Richly attired in noble’s garbs, this savvy man boasts a colorful cloak, a bulging coin purse, and a fine rapier at his side.
Merchant Guild Agent CR 4
Speed 30 ft.
Melee +1 rapier +6 (1d6+2/18–20)
Special Attacks bardic performance 15 rounds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +2)
Bard Spells Known (CL 5th; concentration +8)
2nd (3/day)—alter self, invisibility, mirror image
1st (5/day)—charm person (DC 14), comprehend languages, disguise self, sleep (DC 14)
0th (at will)—daze (DC 13), detect magic, ghost sound (DC 13), lullaby (DC 13), prestidigitation, read magic
Str 12, Dex 14, Con 8, Int 12, Wis 13, Cha 16
Base Atk +3; CMB +4; CMD 16
Feats Alertness, Arcane Strike, Deceitful, Weapon Finesse
Skills Acrobatics +7, Bluff +5, Diplomacy +11, Disguise +12, Intimidate +10, Knowledge (local) +7, Knowledge (nobility) +7, Perception +10, Perform (oratory) +11, Sense Motive +10, Sleight of Hand +9, Stealth +7
Languages Common, one other
SQ bardic knowledge +2, lore master 1/day, versatile performance (oratory)
While the NPC depicted here represents a city-based agent who excels at espionage, deceit, and other urbane tactics, those working for the Merchant Guild take myriad forms. The company has enlisted warlords and wizards alike, and even some adventuring groups find their way onto the Guild’s payroll—all it takes is the gumption and means to find lost treasures and bring them back to the auction house, as well as a certain lack of ethics and a strong sense of cupidity for those who wish to rise in rank.
Pathfinder Campaign Setting: Magnimar, City of Monuments, © 2012, Paizo Publishing, LLC; Authors: Adam Daigle and James Jacobs.