Some witches tend towards civilization in small ways, whether within a city or upon the common roads between them. These tend to be tricksters of their own styling, making pacts with flitting shadows and dealing their wares with thieves’ guilds. Each has managed to stumble upon the secrets of cursed magic, crafting their hexes into even the most mundane item–the better, of course, to fool the poor sap who haggles too much.
Primary Class: Witch
Secondary Class: Rogue
Hit Dice: d6
Bonus Skills and Ranks: The merchant shadowcaller may select six rogue skills to add to her class skills in addition to the normal witch class skills. The merchant shadowcaller gains a number of ranks at each level equal to 4 + Int modifier.
Table: Merchant Shadowcaller
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells Per Day|
|1st||+0||+0||+2||+2||Cantrips, diminished spellcasting, shadow familiar, sly witch, subtle appraisal||2||0||—||—||—||—||—||—||—||—|
|11th||+5||+3||+7||+7||Hex, major hex||3||3||3||3||2||1||0||—||—||—|
|20th||+10/+5||+6||+12||+12||Hex, grand hex||3||3||3||3||3||3||3||3||3||3|
The merchant shadowcaller is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword, but not with any type of armor or with shields.
The merchant shadowcaller casts arcane spells drawn from the witch’s spell list, and casts one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells of that level only if her Intelligence allows bonus spells of that level. She otherwise learns and casts spells as a witch equal to her merchant shadowcaller level.
This is exactly like the witch ability of the same name, except that the merchant shadowcaller gains a hex at 1st level and again at 2nd level and every three levels thereafter.
At 1st level, a merchant shadowcaller gains a shadow familiar, which is similar to a normal familiar except for the changes described below. This ability otherwise functions as witch’s familiar and replaces both witch’s familiar and patron.
At 1st level, whenever a merchant shadowcaller could choose a hex, she can choose a rogue talent that she qualifies for instead. At 14th level, she may choose an advanced talent that she qualifies for in place of a hex. This ability, subtle appraisal, and master scrounger replace spells lost due to diminished spellcasting.
At 1st level, a merchant shadowcaller is well-versed at quickly recognizing expensive items carried by those she targets. She gains a +4 circumstance bonus on Appraise checks and on Spellcraft checks to identify magic items.
At 2nd level, a merchant shadowcaller learns to place minor curses on mundane items which she can use to trick her marks into giving her their most prized possessions. As a full-round action she can place one of her known hexes (such as Charm) or any spell that she can cast which has the curse descriptor on a mundane item. The next creature other than herself to come into contact with the item is immediately affected by the hex or curse as if she had cast it directly on that creature. Any creature affected by a hextrap receives a –2 penalty to the saving throw made to resist the effect. A merchant shadowcaller can only maintain a number of hextrap items equal to her Intelligence modifier at a time. If she exceeds this maximum, her initial hextrap item becomes inert. If she continues to create additional hextrap items, each prior item becomes inert in succession. In addition, a merchant shadowcaller gains a +4 circumstance bonus to Sleight of Hand checks made to slip the item to another creature, or on Bluff checks made to convince a creature to accept the item willingly. This ability replaces the hex gained at 4th, 12th, and 16th level.
Once per day, a merchant shadowcaller of 4th level of higher can locate one mundane weapon, piece of armor, or item of adventuring gear of her choice, including those of masterwork quality, but must pay the listed value to obtain it. At 7th level, these items can be obtained for 75% of their listed value. This ability can only be used with settlements, communities, or large encampments of similar size where trade and mercantile can be found.
Once per week, a merchant shadowcaller of 8th level of higher can locate a seller of magic items, no matter what size of settlement she is in. She can locate one magic item of her choice with a value equal to 2,500 gp plus 250 gp per merchant shadowcaller level. However, the specific item’s availability is still limited by the size of the community the merchant shadowcaller is in, and must pay the listed value to obtain it. At 11th level, the magic item can be obtained for 75% of its listed value.
This is exactly like the witch ability of the same name, except that whenever a merchant shadowcaller of 11th level or higher could choose a hex, she can select a major hex instead.
This is exactly like the witch ability of the same name, except that the merchant shadowcaller can select a grand hex at 20th level.
Like other spellcaster’s familiar’s, the merchant shadowcaller’s familiar is an animal chosen to aid her in her study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A shadow familiar grants special abilities that apply only when the gyspy shadowcaller and familiar are within 1 mile of each other, like a normal familiar, but many of the abilities are different. A shadow familiar otherwise functions as a normal familiar, except as described here after.
A shadow familiar has special abilities (or imparts abilities to its merchant shadowcaller) depending on the master's level The following abilities are unique to the shadow familiar and are cumulative. A shadow familiar otherwise functions as a normal familiar.
Finesse: A merchant shadowcaller's familiar always uses its Dexterity modifier instead of its Strength modifier for natural attacks, attacks made with a light weapon, and for determining CMB and CMD. This ability and Toughness replace the familiar's Share Spells ability.
Toughness: The familiar gains Toughness as a bonus feat without needing to meet the prerequisites. These hit points are added to the normal total of 1/2 the merchant shadowcaller's hit points.
Shadowform: A merchant shadowcaller's familiar is a being made of shadow in the general form of an animal or other small creature. The familiar is only quasi-real, and therefore gains the benefit of a constant blur effect, providing the familiar concealment against all attacks against it (20% miss chance).
Shadowy Skill: At 1st level, then again at 3rd level and every 4 levels thereafter, the merchant shadowcaller's familiar gains either sneak attack +1d6 (stacks up to a maximum of +6d6 at 19th level) OR may choose from one of the following feats, without needing to meet the prerequisites: Improved Steal, Go Unnoticed, Greater Steal (though must have the prerequisite: Improved Steal), Underfoot, or Under and Over. Alternatively, the familiar may instead gain one of the following rogue talents: Befuddling Strike, Distracting Attack, Fast Fingers or Fast Stealth. This ability replaces deliver touch spells ability.
Table: Shadow Familiar
|Natural Armor Adjustment||Intelligence||Special|
|1st-2nd||+1||6||Empathic link, finesse, improved evasion, shadowy skill, shadowform, toughness|
|13th-14th||+7||12||Scry on familiar|