Enchanter - Tier 3
Merchants
Enchanter - Tier 3 (Subtype)
Merchant - Tier 3 - City Merchant
200 lbs
1
10076.15

0 / 0
0
0
+30
1

Earrings, Gold
Necklace of Fireballs
Gloves, Leather
Clothes, Artisan’s
Cloak of Protection
Ring of Protection
Guild Ring
Pants, Cloth
Shoes, Leather
 

  • Inventory Equipped:
  • Cloak of Protection
    20 11000 gp
  • Ring of Protection
    20 1500 gp
  • Earrings, Gold
    3 gp
  • Pants, Cloth
    0.8 gp
  • Gloves, Leather
    5 gp
  • Shoes, Leather
    1 gp
  • Guild Ring
    5 gp
  • Clothes, Artisan’s
    1 gp
  • Necklace of Fireballs
    1400 gp

  • Inventory Unequipped:
  • Orbit Stone
    50 gp
  • Grand Shield of the Protector
    -66.71 5030 gp
  • Arrow-Catching Shield
    39.88 1510 gp
  • Sun Blade
    5.22 8815 gp
  • Staff of the Woodlands
    3.98 6850.2 gp
  • Blade of Betrayal
    4.01 6115 gp
  • Scimitar of Speed
    7.94 5675 gp
  • Staff of Frost
    30.93 5400.2 gp
  • Ambercore Greatsword
    10.62 5150 gp
  • The Gospel
    12.39 5102 gp
  • Magic 8-Ball
    1.8 4650 gp
  • Staff of Fire
    4.93 4050.2 gp
  • Magical Staff
    7 gp
  • Wand
    2 gp
  • Garnet
    10 gp
  • Shield of Missile Attraction
    79.88 5110 gp
  • Javelin of Lightning
    12.22 600.5 gp
  • Mace of Terror
    11.28 655 gp
  • Staff of the Python
    5.5 900.2 gp
  • Trident of Tides
    7.65 905 gp
  • Staff of Healing
    3.43 1250.2 gp
  • Riftpiercer Spear
    12.52 1301 gp
  • Shadowbane Hammer
    9.27 1315 gp
  • Hammer of Thunderbolts
    5.62 1510 gp
  • Staff of Swarming Insects
    3.43 1600.2 gp
  • Staff of Charming
    18.43 2150.2 gp
  • Scepter of Silent King
    3.43 1650.2 gp
  • Figurine of Wondrous Power - Silver Raven
    70 gp
  • Nolzur's Marvelous Pigments
    100 gp
  • Wand of Lightning Bolts
    650 gp
  • Wand of the War Mage +1
    1000 gp
  • Ring of Warmth
    1000 gp
  • Periapt of Wound Closure
    1.96 1000 gp
  • Ioun Stone, Protection
    20 1000 gp
  • Goggles of Night
    12 1000 gp
  • Glyphwoven Mantle
    1.65 920 gp
  • Wand of Polymorph
    900 gp
  • Stone of Controlling Earth Elementals
    2.07 900 gp
  • Cape of the Mountebank
    2.31 900 gp
  • Helm of Telepathy
    0.86 800 gp
  • Wand of Web
    700 gp
  • Dust of Disappearance
    700 gp
  • Chime of Opening
    700 gp
  • Eversmoking Bottle
    0.45 250 gp
  • Wand of Fireballs
    650 gp
  • Tome of Unstable Magic
    650 gp
  • Lantern of Revealing
    2 600 gp
  • Fang of the Beast King
    3.1 600 gp
  • Circlet of Blasting
    600 gp
  • Boots of Speed
    1.13 600 gp
  • Wand of Fear
    550 gp
  • Ring of Shooting Stars
    550 gp
  • Ring of Animal Influence
    550 gp
  • Dust of Dryness
    550 gp
  • Control Rod, Silver
    550 gp
  • Spellguard Shield
    289.88 10010 gp
  • Plate Armor of Etherealness
    94.35 8400 gp
  • Eyes of Charming
    200 gp
  • Prayer Bead - Curing
    400 gp
  • Wand of Paralysis
    400 gp
  • Wand of Secrets
    400 gp
  • Boots of Levitation
    0.38 500 gp
  • Cloak of Displacement
    0.45 500 gp
  • Horseshoes of a Zephyr
    0.38 500 gp
  • Prayer Bead - Smiting
