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Merchant (Merchant Prince)

Merchant (Merchant Prince) CR 9

Source GameMastery Guide pg. 285
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 Dex)
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

Statistics

Str 8, Dex 16, Con 12, Int 14, Wis 10, Cha 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.

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).