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    Dyversian Merchant
    Posted on Fri, September 14, 2001 by Tizoc
    Dyvers_triad writes "Masters of trade and commerce, the Dyversian Merchant is skilled in the use of magic to acquire and sell items of rarity while avoiding deception. Alternatively, some individuals of a darker nature use the magic to do what their good-hearted antitheses seek to avoid.
    Author: Dyvers_triad



    Dyversian Merchant Prestige Class
    By: Dyvers_triad (eprice@joplin.com)
    (Used with Permission. Do not repost without obtaining prior permission from the author.)
    Masters of trade and commerce, the Dyversian Merchant is skilled in the use of magic to acquire and sell items of rarity while avoiding deception. Alternatively, some individuals of a darker nature use the magic to do what their good-hearted antitheses seek to avoid. They use their magic to deceive would-be patrons into buying or believing something that is not true. While any class could potentially become a Dyversian Merchant, the rogue is perhaps the most suited for the task. Rogues may certainly appreciate the new-found arcane spell ability and slightly better save bonuses, even though they do come at a penalty to regular skill progression. Wizards and Sorcerers may benefit from the wider skills array and enhanced combat statistics. Bards looking to bolster their spell casting capability may also be interested. Other classes could take this prestige class for variety, but are generally not interested.

    Hit Die: d6

    Requirements
    To qualify to become a Dyversian Merchant, a character must fulfill all the following criteria.
    Appraise: 7 ranks
    Profession - merchant: 4 ranks
    Gather Information: 4 ranks

    Class Skills
    The Dyversian Merchant's class skills (and key abilities for each) are Appraise (Int), Bluff (Cha), Craft (Int) - limit one, Concentration (con), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge - any (Int), Listen (Wis), Perform (Cha), Pick Pocket (Dex), Profession – merchant (Int), Read Lips (Int), Search (Int), Sense Motive (Wis), Speak Language (Int), Spot (Wis), Use Magic Device (Cha) - as a cross class skill

    Skill Points at Each Level: 4 + Int modifier.

    Class Features
    All of the following are class features of the Dyversian Merchant prestige class.

    Weapon and Armor Proficiency: Dyversian Merchants gain no additional skills with weapons or armor. They do however retain any abilities they previously had. Wearing armor may adversely affect their ability to ply their trade, as normal chances for arcane spell failure apply. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silent, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor or equipment carried.

    Unusual Knowledge: Dyvers is the center of trade and as such a Dyversian Merchant hears a lot of stray knowledge while plying his trade. A Dyversian Merchant may make a special knowledge check with a bonus equal to his level + his intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. This particular knowledge is limited to extraordinary items and isn't effective in determining the abilities or function of minor magic items. Even legendary items will not have their powers directly revealed but may instead hint at general function. A Dyversian Merchant may not take 10 or take 20 on this check, this sort of knowledge is essentially random.

    Bonus Languages: Dyversian Merchants, with their constant exposure to foreigners while plying their trade or researching items of interest, often learn new languages. The Dyversian Merchant can choose a new language at 3rd, 6th, and 9th level.

    Fabricate: At 5th level a Master Chandler may fabricate once per day as per the arcane spell of the same name.

    Analyze Dweomer: Once a Dyversian Merchant reaches 8th level he can analyze dweomer as the arcane spell of the same name. He can do this once per day.

    Spot Deception: At 10th level a Master Chandler gains the ability to see through illusions per the spell true seeing. This is an at-will ability.

    Spells: A Dyversian Merchant gains the ability to cast a small number of arcane spells. To cast a spell, the Dyversian Merchant must have a Charisma score of at least 10 + spell level . The Dyversian Merchant's spell list appears below. These spells may be scribed into a spellbook the way normal wizard spells are, but once a spell is known by the Dyversian Merchant he never needs to learn the spell again. It is essentially as an innate power similar to the sorcerer. Bonus spells may be cast per day based on the Dyversian Merchant’s Charisma score.

    Dyversian Merchant Prestige Class Class Saves Spells Per Day Level BAB Fort Ref Will Special 0 1 2 3 4
    1+1+1+0+0Chandler Knowledge3
    2+1+2+0+1 42
    3+2+3+1+1Bonus Language53
    4+2+4+1+1 632
    5+3+5+1+2Fabricate643
    6+3+6+2+2Bonus Language643
    7+4+7+2+2 6442
    8+4+8+2+3Analyze Dweomer6443
    9+5+9+3+3Bonus Language6443
    10+5+10+3+3Spot Deception64442

    Unlike Sorcerers and Bards, the Dyversian Merchant is not limited in the number of spells that he may know. There are limitations to this learning process however. Dyversian Merchants seem unable to learn the spells of other arcane spellcasters, but arcane spellcasters such as wizards seem perfectly able to learn a Dyversian Merchant’s spells. The exact nature of why this is has yet to be explained.

    Spell List for Dyversian Merchant
    0 arcane mark, detect magic, detect poison, light, mending, prestidigitation, ray of frost, read magic, open/close

    1 alarm, alter self, comprehend languages, identify, magic missile, make whole, message, reduce, Tenser's floating disk

    2 arcane lock, continual flame, detect thoughts, dispel magic, item displacement*, Leomund's trap, locate object, obscure object, see invisibility (8)

    3 daylight, illusory script, scare, secret page, sepia snake sigil, shrink item, tongues, zone of truth,

    4 detect scrying, discern lies, divination, legend lore, nondetection, scrying, sending, suggestion

    *The spell description for item displacement is also on the Canonfire site. Click here to view it.



    Note: Dyvers, Third Edition, Urban"
     
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    Re: Dyversian Merchant (Score: 1)
    by Man-of-the-Cranes on Sun, March 24, 2002
    (User Info | Send a Message) http://www.ManoftheCranes.com
    Moquol be praised!! This was really good until right near the end - and its a small enough point.
    It seemed a little hokey to limit their learning new spells to those of other Dyversian Merchants.

    I can see the reasoning - so that they do not become full fledged wizards - but the game mechanics just glared through a little brightly.

    I shall have to pay a visit to Dyvers soon.

    Cheers
    Man of the Cranes




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