    0.45 500 gp
  • Ring of Invisibility
    0.65 500 gp
  • Medallion of Thoughts
    400 gp
  • Dust of Sneezing and Choking
    150 gp
  • Gloves of Missile Snaring
    150 gp
  • Prayer Bead - Bless
    0.43 150 gp
  • Bead of Force
    200 gp
  • Dream Dust
    5 gp
  • Iron Bands of Bilarro
    200 gp
  • Quaal's Feather Token, Fan
    200 gp
  • Quaal's Feather Token, Bird
    205 gp
  • Hat of Disguise
    0.28 250 gp
  • Quaal's Feather Token, Tree
    50 gp
  • Quaal's Feather Token, Whip
    200 gp
  • Quaal's Feather Token, Anchor
    1000 gp
  • Ring of the Ram
    200 gp
  • Universal Solvent
    200 gp
  • Wand of Magic Detection
    200 gp
  • Wand of Magic Missiles
    200 gp
  • Spellsnatcher's Gauntlet
    210 gp
  • Quaal's Feather Token, Swan Boat
    3000 gp
  • Wind Fan
    0.49 300 gp
  • Magical Wand
    10 gp
  • Blue Quartz
    1 gp
  • Magical Crystal
    12 gp
  • Enchanting Tools
    100 gp
  • Wooden Workbench
    20 gp
  • Woodworking Tools
    15 gp
  • Totem
    10 gp
  • Rod, Wooden
    2 gp
  • Cleaning Stone
    100 gp
  • Gold Emblem
    30 gp
  • Magical Holy Emblem
    40 gp
  • Amulet, Gold
    200 gp
  • Magical Holy Amulet
    40 gp
  • Reliquary
    200 gp
  • Magical Holy Reliquary
    300 gp
  • Magical Sprig of Mistletoe
    6 gp
  • Sprig of Mistletoe
    0.02 gp
  • Quarterstaff
    3.43 0.2 gp
  • Magical Rod
    10 gp
  • Helm of Comprehending Languages
    0.28 250 gp
  • Horn of Blasting
    250 gp
  • Ring of Jumping
    0.27 250 gp
  • Robe of Scintillating Colors
    0.19 250 gp
  • Green Ribbon
    29.16 251 gp
  • Bag of Tricks, Tan
    300 gp
  • Ring of Evasion
    300 gp
  • Quartz
    5 gp
  • Staff of the Magi
    3.43 11400.2 gp
  • Mace of Smiting
    14.08 12255 gp
  • Fabled Wonder
    6.93 13315 gp
  • Twin-Chained Molten Mauls
    20.19 16010 gp
  • Rain Stick of Mbala
    30.98 16400.2 gp
  • Frostwreathed Scythe
    70.21 16451.5 gp
  • Staff of Power
    37.24 16700.2 gp
  • Wand of Binding
    1200 gp
  • Rod of Alertness
    1.24 1250 gp
  • The Drowned’s Whisper
    2.7 1350 gp
  • Dispelling Stone
    1400 gp
  • Ioun Stone, Magebane
    1400 gp
  • Necklace of Fireballs
    1400 gp
  • Rod of Absorption
    1400 gp
  • Ring of Protection
    20 1500 gp
  • Ring of Water Walking
    1500 gp
  • Ring of X-ray Vision
    1500 gp
  • Brazier of Commanding Fire Elementals
    5.37 1800 gp
  • Censer of Controlling Air Elementals
    5.37 1800 gp
  • Prayer Bead - Favor
    4.62 1800 gp
  • Bowl of Commanding Water Elementals
    5.37 1803 gp
  • Ring of Feather Falling
    2000 gp
  • Rope of Climbing
    2050 gp
  • Elemental Gem, Blue Sapphire
    2100 gp
  • Elemental Gem, Emerald
    2100 gp
  • Elemental Gem, Red Corundum
    2100 gp
  • Elemental Gem, Yellow Diamond
    2100 gp
  • Gem of Seeing
    2100 gp
  • Band of Hammerstone
    11.96 2400 gp
  • Necklace of Adaptation
    2500 gp
  • Brooch of Shielding
    27.5 2750 gp
  • Ring of Acid Resistance
    27.5 2750 gp
  • Ring of Cold Resistance
    27.5 2750 gp
  • Ring of Fire Resistance
    27.5 2750 gp
  • Ring of Force Resistance
