SHONIN (Merchant)

    Shonins specialize in trade, profit, marketability, arbitrage, and monetary concerns. They capitalize on skills that help them practice in a commercial venue. The Shonin also represents a social class: the middle class. Shonins can be nobles or commoners, but they generally fall into the middle layers of income (in that incredibly wide gap between royalty and peasant landowners). While only blooded characters can be regents, unblooded Shonins can accumulate sizeable fortunes and significant influence.

    But Shonins are not simply merchants or tradesmen. A blacksmith or a wool merchant is not automatically considered a Shonin, regardless of how talented he may be. Just as knowing how to shoot a bow or swing a sword does not make a person a warrior. Possessing a marketable skill does not make a character a Shonin.

    Only adventurous people of a certain mettle can become Shonins. Shonins manage or work in guilds and perform trade, but they can also adventure like fighters, clerics, thieves, and wizards. Their primary interest, however, lies in turning a profit consistently. While a warrior might believe that slaying a band of bandits and taking their treasure is a fine way to turn a profit, a Shonin might choose to negotiate with the bandits and give them something in return for not disrupting his future business interests. Such an arrangement could be more profitable in the long run.

    Many Zaidanese become Shonins in careers as sailors, merchants, farmers, and more. Unblooded Shonins tend to progress within established guilds become lieutenants, sea captains, and trade emissaries. Blooded Shonins may work to become regents of their own guilds, and strive to establish their personal and regency power in the thriving mercantile communities of Zaidan.

 

DOMAIN-LEVEL INFORMATION

RP Collection: Shonin collect RP from the following types of holdings at the indicated rates:

-          Province: Full

-          Law: Half

-          Manor: Half

-          Guild: Full

 

Class Action: Rule Holding: Guild or Trade Venture.

 

CHARACTER-LEVEL INFORMATION

Alignment: Any.

 

Status: Low (It is a major Dishonourable Deed for High Status characters to take levels of Shonin).

 

Hit Die: d6.

 

Class Skills: Shonin class skills and the key ability for each skill are: Administrate (Wis), Appraise (Int), Bluff (Cha), Craft (all skills taken individually - Int), Decipher Script (Int), Diplomatic (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (regional) (Int), Knowledge (trade) (Int), Profession (Wis), Sense Motive (Wis), and Speak Language (n/a).

 

Skill Points at 1st Level: (8 + Intelligence bonus) x 4

 

Skill Points each Additional Level: 8 + Intelligence bonus.

 

TABLE: THE SHONIN

Level

Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special

1st

+0

+0

+0

+2

Apprentice, Bonus Feat

2nd

+1

+0

+0

+3

Favoured Region I

3rd

+2

+1

+1

+3

Expert Dealer

4th

+3

+1

+1

+4

Bonus Feat

5th

+3

+1

+1

+4

Journeyman

6th

+4

+2

+2

+5

Favoured Region II

7th

+5

+2

+2

+5

Expert Negotiator

8th

+6/+1

+2

+2

+6

Bonus Feat

9th

+6/+1

+3

+3

+6

Superior

10th

+7/+2

+3

+3

+7

Favoured Region III

11th

+8/+3

+3

+3

+7

Expert Administrator

12th

+9/+4

+4

+4

+8

Bonus Feat

13th

+9/+4

+4

+4

+8

Master

14th

+10/+5

+4

+4

+9

Favoured Region IV

15th

+11/+6/+1

+5

+5

+9

Bonus Feat

16th

+12/+7/+2

+5

+5

+10

 

17th

+12/+7/+2

+5

+5

+10

 

18th

+13/+8/+3

+6

+6

+11

Bonus Feat

19th

+14/+9/+4

+6

+6

+11

Grand Master

20th

+15/+10/+5

+6

+6

+12

 

 

Class Features

All of the following are class features of the rogue.

Weapon and Armour Proficiency: The Shonin is proficient in all simple weapons and with light armour, but not tessen or tate.

 

Starting Money: 3d4 x10 gp.

 

Apprentice: At 1st-level, when making Profession rolls for income, they generate 5% more income than normal.

 

Bonus Feat: Shonins gain a bonus feat at 1st-, 4th-, 8th-, 12th-, 15th-, and 18th-level. This is in addition to their usual feats when levelling, but may only be selected from their bonus feat list (their other feats are of course not limited to this list). All the normal pre-requisites must be met before selecting a new bonus feat.

-          Bonus Feat list: Business Savvy, Diligent, Improved Initiative, Iron Will, Leadership, Master Administrator, Master Diplomat, Master Merchant, Negotiator, Persuasive, Skill Focus [Appraise & Profession (Merchant)], and Spymaster.

 

Favoured Region I: At 2nd-level, a Shonin may select one of the five regions of Zaidan. Due to his extensive experience with the people, customs, and attitudes of the important characters and training in techniques for manipulating the administration of this region, the Shonin gains a +2 bonus on Administrate, Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (Local), Knowledge (Nobility and Royalty), Knowledge (Regional), and Sense Motive checks when using these skills in relation to regents, members of the regional upper class, and guilds. At 6th-, 10th- and 14th-level, the Shonin may select an additional favoured region (Favoured Region II, Favoured Region III, and Favoured Region IV). In addition, at each such interval the bonus in any one favoured region (including the one just selected, if desired) increases by 2.

 

 Expert Dealer: At 3rd-level, the Shonin gains a +2 bonus on Appraise and Diplomacy checks, and on domain-level actions related to trade and finance.

 

 Journeyman: At 5th-level, when making Profession rolls for income, they generate 25% more income than normal.

 

Expert Negotiator: At 7th-level, the Shonin gains a +2 bonus to Diplomacy skill checks, and to all Diplomacy-based domain actions. These include Diplomacy, Create Trade Route, and Contest Trade Route.

 

 Superior: At 9th-level, when making Profession rolls for income, they generate 50% more income than normal.

 

Expert Administrator: At 11th-level, the Shonin gains a +2 bonus to Administrate checks, and a +2 bonus to Create, Contest, and Rule (Guild, and Law) domain actions. The DC for reducing domain maintenance is DC 10 + 1/2 domain maintenance.

 

Master: When making Profession rolls for income, they generate 75% more income than normal.

 

Grand Master: When making Profession rolls for income, they generate double the usual income. Their professional Skill Focus bonuses (if any) increase to +6.

 

Based on the Guilder class and Guilder Prestige class from Birthright.net.