Post by Gaiyamato on Jan 14, 2015 9:48:55 GMT
Hin Caravanner
Known for their nomadic lifestyles the halflings or Toril are also well suited to nomadic merchant lifestyles. Often made use of by the Harpers and other such guilds, the Hin Caravanner's are useful not just to purchase trinkets and other goods from, but also because the spread the knowledge of the people of Toril. Caravans are often raided by the greedy or downright malicious creatures of Toril and as such all Caravanners take to learning the basics of magic for both protection and to aid their information gathering and merchant transactions.
Requirements:
Race/Regions: Lightfoot Halfling (Amn or Lurien)
Skills: Profession(Merchant) 8, Appraise 4, Bluff 4, Handle Animal 4, Diplomacy 4, Sense Motive 4
Feats: Business Savvy*, Wanderer's Diplomacy
Languages: Common plus at least 2 other languages
Special: Must have recently obtained, or be operating, or start a business upon gaining the first level of this class, called a Hin Caravan as described below. Running a business rules are on page 180 of the Dungeon Master's Guide II.*
* If not using the running a business rules from the DMGII, then replace Business Savvy with Skill Focus(Profession-Merchant), and ignore the Special requirement or replace according to direction by your DM.
Class Features:
HD: D6
Skill Points per level: 6+Int
Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Forgery, Gather Information, Handle Animal, Heal, Knowledge (any), Profession, Ride, Sense Motive, Speak Language, Spellcraft, Survival, Use Magic Device, Use Rope
Spellcasting
Hin Caravanners are able to cast arcane spells by preparing them from their spellbooks as a Wizard.
To cast a spell a Hin Caravaneer must have an Intelligence score of 10+Spell's level.
Bonus spells are based on Intelligence. Spell DCs are 10+ Spell's level + Intelligence modifier.
When a Hin Caravaneer gains 0 spells of a level they may only cast spells if they receive bonus spells for that spell level.
Hin Caravaneer's use a spellbook as a Wizard to store their spells, often disguised as a ledger.
On your first level and every level after, you add 2 spells to your spellbook from your Hin Caravaneer spells list, from any level you can cast.
Knack
Add your Hin Caravaneer level to your The Master level to determinate when you should receive additional Knacks.
If you have no levels in The Master, then count only as a The Master equal to your Hin Caravaneer level to determine Knacks from the Professional Focus.
Note: The Master is a base class in Dragonlance: War of the Lance Campaign Setting
Master of Commerce
As masters of commerce and trade Hin Caravaneer's gain an insight bonus to Profit rolls when running a business equal to half their Hin Caravaneer level (min 1).
Hin Caravaneer's also receive a discount when opening a Shop or a new Caravan business type (see below for new business type).
Note: If not using the rules from the DMG II, this instead gives a +2 bonus on Profession(Merchant) rolls and decreases the cost of materials for use in craft skills by 10%.
Mercantile Knowledge
This ability works exactly like the Bardic Knowledge class feature. If you already possess the Bardic Knowledge class feature then Hin Caravaneer and Bard levels stack for the purpose of Bardic Knowledge checks.
Bonus Feat
You may select a bonus feat from the feats listed below:
Caravanner (Races of Faerun), Skill Focus (Appraise, Bluff, Craft, Knowledge, Profession or Spellcraft only), Spell Focus (Abjuration, Divination, Conjuration, Illusion or Enchantment only), Magical Aptitude, Any magic item creation feat, Combat Casting, Persuasive, Spell Mastery
Bonus Spell
You may add a bonus spell of any level you are currently able to cast to your Spellbook for free. This spell may be chosen from any Sorcerer/Wizard spell or the Hin Caravaneer spell list.
Improved Investment
When opening a new business you may roll a Profession(Merchant) check. Receive the dice result as a % discount on the cost of opening the new business.
Note: If not using the rules from the DMG II, this instead gives a +10 bonus to Profession(Merchant) income rolls.
Merchant Prince
As a renowned Merchant Prince you receive a 25% discount on opening a new business in any friendly city (this stacks with all other discounts).
You also gain +5 to your Reputation (if using Reputation rules) and may select 5 friendly guilds or organisations, you gain +2 relations score with each of these organisations.
