Merchant
Creature -1 — human, humanoid
LANDhumanhumanoid
Small settlements can typically support one or two generalist merchants, and larger cities house multiple specialists—experts in one type of product. Merchants range from vendors hustling in the public square to wealthy tycoons running entire commercial organizations. A merchant might have an additional Lore skill about a specific category of item (such as jewelry or magic weapons), with a skill modifier equal to their Mercantile Lore. Expertise is forged through years of effort and often tediou
Source: pathfinder-npc-core
Perception +6
Languages common
Skills deception +10, diplomacy +12, Mercantile Lore +12, performance +8, society +8
Str
+2
Dex
+0
Con
-1
Int
+2
Wis
+2
Cha
+3
Items Club, Padded Armor
AC 13
Fort +1
Ref +2
Will +10
HP 7
Speed 25 feet
Offense
Melee Fist (agile, nonlethal, unarmed) +4, Damage 1d4+2 bludgeoning
Melee Club +4, Damage 1d6+2 bludgeoning
Ranged Club (thrown-10) +4, Damage 1d6+2 bludgeoning
Abilities
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.
Sales Specialist — For encounters involving negotiation or mercantile skill, a merchant is a 4th-level challenge.
WORKS WELL WITH
AnvilLANDA durable ally soaks the front so this fragile skirmisher can add a trivial extra strike from safety.
WeaverLANDA caster benefits from having a low-threat body nearby to bait Reactive Strikes meant for a higher-value target.
MenderLANDA healer partner keeps this fragile ally standing long enough to matter in a fight it was never built for.
PUNISHES
✖ overcommitting resources against a low-threat target
Pairing multiple copies of this low-threat skirmisher adds no distinct threat axis; the fragility repeats without offsetting utility.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Merchant in the encounter builder — free, no install.
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