Game Mastery Guide | Monsters | Merchants | Merchant Prince

Merchant Prince

Super Race: human expert 4/rogue 6. Cr: 9. Xp: 6,400. Alignment: N. Size: Medium. Creature Type: Humanoid.
Init: +3. Senses: Perception +17. Ac: 18, touch 13, flat-footed 15 (+5 armor, +3 Dex).
Hp: 58 (10d8+13).
Fortitude: +6. Reflex: +11. Will: +8. Defensive Abilities: evasion, trap sense +2, uncanny dodge.
Speed: 30 ft.. Melee: dagger +10/+5 (1d4-1/19-20). Ranged: +1 hand crossbow +11 (1d4+1/19-20) or dagger +10 (1d4-1/19-20). Special Attacks: sneak attack +3d6. Strength: 8. Dexterity: 16. Constitution: 12. Intelligence: 14. Wisdom: 10. Charisma: 16.
Base Attack: +7. Cmb: +6. Cmd: 19.
Feats: Alertness, Craft Wondrous Item, Magical Aptitude, Master Craftsman, Skill Focus (Profession [merchant]), Weapon Finesse.
Skills: Appraise +17, Bluff +17, Diplomacy +17, Disable Device +12, Disguise +15, Handle Animal +10, Intimidate +10, Knowledge (local) +10, Linguistics +8, Perception +17 (+20 to find traps), Perform (act) +10, Perform (dance) +10, Perform (oratory) +10, Profession (merchant) +21, Ride +10, Sense Motive +16, Sleight of Hand +10, Spellcraft +19, Stealth +10, Use Magic Device +23.
Languages: Common, Dwarven, Gnome, Halfling. Special Qualities: rogue talent (major magic, minor magic, resiliency), trapfinding +3. Combat Gear: wand of identify (50 charges), wand of ray of enfeeblement (50 charges), wand of shocking grasp (CL 3rd, 50 charges). Other Gear: +1 chain shirt, +1 hand crossbow with 10 bolts, dagger, circlet of persuasion, cloak of resistance +2, handy haversack, hat of disguise, disguise kit, magnifying glass, masterwork thieves' tools. Boon: A merchant prince can arrange the purchase or sale of an item as if the local community were two categories larger than normal. A merchant prince can also sell any item under the community's base value at a 10% discount..
spell-like abilities: (CL 6th, concentration +8); 3/day-detect magic; 2/day-charm person (DC 13)

Merchant princes are the captains of commerce, canny mercantilists who deal with nation-spanning trade contracts in bulk commodities as well as backroom deals over baubles of great price. They are clever negotiators and can serve as highly skilled spies, diplomats, or charlatans emulating true magicians. A merchant prince often retains a sellsword as a bodyguard (CR 10).