    27.5 2750 gp
  • Ring of Lightning Resistance
    27.5 2750 gp
  • Ring of Necrotic Resistance
    27.5 2750 gp
  • Ring of Poison Resistance
    27.5 2750 gp
  • Ring of Psychic Resistance
    27.5 2750 gp
  • Ring of Radiant Resistance
    27.5 2750 gp
  • Ring of Thunder Resistance
    27.5 2750 gp
  • Boots of the Winterlands
    27.5 2753 gp
  • Crystal Ball of Scrying
    2.28 3000 gp
  • Dimensional Shackles
    3000 gp
  • Ring of Telekinesis
    2.28 3000 gp
  • Robe of Useful Items
    3000 gp
  • Bag of Tricks, Gray
    3150 gp
  • Bag of Tricks, Rust
    3300 gp
  • Helm of Teleportation
    3550 gp
  • Prayer Bead - Summons
    10.69 3600 gp
  • Necklace of Prayer Beads
    0 gp
  • Prayer Bead - Wind Walking
    8.27 3600 gp
  • Wand of Enemy Detection
    7.85 3600 gp
  • Amulet of the Tides
    31.54 3625 gp
  • Orb of Dragonkind
    0.23 3900 gp
  • Immovable Rod
    4000 gp
  • Ring of Regeneration
    4000 gp
  • Wand of the War Mage +2
    4000 gp
  • Cloak of Arachnida
    75.5 4150 gp
  • Bag of Beans
    14.31 5000 gp
  • Boots of Elvenkind
    50 5000 gp
  • Cloak of Elvenkind
    50 5000 gp
  • Eyes of Minute Seeing
    50 5000 gp
  • Eyes of the Eagle
    50 5000 gp
  • Gloves of Thievery
    50 5000 gp
  • Ioun Stone, Mastery
    5000 gp
  • Ioun Stone, Reserve
    5000 gp
  • Ioun Stone, Spirit
    5000 gp
  • Luckstone
    5000 gp
  • Piwafwi (Cloak of Elvenkind)
    50 5000 gp
  • Rope of Entanglement
    17.82 5000 gp
  • Slippers of Spider Climbing
    198 5000 gp
  • Winged Boots
    5000 gp
  • Wings of Flying
    216 5000 gp
  • Belt of the Arbiter
    50.19 5150 gp
  • Deck of Illusions
    6000 gp
  • Cloak of the Bat
    109.36 6900 gp
  • Orbit Stone, Body
    7500 gp
  • Orbit Stone, Mind
    7500 gp
  • Orbit Stone, Soul
    10500 gp
  • Candle of Invocation
    8400 gp
  • Ioun Stone, Awareness
    9000 gp
  • Ring of Air Elemental Command
    28.19 11000 gp
  • Ring of Earth Elemental Command
    28.81 10350 gp
  • Ring of Fire Elemental Command
    27.5 9550 gp
  • Ring of Water Elemental Command
    66 11250 gp
  • Amulet of Proof against Detection and Location
    250 10000 gp
  • Cloak of Stealth
    10000 gp
  • Folding Boat
    10000 gp
  • Ioun Stone, Regeneration
    10000 gp
  • Ioun Stone, Sustenance
    10000 gp
  • Manual of Quickness of Action
    10000 gp
  • Cloak of Protection
    20 11000 gp
  • Amulet of Health
    12000 gp
  • Belt of Cloud Giant Strength
    12000 gp
  • Headband of Intellect
    12000 gp
  • Horseshoes of Speed
    54 15000 gp
  • Periapt of Health
    15000 gp
  • Ring of Mind Shielding
    0.65 15500 gp
  • Ring of Swimming
    88 17000 gp
  • Cloak of the Manta Ray
    88 18000 gp
  • Bracers of Archery
    5.88 19000 gp
  • Boots of Striding and Springing
    54 19500 gp
  • Gauntlets of Ogre Power
    75 19500 gp
  • Ring of Spell Storing
    20000 gp
  • Rod of Rulership
    20000 gp
  • Wand of the War Mage +3
    20000 gp
  • 7750 Gold Coin
    1 gp
  • 15000 Copper Coin
    0.01 gp
  • 120000 Silver Coin
    0.1 gp
  • 10 Platinum Coin
    10 gp


