| Village Merchants are shopkeepers. They may be generalist or specialized in some way, for example a baker or tailor, depending on the shop involved. Despite their low combat statistics, they are quite skilled at the Art of Selling; this is reflected in their unusually high skill scores considering their overall level. | |
| Perception | +6 |
| Languages | Common, (possibly other depending on situation) |
| Skills | Deception+10, Diplomacy+12, Mercantile Lore +10, Performance +8, Society +8 |
STR +2 , DEX +0 , CON -1 , INT +2 , WIS +2 , CHA +4 | |
| Items | Crossbow (10 bolts) |
| AC | 13 |
| Saving Throws | Fort +1, Ref +2, Will +10 |
| HP | 7 |
| Speed | 25 feet |
| Melee | Fist: +4/0/-4 Agile, Nonlethal, Unarmed | Damage: 1d4+2 bludgeoning |
| Ranged | Crossbow: +4/-1/-6 Range 120ft, Reload 1 | Damage 1d8 Piercing |
| Special Abilities | Appraising Eye The merchant can use their Mercantile Lore to Recall Knowledge about any item they are offered for sale or appraisal. A success will always determine the book value of any item (except for any additional value that magic may add to a common-looking item.) The merchant can also attempt to Identify Magic using their Mercantile Lore check instead of the usual Arcane, Nature, Occult, or Primal check - and they do not need to know in advance that the item is magical. |
| The crossbow should be positioned in the shop hidden behind/beneath a countertop. It will be loaded and hidden behind a counter.It will take the merchant 1 action to retrieve and aim the weapon. plus any movement needed to get to it in the first place. Don't forget the reload action required between shots. | |
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