<!-- Google tag (gtag.js) --> <script async src="https://www.googletagmanager.com/gtag/js?id=G-G26W6267FY"></script> <script> window.dataLayer = window.dataLayer || []; function gtag(){dataLayer.push(arguments);} gtag('js', new Date()); gtag('config', 'G-G26W6267FY'); </script> **[Hub](Hub.md) / [[Prism]] / [Prism Classes](Prism%20Classes.md) / [Guild Merchant](Guild%20Merchant.md)** # Dealmaker <small>(Level 5)</small> Keywords – *[Mundane](Mundane.md)*, *[Affect](Affect.md)*, *[Empower](Empower.md)*, *[Depower](Depower.md)*, *[Economy](Economy.md)* APC – 3 Additional Cost - [Doubt](Doubt.md) Target - Enemy Range – 30ft The Guild Merchant uses this ability on an enemy within range. The Guild Merchant proposes a deal with the creature. Assuming the creature has sufficient intelligence the creature can decide to accept the deal or not. (Creatures lacking in sufficient intelligence are immune to this effect.) If the enemy chooses not to, the Guild Merchant can attempt an opposed ability score check on the enemy to force them to accept it. The Guild Merchant may use their [Guile](Guile.md), [Grace](Grace.md), or [Tenacity](Tenacity.md). The enemy may use their [Initiative](Initiative.md), [Tenacity](Tenacity.md), or [Guile](Guile.md). If the Guild Merchant wins, then the enemy accepts the deal presented. The following are the deals the Guild Merchant can offer. **Armistice** – The enemy agrees not to make attacks against the Guild Merchant or its allies, in exchange the Guild Merchant or it’s allies will not attack the creature. **Embargo** – The enemy cannot regain hit points for the remainder of the round. In exchange on the round thereafter all healing on the Guild Merchant's party is negated. **Tariff** – For the remainder of the round, the creature receives a bonus to their AC equal to the number of creatures in the Guild Merchant's party. In exchange, each of the Guild Merchant's allies receive a +1 to attack for each attack made against that enemy this round. **Open Auction** – For the remainder of the round, the enemy and the Guild Merchant's party lose 1 action point, it is then stored in this ability until the end of the round. (If a creature does not have any action points remaining they are immune to this effect) In exchange a creature on it’s turn, or when activating a reaction, may spend hit points equal to their Spirit, if they do they receive one of these action points lost. They can spend this multiple times.