapier. Merchants are proficient with light armor.
Favored Clientèle: At 1st, 5th, 10th, and 20th level the merchant gains a +2 to bluff, diplomacy, gather information, intimidate and sense motive checks when dealing with members of the selected clientèle. When selecting a favored clientèle one must either pick a class of people (Paladins, Rangers, Clerics, etc.) or pick a race (human, dwarf, orc, etc) and it’s social standing (peasants, freeman, or aristocrats). This special ability also gives the merchant the language of his favored clientèle.
Spell Ability: A merchant's spell casting is a integral part of the merchant's training. They cast spells as per the Classic DnD Mage spells chart. Spells marked with “*” are reversible as per classic DnD rules.
Spell List
Merchants may select their spells from the following list. Spells are from the SRD, Gaz9: The Minrothad Guilds and Stormwrack. The SRD and Stormwrack spells are used in place of similar spells from Gaz9. Gaz9 spells are used if there is not an OGL equivalent.
0 - Detect Current, Detect Land
1 - Anchor, Boarding Plank, Buoyancy, Clear Sight, Douse Flame, Darkness, Faerie Fire, Fins To Feet, Light, Locate Sea Life, Oilskin, Precipitation, Quickswim, Read Magic, Resist Cold, Sea Legs*, Tar, Warp Wood, Webfoot.
2 - Careen, Entangle, Jig of the Waves, Nightwatch, Obscuring Mist, Predict Weather, Purify Food and Drink, Pressure Sphere, Produce Fire, Rot, Sink, Spectral Sail, Steed of the Seas, Stormrunner’s Ward, Swim, Tern’s Persistence, Tojanida Sight, Turbidity, Web.
3 - Air Breathing, Call Lightning, Detect Ship, Dispel Fog, Favorable Wind, Fireball, Jaws of the Moray, Lightning Bolt, Protection from Pressure, Scales of the Sealord, Water Breathing, Watery Form.
4 - Ball Lightning, Control Currents, Deflect Ram, Desail, Disguise Ship, Fill the Sails, Protection from Lightning, Siren’s Call, Talk to Sea Creatures, Thalassemia, Transformation of the Deeps, Transmute Water to Ice*.
5 - Blackwater Tentacle, Control Winds, Flowsight, Hovership, Summon Sea Creatures, Summon Weather*.
6 - Airy Water, Blackwater Taint, Calm Water, Calm Wind, Control Weather, Mudslide, Stormwalk, Summon Elemental, Waterspout.
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