  • Monster Bits:
  • 60 Humanoid Blood
    0.15 gp
  • 150 Animal Bone
    0.03 gp
  • 100 Animal Fat
    0.5 gp
  • 350 Animal Meat
    0.05 gp
  • 50 Soft Skin
    0.05 gp

  • Creature Type Monster Bits:
  • 0.06 Humanoid Blood
    0.15 gp
  • 0.15 Animal Bone
    0.03 gp
  • 0.1 Animal Fat
    0.5 gp
  • 0.35 Animal Meat
    0.05 gp
  • 0.05 Soft Skin
    0.05 gp

The enchanter's workbench hums with arcane conduits, veins of liquid silver threading through etched obsidian slabs that pulse with embedded crystals. Runes ignite in sapphire bursts, channeling ethereal sparks that warp the air into shimmering veils. Faint ozone crackles as raw mana coalesces, forging bonds between steel and sorcery in a haze of glowing residue.

Merchants
Creature Sub Type

💰🛍️ Merchants: Bargainers of Coin and Contract

Merchants are the indispensable heartbeat of every realm, shrewd masters of the marketplace who turn peril into profit without ever drawing a blade. 🪙 Whether operating from bustling city shops or rumbling caravans, these opportunistic traders seek out adventurers at every turn — buying the riches yanked from lost dungeons and forgotten treasures, then selling back the very tools of greater glory. Part of tight-knit guilds that shield their own, they peddle powerful magical items coveted by heroes and kings alike. Driven purely by profit, they risk fortunes rather than flesh, thriving on financial gambles while their networks ensure no slight goes unanswered.

🌍 Origins: Forged in Guild and Gold

Merchants rise from every walk of life — fallen nobles, ambitious guild apprentices, or street-smart orphans who earned their first scale through sheer wit. 📜 Many inherit family shops blessed by trade deities; others claw their way into powerful merchant guilds that bind members in ironclad oaths of mutual protection. These guilds trace back to ancient pacts sealed with enchanted ledgers, granting members safety across cities and roads alike. Whatever their beginning, every merchant carries the unquenchable thirst for the next deal and the quiet power of collective wealth.

🏪 City Shopkeeps & Roadside Traders: Everywhere Opportunity Awaits

Merchants appear precisely when heroes need them most — behind polished counters in crowded city bazaars or pulling wagons into remote camps and strongholds. 🏪 Urban shopkeeps maintain lavish storefronts stocked with wonders, while wandering traders follow the scent of fresh plunder. Both types track adventurers through rumor and raven, ready to appraise dungeon loot on the spot and offer immediate coin. Their doors (and wagon flaps) are always open to those bearing relics, ensuring every victory converts swiftly into wealth.

📦 Wares of Power: Treasures and Magical Might

A merchant’s inventory is legend made tangible. 🧪 Beyond everyday supplies, they deal in exotic crafting materials — dragon scales, star-forged ore, moonlight essence, and ancient essences — plus the truly dangerous prizes: enchanted weapons, forbidden tomes, and artifacts that grant godlike power. Adventurers and power-hungry nobles flock to them, trading hard-won treasures for items that tip the scales of fate. The best merchants always seem to have exactly what a party needs… for the right price.

🕸️ The Guild Web: Safety Through Connection

No merchant stands isolated. Vast guilds weave a protective web across kingdoms, with members sworn to safeguard one another through shared ledgers and binding contracts. 🧠 Harm one and the entire network responds — bounties issued, assassins quietly hired, reputations destroyed, and trade routes closed to the offender. This unbreakable solidarity grants unparalleled safety: even the boldest warlord thinks twice before crossing a guild merchant. The system turns every shopkeep and caravan driver into part of something far larger and far deadlier than any lone blade.

🪄 Trader’s Gifts: The Art of the Deal

Merchants wield subtle but formidable talents honed by decades of negotiation. Many possess an almost magical ability to appraise any item instantly, detect lies with a glance, or haggle prices that bend reality itself. 🦋 Enchanted scales never err, shop safes hold extradimensional space, and guild rings allow silent communication across continents. The craftiest keep hidden vaults of truly legendary items or maintain quiet alliances with enchanters and information brokers. They never fight — they simply ensure the fight never reaches them.

⚠️ Hazards of Profit: Financial Gambles Over Flesh

Merchants scorn physical danger, preferring the thrill of high-stakes wagers. Their greatest risk is financial ruin — a bad investment, a counterfeit relic, or a guild rival undercutting their prices. ⚠️ Greed can blind them to larger threats, and a merchant who cheats the wrong adventurer may face sudden boycotts or guild-sanctioned ruin. Yet their contracts and connections usually keep blades at bay, letting them play the long game of wealth while heroes bleed for glory.

🗺️ Deals and Quests: Profit That Sparks Legend

Trade with a merchant rarely ends at simple barter. They routinely commission escorts for priceless shipments, recovery of stolen cargo, or hunts for ultra-rare components. These offers blossom into grand quests laced with gold and danger, benefiting both sides — or igniting fierce rivalries when contracts are broken. A single well-placed deal can launch an entire campaign of intrigue and adventure.

