This PrC is for a LN goddess of trade and commerce in my fictional pantheon, although I think it could probably be adapted for any similar fictional god or goddess. In terms of capabilities, I made this PrC roughly comparable to the Assassin. I think this is primarily an NPC PrC, as there are not a lot of combat benefits. Do you see any balance issues or other concerns? Thank you!
Eye of Argenta
The merchants and traders of Argenta are experts at the acquisition and accumulation of wealth through legal economic dealings. In many settlements they encourage the formation and regulation of guilds while striving to suppress illegal practices that are harmful to business. Master merchants who follow Argenta benefit both from the assistance and knowledge of the priesthood and from the divine favor of the goddess herself. These elite traders are the beneficiaries of secret lore that is closely held by the priesthood, as well as access to information that is regularly acquired by the faithful members of this following.
Eyes of Argenta are experts in the arts of trade, bartering, social interaction and espionage. They know a variety of techniques for obtaining the optimum deal, including insights into the behavior of their customers and rivals. They are also familiar with economic trends and are often informed of potential windfalls by the priesthood of Argenta well before such knowledge becomes widely available.
An eye of Argenta may be called upon to enforce laws where illicit behavior is impacting trade, or to encourage compliance with well-established guild rules. As a result, the eye of Argenta may be trained in some of the tricks and practices of the criminal, if only for the purpose of prevention. Since business acumen is required for all manner of locations or diverse conditions, the eyes of Argenta are also trained in a variety of useful skills and disciplines, some of which may, initially at least, not appear beneficial to a merchant.
Hit Die: d6.
Requirements
To qualify to become an eye of Argenta, a character must fulfill all the following criteria.
Skills: Appraise 6 ranks, Sense Motive 4 ranks.
Feat: Persuasive.
Patron: Argenta.
Class Skills
The eye of Argenta's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (local) (Int), Profession (Wis), Sense Motive (Wis).
Skill Points at Each Level: 6 + Int modifier.
Table: Eye of Argenta
Class Features
Weapon and Armor Proficiency: An eye of Argenta is proficient with all simple weapons, light armor and shields.
Spells: An eye of Argenta has the ability to cast a small number of arcane spells. To cast an eye of Argenta spell, an eye of Argenta must have a Charisma score of at least 10 + the spell's level, so a golden eye with a Charisma of 10 or lower cannot cast these spells. Eye of Argenta bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the golden eye's Charisma modifier. When an eye of Argenta gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 1st-level eye of Argenta spell), she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. The eye of Argenta's spell list appears below. An eye of Argenta casts spells just as a just as a sorcerer does, although an eye of Argenta can wear light armor without incurring any arcane spell failure chance for her eye of Argenta spells.
Upon reaching 6th level, at every even-numbered level after that (8th and 10th), an eye of Argenta can choose to learn a new spell in place of one she already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level eye of Argenta spell the eye of Argenta can cast. An eye of Argenta may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.
Table: Eye of Argenta Spells Known
1) Provided the eye of Argenta has sufficient Charisma to have a bonus spell of this level.
Expertise (Ex): To function as a successful trader, an eye of Argenta requires knowledge from a variety of different trades. She can choose any four additional skills to be class skills.
Trade Lore (Ex): An eye of Argenta will acquire considerable knowledge about merchant practices and trade conditions while travelling the land and conversing with other merchants. She may make a special trade lore check with a bonus equal to her eye of Argenta level + her Intelligence modifier to see whether she knows some relevant information about the local currency, merchant practices, profitable or illicit deals, and noteworthy goods. (If the eye of Argenta has 5 or more ranks in Knowledge (local) for the region, she gains a +2 bonus on this check.)
Master Appraisal (Ex): An eye of Argenta is trained in a variety of appraisal techniques that are not available to the common merchant. Starting at 2nd level and at each level thereafter, an eye of Argenta can select a new specialty Craft skill. She gains a +2 bonus on Appraise checks related to items made with these selected Craft skills. This bonus is in addition to the synergy bonus gained from having 5 ranks in a Craft skill.
