Merchant Prince (Human Expert 4/Rogue 6)

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Merchant Prince
2011, Paizo Publishing, LLC Credit Florian Stitz Source Steven Savile. (November 9, 2011). Fortune Favors the Dead, Paizo Blog. Print Source Steven Savile. (2011). Blood and Money, ch. 3. Paizo Publishing. ISBN 978-1-60125-434-4
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[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]

Source: Pathfinder

Merchant Prince CR 9
XP 6,400
Human expert 4/rogue 6
N Medium humanoid
Init +3; Senses Perception +17
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
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)
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 (Dexterity)+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.




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).

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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