🌌 The Lifeblood of Every Realm

Merchants are the unseen architects of power and progress, turning the blood and sweat of heroes into empires of coin. 💰 Whether behind a city counter surrounded by glowing artifacts or camped beside a dungeon entrance with scales in hand, they represent pure opportunity wrapped in calculation. In any campaign they provide economic breathing room, rare magical wonders, and the spark for countless stories. Wise adventurers treat every merchant with respect — for today’s fair trader holds tomorrow’s fortune… and the contracts that can make or break legends. 🪙

  • Merchant
  • This merchant's wares are tagged with teleportation magic as a contingency. Should the merchant fall in battle, most of their inventory will shimmer and vanish—teleported to a secure location. Only coins and a handful of items that slip through the contingency remain behind.

Enchanter - Tier 3 (Subtype)
Creature Sub Type
8867.99

✨🔧 Enchanter: Tier 3 Arcane Smith

A Tier 3 Enchanter is an advanced magical craftsperson whose stable bindings, durable enchantments, and strong workshop reputation make them a major specialist in enchanted goods, arms enhancement, and controlled magical utility. They are no longer simply producing reliable stock. At this tier, their methods, commissions, and finished items carry real commercial and professional weight.

📚🪄 Training and Foundation

Tier 3 Enchanters are extensively shaped by elite apprenticeship, guild advancement, workshop leadership, temple craft service, military contract work, or long years of disciplined item-binding practice. They understand runic architecture, charge retention, spell anchoring, material compatibility, failure correction, layered enchantments, and the practical limits of permanent magical binding at a high level. Their craft is no longer just specialized. It is authoritative.

🧥💠 Appearance and Bearing

These creatures usually appear as established workshop heads, military enchanters, arcane engravers, jewel-bind specialists, relic restorers, or contract artificers trusted with expensive and dangerous work. Their clothing is practical and protective, often including reinforced coats, gloves, aprons, lenswork, precision tool cases, and wrapped kits of chisels, stamps, wire, chalks, clamps, and focus stones. Their bearing is controlled, exact, and used to inspecting every detail before committing magic to matter.

🪶📦 Typical Inventory

A Tier 3 Enchanter commonly stocks charged rings, warded amulets, rune-etched pistols, inscribed bullets, weapon enhancement plates, protective brooches, alarm seals, locking sigils, bound lantern crystals, heat stones, spark rods, reinforced powder flasks, ward plaques, stabilized focus gems, enchanted buckles, communication charms, temporary enhancement tags, low-grade permanent weapon runes, defensive jewelry, travel wards, custom commission samples, and partially completed enchanted arms or accessories awaiting final binding. Their inventory is usually selective, expensive, and controlled, with fewer trivial goods and more high-value pieces.

🧠⚖️ Working Style

Their working style is rigorous, documented, and precision-driven. A Tier 3 Enchanter inspects the base item, verifies material quality, selects the correct magical framework, and binds effects through measured stages designed to reduce instability and waste. They can handle more valuable commissions, produce stronger and longer-lasting enchantments, and repair or reinforce flawed magical items. Their focus is not novelty for its own sake. It is dependable function under repeated use.

💰🔮 Trade and Practical Role

What defines this subtype is high-value magical utility. Tier 3 Enchanters produce objects that matter in security, warfare, navigation, transport, communication, and personal survival. Their work serves officers, gunsmiths, merchant houses, wealthy adventurers, noble estates, ship captains, and institutions that need enchanted equipment to perform consistently. In a flintlock fantasy economy, they are important suppliers of controlled magical advantage.

🏪🪵 Business and Workspace

Tier 3 Enchanters usually work from major arcane workshops, guild-backed facilities, military contract rooms, secure jewelry houses, attached foundries, or patron-funded studios with assistants and apprentices. Their spaces are organized around engraving benches, binding circles, test pieces, padded storage, locked cabinets, rune ledgers, component shelves, and secured stations for volatile or high-cost commissions. Their workshop often functions as both studio and regulated inventory house.

🏙️👥 Common Roles

These creatures are commonly found as master rune-workers, military item-binders, arcane gunsmith partners, ward installation specialists, jewelry enchanters for elite clients, relic maintenance experts, workshop heads, or contract enchanters supplying ports, garrisons, and wealthy districts. In larger settlements, they are often the people consulted when failure would be expensive, public, or fatal.

👑🪙 Place in Society

A Tier 3 Enchanter holds real professional status. Merchants want contracts with them, officers want dependable work from them, and regulators often monitor what they bind into weapons, wards, and restricted goods. Their success can improve trade security, military readiness, and private prestige. Their mistakes can ruin expensive equipment or create dangerous liabilities. In a flintlock fantasy setting, they stand close to the intersection of commerce, state oversight, and applied arcane industry.

📈✨ Tier Meaning

Tier 3 represents an enchanter that has grown into a major merchant-specialist. The core traits—magical binding, charged objects, useful inventory, and disciplined enchantment—have matured into authority, high-value production, and meaningful commercial influence. This is no longer just a runesmith. It is an arcane smith whose work helps define how magic enters everyday equipment and professional gear.