Minor Repair (Sp): Once per day as a full-round action, an eye of Argenta of 2nd level or higher can repair small breaks or tears in objects as the mending spell. This ability also allows her to clean dirt and stains from the object, remove moderate amounts of tarnish, and to produce a bright sheen on well-finished surfaces.
Bonus Feat (Ex): At 3rd, 6th and 9th level, an eye of Argenta gains a bonus feat. This is in addition to the bonus feat a character normally gains every three levels. At each such opportunity, she can choose a feat from the following list: Acrobatic, Agile, Alertness, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Self-Sufficient, Skill Focus and Stealthy.
Sharp Eyed (Ex): Through experience and practice, a 4th level eye of Argenta becomes especially proficient at noticing sleight of hand trickery, such as attempts to pick a pocket. She gains a competence bonus to Spot checks equal to her eye of Argenta level to notice sleight of hand attempts.
Hasty Appraisal (Ex): Upon reaching 5th level an eye of Argenta can perform a hasty DC 15 Appraise check to determine the most valuable item in a group of goods. All of the items must be within reach during the appraisal, which requires a full-round action. Failure means that you select a random object as the most valuable item.
Feel Magic (Sp): As a standard action, an eye of Argenta of 6th level or beyond can detect magical auras in inanimate objects through touch. This ability operates as the detect magic spell, but the object must be held by the eye of Argenta for the duration of the spell.
Pocket Cache (Sp): Once per day as a standard action, an eye of Argenta of 7th level or higher is able to fashion an extra-dimensional pocket in which she can safely stow up to a cubic foot of material. The opening to this pocket must be anchored to a continuous surface with an area of at least 1 ft. sq., but this anchor can be a flexible material such as cloth or leather that can then be folded up. The opening is fastened to an extra-dimensional space that is outside the multiverse of extra-dimensional spaces ("planes"). The pocket remains in effect for 24 hours, as long as the anchor surface remains intact or until cancelled by the eye of Argenta. Whenever the pocket cache ends, for any reason, the contents are immediately expelled into the nearest open space.
Uncanny Observation (Ex): At 8th level, an eye of Argenta gains an uncanny ability to notice even the smallest changes in her surroundings. After spending a full round action familiarizing herself with a group of objects, a creature or a location, she gains a +4 competence bonus on spot checks to notice a change. This can include, for example, noticing when somebody has searched through her backpack, if a thief has lifted some coins from a chest, or whether some furniture was shifted slightly because a room was searched.
Personal Mark (Sp): At 9th level or higher, an eye of Argenta can inscribe her personal rune, which can consist of no more than six characters. This mark functions as the arcane mark spell, but it can only be used once per day on an inanimate object.
Major Repair (Sp): Once per day as a full-round action, a 10th-level eye of Argenta can completely restore a damaged, broken or shattered object to its original mint condition, with no marks to indicate that the object was ever in disrepair. For this ability to succeed, all of the pieces of the original object must be within 50 feet and the object must be no more than 10 cubic feet in size. The various parts of the object can not have been even partially destroyed by acid, fire, decay or disintegration. A magical item can be repaired, but the item's magical abilities are not restored. (For restoring a broken magic item's abilities, see the item creation feats in the core rule books.) This spell does not affect creatures (including constructs).
Eye of Argenta Spell List
Eyes of Argenta choose their spells from the following list:
1st Level: alarm, animate rope, charm person, comprehend languages, detect secret doors, erase, floating disk, hold portal, identify, obscure object.
2nd Level: arcane lock, calm emotions, detect thoughts, knock, locate object, obscure object, see invisibility, shatter, Leo's trap, whispering wind.
3rd Level: arcane sight, dispel magic, glibness, illusory script, remove curse, secret page, shrink item, suggestion, tongues.
4th Level: charm monster, fire trap, legend lore, minor creation, modify memory, repel vermin, zone of silence.
Eye of Argenta
The merchants and traders of Argenta are experts at the acquisition and accumulation of wealth through legal economic dealings. In many settlements they encourage the formation and regulation of guilds while striving to suppress illegal practices that are harmful to business. Master merchants who follow Argenta benefit both from the assistance and knowledge of the priesthood and from the divine favor of the goddess herself. These elite traders are the beneficiaries of secret lore that is closely held by the priesthood, as well as access to information that is regularly acquired by the faithful members of this following.
