NPC Codex | Rules | NPC Class NPCs | Commoner | Commoners | Shopkeeper

Shopkeeper

Super Race: elf commoner 6. Cr: 4. Xp: 1,200. Alignment: CN. Size: Medium. Creature Type: Humanoid. Creature Subtype: elf.
Init: +0. Senses: low-light vision; Perception +11. Ac: 13, touch 10, flat-footed 13 (+3 armor).
Hp: 15 (6d6–6).
Fortitude: +1. Reflex: +2. Will: +5; +2 vs. enchantments. Immune: sleep.
Speed: 30 ft.. Melee: mwk rapier +3 (1d6–1/18–20). Strength: 9. Dexterity: 10. Constitution: 8. Intelligence: 14. Wisdom: 12. Charisma: 13.
Base Attack: +3. Cmb: +2. Cmd: 12.
Feats: Alertness, Iron Will, Skill Focus (Appraise).
Skills: Appraise +11, Bluff +5, Intimidate +5, Knowledge (history, local) +4, Perception +11, Sense Motive +9, Spellcraft +5 (+7 to identify magic item properties).
Languages: Common, Elven, Gnome, Halfling. Special Qualities: elven magic, weapon familiarity. Combat Gear: potion of cure light wounds, acid (2), alchemist's fire (2), tanglefoot bag, thunderstone. Other Gear: masterwork studded leather, masterwork rapier, magnifying glass, merchant's scale, silver holy symbol, 638 gp.

Tactics

During Combat The commoner calls for help, and uses alchemical items to delay attackers.

A shopkeeper stocks a mix of useful supplies and gear for townsfolk and adventurers alike. The stat block above can be used for any typical merchant in a cosmopolitan settlement.