Spell List:
1: Alarm, Charm Person, Comprehend Languages, Create Water, Cure Minor Wounds, Erase, Expeditious Retreat, Feather Fall, Know Direction, Mage Armor, Mage Hand, Mount, Purify Food and Drink, Shield, Unseen Servant, Repair Light Damage, Repair Minor Damage, Chalkboard
2: Arcane Lock, Continual Flame, Cure Light Wounds, Detect Thoughts, Endure Elements, Identify, Locate Object, Obscure Object, Leomund's Tiny Hut, Leomund's Trap, Make Whole, Misdirection, Nystul's Magic Aura, Nystul's Undetectable Aura, Protection from Arrows, Tenser's Floating Disc, Undetectable Alignment, Whispering Wind, Vision of Glory, Ride of The Valenar, Lay of the Land, Repair Moderate Damage
3: Analyze Portal, Create Food and Water, Eagle's Splendor, Fool's Gold, Fox's Cunning, Gembomb, Knock, Leomund's Secure Shelter, Magic Mouth, Owl's Wisdom, Phantom Steed, Resist Elements, Secret Page, See Invisibility, Speak with Animals, Tongues, Sweet Water, Acorn of Far Travel, Repair Serious Damage
4: Cure Moderate Wounds, Storm Shield, Weather Eye, Camel's Tenacity, Favorable Wind, Treasure Scent, Dispel Magic, Scrying, Dimensional Anchor, Nezram's Emerald Energy Shield, Dimension Door, Minor Creation, Detect Scrying, Charm Monster, Melt Metal, Raise From The Deep, Repair Critical Damage, Voice of the Dragon
5: Indomitability, Nezram's Sapphire Screen of Shielding, Mage's Private Sanctum, Dimension Door, Greater, Leomund's Billet, Major Creation, Secret Chest, Servant Horde, Mass Charm Person, Dream, Dragonsight, Fabricate, Minor Servitor
Known for their nomadic lifestyles the halflings or Toril are also well suited to nomadic merchant lifestyles. Often made use of by the Harpers and other such guilds, the Hin Caravanner's are useful not just to purchase trinkets and other goods from, but also because the spread the knowledge of the people of Toril. Caravans are often raided by the greedy or downright malicious creatures of Toril and as such all Caravanners take to learning the basics of magic for both protection and to aid their information gathering and merchant transactions.
Requirements:
Race/Regions: Lightfoot Halfling (Amn or Lurien)
Skills: Profession(Merchant) 8, Appraise 4, Bluff 4, Handle Animal 4, Diplomacy 4, Sense Motive 4
Feats: Business Savvy*, Wanderer's Diplomacy
Languages: Common plus at least 2 other languages
Special: Must have recently obtained, or be operating, or start a business upon gaining the first level of this class, called a Hin Caravan as described below. Running a business rules are on page 180 of the Dungeon Master's Guide II.*
* If not using the running a business rules from the DMGII, then replace Business Savvy with Skill Focus(Profession-Merchant), and ignore the Special requirement or replace according to direction by your DM.
Class Features:
HD: D6
Skill Points per level: 6+Int
Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Forgery, Gather Information, Handle Animal, Heal, Knowledge (any), Profession, Ride, Sense Motive, Speak Language, Spellcraft, Survival, Use Magic Device, Use Rope
Level | BAB (Fractional) | Fortitude | Reflex | Will | Special | 1 | 2 | 3 | 4 | 5 |
1 | +0 (+0.75) | +0 | +2 | +0 | Spellcasting | 0 | - | - | - | - |
2 | +1 (+1.5) | +0 | +3 | +0 | Knack | 1 | - | - | - | - |
3 | +2 (+2.25) | +1 | +3 | +1 | Mercantile Knowledge | 1 | 0 | - | - | - |
4 | +3 (+3.0) | +1 | +4 | +1 | Master of Commerce | 1 | 1 | - | - | - |
5 | +3 (+3.75) | +1 | +4 | +1 | Bonus Feat | 1 | 1 | 0 | - | - |
6 | +4 (+4.5) | +2 | +5 | +2 | Bonus Spell | 2 | 1 | 1 | - | - |
7 | +5 (+5.25) | +2 | +5 | +2 | Improved Investment | 2 | 1 | 1 | 0 | - |
8 | +6/+1 (+6.0) | +2 | +6 | +2 | Bonus Feat | 2 | 2 | 1 | 1 | - |
9 | +6/+1 (+6.75) | +3 | +6 | +3 | Bonus Spell | 2 | 2 | 1 | 1 | 0 |
10 | +7/+2 (+7.5) | +3 | +7 | +3 | Merchant Prince | 3 | 2 | 2 | 1 | 1 |
Spellcasting
Hin Caravanners are able to cast arcane spells by preparing them from their spellbooks as a Wizard.
