Redcap's Corner Pathfinder
Role: Masters of salesmanship and the business of making money, snake oil salespeople trade in combat ability for the ability to get what they want through any other means necessary. By mastering a small repertoire of spells as well as a few special abilities a fully fledged Salesperson is able to sell anything to anybody, anywhere, at any time – literally. They quickly learn the better part of bad business is getting away after you’ve dealt someone a sour deal, and their magical abilities come in handy there too, eventually being permanently shielded from scrying and learning to protect themselves from mind-controlling effects.
Hit Dice: d8.
Acrobatics, Appraise, Bluff, Climb, Craft (any), Diplomacy, Disable Device, Disguise, Escape artist, Fly, Knowledge (Arcana), Knowledge (Geography), Knowledge (Local), Linguistics, Perception, Profession (any), Ride, Sense Motive, Sleight of hand, Spellcraft, Stealth, Use Magic Device
Skill points at each level: 6 + Int modifier
A snake-oil salesperson has the following class features:
|1||0||0||2||2||Detect magic, Improved Appraise||3||–||–||–||–||–||–||–||–|
|2||1||0||3||3||Comprehend Languages, Poison Use, Trade Lore||4||–||–||–||–||–||–||–||-|
|8||6/1||2||6||6||Tongues, Hidden Mind||6||6||5||3||–||–||–||–||–|
|10||7/2||3||7||7||Improved Sales Pitch||6||6||6||5||3||–||–||–||–|
|16||12/7/2||5||10||10||Greater Sales Pitch||6||6||6||6||6||6||5||3||–|
|20||15/10/5||6||12||12||Master Sales Pitch||6||6||6||6||6||6||6||6||6|
Weapon and Armor Proficiency: Snake-oil salespeople are proficient with all simple weapons, plus the hand crossbow, rapier, and short sword. They are proficient with light armor but not shields.
Code of Conduct: If a snake-oil salesperson goes three days without selling something to someone else, they lose all class features aside from Sales Pitch until they make a successful sale. They must also make a successful sale within a day of taking another level of snake-oil salesperson. A salesperson may not partake in charitable acts, and may not lend items to other characters.
Detect Magic (Sp): At will, a salesperson can use detect magic, as the spell except he only detects auras of items. A salesperson can, as a move action, concentrate on a single item within 60 feet and determine if it is magical, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one object the salesperson does not detect magic in any other object or individual within range.
Improved Appraise(Ex): Whenever a salesperson makes an appraise check to determine the worth of an item, he may also discover any magical properties of that item. The dc for this check is 20 + caster level of the item.
Spells: Salesperson cast arcane spells from the salesperson spell list. Salesperson must choose and prepare their spells ahead of time. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a salesperson must have a charisma score equal to at least 10 + the spell level. The DC for a saving throw against a salesperson’s spell is 10 + the spell level + the salesperson’s charisma modifier.
Salespeople can cast only a certain amount of spells per day, determined by level. The salesperson receives bonus spells per day for a high charisma modifier.
A salesperson’s selection of spells is extremely limited. A salesperson begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new salesperson level, she gains one or more new spells, as indicated on Table: Salesperson Spells Known. (Unlike spells per day, the number of spells a salesperson knows is not affected by her Charisma score; the numbers on Table: Salesperson Spells Known are fixed.) These new spells can be common spells chosen from the salesperson spell list, or they can be unusual spells that the salesperson has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered salesperson level after that (6th, 8th, and so on), a salesperson can choose to learn a new spell in place of one she already knows. In effect, the salesperson loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A salesperson 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 she gains new spells known for the level.
Unlike a wizard or a cleric, a salesperson need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Trade Lore(Ex): A salesperson of 2nd level or higher adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. A salesperson only receives this bonus when the check relates to trade in some way.
Poison Use(Ex): Snake-oil salespeople are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
Comprehend languages (Sp): At 2nd level salespeople gain the ability to cast Comprehend Languages at will as a spell-like ability.
Versatile Caster (Ex): A salesperson of 3rd level and higher may spontaneously cast spells they do not know. The salesperson may “lose” two uses of a spell level (aside from 0th level) to cast any spell of the same level that is on the snake-oil salesperson spell list.