  • Inventory Unequipped:
  • Orbit Stone
    50 gp
  • Grand Shield of the Protector
    -66.71 5030 gp
  • Arrow-Catching Shield
    39.88 1510 gp
  • Sun Blade
    5.22 8815 gp
  • Staff of the Woodlands
    3.98 6850.2 gp
  • Blade of Betrayal
    4.01 6115 gp
  • Scimitar of Speed
    7.94 5675 gp
  • Staff of Frost
    30.93 5400.2 gp
  • Ambercore Greatsword
    10.62 5150 gp
  • The Gospel
    12.39 5102 gp
  • Magic 8-Ball
    1.8 4650 gp
  • Staff of Fire
    4.93 4050.2 gp
  • Magical Staff
    7 gp
  • Wand
    2 gp
  • Garnet
    10 gp
  • Shield of Missile Attraction
    79.88 5110 gp
  • Javelin of Lightning
    12.22 600.5 gp
  • Mace of Terror
    11.28 655 gp
  • Staff of the Python
    5.5 900.2 gp
  • Trident of Tides
    7.65 905 gp
  • Staff of Healing
    3.43 1250.2 gp
  • Riftpiercer Spear
    12.52 1301 gp
  • Shadowbane Hammer
    9.27 1315 gp
  • Hammer of Thunderbolts
    5.62 1510 gp
  • Staff of Swarming Insects
    3.43 1600.2 gp
  • Staff of Charming
    18.43 2150.2 gp
  • Scepter of Silent King
    3.43 1650.2 gp
  • Figurine of Wondrous Power - Silver Raven
    70 gp
  • Nolzur's Marvelous Pigments
    100 gp
  • Wand of Lightning Bolts
    650 gp
  • Wand of the War Mage +1
    1000 gp
  • Ring of Warmth
    1000 gp
  • Periapt of Wound Closure
    1.96 1000 gp
  • Ioun Stone, Protection
    20 1000 gp
  • Goggles of Night
    12 1000 gp
  • Glyphwoven Mantle
    1.65 920 gp
  • Wand of Polymorph
    900 gp
  • Stone of Controlling Earth Elementals
    2.07 900 gp
  • Cape of the Mountebank
    2.31 900 gp
  • Helm of Telepathy
    0.86 800 gp
  • Wand of Web
    700 gp
  • Dust of Disappearance
    700 gp
  • Chime of Opening
    700 gp
  • Eversmoking Bottle
    0.45 250 gp
  • Wand of Fireballs
    650 gp
  • Tome of Unstable Magic
    650 gp
  • Lantern of Revealing
    2 600 gp
  • Fang of the Beast King
    3.1 600 gp
  • Circlet of Blasting
    600 gp
  • Boots of Speed
    1.13 600 gp
  • Wand of Fear
    550 gp
  • Ring of Shooting Stars
    550 gp
  • Ring of Animal Influence
    550 gp
  • Dust of Dryness
    550 gp
  • Control Rod, Silver
    550 gp
  • Spellguard Shield
    289.88 10010 gp
  • Plate Armor of Etherealness
    94.35 8400 gp
  • Eyes of Charming
    200 gp
  • Prayer Bead - Curing
    400 gp
  • Wand of Paralysis
    400 gp
  • Wand of Secrets
    400 gp
  • Boots of Levitation
    0.38 500 gp
  • Cloak of Displacement
    0.45 500 gp
  • Horseshoes of a Zephyr
    0.38 500 gp
  • Prayer Bead - Smiting
    0.45 500 gp
  • Ring of Invisibility
    0.65 500 gp
  • Medallion of Thoughts
    400 gp
  • Dust of Sneezing and Choking
    150 gp
  • Gloves of Missile Snaring
    150 gp
  • Prayer Bead - Bless
    0.43 150 gp
  • Bead of Force
    200 gp
  • Dream Dust
    5 gp
  • Iron Bands of Bilarro
    200 gp
  • Quaal's Feather Token, Fan
    200 gp
  • Quaal's Feather Token, Bird
    205 gp
  • Hat of Disguise
    0.28 250 gp
  • Quaal's Feather Token, Tree
    50 gp
  • Quaal's Feather Token, Whip
    200 gp
  • Quaal's Feather Token, Anchor
    1000 gp
  • Ring of the Ram
    200 gp
  • Universal Solvent
    200 gp
  • Wand of Magic Detection
    200 gp
  • Wand of Magic Missiles
    200 gp
  • Spellsnatcher's Gauntlet
    210 gp
  • Quaal's Feather Token, Swan Boat
    3000 gp
  • Wind Fan
    0.49 300 gp
  • Magical Wand
    10 gp
  • Blue Quartz
    1 gp
  • Magical Crystal
    12 gp
  • Enchanting Tools
    100 gp
  • Wooden Workbench
    20 gp
  • Woodworking Tools
    15 gp
  • Totem
    10 gp
  • Rod, Wooden
    2 gp
  • Cleaning Stone
    100 gp
  • Gold Emblem
    30 gp
  • Magical Holy Emblem
    40 gp
  • Amulet, Gold
    200 gp
  • Magical Holy Amulet
    40 gp
  • Reliquary
    200 gp
  • Magical Holy Reliquary
    300 gp
  • Magical Sprig of Mistletoe
    6 gp
  • Sprig of Mistletoe
    0.02 gp
  • Quarterstaff
    3.43 0.2 gp
  • Magical Rod
    10 gp
  • Helm of Comprehending Languages
    0.28 250 gp
  • Horn of Blasting
    250 gp
  • Ring of Jumping
    0.27 250 gp
  • Robe of Scintillating Colors
    0.19 250 gp
  • Green Ribbon
    29.16 251 gp
  • Bag of Tricks, Tan
    300 gp
  • Ring of Evasion
    300 gp
  • Quartz
    5 gp
  • Staff of the Magi
    3.43 11400.2 gp
  • Mace of Smiting
    14.08 12255 gp
  • Fabled Wonder
    6.93 13315 gp