Eyes of Argenta are experts in the arts of trade, bartering, social interaction and espionage. They know a variety of techniques for obtaining the optimum deal, including insights into the behavior of their customers and rivals. They are also familiar with economic trends and are often informed of potential windfalls by the priesthood of Argenta well before such knowledge becomes widely available.
An eye of Argenta may be called upon to enforce laws where illicit behavior is impacting trade, or to encourage compliance with well-established guild rules. As a result, the eye of Argenta may be trained in some of the tricks and practices of the criminal, if only for the purpose of prevention. Since business acumen is required for all manner of locations or diverse conditions, the eyes of Argenta are also trained in a variety of useful skills and disciplines, some of which may, initially at least, not appear beneficial to a merchant.
Hit Die: d6.
Requirements
To qualify to become an eye of Argenta, a character must fulfill all the following criteria.
Skills: Appraise 6 ranks, Sense Motive 4 ranks.
Feat: Persuasive.
Patron: Argenta.
Class Skills
The eye of Argenta's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (local) (Int), Profession (Wis), Sense Motive (Wis).
Skill Points at Each Level: 6 + Int modifier.
Table: Eye of Argenta
Code:
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th
----- ------ ---- ---- ---- ------------------------------ --- --- --- ---
1st +0 +0 +0 +2 Spells, expertise, trade lore 0 - - -
2nd +1 +0 +0 +3 Master appraisal 1 - - -
3rd +2 +1 +1 +3 Bonus feat, minor repair 2 0 - -
4th +3 +1 +1 +4 Sharp eyed 3 1 - -
5th +3 +1 +1 +4 Hasty appraisal 3 2 0 -
6th +4 +2 +2 +5 Bonus feat, feel magic 3 3 1 -
7th +5 +2 +2 +5 Uncanny observation 3 3 2 0
8th +6 +2 +2 +6 Pocket cache 3 3 3 1
9th +6 +3 +3 +6 Bonus feat, personal mark 3 3 3 2
10th +7 +3 +3 +7 Major repair 3 3 3 3
Class Features
Weapon and Armor Proficiency: An eye of Argenta is proficient with all simple weapons, light armor and shields.
Spells: An eye of Argenta has the ability to cast a small number of arcane spells. To cast an eye of Argenta spell, an eye of Argenta must have a Charisma score of at least 10 + the spell's level, so a golden eye with a Charisma of 10 or lower cannot cast these spells. Eye of Argenta bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the golden eye's Charisma modifier. When an eye of Argenta gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 1st-level eye of Argenta spell), she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. The eye of Argenta's spell list appears below. An eye of Argenta casts spells just as a just as a sorcerer does, although an eye of Argenta can wear light armor without incurring any arcane spell failure chance for her eye of Argenta spells.
Upon reaching 6th level, at every even-numbered level after that (8th and 10th), an eye of Argenta can choose to learn a new spell in place of one she already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level eye of Argenta spell the eye of Argenta can cast. An eye of Argenta may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.
Table: Eye of Argenta Spells Known
Code:
----Spells Known----
Level 1st 2nd 3rd 4th
1st 2(1) - - -
2nd 3 - - -
3rd 3 2(1) - -
4th 4 3 - -
5th 4 3 2(1) -
6th 4 4 3 -
7th 4 4 3 2(1)
8th 4 4 4 3
9th 4 4 4 3
10th 4 4 4 4
Expertise (Ex): To function as a successful trader, an eye of Argenta requires knowledge from a variety of different trades. She can choose any four additional skills to be class skills.
Trade Lore (Ex): An eye of Argenta will acquire considerable knowledge about merchant practices and trade conditions while travelling the land and conversing with other merchants. She may make a special trade lore check with a bonus equal to her eye of Argenta level + her Intelligence modifier to see whether she knows some relevant information about the local currency, merchant practices, profitable or illicit deals, and noteworthy goods. (If the eye of Argenta has 5 or more ranks in Knowledge (local) for the region, she gains a +2 bonus on this check.)