Sales pitch (Sp): At 4th level a salesperson learns the trick to sell anything to anyone. By spending 10 minutes, a salesperson can attempt to sell any object at hand to any creature that can understand the salesperson. The salesperson first makes a check to see how powerful a creature she can sell to. This is a charisma check. Use the following table to find the maximum hit die affected.
|Charisma Check Result||Maximum Hit Die Affected|
|0 or lower||Salesperson’s level -4|
|1-3||Salesperson’s level -3|
|4-6||Salesperson’s level -2|
|7-9||Salesperson’s level -1|
|13-15||Salesperson’s level +1|
|16-18||Salesperson’s level +2|
|19-21||Salesperson’s level +3|
|22 or higher||Salesperson’s level +4|
If there is a customer that the salesperson can affect, a sales pitch is made. The affected creature must make a Will Save against a DC of 10 + 1/2 Salesperson’s level + Salesperson’s charisma modifier. A creature may add its Profession(Merchant) to their save. If the creature fails, it will pay up to 100% of the value for whatever is being sold. If it cannot pay, it will be affected by a Lesser Geas/Quest to gather money in order to pay. Unlike a normal Lesser Geas/Quest the penalties for not complying accumulate at a rate of once per hour instead of per day. Each day past the first the creature can attempt the save again with a +2 for each day. Creatures that make their save cannot be affected by Sales Pitches by the salesperson for the same item for 1 month. A creature gets a +2 circumstance bonus for each time any salesperson has attempted to use this ability in its presence during the last 24 hours, to a maximum of +10.
Salespeople may use their pitch a number of times per day equal to 3 + their Charisma modifier. This number can be increased with the Extra Sales Pitch feat.
Greater Appraise: At 6th level salespeople may take 10 on appraise checks even when circumstances would normally prevent it.
Tongues (Sp): At 8th level, salespeople gain the ability to cast tongues at will as a spell-like ability.
Hidden Mind (Ex): At 8th level and above, a salesperson is harder to target with divination effects. Divination effects that call for a check have the dc increased by ½ the salesperson’s level if they are a target or are included in the target area. A salesperson with Hidden Mind also receives a bonus on saves vs divination effects equal to ½ their level.
Improved Sales Pitch (Su): At 10th level and above, a salesperson’s sales pitch takes only 1 minute to use and results in a Geas/Quest instead of a Lesser Geas/Quest. The penalties for not complying also start accumulating at a rate of once per ten minutes. The price for the object may also be up to 200% of the item’s value.
Telepathy(Su): At 12th level, a salesperson gains telepathy (60ft).
Slippery Mind (Ex): At 14th level and above, salespeople are able to wriggle free from magical effects that would otherwise control or compel her. If a salesperson with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Greater Sales Pitch (Su): At 16th level and higher, a salesperson’s sales pitch takes only one full round action to use. The penalties for not complying also start accumulating at a rate of once per minute and can reach a total of -16. The price for the object may also be up to 300% of the item’s value.
Obscure Mind (Ex): At 18th level and above, salespeople are protected from all attempts to use Divination spells to gather information about her. This includes divination spells from friendly sources, such as status.
Master Sales Pitch (Su): At 20th level , a salesperson’s sales pitch takes only one standard action to use. The penalties for not complying also start accumulating at a rate of once per round and can reach a total of -20. The price for the object may also be up to 400% of the item’s value.