  • Twin-Chained Molten Mauls
    20.19 16010 gp
  • Rain Stick of Mbala
    30.98 16400.2 gp
  • Frostwreathed Scythe
    70.21 16451.5 gp
  • Staff of Power
    37.24 16700.2 gp
  • Wand of Binding
    1200 gp
  • Rod of Alertness
    1.24 1250 gp
  • The Drowned’s Whisper
    2.7 1350 gp
  • Dispelling Stone
    1400 gp
  • Ioun Stone, Magebane
    1400 gp
  • Necklace of Fireballs
    1400 gp
  • Rod of Absorption
    1400 gp
  • Ring of Protection
    20 1500 gp
  • Ring of Water Walking
    1500 gp
  • Ring of X-ray Vision
    1500 gp
  • Brazier of Commanding Fire Elementals
    5.37 1800 gp
  • Censer of Controlling Air Elementals
    5.37 1800 gp
  • Prayer Bead - Favor
    4.62 1800 gp
  • Bowl of Commanding Water Elementals
    5.37 1803 gp
  • Ring of Feather Falling
    2000 gp
  • Rope of Climbing
    2050 gp
  • Elemental Gem, Blue Sapphire
    2100 gp
  • Elemental Gem, Emerald
    2100 gp
  • Elemental Gem, Red Corundum
    2100 gp
  • Elemental Gem, Yellow Diamond
    2100 gp
  • Gem of Seeing
    2100 gp
  • Band of Hammerstone
    11.96 2400 gp
  • Necklace of Adaptation
    2500 gp
  • Brooch of Shielding
    27.5 2750 gp
  • Ring of Acid Resistance
    27.5 2750 gp
  • Ring of Cold Resistance
    27.5 2750 gp
  • Ring of Fire Resistance
    27.5 2750 gp
  • Ring of Force Resistance
    27.5 2750 gp
  • Ring of Lightning Resistance
    27.5 2750 gp
  • Ring of Necrotic Resistance
    27.5 2750 gp
  • Ring of Poison Resistance
    27.5 2750 gp
  • Ring of Psychic Resistance
    27.5 2750 gp
  • Ring of Radiant Resistance
    27.5 2750 gp
  • Ring of Thunder Resistance
    27.5 2750 gp
  • Boots of the Winterlands
    27.5 2753 gp
  • Crystal Ball of Scrying
    2.28 3000 gp
  • Dimensional Shackles
    3000 gp
  • Ring of Telekinesis
    2.28 3000 gp
  • Robe of Useful Items
    3000 gp
  • Bag of Tricks, Gray
    3150 gp
  • Bag of Tricks, Rust
    3300 gp
  • Helm of Teleportation
    3550 gp
  • Prayer Bead - Summons
    10.69 3600 gp
  • Necklace of Prayer Beads
    0 gp
  • Prayer Bead - Wind Walking
    8.27 3600 gp
  • Wand of Enemy Detection
    7.85 3600 gp
  • Amulet of the Tides
    31.54 3625 gp
  • Orb of Dragonkind
    0.23 3900 gp
  • Immovable Rod
    4000 gp
  • Ring of Regeneration
    4000 gp
  • Wand of the War Mage +2
    4000 gp
  • Cloak of Arachnida
    75.5 4150 gp
  • Bag of Beans
    14.31 5000 gp
  • Boots of Elvenkind
    50 5000 gp
  • Cloak of Elvenkind
    50 5000 gp
  • Eyes of Minute Seeing
    50 5000 gp
  • Eyes of the Eagle
    50 5000 gp
  • Gloves of Thievery
    50 5000 gp
  • Ioun Stone, Mastery
    5000 gp
  • Ioun Stone, Reserve
    5000 gp
  • Ioun Stone, Spirit
    5000 gp
  • Luckstone
    5000 gp
  • Piwafwi (Cloak of Elvenkind)
    50 5000 gp
  • Rope of Entanglement
    17.82 5000 gp
  • Slippers of Spider Climbing
    198 5000 gp
  • Winged Boots
    5000 gp
  • Wings of Flying
    216 5000 gp
  • Belt of the Arbiter
    50.19 5150 gp
  • Deck of Illusions
    6000 gp
  • Cloak of the Bat
    109.36 6900 gp
  • Orbit Stone, Body
    7500 gp
  • Orbit Stone, Mind
    7500 gp
  • Orbit Stone, Soul
    10500 gp
  • Candle of Invocation
    8400 gp
  • Ioun Stone, Awareness
    9000 gp
  • Ring of Air Elemental Command
    28.19 11000 gp
  • Ring of Earth Elemental Command
    28.81 10350 gp
  • Ring of Fire Elemental Command
    27.5 9550 gp
  • Ring of Water Elemental Command
    66 11250 gp
  • Amulet of Proof against Detection and Location
    250 10000 gp
  • Cloak of Stealth
    10000 gp
  • Folding Boat
    10000 gp
  • Ioun Stone, Regeneration
    10000 gp
  • Ioun Stone, Sustenance
    10000 gp
  • Manual of Quickness of Action
    10000 gp
  • Cloak of Protection
    20 11000 gp
  • Amulet of Health
    12000 gp
  • Belt of Cloud Giant Strength
    12000 gp
  • Headband of Intellect
    12000 gp
  • Horseshoes of Speed
    54 15000 gp
  • Periapt of Health
    15000 gp
  • Ring of Mind Shielding
    0.65 15500 gp
  • Ring of Swimming
    88 17000 gp
  • Cloak of the Manta Ray
    88 18000 gp
  • Bracers of Archery
    5.88 19000 gp
  • Boots of Striding and Springing
    54 19500 gp
  • Gauntlets of Ogre Power
    75 19500 gp
  • Ring of Spell Storing
    20000 gp
  • Rod of Rulership
    20000 gp
  • Wand of the War Mage +3
    20000 gp