Master Appraisal (Ex): An eye of Argenta is trained in a variety of appraisal techniques that are not available to the common merchant. Starting at 2nd level and at each level thereafter, an eye of Argenta can select a new specialty Craft skill. She gains a +2 bonus on Appraise checks related to items made with these selected Craft skills. This bonus is in addition to the synergy bonus gained from having 5 ranks in a Craft skill.
Minor Repair (Sp): Once per day as a full-round action, an eye of Argenta of 2nd level or higher can repair small breaks or tears in objects as the mending spell. This ability also allows her to clean dirt and stains from the object, remove moderate amounts of tarnish, and to produce a bright sheen on well-finished surfaces.
Bonus Feat (Ex): At 3rd, 6th and 9th level, an eye of Argenta gains a bonus feat. This is in addition to the bonus feat a character normally gains every three levels. At each such opportunity, she can choose a feat from the following list: Acrobatic, Agile, Alertness, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Self-Sufficient, Skill Focus and Stealthy.
Sharp Eyed (Ex): Through experience and practice, a 4th level eye of Argenta becomes especially proficient at noticing sleight of hand trickery, such as attempts to pick a pocket. She gains a competence bonus to Spot checks equal to her eye of Argenta level to notice sleight of hand attempts.
Hasty Appraisal (Ex): Upon reaching 5th level an eye of Argenta can perform a hasty DC 15 Appraise check to determine the most valuable item in a group of goods. All of the items must be within reach during the appraisal, which requires a full-round action. Failure means that you select a random object as the most valuable item.
Feel Magic (Sp): As a standard action, an eye of Argenta of 6th level or beyond can detect magical auras in inanimate objects through touch. This ability operates as the detect magic spell, but the object must be held by the eye of Argenta for the duration of the spell.
Pocket Cache (Sp): Once per day as a standard action, an eye of Argenta of 7th level or higher is able to fashion an extra-dimensional pocket in which she can safely stow up to a cubic foot of material. The opening to this pocket must be anchored to a continuous surface with an area of at least 1 ft. sq., but this anchor can be a flexible material such as cloth or leather that can then be folded up. The opening is fastened to an extra-dimensional space that is outside the multiverse of extra-dimensional spaces ("planes"). The pocket remains in effect for 24 hours, as long as the anchor surface remains intact or until cancelled by the eye of Argenta. Whenever the pocket cache ends, for any reason, the contents are immediately expelled into the nearest open space.
Uncanny Observation (Ex): At 8th level, an eye of Argenta gains an uncanny ability to notice even the smallest changes in her surroundings. After spending a full round action familiarizing herself with a group of objects, a creature or a location, she gains a +4 competence bonus on spot checks to notice a change. This can include, for example, noticing when somebody has searched through her backpack, if a thief has lifted some coins from a chest, or whether some furniture was shifted slightly because a room was searched.
Personal Mark (Sp): At 9th level or higher, an eye of Argenta can inscribe her personal rune, which can consist of no more than six characters. This mark functions as the arcane mark spell, but it can only be used once per day on an inanimate object.
Major Repair (Sp): Once per day as a full-round action, a 10th-level eye of Argenta can completely restore a damaged, broken or shattered object to its original mint condition, with no marks to indicate that the object was ever in disrepair. For this ability to succeed, all of the pieces of the original object must be within 50 feet and the object must be no more than 10 cubic feet in size. The various parts of the object can not have been even partially destroyed by acid, fire, decay or disintegration. A magical item can be repaired, but the item's magical abilities are not restored. (For restoring a broken magic item's abilities, see the item creation feats in the core rule books.) This spell does not affect creatures (including constructs).
Eye of Argenta Spell List
Eyes of Argenta choose their spells from the following list:
1st Level: alarm, animate rope, charm person, comprehend languages, detect secret doors, erase, floating disk, hold portal, identify, obscure object.
2nd Level: arcane lock, calm emotions, detect thoughts, knock, locate object, obscure object, see invisibility, shatter, Leo's trap, whispering wind.
3rd Level: arcane sight, dispel magic, glibness, illusory script, remove curse, secret page, shrink item, suggestion, tongues.
4th Level: charm monster, fire trap, legend lore, minor creation, modify memory, repel vermin, zone of silence.
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