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While some occultists seek out potent magical artifacts in ancient ruins and haunted fens, the Occult Merchant uses the flow of trade goods to obtain powerful magical items.
Appraiser’s Eye
At 2nd level, the occult merchant gains a competence bonus on Appraise and Spellcraft skill checks equal to 1/2 his occultist level.
This replaces magic item skill
Items of Power
At 2nd level, the occult merchant gains Equipment Trick as a bonus feat. He must choose a trick corresponding to one of his implements. He may only use this feat with his implement, but may ignore prerequisites skill and feat prerequisites for his tricks. He gains Equipment Trick as a bonus feat an additional time with a different implement at 5th level and every 4 levels thereafter.
This replaces object reading, aura sight, magic circles, fast circles, and binding circles
Original Product
At 7th level, the occult merchant gains a crafting feat as a bonus feat. He must meet the prerequisites of this feat. When the occult merchant gains a level, he may exchange this feat for a different crafting feat he qualifies for.
This replaces the focus power gained at 7th level
Occult Contracting (Sp)
At 8th level, the occult merchant employs a team of outsiders to assist him in crafting items. He gains followers as though he possessed the Leadership feat, using his Intelligence modifier in place of his Charisma modifier when determining the number of followers he gains. The occult merchant can only attract native outsiders as followers and each of his followers gain a crafting feat the occult merchant qualifies for as a bonus feat, even if they do not meet the prerequisites. This does not grant the occult merchant a cohort.
This replaces Outside Contact
Occult Factory (Su)
At 19th level, the occult merchant can have his outsider craft items for him with occult contracting ability even if he is not present. The occult merchant can spend 10 minutes communicating with his followers in place of spending a full day crafting an item. He takes a -10 penalty on his Spellcraft check when crafting this way.
This replaces the focus power gained at 19th level
At 2nd level, the occult merchant gains a competence bonus on Appraise and Spellcraft skill checks equal to 1/2 his occultist level.
This replaces magic item skill
Items of Power
At 2nd level, the occult merchant gains Equipment Trick as a bonus feat. He must choose a trick corresponding to one of his implements. He may only use this feat with his implement, but may ignore prerequisites skill and feat prerequisites for his tricks. He gains Equipment Trick as a bonus feat an additional time with a different implement at 5th level and every 4 levels thereafter.
This replaces object reading, aura sight, magic circles, fast circles, and binding circles
Original Product
At 7th level, the occult merchant gains a crafting feat as a bonus feat. He must meet the prerequisites of this feat. When the occult merchant gains a level, he may exchange this feat for a different crafting feat he qualifies for.
This replaces the focus power gained at 7th level
Occult Contracting (Sp)
At 8th level, the occult merchant employs a team of outsiders to assist him in crafting items. He gains followers as though he possessed the Leadership feat, using his Intelligence modifier in place of his Charisma modifier when determining the number of followers he gains. The occult merchant can only attract native outsiders as followers and each of his followers gain a crafting feat the occult merchant qualifies for as a bonus feat, even if they do not meet the prerequisites. This does not grant the occult merchant a cohort.
This replaces Outside Contact
Occult Factory (Su)
At 19th level, the occult merchant can have his outsider craft items for him with occult contracting ability even if he is not present. The occult merchant can spend 10 minutes communicating with his followers in place of spending a full day crafting an item. He takes a -10 penalty on his Spellcraft check when crafting this way.
This replaces the focus power gained at 19th level