To cast a spell a Hin Caravaneer must have an Intelligence score of 10+Spell's level.
Bonus spells are based on Intelligence. Spell DCs are 10+ Spell's level + Intelligence modifier.
When a Hin Caravaneer gains 0 spells of a level they may only cast spells if they receive bonus spells for that spell level.
Hin Caravaneer's use a spellbook as a Wizard to store their spells, often disguised as a ledger.
On your first level and every level after, you add 2 spells to your spellbook from your Hin Caravaneer spells list, from any level you can cast.
Knack
Add your Hin Caravaneer level to your The Master level to determinate when you should receive additional Knacks.
If you have no levels in The Master, then count only as a The Master equal to your Hin Caravaneer level to determine Knacks from the Professional Focus.
Note: The Master is a base class in Dragonlance: War of the Lance Campaign Setting
Master of Commerce
As masters of commerce and trade Hin Caravaneer's gain an insight bonus to Profit rolls when running a business equal to half their Hin Caravaneer level (min 1).
Hin Caravaneer's also receive a discount when opening a Shop or a new Caravan business type (see below for new business type).
Note: If not using the rules from the DMG II, this instead gives a +2 bonus on Profession(Merchant) rolls and decreases the cost of materials for use in craft skills by 10%.
Mercantile Knowledge
This ability works exactly like the Bardic Knowledge class feature. If you already possess the Bardic Knowledge class feature then Hin Caravaneer and Bard levels stack for the purpose of Bardic Knowledge checks.
Bonus Feat
You may select a bonus feat from the feats listed below:
Caravanner (Races of Faerun), Skill Focus (Appraise, Bluff, Craft, Knowledge, Profession or Spellcraft only), Spell Focus (Abjuration, Divination, Conjuration, Illusion or Enchantment only), Magical Aptitude, Any magic item creation feat, Combat Casting, Persuasive, Spell Mastery
Bonus Spell
You may add a bonus spell of any level you are currently able to cast to your Spellbook for free. This spell may be chosen from any Sorcerer/Wizard spell or the Hin Caravaneer spell list.
Improved Investment
When opening a new business you may roll a Profession(Merchant) check. Receive the dice result as a % discount on the cost of opening the new business.
Note: If not using the rules from the DMG II, this instead gives a +10 bonus to Profession(Merchant) income rolls.
Merchant Prince
As a renowned Merchant Prince you receive a 25% discount on opening a new business in any friendly city (this stacks with all other discounts).
You also gain +5 to your Reputation (if using Reputation rules) and may select 5 friendly guilds or organisations, you gain +2 relations score with each of these organisations.
Spell List:
1: Alarm, Charm Person, Comprehend Languages, Create Water, Cure Minor Wounds, Erase, Expeditious Retreat, Feather Fall, Know Direction, Mage Armor, Mage Hand, Mount, Purify Food and Drink, Shield, Unseen Servant, Repair Light Damage, Repair Minor Damage, Chalkboard
2: Arcane Lock, Continual Flame, Cure Light Wounds, Detect Thoughts, Endure Elements, Identify, Locate Object, Obscure Object, Leomund's Tiny Hut, Leomund's Trap, Make Whole, Misdirection, Nystul's Magic Aura, Nystul's Undetectable Aura, Protection from Arrows, Tenser's Floating Disc, Undetectable Alignment, Whispering Wind, Vision of Glory, Ride of The Valenar, Lay of the Land, Repair Moderate Damage
3: Analyze Portal, Create Food and Water, Eagle's Splendor, Fool's Gold, Fox's Cunning, Gembomb, Knock, Leomund's Secure Shelter, Magic Mouth, Owl's Wisdom, Phantom Steed, Resist Elements, Secret Page, See Invisibility, Speak with Animals, Tongues, Sweet Water, Acorn of Far Travel, Repair Serious Damage
4: Cure Moderate Wounds, Storm Shield, Weather Eye, Camel's Tenacity, Favorable Wind, Treasure Scent, Dispel Magic, Scrying, Dimensional Anchor, Nezram's Emerald Energy Shield, Dimension Door, Minor Creation, Detect Scrying, Charm Monster, Melt Metal, Raise From The Deep, Repair Critical Damage, Voice of the Dragon
5: Indomitability, Nezram's Sapphire Screen of Shielding, Mage's Private Sanctum, Dimension Door, Greater, Leomund's Billet, Major Creation, Secret Chest, Servant Horde, Mass Charm Person, Dream, Dragonsight, Fabricate, Minor Servitor