Merchant

Merchant Req. 13 Charisma and a supplier/connection   1. Trained Eyes: Passive   You instinctively know what items will sell better, as well as having a keen intuition as to what an items price will roughly be. You automatically identify items.   2. Haggling: Passive   You gain a 15% discount at shops and 20% more profit when selling items. You also have an easier time talking prices up and down. Your loot checks round up instead of rounding down.   3. Booth Babes: Daily^4 Action   Attract attention to your wares, roll a d20 and add your charisma mod, and then divide that total by 7. Roll that many d4s to see how many potential customers you draw in. Add an additional d4 for every trained entertainer you have with you. You can use this in combat to taunt a melee range enemy.   4. Scheduled Resupply: At-Will Action   Once per in game week, you can send in for a resupply of non-rare items from your supplier, or connection.   5. Selective Employment: Passive   You can make the screening process for employees more intense, resulting in fewer and more expensive employees, but with superior performance and increased loyalty. You can use this to check the affection level of your employees as well as see the XP and Level.   6. Magpie: Daily^4 Action   When in a public area or having a conversation with an NPC you may roll a d20 and add your charisma mod, if it’s over a 16 you learn of an item of value. (possible location, what it is reported to be, ECT) When used in combat you get double of one loot tier of your choice that you reached.   7. Bribe: Daily Action   Give up 10% of your wealth to end an encounter on the spot within reason. You and your party gain bonus experience equal to 1/3 of your charisma mod.   8. Micromanaging: Passive   You can trade your skill points into feat points for an NPC.   9. Artificial Demand: Daily Action   Using your mercantile know how you can talk up an otherwise ordinary item to near fabled status, you can sell the item for 2.5 of its worth and a feat point.

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