Silver Palm Rogue Archetype
Adapted from the FFD20 Merchant archetype, which was largely ripped without attibution from Drop Dead Studio’s Fence archetype.
The silver palm is a rogue, but one that focuses on less larcenous venues of earning coin than the average adventuring rogue. This is not to say he’s not adept at delving, but his focus is the art of the deal after the goods are gotten. A silver palm is a devotee of Waukeen, and as such he gains favor from the Merchant’s Friend that gives him an edge that ordinary merchants lack. A silver palm could sell ice cubes in the Spine of the North. He might be found as the fence among a band of thieves, or he might be a hawker at the local market. He might be the head of a trading coster. What silver palms have in common is their finesse in the art of making a deal.
Silver-Tongued Haggler (Ex): At 1st level, whenever a silver palm makes an Appraise, Bluff, Diplomacy, or Sense Motive check, he can, as a free action, grant himself a bonus on the roll equal to half his rogue level (minimum +1). The silver palm can use this ability a number of times per day equal to 3 + his Charisma modifier. This ability replaces trapfinding.
Blessing of Waukeen (Su): A silver palm is a patron of wealth and seeks to even the playing field for those who have unfair economic disadvantages. At 1st level and every 6 levels thereafter, the silver palm can select a blessing from the list below. Once a blessing of Waukeen is chosen, it can’t be changed. The silver palm can grant the chosen boon to himself or a creature touched. These boons do not stack with themselves or with blessings from another silver palm. A blessing of prosperity lasts 10 minutes per point of the silver palm’s Charisma bonus (minimum 10 minutes), though the silver palm who bestowed it can end a blessing’s benefits early (whether it affects him or another creature) as a free action. Using this ability requires only one free hand and is a standard action, unless the silver palm targets himself, in which case, it is a swift action. He can use this ability a number of times per day equal to 3 + his Charisma modifier.
If he knows multiple blessings of prosperity, the silver palm can bestow multiple blessings on a single target as part of a single action, but each blessing expends a use of this ability. For example, a 7th-level silver palm might grant a +4 circumstance bonus on Appraise and Sense Motive checks as well as a +4 circumstance bonus on Perception checks and to CMD against disarm and steal combat maneuvers. Blessings applied before a previous blessing ends track their durations separately.
- The target adds an extra 10% to the gp value gained when selling off treasure (normally 50% of the item’s original value). This blessing cannot result in selling treasure for more than 100% of its original value.
- The target gains a +4 circumstance bonus on Appraise and Sense Motive checks.
- The target gains a +4 circumstance bonus on Perception checks and to CMD against disarm and steal combat maneuvers.
- The target gains a +4 circumstance bonus on Craft, Perform, and Profession checks.
- The target can use locate object as a spell-like ability once, using the silver palm’s rogue level as the caster level.
- The target can treat one settlement as having its base value and purchase limit increased by 30%. The target must choose the affected settlement when the silver palm bestows this blessing.
- The target can treat one settlement as being one size category larger for the purposes of determining available magic items. The target must choose the affected settlement when the silver palm bestows this blessing.
A character who has benefited from a blessing of prosperity — including the silver palm himself — cannot benefit from that same blessing again (whether bestowed by the same or another silver palm) for 24 hours. This ability replaces finesse training.
Black Market Connections: At 2nd level, a silver palm gains the Black Market Connections rogue talent. This replaces the rogue talent gained at 2nd level.
No Easy Mark (Ex): A silver palm gains a +1 morale bonus to Perception and Sense Motive checks at 3rd level, as well as +1 to the DC of Intimidate or Sleight of Hand checks against the silver palm. This bonus increases by 1 at 6th level, and again every 3 levels thereafter, to a total of +6 at 18th level. Further, if the silver palm is successfully stolen from, even if he fails his Perception check to notice the theft, he will become aware of being stolen from, and what was stolen, one round after the item has gone missing. This ability replaces danger sense.
I Have Just the Thing (Ex): The silver palm’s incessant combing of marketplaces and bazaars, and aqcuiring this and that from wherever and back again, sometimes leaves others amazed by what he has in his bags, and wondering how he even carries it all. At 4th level, a silver palm gains the Brilliant Planner feat, and he treats his Strength score as 8 points higher for the purposes of carrying capacity. Every 4 levels after 4th, his brilliant planner fund increases by 10gp per level, to a maximum of 100gp per level at 20th level. This ability replaces Uncanny Dodge. He instead gains Uncanny Dodge at 8th level.
Hard Bargain (Ex): At 6th level, a silver palm is so cunning a negotiator that he can effectively haggle someone to sell an item they have. The silver palm makes a Appraise check. The DC of this check for the silver palm is equal to 10 + his opponent’s hit dice + his target’s Wisdom modifier. If his target is also trained in Appraise, the DC is instead equal to 10 + his target’s Appraise bonus, if higher. If the silver palm wins, the target agrees to sell the item for market price. For every 5 points the silver palm beats his target’s DC, he pays 10% less (to a maximum of 60% market value). If the silver palm fails the check by 4 or less, the target’s attitude toward him is unchanged. If he fails by 5 or more, the character’s attitude toward him is decreased by one step. This replaces the rogue’s 6th-level talent.
Master Merchant (Ex): At 20th level, the silver palm becomes the pinnacle of wheeling and dealing. Each time he sells an item, he rolls an Appraise check, and adds that amount to the standard 50% resale value of the item. He can take 20 on any other Appraise checks, as well as Bluff, Diplomacy and Sense Motive checks a number of times per day equal to his Charisma modifier.