= Spell List =
Salespeople choose their spells from the following list:
0th Level: (Core) Arcane Mark, Create Water, Dancing Lights, Daze, Detect Magic, Detect Poison, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic
(Custom) Hasty Appraise
1st Level: (Core) Alarm, Animate rope, Charm Person, Command, Comprehend Languages, Detect Secret Doors, Disguise Self, Endure Elements, Expeditious Retreat, Feather Fall, Grease, Hold Portal, Hypnotism, Identify, Mount, Magic Aura, Remove Fear, Silent Image, Sleep, Unseen Servant, Ventriloquism
(APG) Ant Haul, Beguiling Gift, Innocence, Mask Dweomer, Memory Lapse, Vanish
(Custom) Gold Magnet, Merchant’s Eye
(UM) Delusional Pride, Youthful Appearance
2nd Level: (Core) Alter self, Arcane lock, Augury, Calm Emotions, Continual Flame, Daze Monster, Detect Thoughts, Eagles Splendor, Enthrall, Erase, Fox’s Cunning, Glitterdust, Invisibility, Knock, Phantom Trap, Levitate, Locate Object, Magic Mouth, Make Whole, Minor Image, Misdirection, Obscure Object, Remove Paralysis, See Invisibility, Spectral Hand, Touch of Idiocy, Undetectable Alignment, Whispering Wind
(APG) Create Treasure Map, Elemental Speech, Hidden Speech, Share Language
(Custom) Spontaneous Appraise
(UM) Masterwork Transformation, Miserable Pity, Unnatural Lust
3rd Level: (Core) Arcane sight, Bestow Curse, Clairaudience/Clairvoyance, Create Food & Water, Deep Slumber, Dispel magic, Explosive Runes, Fly, Gaseous Form, Glyph of Warding, Hold Person, Illusory Script, Major Image, Nondetection, Phantom Steed, Remove Curse, Scrying, Suggestion, Secret Page, Sepia Snake Sigil, Shrink Item, Speak with Dead, Tiny Hut, Tongues, Water Breathing, Water Walk
(APG) Guiding Star, Seek Thoughts, Shifting Sand
(Custom) Forceful Acquisition, Lesser Transmute Item to Gold
4th Level: (Core) Arcane Eye, Charm Monster, Confusion, Control Winds, Crushing Despair, Detect Scrying, Dimension Door, Dimensional Anchor, Discern Lies, Divination, Fire Trap, Freedom of Movement, Lesser Geas, Glibness, Greater Invisibilty, Hallucinatory Terrain, Illusory wall, Locate Creature, Minor Creation, Remove Curse, Repel vermin, Scrying, Secure Shelter, Stone Shape
(APG) Planar Adaptation
(Custom) Wartok’s Impressive Emporium
(UM) Shadow Step, Symbol of Revelation, Symbol of Slowing
5th Level: (Core) Break enchantment, Dominate Person, Fabricate, False Vision, Feeblemind, Mage’s Faithful Hound, Mage’s Private Sanctum, Major creation, Mind Fog, Mirage Arcana, Modify memory, Overland Flight, Passwall, Permanency, Persistant Image, Plane Shift, Prying Eyes, Secret chest, Sending, Symbol of Sleep, Teleport, True Seeing
(APG) Life Bubble, Treasure Stitching
(UM) Lesser Astral Projection, Possess Object, Smug Narcissism, Symbol of Scrying
6th Level: (Core) Analyze Dweomer, Animate Objects, Contingency, Greater dispel magic, Find the Path, Forbiddance, Geas/Quest, Greater Glyph of Warding, Guards & Wards, Legend Lore, Mass Suggestion, Mislead, Permanent Image, Plane Shift, Programmed Image, Repulsion, Shadow Walk, Stonetell, Symbol of Persuasion, Veil, Word of Recall
(APG) Cloak of Dreams, Getaway, Mass Planar Adaptation, Unwilling Shield,
(Custom) Wartok’s Greater Impressive Emporium, Transmute Item to Gold
(UM) Age Resistance, Joyful Rapture, Symbol of Sealing
7th Level: (Core) Greater Arcane Sight, Control Weather, Ethereal Jaunt, Instant Summons, Phase Door, Power Word Blind, Project Image, Refuge, Screen, Greater Scrying, Sequester, Symbol of Stunning, Greater Teleport, Teleport Object, Vision, Wind Walk
(APG) Mass Fly
(UM) Circle of Clarity, Lesser Create Demiplane, Temporary Resurrection
8th Level (Core) Antimagic Field, Clone, Demand, Dimensional Lock, Discern Location, Mind Blank, Moment of Prescience, Power Word Stun, Protection From Spells, Screen, Sympathy
(APG) Euphoric Tranquility
(UM) Create Demiplane
9th Level (Core) Astral Projection, Disjunction, Dominate Monster, Etherealness, Freedom, Foresight, Gate, Teleportation Circle, Time Stop
(APG) Wall of Suppression
(Custom) Greater Transmute Item to Gold
(UM) Greater Create Demiplane, Interplanetary Teleport