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Merchant Prince (Human Expert 4/Rogue 6)

By Antonis Mor - http://www.rijksmuseum.nl/collectie/SK-A-3118, Public Domain, https://commons.wikimedia.org/w/index.php?curid=34312599, Merchant Prince
By Antonis Mor – http://www.rijksmuseum.nl/collectie/SK-A-3118, Public Domain, https://commons.wikimedia.org/w/index.php?curid=34312599

[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]

Source: Pathfinder d20pfsrd.com

DESCRIPTION

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).

Merchant Prince CR 9
XP 6,400

Human expert 4/rogue 6

N Medium humanoid

Init +3; Senses Perception +17
DEFENSE
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dexterity)

hp 58 (10d8+13)

Fort +6, Ref +11, Will +8

Defensive Abilities evasion, trap sense +2, uncanny dodge
OFFENSE
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  

Spell-like Abilities (CL 6th, Concentration +8)
 
3/day – Detect Magic

2/day – charm person (DC 13)
STATISTICS
Strength 8, Dexterity 16, Constitution 12, Intelligence 14, Wisdom 10, Charisma 16

Base Atk +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

SQ 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.

Section 15: Copyright Notice – Pathfinder RPG GameMastery Guide

Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.

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