MerchantCreature -1
Source Pathfinder NPC Core
Perception +6
Languages Common
Skills Lore +12, Deception +10, Diplomacy +12, Performance +8, Society +8
Str +2, Dex +0, Con -1, Int +2, Wis +2, Cha +3
AC 13; Fort +1; Reflex +2; Will +10;
HP 7
Speed 25 feet
Fist
+4 (+0, -4) to hit (agile, nonlethal, unarmed) 1d4+2 BludgeoningClub
+4 (-1, -6) to hit 1d6+2 BludgeoningClub
+4 (-1, -6) to hit (thrown 10) 1d6+2 BludgeoningAppraising Eye
The merchant can use Mercantile Lore to Recall Knowledge about items, including determining their value. They can also attempt to Identify Magic using Mercantile Lore and can do so without first knowing whether the item is magical.
Sales SpecialistFor encounters involving negotiation or mercantile skill, a merchant is a 4th-level challenge.
Small settlements can typically support one or two generalist merchants, and larger cities house multiple specialists—experts in one type of product. Merchants range from vendors hustling in the public square to wealthy tycoons running entire commercial organizations. A merchant might have an additional Lore skill about a specific category of item (such as jewelry or magic weapons), with a skill modifier equal to their Mercantile Lore.
Expertise is forged through years of effort and often tedious work. Artisans are masters of their craft, able to create works both practical and beautiful.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.