<!-- 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 Character Creation](Prism%20Character%20Creation.md) / [Prism Classes](Prism%20Classes.md)** >[!infobox|n-th wsmall] >###### <font size="+2">[[Guild_Merchant.webp|Guild Merchant]]</font> >![[Guild_Merchant.webp]] > ###### <small>Art by [Nara](Narà.md)</small> # Guild Merchant ### [Doubt](Doubt.md) Characters from Corvanis gain a resource pool called Doubt. This resource represents the history of Corvanis overcoming the grip of deities and the evolution of the self. Characters from Corvanis can tap into this resource to do the following. Gain [resistance](Resistance.md) to a spell cast by a Faith class. Remove I Tier of [Concealed](Concealed.md)/[Invisible](Invisible.md) from all enemies within 30ft. Ignore [afflictions](Affliction.md) that change MP cost for 1 round. The maximum amount of Doubt a character has is equal to the number of character paths they possess. This resource pool is refreshed whenever the character finishes a comfortable long rest. ### [Golden Rule](Golden%20Rule.md) <small>(Level 1)</small> Keywords – *[Mundane](Mundane.md)*, *[Artificial](Artificial.md)*, *[Supernatural](Supernatural.md)*, *[Empower](Empower.md)*, *[Depower](Depower.md)*, *[Reaction](Reaction.md)* [APC](Action%20Point%20Cost.md) - 2 Target - Creature Range - 20ft The Guild Merchant uses the augur of money and their belief within it to cause a strange effect. The money is spent and fortune favors the outcome of the Guild Merchant's choice. The Guild Merchant can use this ability on a creature within range whenever it rolls a d20, but before the result is revealed. If the Guild Merchant does, they must spend 10 multiplied by their [Spirit](Spirit.md) in Gold (Or local currency). If they do they can add a bonus or a penalty to the d20 roll equal to their [Guile](Guile.md), [Grace](Grace.md), or [Tenacity](Tenacity.md). ### [Logistics Specialist](Logistics%20Specialist.md) <small>(Level 1)</small> Keywords – *[Mundane](Mundane.md)*, *[Downtime](Downtime.md)* The Guild Merchant's mastery of logistics have increased the efficiency of their party. As such, the Guild Merchant's party may use an additional downtime action per day. ### [Social Acumen](Prism%20(Testing)/Classes/Continental%20Classes/Corvanis/Class%20Features/Social%20Acumen.md) <small>(Level 1)</small> Keywords – *[Mundane](Mundane.md)*, *[Strategy](Strategy.md)* [APC](Action%20Point%20Cost.md) - 1 Target - Creature Range - 120ft The Guild Merchant attempts an ability check against a creature within range. The Guild Merchant may use [Guile](Guile.md), [Grace](Grace.md), or [Tenacity](Tenacity.md). The DC of this check is 10 + the creature's CR. If the Guild Merchant should succeed, they may learn the current motives of the creature, their emotional state, something they dislike and something they like as the Guild Merchant studies subtle clues in body language, tone and context clues of the their surroundings. ### [Cash Infusion](Cash%20Infusion.md) <small>(Level 2)</small> Keywords – *[Mundane](Mundane.md)*, *[Tactics](Tactics.md)*, *[Artificial](Artificial.md)*, *[Supernatural](Supernatural.md)* [APC](Action%20Point%20Cost.md) - 1 Target - Ally Range – 30ft The Guild Merchant selects an ally within range. The Guild Merchant may spend Gold (Or local currency) to heal that ally. The amount healed is equal to 1 hit point per 10 gold spent. This healing takes the form of a golden light as the currency is mixed with the Guild Merchant's natural Doubt. ### [Dividends](Dividends.md) <small>(Level 4)</small> Keywords – *[Mundane](Mundane.md)*, *[Artificial](Artificial.md)*, *[Supernatural](Supernatural.md)* Whenever the Guild Merchant would uncover a treasure cache, the Guild Merchant may spend a point of [Doubt](Doubt.md). If they do, the amount of currency that cache possesses is increased by an amount equal to 10% multiplied by the Guild Merchant's [Guile](Guile.md), [Grace](Grace.md), or [Tenacity](Tenacity.md). ### [Dealmaker](Dealmaker.md) <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. ### [Crushing Debt](Crushing%20Debt.md) <small>(Level 7)</small> Keywords – *[Mundane](Mundane.md)*, *[Artificial](Artificial.md)*, *[Supernatural](Supernatural.md)*, *[Empower](Empower.md)* Whenever the Guild Merchant would spend money on one of their abilities, they gain a bonus on their next weapon damage roll equal their [Guile](Guile.md), [Grace](Grace.md), or [Tenacity](Tenacity.md). This effect stacks with itself. ### [Market Day](Market%20Day.md) <small>(Level 8)</small> Keywords – *[Mundane](Mundane.md)*, *[Downtime](Downtime.md)* The Guild Merchant has the capacity, connections, investments and influence to once a month, increase productivity of themselves and their party. This effect grants the party additional downtime actions equal to the Guild Merchant's [Guile](Guile.md), [Grace](Grace.md), or [Tenacity](Tenacity.md). This is in addition to the [Logistics Specialist](Logistics%20Specialist.md) feature if they have it. ### [Bail Out](Bail%20Out.md) <small>(Level 10)</small> Keywords – *[Mundane](Mundane.md)*, *[Supernatural](Supernatural.md)*, *[Artificial](Artificial.md)* The Guild Merchant has a sufficient belief in gold that it can even challenge death. Once per comfortable long rest the Guild Merchant can select a dead creature. They may spend 1000gp (or equivalent in local currency). If they do, the creature is returned to life. The Guild Merchant must spend an additional 1,000gp for each day that creature has been dead.