XP 6,400
Human expert 4/rogue 6
N Medium humanoid
Init +3; Senses Perception +17
DEFENSE
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 58 (10d8+13)
Fort +6, Ref +11, Will +8
Defensive Abilities evasion, trap sense +2, uncanny dodge
Offense
Speed 30 ft.
Melee dagger +10/+5 (1d4–1/19–20)
Ranged +1 hand crossbow +11 (1d4+1/19–20) or dagger +10 (1d4–1/19–20)
Special Attacks sneak attack +3d6
Spell-like Abilities (CL 6th, concentration +8)
3/day—detect magic
2/day—charm person (DC 13)
Statistics
Str 8, Dex 16, Con 12, Int 14, Wis 10, Cha 16
Base Atk +7; CMB +6; CMD 19
Feats Alertness, Craft Wondrous Item, Magical Aptitude, Master Craftsman, Skill Focus (Profession [merchant]), Weapon Finesse
Skills Appraise +17, Bluff +17, Diplomacy +17, Disable Device +12, Disguise +15, Handle Animal +10, Intimidate +10, Knowledge (local) +10, Linguistics +8, Perception +17 (+20 to find traps), Perform (act) +10, Perform (sance) +10, Perform (oratory) +10, Profession (merchant) +21, Ride +10, Sense Motive +16, Sleight of Hand +10, Spellcraft +19, Stealth +10, Use Magic Device +23
Languages Common, Dwarven, Gnome, Halfling
SQ rogue talent (major magic, minor magic, resiliency), trapfinding +3
Combat Gear wand of identify (50 charges), wand of ray of enfeeblement (50 charges), wand of shocking grasp (CL 3rd, 50 charges); Other Gear +1 chain shirt, +1 hand crossbow with 10 bolts, dagger, circlet of persuasion, cloak of resistance +2, handy haversack, hat of disguise, disguise kit, magnifying glass, masterwork thieves’ tools
Boon A merchant prince can arrange the purchase or sale of an item as if the local community were two categories larger than normal. A merchant prince can also sell any item under the community’s base value at a 10% discount.