  • Skill Tier 8:
  • Enchanting
  • Runeforging

Merchant - Tier 3 - City Merchant
Creature Sub Type
415

City Merchants are the opulent powerbrokers who rule the grand bazaars and towering emporiums of major metropolises, their lavish storefronts glittering with high-end wonders. 🪙 Spacious halls overflow with elite gear — masterwork weapons that hum with enchantment, potent elixirs capable of turning the tide of battle, and rare crafting materials like phoenix ash, abyssal crystal, and threads spun from starlight. They eagerly acquire the most valuable relics and dungeon treasures adventurers haul from perilous depths, converting legendary plunder into mountains of coin while offering the exact components needed for legendary creations. Backed by continent-spanning guilds bound by ironclad contracts, they command formidable protection: slight one and blacklists sweep across kingdoms, bounties ignite overnight, and entire trade empires close their doors to the offender.

Profit is their lifeblood and only true allegiance. City Merchants thrive on colossal financial risks — wagering fortunes on black-market artifacts, extending vast lines of credit to renowned parties, or cornering markets on scarce magical resources — yet they never risk their own skin. 🏪 Always one step ahead through whispered guild intelligence and enchanted ledgers, they’re the sophisticated allies (or calculated rivals) who can elevate a party from local heroes to realm-shaking legends. Smart adventurers nurture these relationships early; a City Merchant’s favor today can deliver the forbidden relic or high-stakes commission that turns tomorrow’s doom into destiny. 🪙

  • Inventory Unequipped:
  • 7750 Gold Coin
    1 gp
  • 15000 Copper Coin
    0.01 gp
  • 120000 Silver Coin
    0.1 gp
  • 10 Platinum Coin
    10 gp

  • Skill Tier 8:
  • Attention
  • Empathy

d100
Mod
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Effect 1 Effect 2 Ambience Music