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PFS LimitedMerchant

Small settlements can typically support one or two generalist merchants, and larger cities house multiple specialists—experts in one type of product. Merchants can be found anywhere: vendors hustling in the public square, shopkeepers running small storefronts, traveling salespeople in carriages or caravans, or wealthy tycoons running entire organizations devoted to commerce. For encounters involving negotiation or mercantile skill, a merchant is a 4th—level challenge. A merchant might have an additional Lore skill about a specific category of item (such as jewelry or magic weapons), with a total skill bonus 2 higher than Mercantile Lore.

Recall Knowledge - Humanoid (Society): DC 13
Unspecific Lore: DC 11
Specific Lore: DC 8

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite MerchantCreature 1

Legacy Content

N Medium Human Humanoid 
Source Gamemastery Guide pg. 244
Perception +8
Languages Common
Skills Deception +12, Diplomacy +14, Mercantile Lore +12, Performance +10, Society +10
Str +2, Dex +0, Con -1, Int +2, Wis +2, Cha +4
Appraising Eye The merchant can use Mercantile Lore to Recall Knowledge about items, including determining their value. They can also attempt to Identify Magic using Mercantile Lore and can do so without first knowing whether the item is magical.
Items crossbow (10 bolts), padded armor
AC 15; Fort +3, Ref +4, Will +12
HP 17
Speed 25 feet
Melee [one-action] fist +6 [+2/-2] (agile, nonlethal, unarmed), Damage 1d4+2+2 bludgeoningRanged [one-action] crossbow +6 [+1/-4] (range increment 120 feet, reload 1), Damage 1d8+2 piercing

All Monsters in "Tradespeople"

NameLevel
Apprentice-1
Guildmaster8
Merchant-1
Smith3

Tradespeople

Source Gamemastery Guide pg. 244
Every settlement needs tradespeople to create new products, facilitate commerce, and keep the infrastructure from crumbling. Larger cities often have entire guilds dedicated to the creation of specific goods, managing worker conditions, and working with local governments.

Sidebar - Additional Lore Common Artisan Guilds

Cartographers
Cobblers
Cooks and bakers
Glassblowers
Herbalists
Jewelers and gem cutters
Leatherworkers
Locksmiths
Magecrafters
Masons and stonecutters
Painters and sign makers
Physicians and apothecaries
Potion brewers
Potters
Scroll keepers
Shipwrights and sailmakers
Skinners and tanners
Wagonmakers and wheelwrights
Weaponsmiths
Wandcrafters
Weavers
Woodcarvers and coopers