Skills: Appraise 5 ranks, Profession (Merchant) 5 ranks, Use Magic Device 5 ranks
Hit Die: d8
Skill points: 6 + Intelligence modifier
Class Skills: Appraise, Bluff, Craft, Diplomacy, Disable device, Intimidate, Knowledge (Geography), Knowledge (Local), Linguistics, Perception, Profession, Ride, Sense Motive, Sleight of Hand, Spellcraft, Use Magic Device
Weapons and Armor Proficiencies: A Merchant Lord is not proficient with any form of weapons or armor
Spells: A merchant lord casts arcane spells drawn from the merchant lord spell list (see below). He knows all the spells on his list and cast them without preparing them ahead of time. To cast a spell, a merchant lord must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a merchant lord's spell is 10 + the spell level + the merchant lord's Intelligence modifier.
Like other spell-casters, a merchant lord can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Merchant Lord Spells below. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A merchant lord's caster level is equal to his class level plus one half his levels in other classes (rounded down).
Cantrips: Merchant lords can cast any cantrip, or 0-level spells, listed on their spell list. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Merchants Cunning (Ex): Where one finds inability to bargain, another finds the ability to make leverage…
At 1st level, a Merchant Lord is in tune with the price value of buying, and selling, of imports and exports throughout the world around them, having no limit to how high or how low a price can be to their astonishing book keeping. When buying or selling items (mundane or magical), the merchant lord receives a discount of 5% per merchant lord level (to a maximum of 25% at 5th level), and receives an equal markup when selling items.
Example: When buying a new +1 longsword at 2,310 gp as a level 3 Merchant Lord, Calculate the price of the item at 15% off, bringing the items price down to 1963 gold pieces and 5 silver pieces. Alternatively, when selling a +1 longsword for 1,155 gp gold pieces, increase the amount of gold gained by 15%. Thus, you get paid 1,328 gold pieces (and 2 silver and 5 copper) instead of the usual 1,155 gold pieces for selling it.
Catch Off Guard: Warning: Some goods in the merchants hands will be exposed to rough handling in emergencies…
At 1st level, A Merchant Lord is well aware of how valuable a brass statuette can be over the lack of a club, or a sturdy wood carved broom over the lack of a Bo Staff. As such, they gain the feat Catch Off Guard as a bonus feat.
Contacts in Reach (Ex): Who says having friends in low places doesn't help?
At 2nd level a merchant lord has a steady source of petty cash and can quickly procure even extravagant items with little trouble. The merchant lord gets 100 gp x their ranks in Appraise per session which can only be spent for mundane things, such as bribes, living expenses (such as inn stays and meals), transportation (such as renting carriages or paying passage on a ship), or spell-casting services (such as paying to be healed at a temple). This represents the merchant lord's ability to call in minor favors, run lines of credit, and so forth. Money not used in this way at the end of the session is lost, and the pool refreshes during the next session.
Additionally, the merchant can call in favors or wheel and deal to acquire valuable possessions for various lengths of time. The merchant lord gains gets 1,000 gp x their ranks in Appraise worth of additional equipment or possessions. The merchant can reselect new equipment if given a week to reallocate the wealth as long as the new value of the items are within this limit, representing him getting his deals in order. If the merchant sells any of the items he acquires in this way, the item's cost still counts against the gold piece limit of this ability until the merchant pays it back.
Example: A merchant lord with 10 ranks in Appraise (10th Character Level) can have up to 10,000 gp worth of extra possessions. The merchant lord might use this to purchase some extra magic items which he holds on him, only to later find that he needs a sailing ship for his party (which costs 10,000 gp) so he trades in these items and gets a ship instead. Later he sells the ship to pay for a ransom of a fellow party member, and no longer has his 10,000 gp worth of additional gear until he pays it back out of his own pocket.
Throw anything:Which do you think will make a harder impact, a carved sling pebble, or the salt and pepper shaker that's suppose to be sold to the high town nobles?
At 3rd Level, when becoming more familiar with their wares that they deliver and purchase, they can gauge how much heavier a pebble, or a paper weight, is by feel and eye alone. From this experience, they gain the Throw Anything feat.
Merchandise aptitude (Su): The longer you trade with an item, the more you know about it…
At 3rd level, it becomes certain that they attain higher antiquity, and familiarity, with wares they trade with, than what any ordinary adventurer would have familiarity with. To begin, they must spend 24 hours with a magic item they wish to be familiar with and roll an appraise check equal to DC 10 + the Caster level of the magic item. If successful, they gain a bonus to their use magic device check with that one object equal to half your ranks in appraise as an untyped bonus. This can be done onto one magic item per merchant level you possess.
Space For Everything (Su): With carrying goods and containers, a good profiteer finds every way to organize his things…
At 4th level, A Merchant Lord becomes a wizard at packing spaces to the limit, and beyond, so all his needed items and wares become all the more easily accessible, as well as making more room where others see no space for it. When carrying a handy haversack, bag of holding, or any other form of carrying item on their person, they may add their Merchants Cunning percentage bonus to how much more space your object can hold, and how much more weight they can carry with their current strength score. If their bag of holding, handy haversack, or other form of carrying item in question is given to anyone else, they do not gain the same bonus. Instead, all objects within that were fitted into the item in question become dumped out.
Supply and Demand (Ex): You have no idea the labor involved in my kind of work…
At 5th level, There are times when a Merchant Lord has a high understanding and capability of buying and selling goods at a level most others would never be able to reach in efficiency and profit. A merchant lord may now apply their merchants apptitude to the percentage to any business they own in terms of profiting and efficiency that comes from it.
Example: You own a Small business that grants one the ability to gain 10% income from their business per week. With 25% increase from a level 5 merchant lord, they may be able to attain 35% from a small income business instead.
Improvised weapon mastery:The most dangerous thing about a high chair is how deadly it is to a Merchant Lords hands…
At 5th level, A Merchant Lord is capable of looking into how more dangerous a mere common table lamp can be, or the proper way of using a letter opener no other person can. Because of this, the Merchant Lord grants Improvised Weapon Mastery as a bonus feat.
Harsh Appraisal (Su): When they say number crunching is painless, they never met a merchant lord.
At 5th level, the merchant lord finds the true value in everything, unlocking magical abilities latent in all things. The merchant lord treats any improvised weapon he wields as having an enhancement bonus equal to 1/4 his ranks in appraise (+1 at 4 ranks, +2 at 8 ranks, +3 at 12 ranks, etc). These enhancements can be applied to hit and damage, or may be substituted for equivalent weapon enhancements (so a merchant lord with 8 ranks in Appraise could have a +2 chair leg or a +1 flaming chair leg). The improvised weapons revert to their usual state if wielded by anyone other than the merchant lord or after 1 round away from the merchant lord (in the case of throwing weapons).
Detect magic, Detect poison, Know Direction, Mage Hand, Mending, Message, Read Magic
Alarm, Ant Haul, Comprehend languages, Crafter's fortune, Endure elements, Erase, Make Whole, Mount, Unseen servant
Arcane Lock, Retrieve Item, Share Language, Locate Object, Communal Endure Elements, Misdirection, Bestow Weapon Proficiency
Explosive runes, Phantom steed, Tongues, Glibness, Illusory script, Secret Page, Shrink Item