(Power of Faerûn variant, p. 71)
A merchant prince (known as a merchant princess if female) is a member of the merchant nobility who has acquired his position and wealth either by being born into a wealthy family or by earning every last coin himself.
Languages: Common, any two others, must be literate.
Special: You mush own a business. If you no longer own a business, you cannot advance further in this class.
6 + Int
Weapon and Armor Proficiency: You are proficient with all simple weapons and light armor.
Spellcasting: You have the ability to cast a small number of arcane spells. To cast a merchant prince spell, you must have an Intelligence score of at least 10 + the spell's level, so if you have an Intelligence of 10 or lower, you cannot cast these spells. Bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + your Int modifier. When you get 0 spells per day of a given level (for instance, 1st-level spells for 1st level), you gain only the bonus spells you would be entitled to based on your Intelligence score for that spell level. Your spell list appears below. You prepare and cast spells just as a wizard does.
You must study your spellbook each day to prepare your spells. You cannot prepare any spell not recorded in your spellbook, except for read magic, which all merchant princes can prepare from memory.
At 1st level, you have a spellbook (often disguised as a business ledger) containing two spells from the merchant prince 1st-level spell list. You learn two new merchant prince spells of any spell level you can cast at each merchant prince level thereafter. There is no limit to the number of these spells you can learn from this list. At any time, you can also add spells found in other spellbooks or scrolls to your own.
Master of Commerce (Ex): Merchant princes have mastered the art of commerce. You receive a +2 insight bonus on your profit modifier (see page 183 of Dungeon Master's Guide II) per class level and a 10% reduction in your capital costs per class level.
Mercantile Knowledge (Ex): Like a bard, you have a knack for picking up odds and ends of knowledge. This ability works like the bardic knowledge class feature. If you have bard levels, your merchant prince level and bard levels stack for the purpose of using bardic knowledge.
Lliira's Heart (Su): At 2nd, level you receive the favor of the Joydancer, who held Waukeen's portfolio in trust for over a decade. Lliira grants you a +2 sacred bonus on saves against compulsion and fear effects.
Gond's Forge (Su): At 3rd level, you receive the favor of the Wonderbringer, who oversees artifice, craftwork, construction, and smithwork. Gond grants you a +2 competence bonus on Craft checks.
Shaundakul's Cloak (Su): At 4th level, you receive the favor of the Rider of the Winds, who overseas the caravan trade. Shaundakul grants you a +2 resistance bonus on saving throws against cold effects and a +1 competence bonus to Survival checks.
Wuakeen's Coin (Su): At 5th level, you receive the favor of the Merchant's Friend. Waukeen gives you a +1 insight bonus and a +1 luck bonus on all your class skill modifiers (for a totat bonus of +2).
|1st||+0||+0||+2||+0||Master of commerce, mercantile knowledge||0||—||—|
|Skill name||Key ability||Trained only||Armor check penalty|
|Use Magic Device||CHA|